__ __ _____ __ __ _ | \/ | __ _ ___ ___ | ____|/ _|/ _| ___ ___| |_ | |\/| |/ _` / __/ __| | _| | |_| |_ / _ \/ __| __| | | | | (_| \__ \__ \ | |___| _| _| __/ (__| |_ |_| |_|\__,_|___/___/ |_____|_| |_| \___|\___|\__| Author: Warfreak Version: 2.5 Date Started: 25/6/08 ------------------------------------------------------------------------------ Table of Contents  Introduction [1.01] Introduction [1.02] Version History  Background [2.01] Commander Shepard's History [2.02] Playable Classes [2.03] Squad Classes  Skills [3.01] Combat [3.02] Tech [3.03] Biotic [3.04] Class Skills [3.05] Unlocked Classes [3.06] Shepard Skills  Walkthrough [4.01] Eden Prime [4.02] The Citadel [4.03] Noveria [4.04] Liara's Dig Site [4.05] Feros [4.06] Virmire [4.07] The Citadel, Reloaded [4.08] Ilos  Other Missions [5.01] The Citadel [5.02] Feros [5.03] Noveria [5.04] Virmire [5.05] UNC [5.06] Bring Down the Sky [5.07] Tali [5.08] Wrex [5.09] Garrus  Armoury [6.01] Pistol [6.02] Assault Rifle [6.03] Shotgun [6.04] Sniper Rifle [6.05] Light Armour [6.06] Medium Armour [6.07] Heavy Armour  Manufacturers [7.01] Manufacturers [7.02] Weapons [7.03] Armour [7.04] Upgrades  Achievements [8.01] Achievements  Codex [9.01] Primary Codex [9.02] Secondary Codex  Space Map [10.01] Space Charts [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 36th FAQ, and it would be my first in the RPG genre. This guide is for the PC version of Mass Effect, and while it will still work on the XBox 360 version, it is built on the PC version, since that is the version that I have. Just bear with me though, the port to the PC makes it basically the same as the XBox version. Shame the PS3 doesn't have it. In this game, you control Commander Shepard, the human that like in most RPGs, you have to save the world. But there are twists and turns along the way, so be careful. Without further fanfare, lets begin. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [25/6/08] Guide Started. Version 0.2 [26/6/08] Completed Chapter 2. Rather sluggish progress. Version 0.3 [27/6/08] Completed a third of Chapter 3. Version 0.4 [28/6/08] More on Chapter 3. Chapter 3 should be finished tomorrow. Version 0.5 [29/6/08] Done Chapter 3 EXCEPT for 3.05 which I need to do a bit of research on. Version 0.6 [2/7/08] Completed 3.05 for now. Small update. Version 0.7 [25/9/08] This guide isn't dead, just distracted. Completed the armoury. Version 0.8 [3/10/08] Update as usual. Version 0.9 [7/10/08] Finished the DLC "Bring Down the Sky" pack. Version 1.0 [8/10/08] More on the Walkthrough. Version 1.1 [12/10/08] Completed the Citadel Walkthrough. Version 1.2 [14/10/08] Completed more on the Noveria Planet. Version 1.3 [30/10/08] Last update before a 2 week break, my exams are coming up, so I do need to prepare for that. Also, I have other things to do. Version 1.4 [20/1/09] Completed Liara's Dig Site. I need my motivation back. Version 1.5 [21/1/09] Noveria and Feros complete. Version 1.6 [22/1/09] Completed the entire story. All the misc parts are left. Version 1.7 [23/1/09] Started on side quests. Version 1.8 [24/1/09] Completed most of the quests except the UNC quests. Completed a third of the UNC quests, that leaves 19 more until all side quests are done. Version 1.9 [25/1/09] Completed most of the UNC quests, but not done completely. Version 2.0 [26/1/09] Compelted UNC Quests. Started on Manufacturers, completed Weapons, missing Armour and the Upgrades. Version 2.1 [28/1/09] Finished the Chapter 7 and 8 parts. Version 2.2 [29/1/09] Completed the Primary Codex. Version 2.3 [30/1/09] Completed a small part of the secondary Codex. Version 2.4 [31/1/09] Completed Secondary Codex. Space is all that is needed for a completed guide. That should be finished tomorrow with some luck. Version 2.5 [1/2/09] Guide Complete. I hope my first adventure into RPGs was a good one. Maybe I'll work on Mass Effect 2 as well. Anyway, this was my first RPG guide, so I hope it was a decent effort. ------------------------------------------------------------------------------ [2.01] Commander Shepard's History When you start the game, you have the option to have the game allow you to create a custom Commander Shepard. If you do so, you need to have to do a few things. First of all, you need to select a gender for your character. Like other Bioware games, this doesn't really matter, but gender equality. Shepard can be male or female. If you choose male, you get Mark Meer to voice your Shepard and for females, you get Jennifer Hale, who does a great job. I personally loved her work in Freelancer. But lets get back on track. For the next part, you can change the name of Shepard. You can only change the first name, because you can't have voice actors naming every possible name on the face of the Earth. The default male is John, the default female is Jane, but you can change that. If course, in the course of the game, your character will ALWAYS be called Shepard, and never by their first name. The next part is the character's background, their background on their childhood before they joined the Alliance Military. This choice out of the three will effect a mission in the game, provide Paragon and/or Renegade points and effect how you are viewed as a character in the game. There three choices are: ******** *Spacer* ******** "Both your parents were in the Alliance Military. Your childhood was spent on ships and stations as they transferred from posting to posting, never staying in one location for more than a few years. Following in your parent's footsteps, you enlisted at the age of eighteen." Paragon +2 ********** *Colonist* ********** "You were born and raised on Mindoir, a small border colony in the Attican Traverse. When you were sixteen, slavers raided Mindoir, slaughtering your family and friends. You were saved by a passing Alliance patrol and you enlisted with the military a few years later." Paragon +1 Renegade +1 *********** *Earthborn* *********** "As an Earthborn, you had a rough childhood in the slums on Earth and have a gritty edge to your personality." Renegade +2 The next part is the military history of Shepard in this case. Again, it will award Paragon and Renegade points based on your choice. This will also effect how people will view you, and this will effect the conversations with several characters. *************** *Sole Survivor* *************** "During your service, a mission you were on went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stress that would have broken most people. You survived while those around you fell, and now you alone is left to tell the tale." Paragon +1 Renegade +1 ********** *War Hero* ********** "Early in your military career you found yourself facing an overwhelming enemy force. You risked your own life to save your fellow soldiers and defeat the enemy despite the impossible odds. Your bravery and heroism have earned you medals and recognition from the Alliance fleet." Paragon +2 ********** *Ruthless* ********** "Throughout your military career, you have held fast to one basic rule: get the job done. You've been called cold, calculating, and brutal. Your reputation for ruthless efficiency makes your fellow soldiers wary of you. But when failure is not an option, the military always goes to you first." Renegade +2 After that, you need to figure out the class of your character, which is in Section 2.02. Read that, choose the class and then you get the customise your Shepard to whatever it suits you. You can have the most beautiful person as Commander Shepard, or the most hideous, but in the end, it doesn't really matter. ------------------------------------------------------------------------------ [2.02] Playable Classes After figuring out the history of Commander Shepard, you need to choose a class to play as. There are 6 classes that you can choose from, each either a pure user of Combat, Tech or Biotics, or a hybrid between two of them. ********* *Soldier* ********* The Soldier is your pure combat class, they are those who use guns to solve all their problems. They can use all 4 weapons without relative ease, the only class that is able to use Heavy Armour and they have the ability to use First Aid. This is the best option for first time players because its easy to use, point and shoot. The class of a default Shepard or a quick Shepard. Via the appropriate mission, Shepard can advance into a Commando to improve offensive power, or Shock Trooper to improve their defensive power. If you are planning to use soldier, you will definitely need Tech and Biotic powers. Tali and Liara will be the best choice since they are pure Tech and Biotic users. Base Skills: Pistol Assault Rifle Assault Training Combat Armour Soldier Unlocked Skills: Shotgun Sniper Rifle First Aid Fitness ********** *Engineer* ********** The Engineer is like the Soldier, a pure user, but of Tech this time. They are the masters of cracking locks and hacking into systems, and also hacking and disabling enemy units. Since the Geth are electronic, you can hack into them to render them useless. They are going to be a support unit, since this isn't Battlefield 2 and you don't get a Shotgun. via the appropriate mission, you can upgrade to Operative to improve your buffering skills with your Tech powers, or head to Medic to improve your healing skills. Note that the unbalanced G36E was not included. With this as your class, you want someone to fight, and someone to hack for you. With this, you are probably going to stick to Ashley, a pure Combat Soldier and probably Liara for her Biotic powers. Base Skills: Pistol First Aid Decryption Electronics Engineer Unlocked Skills: Basic Armour Medicine Hacking Damping ******* *Adept* ******* The Adept is the last pure user, the user of Biotics, or Jedi. With this, you will be able to defend yourself with Barrier, or throw your enemies to render them useless. However, they will lack the offensive power or the tech power that would be required for an all round unit. Via the appropriate mission, Shepard can upgrade to Nemesis to boost their environmental biotic powers such as lift, while an upgrade to Bastion will improve their defensive biotic powers such as Barrier. Your squad should consist of Ashley for her combat capabilities and Tali for her Tech powers because Tech plays a very large role in the game. Base Skills: Basic Armour Throw Barrier Warp Adept Unlocked Skills: Pistol Singularity Lift Statis ************* *Infiltrator* ************* The Infiltrator is a combination of Combat and Tech. They have the offensive hacking powers of the Engineer and the long range and close range stopping power of a Soldier. They are a very powerful class, the other being the Vanguard. With Combat and Tech, they can easily go through the game without need for a support squad. Via the appropriate mission, Shepard can upgrade to Commando to improve your sniper rifle skill or Operative to improve your disabling techs. It is best to have a Biotics user since they can help you bring down the enemy whilst they are distracted. A Combat user couldn't hurt either. Base Skills: Tactical Armour Decryption Electronics Pistol Infilrator Unlocked Skills: Sniper Rifle Damping Fitness First Aid ********** *Sentinel* ********** The Sentinel is the combination of Techs and Biotics. This can be quite useful but there lies a problems. You don't have the combat capabilities of bringing down the enemy. This class is again a support class since you can't take the enemy down. Via the appropriate mission, Shepard can upgrade to Medic to improve the healing capabilities or to Bastion to support offensive Biotic powers. Your squad should consist of Ashley to support your combat skills, or lack there of. The second should either be Garrus or Wrex to improve your combat powers. Base Skills: Barrier Throw Decryption First Aid Sentinel Unlocked Skills: Electronics Lift Statis Medicine ********** *Vanguard* ********** The Pure Jedi class, the Vanguard is one of the most powerful classes, they can combine Biotics and Combat together. They however, lack the Tech powers to take down locks and that will seriously undermine your support squad. They can easily knock down foes, throw them and fire. Via the appropriate mission, Shepard can upgrade to Nemesis to strengthen your offensive Biotics or to Shock Trooper to improve the combat capabilities of your character. Your squad should consist of Tali or some other Tech user to ensure that you don't have problems with hacking and decryption. The second should be one to supplement your skills. Base skills: Assault Training Pistols Throw Warp Vanguage Unlocked Skills: Shotgun Lift Barrier Tactical Armour ------------------------------------------------------------------------------ [2.03] Squad Classes --==Ashley Williams==-- Gunnery Chief Williams is an enlisted soldier in the Alliance military who served on Eden Prime. You encounter her whilst she is stuck in Eden Prime whilst it is under attack. She has been overlooked for fleet duty, hence her relatively high rank and still stuck on a garrison. She is a Soldier, a pure Combat class Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Pistols | |1| |2| |3| |4| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Assault Rifles | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Sniper Rifles | |1| |2| |3| |4| |5| |6| |7| |8| | |Combat Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| | |Assault Training | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Fitness | |1| |2| |3| |4| |5| |6| |7| | |Soldier | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Kaiden Alenko==-- Lieutenant Alenko is a ranked officer onboard the Normandy. He is a Sentinel class, a mixture of Biotics and Tech, but he specialises in Biotics slightly over Tech. One of the two humans that can be in your squad at any given time, the other being Ashley Williams Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Lift | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |Barrier | |1| |2| |3| |4| |5| |6| |7| | |Statis | |1| |2| |3| |4| | |Decryption | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Medicine | |1| |2| |3| |4| |5| |6| |7| | |Sentinel | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Liara T'Soni==-- Liara is the Asari Scientist who spends her time researching. She is well, class is Asari Scientist but it is closest to Adept, specialising in pure Biotics without Tech or Combat help. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Lift | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Warp | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Singularity | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |Barrier | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Statis | |1| |2| |3| |4| | |First Aid | |1| |2| |3| |4| |5| |6| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| | |Asari sCientist | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Urdnot Wrex==-- Wrex is a surviving Krogan Battlemaster, and these people are the same as the human Vanguard. They have a mixture of combat and biotics and that is a very powerful combination. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Assault Rifles | |1| |2| |3| |4| |5| |6| |7| |8| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Combat Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Fitness | |1| |2| |3| |4| |5| |6| |7| |8| | |Warp | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| | |Barrier | |1| |2| |3| |4| |5| |6| |7| | |Statis | |1| |2| |3| |4| |5| |6| | |Krogan Battlemaster | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Garrus Vakaran==-- Garrus is a Turian Agent originally working for the Citadel's C-Sec Police. His class is very similar to the human varient of Infiltrator, a combination of tech and combat. He is a capable squad member. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Assault Rifles | |1| |2| |3| |4| | |Sniper Rifles | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Tactical Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Assault Training | |1| |2| |3| |4| |5| |6| |7| |8| | |Decryption | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Damping | |1| |2| |3| |4| |5| |6| |7| |8| |9| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Training | |1| |2| |3| |4| |5| |6| |7| | |Turian Agent | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Tali'Zorah nar Rayya==-- Tali is a Quarian Machinist, and due to the restrictions on the vessels of her race, she needs to bring back something useful in order to be included. She is the same as the Engineer, specialising in pure Tech. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Pistols | |1| |2| |3| |4| |5| |6| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| | |Basic Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Damping | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Decryption | |1| |2| |3| |4| |5| |6| | |Hacking | |1| |2| |3| |4| |5| |6| |7| |8| | |Quarian Machinist | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- ------------------------------------------------------------------------------ [3.01] Combat Combat skills are basically skills that are directly related to the field of combat, which means skills at using your firearms and wearing the body armour, whilst being able to mount a tactical assault on a target. These skills are normally acquired by Infiltrators and Vanguards, whilst they are always used by Soldiers. It is important to note that the skills will apply to their relative field, so improvements for assault rifles will not improve accuracy for pistols and so force, no cross-boosting. Also note that the effects ARE NOT CUMULATIVE, so at level two, you don't get +5%+(+8%) Damage, you get 8% Damage, not 13%. **IMPORTANT NOTE** A lot of skills can be locked by the classes via other means, more on that later in the achievement section, because these are "bonus" skills. **IMPORTANT NOTE** TO activate the abilities, head to the squad management page whilst in battle. For PC, this is the space bar. ********* *Pistols* ********* The Pistol is going to be the weapon of choice of most classes because that are unlocked by most classes. Only the Sentinel class cannot unlock the pistol. The reason for using the pistol is because it is fast and accurate, perfect for sniping, whilst having a quick cooldown compared to your rate of fire. Also, investing in the pistol skill will unlock the Marksman ability. --==Unlocked Skill==-- MARKSMAN - Increases accuracy by 60%, Increases amount of rounds fired per second, Decreases heat generated from firing rounds. Base Skill For: Soldier, Engineer, Infiltrator, Vanguard, Quarian Machinist Unlocked For : Adept (Level 05 with Basic Armour) --==Stats==-- Level 01 = +5% Damage for Pistols, +10% Accuracy with Pistols Level 02 = +8% Damage for Pistols, +14% Accuracy with Pistols Level 03 = MARKSMAN (+60% Accuracy with Pistol, +1 Round Fired/Second, -30% Heat Generated by Weapon, Lasts 10 Seconds, 45 Second Cooldown) Level 04 = +10% Damage for Pistols, +17% Accuracy with Pistols Level 05 = +12% Damage for Pistols, +20% Accuracy with Pistols Level 06 = +14% Damage for Pistols, +22% Accuracy with Pistols Level 07 = +16% Damage for Pistols, +24% Accuracy with Pistols Level 08 = ADVANCED MARKSMAN (+60% Accuracy with Pistol, +1.5 Rounds Fired/Second, -40% Heat Generated by Weapon, Lasts 13 seconds, 45 Second Cooldown) Level 09 = +18% Damage for Pistols, +26% Accuracy with Pistols Level 10 = +19% Damage for Pistols, +28% Accuracy with Pistols Level 11 = +20% Damage for Pistols, +30% Accuracy with Pistols Level 12 = MASTER MARKSMAN (+60% Accuracy with Pistol, +2 Rounds Fired/Second, -50% Heat Generated by Weapon, Lasts 16 Seconds, 45 Second Cooldown) ********** *Shotguns* ********** The favourite zombie slayer, the Shotgun does large amounts of damage at close range, and because of that close quarters of the weapon, it lacks accuracy over range and a slower rate of fire. This is an unlocked skill, no class can use this skill until it is unlocked by the relative skill required. --==Unlocked Skill==-- CARNAGE - Increases Damage dealt by Shotgun, Increases Blast Radius but Reduces Accuracy. Base Skill For: None Unlocked For : Soldier (Level 04 with Pistols) Vanguard (Level 06 with Pistols) Krogan Battlemaster (Level 05 with Assault Rifles) Quarian Machinist (Level 06 with Pistols) --==Stats==-- Level 01 = +5% Damage for Shotguns, +10% Accuracy with Shotguns Level 02 = +8% Damage for Shotguns, +14% Accuracy with Shotguns Level 03 = +10% Damage for Shotguns, +17% Accuracy with Shotguns Level 04 = CARNAGE (+50% Damage for Shotguns, 2 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) Level 05 = +12% Damage for Shotguns, +20% Accuracy with Shotguns Level 06 = +14% Damage for Shotguns, +22% Accuracy with Shotguns Level 07 = +16% Damage for Shotguns, +24% Accuracy with Shotguns Level 08 = ADVANCED CARNAGE (+100% Damage for Shotguns, 2 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) Level 09 = +18% Damage for Shotguns, +26% Accuracy with Shotguns Level 10 = +19% Damage for Shotguns, +28% Accuracy with Shotguns Level 11 = +20% Damage for Shotguns, +30% Accuracy with Shotguns Level 12 = MASTER CARNAGE (+150% Damage for Shotguns, 3 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) **************** *Assault Rifles* **************** The favourite weapon for everyone, the Assault Rifle does good amounts of damage over range. They can fire pretty quickly and at a good range, at a cost of damage dealt and accuracy. You see, over range, the accuracy tends to go out the window the further you get. The sad thing is, only Soldiers have this skill, the rest are squad members. --==Unlocked Skill==-- OVERKILL - Decreases heat generated by the weapon and increases accuracy. Base Skill For: Soldier, Turian Agent, Krogan Battlemaster Unlocked For : No One --==Stats==-- Level 01 = OVERKILL (-40% Heat Generated by Weapon, +20% Accuracy with Assault Rifles, Last 10 Seconds, 45 Second Recharge) Level 02 = +5% Damage for Assault Rifles, +10% Accuracy with Assault Rifles Level 03 = +8% Damage for Assault Rifles, +14% Accuracy with Assault Rifles Level 04 = +10% Damage for Assault Rifles, +17% Accuracy with Assault Rifles Level 05 = +12% Damage for Assault Rifles, +20% Accuracy with Assault Rifles Level 06 = +14% Damage for Assault Rifles, +22% Accuracy with Assault Rifles Level 07 = +16% Damage for Assault Rifles, +24% Accuracy with Assault Rifles Level 08 = ADVANCED OVERKILL (-50% Heat Generated by Weapon, +30% Accuracy with Assault Rifles, Lasts 12 Seconds, 45 Second Recharge) Level 09 = +18% Damage for Assault Rifles, +26% Accuracy with Assault Rifles Level 10 = +19% Damage for Assault Rifles, +28% Accuracy with Assault Rifles Level 11 = +20% Damage for Assault Rifles, +30% Accuracy with Assault Rifles Level 12 = MASTER OVERKILL (-60% Heat Generated by Weapon, +40% Accuracy with Assault Rifles, Lasts 15 Seconds, 45 Second Recharge) *************** *Sniper Rifles* *************** The Sniper Rifle is the best for long range kills. While the enemy is still standing, keeping guard, you can take them out from a range. However, if you don't have points in this skill, it will be very shaky. With more points in this skill, the Rifle will become more stable, making is much easier to aim, and that is surely a good thing. --==Unlocked Skill==-- ASSASSINATION - Increases Damage over a Short Period of Time. Base Skill For: No One Unlocked For : Soldier (Level 07 with Assault Rifles) Infiltrator (Level 05 with Pistols) Turian Agent (Level 06 with Assault Rifles) --==Stats==-- Level 01 = +5% Damage for Sniper Rifles, +10% Accuracy with Sniper Rifles Level 02 = +8% Damage for Sniper Rifles, +14% Accuracy with Sniper Rifles Level 03 = ASSASSINATION (+50% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge) Level 04 = +10% Damage for Sniper Rifles, +17% Accuracy with Sniper Rifles Level 05 = +12% Damage for Sniper Rifles, +20% Accuracy with Sniper Rifles Level 06 = +14% Damage for Sniper Rifles, +22% Accuracy with Sniper Rifles Level 07 = +16% Damage for Sniper Rifles, +24% Accuracy with Sniper Rifles Level 08 = ADVANCED ASSASSINATION (+125% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge) Level 09 = +18% Damage for Sniper Rifles, +26% Accuracy with Sniper Rifles Level 10 = +19% Damage for Sniper Rifles, +28% Accuracy with Sniper Rifles Level 11 = +20% Damage for Sniper Rifles, +30% Accuracy with Sniper Rifles Level 12 = MASTER ASSASSINATION (+225% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge ************** *Basic Armour* ************** Basic Armour is pretty much there for people who don't bother with anything but Light Armour. Sure, it won't save you from bullets, but it allows you to move faster. Best for Support Troops. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Adept, Quarian Machinist Unlocked For : Engineer (Level 06 with Pistols) --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) ***************** *Tactical Armour* ***************** Tactical Armour will improve the defence of Light Armour AND, yes AND, Medium Armour. That means whether the user is on Light or Medium armour, the defence and hardening is boosted. Medium Armour provides more protection at the cost of your mobility. With this, you can wear Light Armour in the start and with enough points, Medium Armour. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Infiltrator, Turian Agent Unlocked For : Vanguard (Level 05 with Assault Training) --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) *************** *Combat Armour* *************** Combat Armour means that the defence of ALL armour is improved. That means that Light, Medium and Heavy armour are improved. Also, this skill is the only one that allows Heavy Armour for you to wear. You instantly start with Medium Armour wearable and enough points will allow you to have Heavy Armour. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Soldier, Krogan Battlemaster Unlocked For : No One --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) ****************** *Assault Training* ****************** Assault Training teaches you how to play around with your weapons, allowing you to dish out more damage with ALL weapons. It will also boost melee damage, which is done when the enemy is right next to you and shooting is not really possible. --==Unlocked Skill==-- ADRENALINE BURST - Resets all your cooldowns on your current skills that are on cooldown. Base Skill For: Soldier, Vanguard Unlocked For : Turian Agent (Level 05 with Tactical Armour) --==Stats==-- Level 01 = +1% Weapon Damage, +30% Melee Damage Level 02 = +2% Weapon Damage, +35% Melee Damage Level 03 = ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 120 Second Cooldown) Level 04 = +3% Weapon Damage, +40% Melee Damage Level 05 = +4% Weapon Damage, +44% Melee Damage Level 06 = +5% Weapon Damage, +48% Melee Damage Level 07 = +6% Weapon Damage, +52% Melee Damage Level 08 = ADVANCED ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 90 Second Cooldown) Level 09 = +7% Weapon Damage, +56% Melee Damage Level 10 = +8% Weapon Damage, +60% Melee Damage Level 11 = +9% Weapon Damage, +64% Melee Damage Level 12 = MASTER ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 45 Second Cooldown) ********* *Fitness* ********* The Fitness skill is all about physical health, and the more points you have, the more fit you are, and that means the more health you have, which allows you to rush into battle and wipe everyone out or stop and heal, or even tank it for everyone. --==Unlocked Skill==-- IMMUNITY - Increases your Defence for a short period of time, reducing the amount of damage taken at the cost of accuracy. Base Skill For: No One Unlocked For : Soldier (Level 05 with Assault Training) Infiltrator (Level 06 with Tactical Armour) Krogan Battlemaster (Level 04 with Combat Armour) --==Stats==-- Level 01 = +10% Health Level 02 = +14% Health Level 03 = +17% Health Level 04 = IMMUNITY (+50% Defence, Lasts 10 Seconds, 60 Second Cooldown, -30% Accuracy) Level 05 = +20% Health Level 06 = +22% Health Level 07 = +24% Health Level 08 = ADVANCED IMMUNITY (+60% Defence, Lasts 15 Seconds, 45 Second Cooldown, -30% Accuracy) Level 09 = +26% Health Level 10 = +28% Health Level 11 = +30% Health Level 12 = MASTER IMMUNITY (+80% Defence, Lasts 20 Seconds, 30 Second Cooldown, -30% Accuracy) ------------------------------------------------------------------------------ [3.02] Tech Tech skills are generally used as support for your troops and for other purposes. Tech skills are generally required to advance well, since they allow for decryption which means more loots, and that could never hurt. Also, without decryption and electronic skills, you are going to have to bring in a Tech specialist with you. I perfer raw firepower, so I went Infiltrator. ************ *Decryption* ************ This skill basically allows you access locked crates, computers and such since there is some hacking involved. This skill also improves the damage done by the Tech Mines. It will also give you the Sabotage ability, which is pretty useful to say the least. --==Unlocked Skill==-- SABOTAGE - Increases what you can decrypt, Damages Enemy units, Overheats Enemy's weapons to disable their weapons, making them unable to fight, or forces them to go melee, which you counter with Shotgun. Base Skill For: Engineer, Sentinel, Infiltrator, Quarian Machinist, Turian Agent Unlocked For : No One --==Stats==-- Level 01 = SABOTAGE (Allows Easy Decryption, 50 Damage, 6 Meter Radius, 2 Damage per Second, -60% Accuracy, Lasts 15 Seconds, 60 Seconds Cooldown) Level 02 = +10% Tech Mine Damage Level 03 = +14% Tech Mine Damage Level 04 = +18% Tech Mine Damage Level 05 = ADVANCED SABOTAGE (Allows Medium Decryption, 100 Damage, 8 Meter Radius, 3 Damage per Second, -60% Accuracy, Lasts 20 Seconds, 50 Seconds Cooldown) Level 06 = +20% Tech Mine Damage Level 07 = +22% Tech Mine Damage Level 08 = +24% Tech Mine Damage Level 09 = MASTER SABOTAGE (Allows Hard Decryption, 150 Damage, 10 Meter Radius, 4 Damage per Second, -60% Accuracy, Lasts 25 Seconds, 45 Seconds Cooldown) Level 10 = +26% Tech Mine Damage Level 11 = +28% Tech Mine Damage Level 12 = +30% Tech Mine Damage ************* *Electronics* ************* The power of Electronics is similar to Decryption, it will allow you to open stuff. In this case, Electronics allows you access to items that have been damaged, and whilst exploring planets, this is quite important. This will also provide the Overload ability, which basically overloads shields. --==Unlocked Skill==-- OVERLOAD - Improves your Electronics access, Kills the enemy's shields, allow you to take down their health Base Skill For: Engineer, Infiltrator, Quarian Machinist Unlocked For : Sentinel (Level 04 with Decryption) Turian Agent (Level 07 with First Aid) Asari Scientist (Level 04 with First Aid) --==Stats==-- Level 01 = OVERLOAD (Easy Electronics, 50 Damage, 6 Meter Radius, 200 Shield Damage, -20% Enemy Defence for 10 Seconds, -60% Accuracy, 60 Second Recharge) Level 02 = +30 Shields, +400 Mako Health Repair Level 03 = +60 Shields, +600 Mako Health Repair Level 04 = +90 Shields, +800 Mako Health Repair Level 05 = ADVANCED OVERLOAD (Average Electronics, 100 Damage, 8 Meter Radius, 400 Shield Damage, -25% Enemy Defence for 10 Seconds, -60% Accuracy, 50 Second Recharge) Level 06 = +120 Shields, +1200 Mako Health Repair Level 07 = +150 Shields, +1400 Mako Health Repair Level 08 = +180 Shields, +1600 Mako Health Repair Level 09 = MASTER OVERLOAD (Hard Electronics, 150 Damage, 10 Meter Radius, 600 Shield Damage, -30% Enemy Defence for 10 Seconds, -60% Accuracy, 40 Second Recharge Level 10 = +210 Shields, +2000 Mako Health Repair Level 11 = +240 Shields, +2200 Mako Health Repair Level 12 = +270 Shields, +2400 Mako Health Repair ********* *Hacking* ********* Hacking will basically help you by decreasing the recharge rate on the other tech's cooldowns. Useful is you need some help there, but the AI Hacking power can make enemy units fight each other. Note that this works on enemy synthetics, since organics don't have electrical brains. --==Unlocked Skill==-- AI HACKING - Turns enemies against each other, the higher the level, the longer the duration and the strength of the enemy. Base Skill For: No One Unlocked For : Engineer (Level 07 with Decryption) Quarian Machinist (Level 07 with Decryption) --==Stats==-- Level 01 = AI HACKING (Turn Basic enemies against each other, Lasts 20 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = -6% Recharge Time on Sabotage, Overload and Damping Level 03 = -9% Recharge Time on Sabotage, Overload and Damping Level 04 = -12% Recharge Time on Sabotage, Overload and Damping Level 05 = -15% Recharge Time on Sabotage, Overload and Damping Level 06 = -18% Recharge Time on Sabotage, Overload and Damping Level 07 = ADVANCED AI HACKING (Turn Stronger enemies against each other, Last 25 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = -21% Recharge Time on Sabotage, Overload and Damping Level 09 = -24% Recharge Time on Sabotage, Overload and Damping Level 10 = -27% Recharge Time on Sabotage, Overload and Damping Level 11 = -30% Recharge Time on Sabotage, Overload and Damping Level 12 = MASTER AI HACKING (Turn the Strongest enemies against each other, Lasts 30 Seconds, -80% Accuracy, 40 Second Cooldown) ********* *Damping* ********* Damping is the art of disabling your opponents of using their Tech skills or Biotic skills. However, while it is nice and all, the majority of your enemies are going to be combat orientiated, so it isn't all that useful. The Level effect of the skill however, is pretty good, increasing the radius of the skills such as Overload, Sabotage and Damping. --==Unlocked Skill==-- DAMPING - Damages enemies whilst increasing the recharge time for their tech and biotic powers. Also stuns enemy units. Base Skill For: None Unlocked For : Engineer (Level 04 with Electronics) Infiltrator (Level 04 with Electronics) Turian Agent (Level 04 with Decryption) Quarian Machinist (Level 04 with Electronics) --==Stats==-- Level 01 = DAMPING (50 Damage, 6 Meter Radius, +30% Recharge Time for enemy Tech and Biotic powers, Stuns weak enemies for 3 seconds, -60% Accuracy, 60 Second Recharge) Level 02 = +10% Radius for Sabotage, Overload and Damping Level 03 = +14% Radius for Sabotage, Overload and Damping Level 04 = +18% Radius for Sabotage, Overload and Damping Level 05 = +20% Radius for Sabotage, Overload and Damping Level 06 = ADVANCED DAMPING (100 Damage, 8 Meter Radius, +45% Recharge Time for enemy Tech and Biotic powers, Stuns medium enemies for 3 seconds, -60% Accuracy, 50 Second Recharge) Level 07 = +22% Radius for Sabotage, Overload and Damping Level 08 = +24% Radius for Sabotage, Overload and Damping Level 09 = +26% Radius for Sabotage, Overload and Damping Level 10 = +28% Radius for Sabotage, Overload and Damping Level 11 = +30% Radius for Sabotage, Overload and Damping Level 12 = MASTER DAMPING (150 Damage, 10 Meter Radius, +60% Recharge Time for enemy Tech and Biotic powers, Stuns strong enemies for 3 seconds, -60% Accuracy, 40 Second Recharge) *********** *First Aid* *********** Given that you are bound to take some damage while you are going to be in battle, First Aid is relatively important since it will increase the amount of health that your Medi-Gel will heal for you, and since you can only hold a finite amount of Medi-Gel and you don't want to run out dry when you are facing massive amounts of enemy soldiers. --==Unlocked Skill==-- None Base Skill For: Engineer, Sentinel, Turian Agent, Asari Scientist Unlocked For : Soldier (Level 06 with Combat Armour) Infiltrator (Level 07 with Decryption) Quarian Machinist (Level 05 with Basic Armour) --==Stats==-- Level 01 = Medi-Gel restores 40 extra Health Level 02 = Medi-Gel restores 50 extra Health Level 03 = Medi-Gel restores 60 extra Health Level 04 = Medi-Gel restores 70 extra Health Level 05 = Medi-Gel restores 80 extra Health Level 06 = Medi-Gel restores 100 extra Health Level 07 = Medi-Gel restores 110 extra Health Level 08 = Medi-Gel restores 120 extra Health Level 09 = Medi-Gel restores 130 extra Health Level 10 = Medi-Gel restores 140 extra Health Level 11 = Medi-Gel restores 150 extra Health Level 12 = Medi-Gel restores 180 extra Health ********** *Medicine* ********** This basically decreases the time it takes for the recharge time for the Medi-Gel. When you use Medi-Gel, there is a recharge time, and this skill basically reduces it. The skill for this might a bit more worthwhile, since the previous skills targeted syntethics, you now get to target organics. --==Unlocked Skill==-- NEURAL SHOCK - Knockouts Organic enemies, which is basically a stun, and deals toxic damage, which will keep attacking over time. Base Skill For: No One Unlocked For : Engineer (Level 05 with First Aid) Sentinel (Level 05 with First Aid) --==Stats==-- Level 01 = NEURAL SHOCK (Knockout enemy for 1 Second, 40 Toxic Damage, -60% Accuracy, 45 Second Recharge) Level 02 = -10% First Aid Recharge Time Level 03 = -14% First Aid Recharge Time Level 04 = -17% First Aid Recharge Time Level 05 = -20% First Aid Recharge Time Level 06 = -22% First Aid Recharge Time Level 07 = ADVANCED NEURAL SHOCK (Knockout enemy for 3 seconds, 80 Toxic Damage, -60% Accuracy, 45 Second Recharge) Level 08 = -24% First Aid Recharge Time Level 09 = -26% First Aid Recharge Time Level 10 = -28% First Aid Recharge Time Level 11 = -30% First Aid Recharge Time Level 12 = MASTER NEURAL SHOCK (Knockout enemy for 5 seconds, 120 Toxic Damage, -60% Accuracy, 45 Second Recharge) ------------------------------------------------------------------------------ [3.03] Biotic Biotic skills are basically mental powers, the power with the Jedi. They alter the environment around you and can indirectly deal damage to your enemy while erecting barriers to protect yourself. Note that the skills here with each level improve the power. Therefore, Level 5 Lift improves the Lift ability. ******* *Throw* ******* As its name suggests, Throw means that you will push back your enemies, with some slight damage to them. This will make close-range enemies much easier to handle whilst it will kill enemies if they fall into something dangerous, like lava. Note that the amount of Newtons means the force it is exerted on the enemy, the more the better. --==Unlocked Skill==-- THROW - Pushes your enemy backwards, whilst doing some slight damage. Base Skill For: Adept, Sentinel, Vanguard, Asari Scientist Unlocked For : Krogan Battlemaster (Level 07 with Warp) --==Stats==-- Level 01 = THROW (600 Newtons of Force, 4 Meter Radius, -60% Accuracy, 60 Second Recharge) Level 02 = 650 Newtons of Force Level 03 = 700 Newtons of Force Level 04 = 750 Newtons of Force Level 05 = 800 Newtons of Force Level 06 = 850 Newtons of Force Level 07 = 900 Newtons of Force Level 08 = ADVANCED THROW (1000 Newtons of Force, 5 Meter Radius, -45% Accuracy, 50 Second Recharge) Level 09 = 1050 Newtons of Force Level 10 = 1100 Newtons of Force Level 11 = 1150 Newtons of Force Level 12 = MASTER THROW (1250 Newtons of Force, 6 Meter Radius, -30% Accuracy, 40 Second Recharge) ****** *Warp* ****** Warp is a funny skill, it basically damages the enemy over a period of time as well as decreasing the defence of the enemy, making it a much easier candidate for shooting practice. It makes it easier on yourself if you have to rely on some firearms to take down the enemy. --==Unlocked Skill==-- WARP - Damages the enemy over a period of time while decreasing defence. Base Skill For: Adept, Vanguard, Krogan Battlemaster, Asari Scientist Unlocked For : No One --==Stats==-- Level 01 = WARP (6 Damage per Second, -50% Enemy Defences, 4 Meter Radius, Lasts 7 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = Lasts 8 Seconds Level 03 = Lasts 9 Seconds Level 04 = Lasts 10 Seconds Level 05 = Lasts 11 Seconds Level 06 = ADVANCED WARP (8 Damage per Second, -60% Enemy Defences, 5 Meter Radius, Lasts 13 Seconds, -80% Accuracy, 50 Second Cooldown) Level 07 = Lasts 14 Seconds Level 08 = Lasts 15 Seconds Level 09 = Lasts 16 Seconds Level 10 = Lasts 17 Seconds Level 11 = Lasts 18 Seconds Level 12 = MASTER WARP (10 Damage per Second, -70% Enemy Defences, 6 Meter Radius, Lasts 20 Seconds, -80% Accuracy, 40 Second Cooldown) ****** *Lift* ****** Lift is the ability to move your enemies into the air, making them too stunned to move and vulnerable to your suqad's firepower. When they drop back to the ground, they will suffer damage, and might even die if they drop from a high enough height. --==Unlocked Skill==-- LIFT - Lift your enemies into their air and fire on them to kill them. Base Skill For: No One Unlocked For : Adept (Level 06 with Throw) Sentinel (Level 07 with Throw) Vanguard (Level 07 with Throw) Asari Scientist (Level 06 with Throw) --==Stats==-- Level 01 = LIFT (4 Meter Radius, Lasts 6 Seconds, -80% Accuracy, 60 Second Cooldown1) Level 02 = Last 6.4 Seconds Level 03 = Last 6.8 Seconds Level 04 = Last 7.2 Seconds Level 05 = Last 7.6 Seconds Level 06 = Last 8.0 Seconds Level 07 = ADVANCED LIFT (5 Meter Radius, Lasts 9 Seconds, -60% Accuracy, 50 Second Cooldown) Level 08 = Lasts 9.4 Seconds Level 09 = Lasts 9.8 Seconds Level 10 = Lasts 10.2 Seconds Level 11 = Lasts 10.6 Seconds Level 12 = MASTER LIFT (6 Meter Radius, Lasts 12 Seconds, -40% Accuracy, 40 Second Cooldown) ************* *Singularity* ************* Singularity is basically a magnet power, where a ball of energy is formed, drawing the enemies into the ball, unable to fire on you or your team as they are being sucked by the energy into its centre. It makes it easy for your Assault Rifle and Shotgun to make mince meat out of them. --==Unlocked Skill==-- SINGULARITY - Draws the enemy into a ball of energy where they are unable to attack. Base Skill For: No One Unlocked For : Adept (Level 07 with Warp) Asari Scientist (Level 07 with Warp) --==Stats==-- Level 01 = SINGULARITY (4 Meter Radius, Lasts 4 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = 4.25 Meter Radius Level 03 = 4.50 Meter Radius Level 04 = 4.75 Meter Radius Level 05 = 5.00 Meter Radius Level 06 = 5.25 Meter Radius Level 07 = ADVANCED SINGULARITY (6.25 Meter Radius, Lasts 6 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = 6.50 Meter Radius Level 09 = 6.75 Meter Radius Level 10 = 7.00 Meter Radius Level 11 = 7.25 Meter Radius Level 12 = MASTER SINGULARITY (8.50 Meter Radius, Lasts 8 Seconds, -80% Accuracy, 40 Secpmd Cooldown) ********* *Barrier* ********* Barrier is basically forming a barrier around you. This so done by increasing the shields that are around you for a short period of time, making it hard for the enemy to come along and kill you. With extra shields, it makes life much easier by simply charging into enemy territory and firing like crazy, hoping your shields don't deplete. --==Unlocked Skill==-- BARRIER - Temporarily increases your shields to defend against enemies. Base Skill For: Adept, Sentinel, Krogan Battlemaster, Asari Scientist Unlocked For : Vanguard (Level 04 with Warp) --==Stats==-- Level 01 = BARRIER (+400 Shields, Lasts 10 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = +420 Shields, Lasts 10.5 Seconds Level 03 = +440 Shields, Lasts 11 Seconds Level 04 = +460 Shields, Lasts 11.5 Seconds Level 05 = +480 Shields, Lasts 12 Seconds Level 06 = +500 Shields, Lasts 12.5 Secpmds Level 07 = ADVANCED BARRIER (+700 Shields, Lasts 16.5 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = +720 Shields, Lasts 17 Seconds Level 09 = +740 Shields, Lasts 17.5 Seconds Level 10 = +760 Shields, Lasts 18 Seconds Level 11 = +780 Shields, Lasts 18.5 Seconds Level 12 = MASTER BARRIER (+1000 Shields, Lasts 23 Seconds, -80% Accuracy, 40 Second Cooldown) ******** *Statis* ******** This is basically a bubble where the enemy is unable to attack you, and cannot move, but they are invulnerable to attack, that is, they cannot take damage that you would want to dish out of them. Useful in close quarter combat so you have enough time to pull out that shotgun, and long range combat where you need to aim your sniper rifle at that pesky sniper. --==Unlocked Skill==-- STATIS - Locks down the enemy where they cannot move or be attacked. Base Skill For: No One Unlocked For : Adept (Level 05 with Barrier) Sentinel (Level 05 with Barrier) Krogan Battlemaster (Level 06 with Barrier) Asari Scientist (Level 05 with Barrier) --==Stats==-- Level 01 = STATIS (Lasts 12.5 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = Lasts 13 Seconds Level 03 = Lasts 13.5 Seconds Level 04 = Lasts 14 Seconds Level 05 = Lasts 14.5 Seconds Level 06 = ADVANCED STATIS (Lasts 17 Seconds, -80% Accuracy, 50 Second Cooldown) Level 07 = Lasts 17.5 Seconds Level 08 = Lasts 18 Seconds Level 09 = Lasts 18.5 Seconds Level 10 = Lasts 19 Seconds Level 11 = Lasts 19.5 Secpmds Level 12 = MASTER STATIS (Lasts 21 Seconds, -80% Accuracy, 40 Second Cooldown) ------------------------------------------------------------------------------ [3.04] Class Skills Class Skills are where you get overall benefits based on your class. The more points you spend on it, the bigger the benefit. Of course, the class skill that you can upgrade corresponds to the class that you have. ********* *Soldier* ********* Being a Soldier means more health and higher health regeneration over other classes, since you are going to be rushing into battle and they aren't. Much more useful since you aren't going to stay behind the front lines and do some supporting of your squad. You're just going to lay down cover fire. Except that this game doesn't provide a massive machine gun to fire. That would be cool. --==Stats==-- Level 01: +4% Maximum Health, +3 Health Regenerated per Second Level 02: +6% Maximum Health, +3.5 Health Regenerated per Second Level 03: +8% Maximum Health, +4 Health Regenerated per Second Level 04: +10% Maximum Health, +4.5 Health Regenerated per Second Level 05: +12% Maximum Health, +5 Health Regenerated per Second Level 06: +14% Maximum Health, +5.5 Health Regenerated per Second ********** *Engineer* ********** The Engineer, being the Tech nerd that he or she is, decreases the time that their tech skills need to recharge as well as increasing the Defence of the Tech Powers. --==Stats==-- Level 01: -4% Tech Recharge Time, +6% Tech Defence Level 02: -6% Tech Recharge Time, +9% Tech Defence Level 03: -8% Tech Recharge Time, +12% Tech Defence Level 04: -10% Tech Recharge Time, +15% Tech Defence Level 05: -12% Tech Recharge Time, +18% Tech Defence Level 06: -14% Tech Recharge Time, +21% Tech Defence ******* *Adept* ******* Similar to the Engineer, this will decrease the recharge time on Biotics and increase the defence of the Biotics. Remember that the only reason the Soldier doesn't follow this suit is because that they don't have any such powers to play around with. --==Stats==-- Level 01: -4% Biotic Recharge Time, +6% Biotic Defence Level 02: -6% Biotic Recharge Time, +9% Biotic Defemce Level 03: -8% Biotic Recharge Time, +12% Biotic Defence Level 04: -10% Biotic Recharge Time, +15% Biotic Defence Level 05: -12% Biotic Recharge Time, +18% Biotic Defence Level 06: -14% Biotic Recharge Time, +21% Biotic Defence ********** *Vanguard* ********** A mixture of Biotics and Combat, it is reflected the skills of the Vanguard, increasing the defence of their Biotics as well as improve the damage of their pistols and shotguns, excellent for all round battle. --==Stats==-- Level 01: +6% Biotic Defence, +5 Pistol and Shotgun Damage Level 02: +9% Biotic Defence, +6 Pistol and Shotgun Damage Level 03: +12% Biotic Defence, +7 Pistol and Shotgun Damage Level 04: +15% Biotic Defence, +8 Pistol and Shotgun Damage Level 05: +18% Biotic Defence, +9 Pistol and Shotgun Damage Level 06: +21% Biotic Defence, +10 Pistol and Shotgun Damage ************* *Infiltrator* ************* The Infiltrator, a mixture of Tech and Combat skills, is reflected in the ability to decrease the heat generated by firing their pistols and sniper rifles as well as improves the damage dealt by their tech abilities. --==Stats==-- Level 01: -5% Heat Generated on Pistols and Sniper Rifles, +5% Tech Damage Level 02: -6% Heat Generated on Pistols and Sniper Rifles, +7% Tech Damage Level 03: -7% Heat Generated on Pistols and Sniper Rifles, +9% Tech Damage Level 04: -8% Heat Generated on Pistols and Sniper Rifles, +11% Tech Damage Level 05: -9% Heat Generated on Pistols and Sniper Rifles, +13% Tech Damage Level 06: -10% Heat Generated on Pistols and Sniper Rifles, +15% Tech Damage ********** *Sentinel* ********** The Sentinel, being a combination of Biotic and Tech, decreases the cooldown on Biotic AND Tech powers as well as improving the damage and accuracy of the Pistol, since that is their staple weapon for the time being. --==Stats==-- Level 01: -3% Recharge Time on Biotic and Tech Powers, +2% Pistol Damage, +4% Pistol Accuracy Level 02: -5% Recharge Time on Biotic and Tech Powers, +4% Pistol Damage, +7% Pistol Accuracy Level 03: -7% Recharge Time on Biotic and Tech Powers, +6% Pistol Damage, +10% Pistol Accuracy Level 04: -9% Recharge Time on Biotic and Tech Powers, +8% Pistol Damage, +13% Pistol Accuracy Level 05: -11% Recharge Time on Biotic and Tech Powers, +10% Pistol Damage, +16% Pistol Accuracy Level 06: -13% Recharge Time on Biotic and Tech Powers, +12% Pistol Damage, +19% Pistol Accuracy ************** *Turian Agent* ************** The Turian Agent is a powerful class, since he can increase the accuracy of his weapons and well as improving the damage dealt by his Assault Rifle and his Sniper Rifle. --==Stats==-- Level 01: +4% Accuracy for All Weapons, +4% Damage by Sniper and Assault Rifles Level 02: +7% Accuracy for All Weapons, +5% Damage by Sniper and Assault Rifles Level 03: +10% Accuracy for All Weapons, +6% Damage by Sniper and Assault Rifles Level 04: +13% Accuracy for All Weapons, +7% Damage by Sniper and Assault Rifles Level 05: +16% Accuracy for All Weapons, +8% Damage by Sniper and Assault Rifles Level 06: +19% Accuracy for All Weapons, +9% Damage by Sniper and Assault Rifles ******************* *Quarian Machinist* ******************* The Quarian Machinist is more of a defence type, improving the defence of the techs as well as improving the shields of the Quarian Machinist, making them a great support player. --==Stats==-- Level 01: +10% Tech Defence, +60 Maximum Shields Level 02: +15% Tech Defence, +90 Maximum Shields Level 03: +20% Tech Defence, +120 Maximum Shields Level 04: +25% Tech Defence, +150 Maximum Shields Level 05: +30% Tech Defence, +180 Maximum Shields Level 06: +35% Tech Defence, +210 Maximum Shields ***************** *Asari Scientist* ***************** As a Biotics user, the Asari Scientist features lower recharge times on Biotics as well as lower recharge time on First Aid, with more health restored by the Medi-Gel. --==Stats==-- Level 01: -4% Recharge Time for Biotics, -1% Recharge Time for First-Aid, +20 Health Restored by Medi-Gel Level 02: -6% Recharge Time for Biotics, -2% Recharge Time for First-Aid, +30 Health Restored by Medi-Gel Level 03: -8% Recharge Time for Biotics, -3% Recharge Time for First-Aid, +40 Health Restored by Medi-Gel Level 04: -10% Recharge Time for Biotics, -4% Recharge Time for First-Aid, +50 Health Restored by Medi-Gel Level 05: -12% Recharge Time for Biotics, -5% Recharge Time for First-Aid, +60 Health Restored by Medi-Gel Level 06: -14% Recharge Time for Biotics, -6% Recharge Time for First-Aid, +70 Health Restored by Medi-Gel ********************* *Krogan Battlemaster* ********************* With power, Krogan Battlemasters will the skill adds more Biotic Defence as well as Health Regeneration, with a extra boost in melee power since they are powerful. With all that power, whats the downside, they are quite slow. --==Stats==-- Level 01: +25% Biotic Defence, +50% Melee Damage, +3 Health Regenerated per Second Level 02: +30% Biotic Defence, +75% Melee Damage, +3.5 Health Regenerated per Second Level 03: +35% Biotic Defence, +100% Melee Damage, +4 Health Regenerated per Second Level 04: +40% Biotic Defence, +125% Melee Damage, +4.5 Health Regenerated per Second Level 05: +45% Biotic Defence, +150% Melee Damage, +5 Health Regenerated per Second Level 06: +50% Biotic Defence, +175% Melee Damage, +5.5 Health Regenerated per Second ------------------------------------------------------------------------------ [3.05] Unlocked Classes By completing the Rogue VI Luna Mission while you are on level 20 or above, you can unlock a new class, depending on your class, you will have 2 classes to choose from. Choose wisely. And only you can have this upgrade, your squad members don't get to use this upgrade. *************** *Shock Trooper* *************** The Shock Trooper is the upgrade is the upgrade for the Soldier or the Vanguard. It gives you extra health to play around with and improves your powers a bit. You get extra defence for the skill depending on your original class, you get a boost to Immunity or Barrier. --==Stats==-- Level 07: +18% Max Health, +6% Defence for Skill Level 08: +20% Max Health, +8% Defence for Skill Level 09: +22% Max Health, +10% Defence for Skill, Barrier/Immunity Specialisation Level 10: +24% Max Health, +12% Defence for Skill Level 11: +26% Max Health, +14% Defence for Skill Level 12: +28% Max Health, +16% Defence for Skill, Adrenaline Burst Specialisation Immunity Specialisation : Decreases recharge time for Immunity by 25% Barrier Specialisation : Increases Strength and Duration of Barrier by 25%, Regenerates Shields at 40 per sec. Adrenaline Burst Specialisation : Decreases recharge time by 25%. ********** *Commando* ********** The upgrade of the Soldier or the Infiltrator, this basically increases the damage dealt by your class and gives a boost to Immunity and Assassination skills. --==Stats==-- Level 07: +6% Weapons Damage Level 08: +9% Weapons Damage Level 09: +12% Weapons Damage, Immunity Specialisation Level 10: +15% Weapons Damage Level 11: +18% Weapons Damage Level 12: +21% Weapons Damage, Assassin Specialisation Immunity Specialisation : Decreases recharge time by 25% Assassin Specialisation : Decreases recharge time by 25% on Marksman and Assassination *********** *Operative* *********** The upgrade to the Engineer and the Infiltrator, this gives a boost on your Sabotage and Overload as well as reducing the cooldowns. --==Stats==-- Level 07: -4% Recharge on Sabotage, Overload and Damping Level 08: -6% Recharge on Sabotage, Overload and Damping Level 09: -8% Recharge on Sabotage, Overload and Damping, Overload Specialisation Level 10: -10% Recharge on Sabotage, Overload and Damping Level 11: -12% Recharge on Sabotage, Overload and Damping Level 12: -14% Recharge on Sabotage, Overload and Damping, Sabotage Specialisation Overload Specialisation : +2 Meter Radius, +50 Damage, +200 Shield Damage, -5% Enemy Defence Sabotage Specialisation : +2 Meter Radius, +50 Damage, +1 Damage/Second, Lasts an Extra 5 Seconds ******* *Medic* ******* The upgrade to the Engineer or the Sentinel. This improves their first aid and medicine skills, as you would assume from the name, Medic. --==Stats==-- Level 07: -15% First Aid and Neural Shock Cooldown Level 08: -18% First Aid and Neural Shock Cooldown Level 09: -21% First Aid and Neural Shock Cooldown, Neural Shock Specialisation Level 10: -24% First Aid and Neural Shock Cooldown Level 11: -27% First Aid and Neural Shock Cooldown Level 12: -30% First Aid and Neural Shock Cooldown, First Aid Specialisation Neural Shock Specialisation : Lasts 25% Longer, +40 Damage First Aid Specialisation : +80 Health restored by Medi-Gel, Negates toxic damage, revives your fallen allies. ********* *Bastion* ********* The Bastion it the upgrade to the Adept or the Sentinel. This improves their defensive biotics powers and reduces their cooldown times that those skills have. --==Stats==-- Level 07: -18% Biotic Cooldown Level 08: -20% Biotic Cooldown Level 09: -22% Biotic Cooldown, Barrier Specialisation Level 10: -24% Biotic Cooldown Level 11: -26% Biotic Cooldown Level 12: -28% Biotic Cooldown, Statis Specialisation Barrier Specialisation : Lasts 25% Longer, +40 Shields per Second Statis Specialisation : Enemies under Statis can be damaged with this ********* *Nemesis* ********* The final upgrade, and the boost to the Adept and the Vanguard. This improves the power of the biotics and makes them last longer. --==Stats==-- Level 07: +4% Throw Damage, Biotics Last 4% Longer Level 08: +6% Throw Damage, Biotics Last 6% Longer Level 09: +8% Throw Damage, Biotics Last 8% Longer, Warp Specialisation Level 10: +10% Throw Damage, Biotics Last 10% Longer Level 11: +12% Throw Damage, Biotics Last 12% Longer Level 12: +14% Throw Damage, Biotics Last 14% Longer, Lift Specialisation Warp Specialisation : +25 Damage, +2 Meter Radius Lift Specialisation : +4 Meter Radius ------------------------------------------------------------------------------ [3.06] Shepard Skills There are several things that only Shepard can possess that everyone else cannot. Such things are Paragon and Renegade Meters, Charm, Intimidate and Spectre Training. --==Paragon==-- Paragon is basically the good side of the game. In the game, you need to make choices, and there are two ways of doing something, the good way and the evil way. The good way will net you paragon points, such as resolving a situation without conflict. The path of the Paragon means that you co-operate with other people as well as be selfless, that is, not selfish. --==Renegede==-- The second option is the Renegade. This is where you show your appreciation for the quicker solution, being impatient and being selfish. Your solutions here normally involve killing or discriminating against someone. This is the path of the Renegade, the more evil path. ******* *Charm* ******* Charm is basically the skill of the Paragon Meter. The higher the Paragon Meter, the higher your Charm will be allowed to use. Although Charm doesn't actually do much in battle, it does do a lot. In conversations, certain conversations require a certain level of Charm to activate the Paragon path. Also, Charm will give you discounts at stores. Quite useful if you are going to buy some high end stuff. --==Stats==-- Level 04: Store Discount, -2% off Store Items Level 08: Store Discount, -5% off Store Items Level 12: Store Discount, -8% off Store Items ************ *Intimidate* ************ Intimidate is the skill of the Renegade Meter. The more Renegade points you have, the more Initmidate points you will use. Remember that these skills are like normal skills, you need to invest talent points in them. Anyway, more intimidate points means that you can use the Renegade option in your conversations. Also, like the Charm levels, higher levels of Intimidate may work to your advantage. --==Stats==-- Level 04: Motivated Buyer, +2% selling price on items to stores Level 08: Motivated Buyer, +5% selling price on items to stores Level 12: Motivated Buyer, +8% selling price on items to stores ****************** *Spectre Training* ****************** This is one of the best skills there are in the game. Spectre Training is available only to Shepard, since he is the Spectre in the game. This will boost health, all your powers, your accuracy and it has one of the better skills in the game, Unity. --==Skill==-- UNITY - Revives your fallen suqad members with health and shields at the cost of lower accuracy. --==Stats==-- Level 01: +2 Accuracy, +0.4 Accuracy Regeneration, +5% Maximum Health, +1% Damage of all Powers, +1% Duration of all Powers Level 02: +3 Accurary, +0.6 Accuracy Regeneration, +5.5% Maximum Health, +1.5% Damage of all Powers, +1.5% Duration of all Powers Level 03: +4 Accuracy, +0.8 Accuracy Regeneration, +6% Maximum Health, +2% Damage of all Powers, +2% Duration of all Powers Level 04: UNITY (Revives Fallen Squad Members with 15% Max Health and 40% Max Shields, -45% Accuracy, 150 Second Cooldown) Level 05: +5 Accuracy, +1.0 Accuracy Regeneration, +6.5% Maximum Health, +2.5% Damage of all Powers, +2.5% Duration of all Powers Level 06: +6 Accuracy, +1.2 Accuracy Regeneration, +7% Maximum Health, +3% Damage of all Powers, +3% Duration of all Powers Level 07: +7 Accuracy, +1.4 Accuracy Regeneration, +7.5% Maximum Health, +3.5% Damage of all Powers, +3.5% Duration of all Powers Level 08: ADVANCED UNITY (Revives Fallen Squad Members with 20% Max Health and 60% Max Shields, -35% Accuracy, 120 Second Cooldown) Level 09: +8 Accuracy, +1.6 Accuracy Regeneration, +8% Maximum Health, +4% Damage of all Powers, +4% Duration of all Powers Level 10: +9 Accuracy, +1.8 Accuracy Regeneration, +8.5% Maximum Health, +4.5% Damage of all Powers, +4.5% Duration of all Powers Level 11: +10 Accuracy, +2.0% Accuracy Regeneration, +9% Maximum Health, +5% Damage of all Powers, +5% Duration of all Powers Level 12: MASTER UNITY (Revives Fallen Squad Members with 30% Max Health and FULL Shields, -30% Accuracy, 90 Second Cooldown) ------------------------------------------------------------------------------ [4.01] Eden Prime --==On the Normandy==-- Well, you start this game on board the Normandy, and you're name, regardless what you have chosen, will always be Commander Shepard. You are here after a jump on the mass relay and you will be watched carefully by Nihlus, a Spectre. As he leaves, Joker and Alenko will express their distrust of the Spectres, and you get a choice. +2 Paragon Points for agreeing with Joker's mistrust of Spectres +2 Renegade Points for dismissing your crew Anyway, you need to head to the briefing room, Captain Anderson is waiting for you in there. On your way, talk to Navigator Pressly, which is talking with Chief Engioneer Adams. Pressly isn't very happy with fact that there is a Spectre on a routine mission. You can investigate further and this will allow you to get some more information. Throughout the game, you can investigate further with the people you encounter, and viewing eithers that lie around, because these will add to your Galactic Codex, which also happens to give you EXP for it as well. After talking to Pressly, you can talk to Corporal Jenkins and Doctor Chakwas who are talking there. You can talk to both of them, in particular, Jenkins, who is going to be in your team for the mission on Eden Prime. Grill Chakwas for more information for your Codex. +2 Paragon Points for Supporting Corporal Jenkins +2 Renegade Points for chiding Jenkins that its about the Mission first Head to the briefing room and talk to the Turian Spectre Nihlus, who will talk very briefly with you about the mission on Eden Prime before Captain Anderson walks in and briefs you completely about the mission, and what you are going to be doing on Eden Prime, you need to recover a Prothean Beacon. The Protheans have been wiped out about 50,000 years ago, and they helped humanity to propell into the position it is in right now. The whole point of this mission is to recover it and send it back to the Citadel for analysis by the scientists to uncover more about the Protheans, and as a side note, you are being watched by the Council for possible admission to the Spectres. Soon, you get a transmission from the colony about an attack on Eden Prime, this mission just got a lot harder. Talk as much as you can with Anderson, grill as much info out of him, and lets get ready to head to Eden Prime. --==On Eden Prime==-- Once you get on Eden Prime, the whole place is on fire. You are teamed with Lieutenant Kaiden Alenko and Corporal Richard Jenkins and all of you have the most basic equipment, the default guns and weaponry. Ahead of you, you should turn left, but head right into an outlet for a nice upgrade vault, and loot that. Then, lead west. You will see little brain/gas/air bags, but they don't do much, so practice your guns on them. A few practices and you get the hang of combat, for now anyway. Head West and you will reach a cutscene, where you send your team forward, and Jenkin gets killed by some ambushing Geth Drones. Draw your weapon of choice, most likely the pistol or assault rifle, and take down the three drones that are there. Once the drones are down, you can talk to Kaiden about Jenkins. +2 Paragon Points for allowing Jenkins to have a proper burial +2 Renegade Points for dismissing the importance of Jenkin's Death To your left, there are some upgrades there, as well as some Medi-gel, which acts like the healing substance in this game. There are another set of three recon drones, so there is some more target practice here. Move forwards to where the Geth are and you get another cutscene of a soldier being pinned down by the Geth. Looks like you need to help. There are some Recon Drones and some Geth troopers that are here that you need to take out, weapon of choice them to death and talk to Gunnery Chief Ashley Williams, the person who is going to fill out the rest of your team. There is another crate here, be sure to look for it. +4 Paragon Points for welcoming Ashley to your team +4 Renegade Points for resisting Ashley to your team At the dig site, there are many more Geth here. You need to learn, by now, if the game hasn't taught you already, that you can take cover. Draw your weapon and walk against an object, such as a crate or tree trunk in this case, and you will automatically take cover. This allows you to see what is going on, fire when you aren't under fire, and protection from enemy fire. Quickly take out the Geth Troopers. They are pretty weak, all you need to do is to shoot their shields down, and they are easy prey to most weapons. Or you could just place two sniper shots to send them packing. The beacon isn't here at the dig site, so you need to head to the Camp Site for further information. The Camp Site is up the hill, so head up. --==Camp Site==-- Ahead are some spikes, with some impaled Alliance soldiers up there. Poor guys but once you get close, those spikes will fall down, and those Soldiers are going to be attacking you. These are called Husks, they are basically shock troops that lack any weapon, but they will run up, explode, killing your shields and damaging you. You want to keep a fair distance from them, but here, you might want to use the shotgun. They can take a fair amount of melee damage, do Biotic powers are quite useful here. Make sure they can't move and take them out from a distance. This isn't the last we've seen of these Shock Troops. Make sure to raid the upgrade kit here as well, some nice loot there. There are two buildings here, and now it is a good time as any to teach you how to unlock and override electronics in this game. This is an extremely useful ability for you to know how to do because a lot of good items and game functions are behind this simple minigame. --==Electronics==-- A lot of items are either secured, or broken, and through a high electronics and decryption skill, you can unlock or repair these items. There are three grades of decryption, easy, average and hard. The harder it is, the harder the mini-game is. Also, you need a set amount of points for each level, to play with Easy, you need 1 point, Average = 5 and Hard requires 9. Of course, if you have enough skill, you can omni-gel the machine, but that requires a fair amount of Omni-Gel, on average, 15 to 25. There are two minigames, each depending on the platform you are playing. Xbox requires you to match symbols, which is relatively easy, but they get harder as they go along. PC is completely different. There are four circles, and your goal here is to send your little pick through all 4 circles, without being hit by the red blocks and hit the centre. Red blocks will send you back to the start while orange blocks are stationary obstacles. The harder the level, the more red and orange blocks there are. You only have 15 seconds, and failure means you need to Omni-Gel the machine to death. --==Camp Site Continued==-- Anyway, in one of the buildings there are two survivors, it looks like two scientists, given their lack of weapons. There is a Dr. Warren and a Dr. Manuel here. Warren will tell you that the Beacon that you are after has been relocated to the spaceport, which means that you have a lot more work to do. They will also talk to you about the attack, which was a disaster for the Alliance, through Manuel's unwanted talking. You can shut him up or let him keep talking, you get points out of this. +2 Paragon Points for treating the survivors well +2 Renegade Points for shutting Manuel up via force --==Spaceport==-- After a complete looting of the campsite, you can follow the path and this will take you to the space port. You might want to hang back a little bit and you can use your sniper rifle to kill most of the Geth from a fair distance. That would help a little. Otherwise, you want to bring in some heavy firepower and start to take out all the Geth and the Husks that are here. There are little canisters here that make your job a lot easier. When the enemy decides to go near one, shoot the canister to make it explode, taking the trooper down with it. When you have taken down all the Geth, don't need to the market just yet, there are some nice goodies lying around. First, there is a little inlet to your north with a broken object that will net you some grenaders, and more importantly, omni-gel. Now, there is a farmhouse directly south of the port. Unlock the door and three farmers will burst out. They're in on a smuggling ring, and since they can't be stuffed to find the smuggler, they will hand over a nice pistol for you, and the Stinger II is a decent weapon for starting, since you are using a I weapon instead. You can also Charm or Intimidate the farmers to give the identity of the smuggler as well as for an extra upgrade. +4 Paragon Points for using Charm twice +4 Renegade Points for using Intimidate twice +2 Paragon Points for using Intimidate then Charm +2 Renegade Points for using Charm then Intimidate Before you leave, don't forget about the locker in the farmhouse for some more bonuses. Head to the platform and you will see what happened to Nihlus, and as you can guess from the cutscene before, you can guess what his "friend" Saren did to him. We'll he ain't moving, but someone else is, someone behind the crate. Powell. The smuggler from what the farmers told you. If he will tell you what you can already guess, Nihlus was killed, end of story. If you talk to him about his smuggling operation, he will give you the extra grenades that he was withholding from the Alliance military, which could have been handy then. Charm or Intimidate him for an extra upgrade for you. Before you leave this area, check it out for a medicial kit and there is another upgrade kit in this area. +2 Paragon Points not trying to kill Powell +2 Renegade Points for effectively calling Powell a coward --==Finding the Beacon==-- Continue along the path and you will need to take out three geth troopers. I suggest a Shotgun here, you are going to be in close quarters combat, and the Shotgun is the best for that. Before you head down the stairs, I suggest that you go and take down the Geth Destroyer there. That thing needs you to have Kaiden throw things at it to make it go kaboom. When you head down, there is a train, swarming with Geth. Kill all those that decide to run close to you, that would make them not run, but there are still a lot left. Use the Sniper Rifle to take them out at range while taking cover, which makes it a lot easier on you, and your health bar. Take out all the Geth, collecting the med kit along the way and activate the train to head to the next area. Now, you get a cutscene where Saren decides that it would be a good idea to remove all evidence that he was here, so he orders the Geth to set up some bombs to take out the area. There are three bombs in the area, and all you need to do is to activate the bombs to take them out, press E (A for Xbox) and volia, done. Before you take down the first bomb, you should head up the ramp, take cover and use the Sniper Rifle to take down as many enemies that you can see. There are some Geth Shock Troopers here, they are the powerful brothers of the normal Geth Trooper, with more health and a bigger shield. The Sniper Rifle is important of you want these suckers down fast. Head up the ramp and across the bridge to take out the first bomb. Take out the remaining Geth, using as much cover as you can, and then move up. You can easily find the remaining bombs with your minimap. Also, there is a counter to show the amount of time you have left. Watch it and defuse all the bombs. Make sure you clear the area for crates and the like, there is at least one here. Finally, you need to head west through the opening there and that is where the beacon is. There are a few troopers and a few husks there as well, which you might want to take out. Then, clean out all the crates and kits in this area, there are a fair few here. Then, touch the beacon. Well, either Ashley or Kaiden will touch it and Shepard will intervene, wiring a vision to you and then, EXPLODES! YEE HAW! Sorry, couldn't resist. --==Aftermath==-- You are back on the Normandy, Dr. Chakwas and Captain Anderson are there to talk to you. After all the talk there, it is best that you talk to the crew as well. You can explore the ship. You are on the middle floor of the Normandy, where you can find Ashley outside the med room. The Captain's room is also here. At the back, you can find stairs to the top level or an elevator to the engine room. Down there is your requisition officer, who you can sell and buy upgrades and weapons from, as well as the Mako, storage lockers. Down here, you can also access the engine itself. On the top floor, you can find the command deck. Here is the galaxy map, which is important later. While you are here, explore a bit. Anyway, you want to talk to Ashley and Kaiden after the events. When you are done, go talk to Joker to bring in the Normandy to the Citadel and finish this section once and for all. ------------------------------------------------------------------------------ [4.02] The Citadel --==The Citadel==-- Welcome to the Citadel where you will now talk to Captain Anderson and the Ambassador to the Council, Ambassador Udina. the Ambassador is here to try to convince the Council to kick Saren off the Spectre Team and you are crucial evidence for him, so you need to head to the Citadel Tower to plead your case before the council. Looks like you need to get moving. And somehow, you get to keep your guns, but your shots won't kill anyone, they won't even care that you fired your assault rifle so many times, they don't care at all. Anyway, you are going to be new to the Citadel. This is one of the palces that you are going to need to get to know a lot better. Right now, you are starting at the Embassies. There is another embassy next door, and when you head left down the stairs, you get to head to the Presidium. Here, you can see the Receptionist and there is an Avina VI terminal, as well as Rapid Transit. Up the stairs, there is a bar, C-SEC head security office as well as a Diplomat research section. There are several VI terminals here, you should grill them all for information. Anyway, across the water are the Consort Offices, the Bazaar and the Bank. Thats pretty much it for the Presidium locations, except that there is an elevator to the top. There are many things that you can do right now, there is a Hanar and a C-Sec officer trying to annoy each other, you can hack computers in Ambassador Udina's office as well as Executor Pallin's computer, who is the head of C-Sec. You will come across the request for the release of a body, but they are all side quests that are all covered in its own section. Anyway, all that aside, you need to use the Rapid Transit system to head to the Presidium area of the Citadel Tower. You will then witness a fight between a C-Sec officer called Garrus Vakarian and the head of C-Sec, Executor Pallin. It looks like Pallin doesn't want Vakarian on the case of Saren since there is no luck, but after talking to Garrus, he says that he will keep up the fight against Saren and keep digging for info. More on him later. But now, head up the stairs and talk to Capt Anderson, and head into the hearing on Saren. --==The Hearing Onwards==-- Well, it isn't any shock that Saren himself appears via visual link and refutes the claims, and since they aren't going to believe you, they toss out the claim due to lack of evidence. Well, there are going to be three sources of the information or the evidence that you need to refute the claims that Saren was a good Spectre. Your choices are Garrus Valakian, the C-Sec officer who was launching an investigation into Saren. Or you can follow the Ambassador, who will suggest that you look for a retired C-Sec officer, a human one, by the name of Harkin. If you ask Capt. Anderson, he will suggest that you go and look for Barla Von, the contact who has links with the Shadow Broker. It is best that you go and do all three for a much better picture. --==Barla Von==-- Barla Von is in the financial distict of the Presidium area, he is pretty much next to the market, which is next to the consort's office. He will talk to you about his services and about Saren. Saren has, apparently, displeased his boss, the Shadow Broker, who is more than happy to help you in your quest to take down Saren. For that, Barla Von will point you in the directions of the Wards, the C-Sec academy, and find a Krogan called Wrex. If you aren't familar with the Wards, the Wards are an underground nightlife area. The Ward contains the Medical Clinic, the Chora's Den "Gentleman" Club, the Flux Nightclub and the Markets. At the Medical Clinic, you will be able to purchase medi-gel as well as med upgrades. Chora's Den is a hanging out place, Flux has gambling and the markets is a place to buy and sell stuff. C-Sec Academt is here as well, which provides access to your spacecraft. More on Wrex later, because there is a plot conflict here. --==Harkin and Garrus==-- Well, if you follow the lead from Ambassador Udina, you will need to talk to the retired C-Sec officer Harkin, who is currently in Chora's Den. Head there via the mass transit, and as you enter the walkway into Chora's Den, you will be ambushed by two assassins. Luckily you have your weapons, and there are only two of then, so you can easily take them out. Take cover behind the walkway and snipe them. Or run up and shotgun those suckers. Anyway, head into Chora's Den and you will bump into Wrex. Off he goes, and you need to talk to Harkin. He will essentially tell you that Garrus is in the Med Clinic and you can find him there, as well as some interesting facts that Captain Anderson was considered to be the first human Spectre. Whoops, guess someone didn't tell us that. Head into the Med Clinic and you will see that your friend Garrus is being targeted by several thugs, who obviously need to understand that you don't shoot in a hospital. Garrus manages to target and remove the thug holding the doctor hostage, and you need to mop up the rest. Since you are in exceptionally close quarters here, take cover behind the divider and shotgun all the thugs in sight, the run up and shotgun the rest of the thugs. Talk to Garrus and he offers to join your Squad. Now that you have several members to choose from, you are able to pick and choose a squad. You are only allowed two members, so pick the two members that you want to be teaming up with you and use them, accept and move on. Anyway, Dr. Michels tells you that a Quarian that has information about Saren's motives went off to talk to Fist, the owner of Chora's Den and an employee of the Shadow Broker, the person who purchases all the information on everyone. But, as a nice plot twist, Fist has decided to work for Saren and has taken the Quarian as a nice hostage. Looks like we need to clear him up, but this is a good time to find Wrex. --==Wrex==-- You don't need Wrex if you decide to get Garrus, because Garrus will lead to all the information about Fist and the Quarian, and Wrex, if you choose to follow the Barla Von path, will tell you exactly the same information, but it is best if you decide to get both of them, because you can then make both of them join you. Anyway, Wrex is at the C-Sec academy, and they aren't obviously having a friendly conversation, so talk to Wrex and he will offer to join you, but he wants to make sure that Fist is dead, after all, it was in his contract to make sure that Fist dies, and he will get what he wants. Now that you have the information that you need to get the Fist, you need to head to Chora's Den for a nice shootout. --==Chora's Den Shootout==-- Head to Chora's Den and the club itself is a massive shootout. You might want to play with the Sniper Rile here, it is best of you can take cover and pick off all the enemy units one by one. There is a bartender and several thugs to take down, as well as a Krogan. These guys will have a large amount of health and will regenerate their health over time, so you want to take them out pretty quick. These thugs are relatively easy to take out, a single sniper bullet is enough to take them out. You need to enter the door, and there are some dock workers there, taking up their guns and pointing them at you. Normally, you will need to kill them, but if you have enough charm or intimidate points, you can convince them to drop their arms and get lost. +2 Paragon Points for convincing the workers to surrender via Charm +2 Renegade Points for convincing the workers to surrender via Intimidate Now you need to deal with Fist himself. Enter the room and you will see Fist as well as the two turrets. You really want those turrets down first, and to do that, you might as well use a pistol and concentrate all your fire on the turrets. Get your teammates to do the same, and Tech powers are good at disabling them for a good period of time. Once the turrets are down, he will surrender and if Wrex is on your squad at that certain point in time, to furfil his contact, he will kill the Fist. Or you can kill him yourself if you want. Before you can kill him, he will tell you where you can find the Quarian with the evidence that can take down Saren himself. She is currently in the alleyway, so head there. +2 Renegade Points for killing Wrex or agreeing with Wrex's Actions --==Rescue==-- Head out of Fist's Office, after you have looted the place for some good items and rush out of Chora's Den. You will have to deal with more thugs here, so take some cover and shoot them all down. Rush into the alleyway where the Quarian is going to be ambushed, follow your map if you really need to so you don't get lost. You will see the Quarian get ambushed by some Turians and Salarians, and you need to protect her. Out comes the guns and you need to shoot them all. The salarians are rather easy to kill, but their tech powers can make it a pain to play with your weapons. When it is all over, off to the Ambassador we go. The Quarian, Tali, presents the evidence to the Ambassador which is a nice recording of Saren talking to someone else about the attack on Eden Prime, and that implicates himself as well as someone else. This time, you bring the evidence to the Council for real evidence. --==The Second Hearing==-- Back at the Tower and this time, you have proof to bring down Saren along with his Spectre status. The Asari Councillor is able to identify that the unknown voice is Matriarch Benezia who is helping Saren and the Geth. That brings in another person we need to take care of, unfortunately. The Council, mindful of that fact that the races in the Terminus systems would unite if they send a fleet there, they will have a better plan, make you a Spectre and you go take down Saren. +2 Paragon Points for being Polite to the Council +2 Renegade Points for having a very big hubris to the Council --==Spectre Aftermath==-- Now that you're a Spectre, you need to clean up whatever you want to do on the Citadel and then head to the docking bay via the C-Sec Academy. Here, you will talk to Captain Anderson, who is effectively handing over the SSV Normandy to you. They also provide you with three solid leads, one about the Geth who have recently attacked Feros. There also seems to be Geth interest on the planet of Noveria. And there is a lead about the dig site of Benezia's daughter who is somewhere in the Artemis Tau Cluster. You get to choose where you want to go. +2 Paragon Points for being respectual of Captain Anderson +2 Renegade Points for being reckless When you enter the Normandy, you get the ability to make an address to the crew of the ship and you get points for it as well. You inform the crew of their mission as well as your policy about the people that are on board. +4 Paragon Points for suggesting cooperation with all races +4 Renegade Points for suggesting that humanity can solve all problems --==Should you Revisit==-- If you revisit the Citadel when you are in command of the Normandy, Rear Admiral Mikhailovich, obviously a Russian, and commander of the 63rd Scout Flotilla, will ask if he can inspect your vessel. You can accept or deny his request, since you are above him, but you get the EXP and some rewards off him if you do. +2 Paragon Points for denying inspection using Charm +2 Renegade Points for denying inspection using Intimidate +2 Renegade Points for refusing an inspection outright ------------------------------------------------------------------------------ [4.03] Noveria --==A Bad Start==-- Well, if this is your first plot planet, this is going to get off on the wrong foot. As soon as you dock, you are already being questioned by the local forces, and I don't like the tone that they were taking. Land at Port Hanshan and before you can even head into the building itself, you will be confronted by the local security forces, led by Captain Matsuo, who is in the employ of Elanus Risk Control Services. She also happens to be head of security and they ask to take control of your weapons. Whatever happens, the intercom will cut them off and tell them that you are indeed a Spectre. They will tell the forces to hold their fire and let you keep your weapons. +2 Paragon Points for allowing them to confiscate your weapons +2 Renegade Points for not letting them touch your weapons Anyway, head through the building and sooner or later, you will reach the mini bar area, where the weapons will set off an alarm. Gianna Parasani, the assistant to the administrator to the Port, will allow you to pass. She has some interesting news for you, Matriarch Benezia and several Asari Commandos have passed through several days ago and headed to Peak 15. You need a garage pass to head outside, and you need to see the Administrator for that. At this point, if you have Liara on your team, she will ask if you want to reconsider if you want her on the team, after all, she is going to be facing her mother. Or, if you have her and she isn't on your team, one member will ask for you to reconsider deploying her instead. Also, at this point, you can head back to the docking bay and talk to Captain Matsuo and talk over what happened back then. Sergeant Stirling won't be too pleased, but we'll deal with her later, but Matsuo will be pleased somewhat. +2 Paragon Points for accepting the apology +2 Renegade Points for refusing the apology --==Corruption, of the Grand Scale==-- Well, you need to find the Administrator, Anoleis, who is at the southeast corner of the first floor, you need to use the lift first. Talk to Parasani who will let you in, and you see, of all people, a Salarian. He will not give you a pass, since you are chasing Saren, and that Saren is a major investor and that makes Benezia very important. The only way that you will get the pass off him is from the Smuggling mission and giving the goods or dishing out the dirt, but that really is a crappy prize. Anyway, head outside and talk to Parasani again, who will lead you to a Lorik Qui'in who is in the hotel, which requires another lift ride. He is at the hotel lobby and sitting at a table. Talk to him and he says that he isn't happy because Anoleis denied entry to his Synthetic Insights office because Qui'in has some nice evidence that Anoleis, unsurprisingly, corrupt on a grand scale. Just at that point in time, there is a nice deal for you. Qui'in knows that some off duty Elanus Risk Control Services guards are currently under the employ of Anoleis and that are in the Synthetic Insights office currently in the office looking for the evidence that Qui'in is holding. The deal is, get rid of the guards, recover the evidence for him, and he will get you the garage pass that you want. However, don't leave the hotel for the evidence just yet. There is an office here that you can access, and you get a mission from it, as well as the security system for the Synthetic Insights office. You want to disable it for a much easier time. Head into the offices, which is on the floor that Anoleis is on, near the garage, and you will find the Elanus guards there, ransacking the place as Qui'in said. Guess he was telling the truth. You will encounter some guards straight away, but with some charm, you can get them to leave without firing a shot. Or guess scare them off. +8 Paragon Points for convincing the guards to leave using Charm +9 Renegade Points for convincing the guards to leave using Intimidate You still need to fight your way through the rest of the guards to access the upstairs office there, but there is a lot of cover to take behind the walls so pistols here are a good idea, its a tight, but large area, so shotguns are not as effective, and pistols are accurate. Head into the office, loot the place and grab the evidence. But then, you have the evidence, then what? --==Evidence, Then What?==-- You should leave the office, but you can see someone in the distance. It is Sergeant Stirling, who isn't all that happy, or pleased to see you here, after you have killed so many of the Elanus Guards. Well, they were doing something illegal, and you are a Spectre, and above the law, but still, they aren't going to be happy. You can talk about it all you want, it still won't help you, you need to fight. +2 Paragon Points for saying that you acted in self-defence +2 Renegade Points for not even trying to defend your actions Stirling is a biotic, and your best bet is that you run back to the office and take cover there. Her biotic powers are quite powerful, but she will stay at a range. Whip up the sniper rifle and snipe her at a range, but her powers can be quite annoying, so take some cover, and shoot. After she is down, you still have a fair amount of guards, but compared to Stirling, it is quite easy to take them down. Head out of the office, and when you exit the elevator, you will meet Gianna Parasani, but don't worry, you don't need to quickly pull out your gun and kill her. She asks you to meet her in the lobby with Qui'in, so do so. She then introduces herself as an undercover agent, the horror! She has been there to investigate Anoleis, of his corruption, which you seem to have done but on a grander scale. The Noveria Board seems to think along the same lines and they have been trying to get evidence. Wait, Shepard can get evidence within half an hour of arrival, and the Board can't even get a shred of evidence for several months. The power of the Spectre. Anyway, she wants you to convince Qui'in to testify against the Lord of Corruption and that should be enough to take him down. And now she promises you to bring in a nice garage pass. Everyone who is against Anoleis seems to offer Garage Passes at will. She will also give you some information about Peak 15 as well. --==Wrapping Up Port Hanshan==-- You now should try to convince Qui'in to testify against Anoleis while you are in the lobby. If you have enough Charm or Intimidate points, you can easily make him go and testify against Anoleis, and you get a MASSIVE amount of paragon or renegade points for it. However, failure will send some credits your way, more if you use Charm or Intimidate on him as well. If you can't convince him to testify and give the evidence, you get the garage pass. +24 Paragon Points for convincing Qui'in to testify via Charm +25 Renegade Points for convincing Qui'in to testidy via Intimidate +500 Credits for returning the evidence to Qui'in +750 Credits for returning the evidence to Qui'in using Charm or Intimidate If you managed to make him testify, head down the Anoleis' office and talk to Parasani. Now you have the evidence and Qui'in is going to testify, you are going to need to take him down. Now, you have an interesting choice on what you can do, you can help Parasani in her investigation, or double-cross her, to betray them both. You can do the right thing, and help Parasani convict the corrupt administrator and send in to prison. Or you can sell the evidence to the administrator and you get the pass. Nope, crap prize. Finally, you can refuse the hand over the evidence, and Parasani and Anoleis fight, and both die. Your choice. But at the end, you still get the pass, so lets head to the garage and finish with this port. If you choose the last option, you can get the pass of Anoleis, his body, and sell the evidence back to Qui'in. Win, win. +8 Paragon Points for getting Anoleis arrested for corruption +2 Renegade Points for selling the evidence to Anoleis +24 Renegade Points for double-crossing both of them, getting both killed Head to the garage, and finally, some action. However, there are some geth here, and they consist of the weak Stalkers and the firepower of the Geth Destroyers. What can you do to end this quick? Run quickly, sprint all the way to the Mako, access and unlock it, head inside and use the cannon to make mince meat of the destroyers. If you are on foot, the destroyers are more or less going to kill you, so you want to use the Mako for defence. Cannon the stalkers as well, the minigun isn't very effective for making a quick meal out of them. After the firefight, Captain Matsuo arrives exactly after the battle. What great timing, arriving in time not to become reinforcements. They say that Benezia must have brought the Geth in the crates, the thousands that she took with her, so you are going to have a bit of a problem here. And there are a lot of Geth to contend with. --==The Path to Peak 15==-- There is a cold hazard of Level 1 outside, so if you wonder too long to trigger the hazard, you will take damage, so don't wonder for too long or walk too far from your vehicle or you will take some damage. Which isn't very nice. Stay on the road, and keep scanning the minimap to show you the enemy Geth from a distance. You might need to move a bit closer to engage them with your minigun and your cannon, but that isn't that bad. Jump to avoid the rockets. There are geth Rocket Troopers and Armatures all over the road which makes it very hard to travel effectively. The road is armed with upgrade kits by the abandoned vehicles as well as on the road, which makes it worth your while to keep your eye on the road as well as on the side for some nice upgrades. Turrets are also all over the map, so you might want to squint a little in the distance, if it isn't white on a white background, hash it with your cannon. Clear and move quickly, especially through the tunnels where rocket troops seem to continue till no end, and head to the end of the road, which is the Peak 15 Lab building. This is just the beginning of a long fight. --==Trying to Make Contact==-- Enter the building and head into the large garage room. There are a lot of enemy forces here to fight. Take cover where you can and try to single out geth units so you can take them out. There is a Juggernaut here as well, and that is the biggest threat that you can see. You really want that one down, so try biotic or tech powers to make it stop, and you keep taking shots at it. Eliminate the Krogan as well, they can dish out a lot and receive a lot of damage. Then, the single geth troopers, who are weak and easy to take out with single shots. At the end of the room are more Krogan, so whip out a Sniper Rifle to take them out from a range. In fact, this room is big enough to use a Sniper Rifle effectively, with cover. Loot the room, then continue to the admin level by using the elevator. If you hate insects and spiders, like I seem to do, you might want to finish the rest of the level rather quickly. After you leave the elevator, you are going to need to take out the geth in front of you, but there is a single problem. A new type of monster called the Rachni. They are an insect type monster, that were meant to be extinct, but I guess someone changed that. There are two type of Rachni, there is the worker, who is rather small and easy to kill, but they are pretty damn fast in terms of movement. The Soldier is damn stronger, have a ranged attack that will poison you. That can take a beating, so be careful. These guys make you reassess how you are going to play the level. They will spring out of the vent shafts, so you are going to be in some really close combat situations, I suggest carrying a Shotgun or Assault Rifle at close range to let loose a massive barrage to get rid of them should they pop up. When you are done here, you can head into the core of the lab, and there the problem gets even worse. --==Mira's Core==-- Ahead, there is the VI for this lab, and you need to reactivate the VI to figure out what the hell is going on. Take down the ranchi, and head into the core, using the elevator to the core. Now, you have a choice on how you reactivate the machine, use 100 Omni-Gel or solve a puzzle. This puzzle is simple. There are three columns, and what you need to do is to move all the blocks in a way so that all the blocks move to the other side. You can only move the top block, so the answer I'll give is based on the number of the column. The left is 1, middle is 2 and right is 3. 1 -> 2 1 -> 3 2 -> 3 1 -> 2 3 -> 1 3 -> 2 1 -> 2 1 -> 3 2 -> 3 2 -> 1 3 -> 1 2 -> 3 1 -> 2 1 -> 3 2 -> 3 Mira heads back online, and she informs you that there are two systems that you need to restore before you can go anywhere. You first need to repair the landline on the roof, so the tram can go someone. I make a note that you should only move now if you are carrying a shotgun or assault rifle, so your guard is up at all time. Head up to the roof and get ready to fix the lines, but there are a hell of a lot of ranchi there. They aren't extremely close, so use the pistol or assault rifle to take them all out. Use the radar to figure out which is the best place to use cover, and take your time. Move all the way to the back to fix up the lines, after you have taken down all the ranchi. Back down to the core, you will find some more ranchi here, so take them out before you head down to Mira again. Now, you need to fix up the reactor, or the fuel for the trams. There are geth here, so arm appropriately. Use the radar again to figure out all the enemy's location, take them out, and then fix up the lines. And back to Mira you go, and back to killing the ranchi that appeared out of nowhere. And now, you can take the tram. --==Public Transportation==-- Head towards the tram platform given that there is now an active and working path to the trams. Now, you need to pass a decontamination chamber but there are ranchi units there. Now, the best part is that if you have high electronic skills, or some unit does, use it to take out the ranchi by having it toasted to death. Or you can access the area, or get Mira to open the area, and you can get inside and kill the ranchi units yourself. Now, since the way is clear, you can take the tram, and off you go. And you end up to a bunch of elevators, and head up on it, and you meet a group of humans who are securing the position against enemy ranchi. Captain Ventralis is in charge, and using your charm or intimidate skills, you can get him to reveal the defences here, and some more talk. After the talk, you can finally get into the action since some more Ranchi attack, so help fight them off. Since he can see that you are trying to help, he will now give you a pass to find the Matriarch. What you do and how you get their is up to you. +2 Paragon Points for saying you are helping +2 Renegade Points for saying you aren't helping +2 Paragon Points for attacking the invading ranchi --==The Labs==-- What you want to do now, besides get to the labs, is to help around since you aren't going to be back here anytime soon. There are two ways to get to the labs, the first is to break your way through the security doors and get in, killing all the ranchi as you go along, and the second involves you going under the main pathway, in a maintenance tunnel, and avoiding a firefight. For those who want to go in, all guns ablazing, all you need to do is to breach the security door in the mess hall, defeat the drones, defeat the guards and then defeat all the ranchi. This is the fastest approach but it costs the most lives, but is the most rewarding. The second involves finding a cure. You need to go and find Dr Cohen, who is apparently trying to develop an antidote for the toxins that they were making in the lab. Not a smart idea, to have a toxin you don't have the antidote for. Of course, charming his pants to make him gay or scaring the crap out of him gets you more intel. If you are going for the cure, you need to talk to the Captain to get his go ahead to head into the quarantined area. You can now enter it, and the ERCS guard will let you in. Inside is the machine, so you can make the cure by having the meter fall between the first and second limits, so it is in between, and it is a cure. Practice makes perfect. After the cure is done, it seems that there is an Asari in the room, the same Asari from the mess hall. Alestia is a servant of the Matriarch, and she is here to kill you with a few geth troopers. How nice of her. Now, since this is close quarters, take cover and whip out the assault rifle or shotgun, and pump her full of lead. That will teach her a lesson or two that murdering guards is not the way to go. Head back to Cohen and give him the cure. If you have the adequate charm or intimidate skills, you can get some medical supplies that he was saving for the guards from him. +24 Paragon Points for finding the cure Now, you can take the maintenance tunnel to reach the labs. Now, no matter what route you took to the labs, attack, sneak, or both, you reach the point where you face the Matriarch. And boy, this is one boss battle you want to forget. --==The Fight==-- You start the battle, and it begins with Benezia calling in Asari Commandos and Geth Troopers into the battle to help her. Don't bother fighting her, you need to take out the commandos first. They are dangerous, since they are biotic users as well as having nice guns, and they charge into your lines, so use the assault rifle here. Take cover when you can, but don't stay there for long, the Asaris will blow up your cover with their guns. Move fast, and take down all the reinforcements. There are about 3 waves of 2 units at least, and most are the Commandos, so you really need to watch your health, and invest in the gel that can save lives. Your own biotics are useful against the Asari whilst the Tech powers can take down the Geth Snipers. When you somehow have managed to take down all the reinforcements, its time for another cutscene. Benezia shows that she was brainwashed by the ship of Saren's, and she gives all the info she has whilst she still is in control of herself. After she goes insane, quickly kill her. You don't have much time before she calls in more commandos, so kill her quickly, since you have no choice, and then kill off the reinforcements. Seriously, on paper, or on this guide, it appears easy, but I've had to do this mission a lot of times because it isn't all that easy. On insane, well it truly is insane. --==Aftermath==-- Now that the Matriarch is dead, the Ranchi Queen will use the Asari Commando's dead body to communicate with you. She admits that all the ranchi that run rampant cannot be saved, and she has a request that you kill them all. Now, it is up to you whether you want to exterminate the ranchi for good. This is a decision that leds to genocide. Personally, since I hate these bugs and since they "were extinct" to start off with, I killed the damn queen. I hate bugs. +24 Paragon Points for sparing the Queen +25 Renegade Points for becoming Warfreak and killing the Queen Now, if you want, you can help the queen by clearing out all the ranchi in the hot labs. You can do this by heading down to the hot labs and speaking with Yaroslev, who gives you a code that will set off a neutron purge device that will clear off the ranchi, but before the code is given, he is killed, so fight back. Collect the code off his corpse, and then head to the back of the laboratory to access the Mira terminal from there, input the code, and then, the ranchi come. They rush into the room, trying to kill you. Your safest option is to run to the elevator and escape. Or you can just avoid this whole thing by leaving Noveria by taking the tram and because the facility is overrun, the Noverian Executive Board just nuke the damn place apart, wiping them all out. Back on the Normandy, the council decides to give a call, and they ask you for the information from Benezia. They also talk about your actions. I just wished that they would back off. It isn't like they are the ones doing all the hard work. +2 Paragon Points for defending your actions, politely +2 Renegade Points for defending your actions, aggressively. ------------------------------------------------------------------------------ [4.04] Liara's Dig Site --==Finding the Dig Site==-- Well, the dig site is somewhere in the Artemis Tau cluster, and you need to get the Normandy into that sector, and then head into the Knossos system and finally, land on the Therum planet. --==Making Contact==-- When you land on the planet, there isn't much of a choice on where you go, it is pretty much a dead straight path. Move ahead in the Mako, and this is going to be where you are going to start facing a lot of enemy fire. There are a lot of enemy geth here, and they are even dropships to bring in even more reinforcements, which you need to kill. Move ahead, and if you can see them, snipe the turrets with your Mako, and if you have no other option, head outside and snipe enemy geth units with your sniper rifle. This is a great map for sniping target practice. Move ahead, and soon you will see the refinery, except there are a lot of turrets there, so you need to take a detour to the north, on the little side path. Move up, taking down the turret, and you see a little area, which is where you want to be. There are a lot of troops here and there, so head out of the Mako and start to use your weapon of choice to take down the Geth units. Check outside and inside, cleaning out all the storage units there are, and there is quite a lot to steal. After that, activate the gate, and move onwards. Back in the Mako, move forward and you will face some powerful mechanised geth units. These are powerful, so stay in the Mako and keep firing on them, taking evasive action when you need it, which is quite common, since they do take a fair amount of heavy firepower to take down. Keep moving forwards, and you will head into some tunnels, which also happen to contain some rocket troops, so you need to make sure that your Mako can really dish it out to take them out before they can take you down, which will be a problem. Keep heading forwards, until you reach a clump of rocks which you cannot pass. From here, you need to move on foot. Make sure that your best weapons are equipped. --==On Foot==-- Move on foot forwards, guns drawn, and not before long, an enemy sniper has you ready and makes quick work of your radar. Pull out your sniper rifle and show him that you are far superior with a sniper rifle. Take him out and move forwards. As you head up the hill, more geth troopers are waiting for you, so quickly take them out. There are now more Shock Troopers and even another sniper to take out. Move quickly, or use some Tech powers to disable them. Move towards the mining camp, and this is probably the most dangerous part of this mission. There are a bunch of Stalkers and even an Armature, which is extremely hard to deal with on foot. Now, use your minimap and take out all the stalkers, and that would be the easy part. The Stalkers will make your life hard since they harrass you whilst you try to take out the armature, so take them out first. Once you have done that, take some cover if you want to take down that armature. You want to be in cover, since a single energy blast from that thing will kill you, so you only want to be exposed when you fire some shots at it. To take that sucker down from a distance, which is the safest thing that you can do, is to use a Sniper Rifle, and snipe him. Given that it is a big target, that isn't hard,, but remember, the armature is damn powerful so you need to be safe. --==The Mines==-- Move onwards, and there more units in the mine itself, and they are at a closer range, so use a pistol or assault rifle, the one you want is the one you shouls use. There are a lot of enemies in this tight space, and there are even snipers, so make sure that you take some cover and take them down quickly. When you move all the way down to the elevators, you will head down and see the person you want to rescue, Liara. Unfortunately, she is trapped inside a nice little security device, and she needs help to get out, and you are going to help. Move down, killing the geth in your path, and head towards the bottom of the mine, and making mince mechanics of the geth that are in the way. Move towards the mining laser, and activate it, and that will make a path that you can use to rescue Liara. Make sure that you collect all the weaponry and items on this level now, you don't want to do so after you have rescued her. --==EARTHQUAKE!==-- The problem now is that there is a nice earthquake, and you need to run for your life. The next problem is that there is a Krogan Battlemaster, as well as his Geth escorts, and you need to take them out before you can leave. The Assault Rifle and the Shotgun are nice weapons given the close range you are in. Not exactly time to use a Sniper Rifle. Move and get rid of them, and run back the way you entered the mine, and get to the surface. Once you get there, you are saved by the Normandy and you get back to base, and Liara will offer to join you, and discuss about things. And that quick rundown should wrap out the Jobsite, there is only one more core planet to visit before we get on with it. ------------------------------------------------------------------------------ [4.05] Feros --==Arrival==-- You arrive on the small colony of Feros, and it is quite small, because of a single reason, the Geth. Anyway, you land at the docking bay in Feros, and you are greeted by one of the colonists. Ask you arrive, he informs you that you are required to see Fai Dan, who is the leader here. After that, out of nowhere, a nice rocket decides to hit him, and you are, straight away, forced into a firefight with Geth soldiers. Take out all the enemies, using your best weapons, probably the Assault Rifle or Pistol, and take out all the enemies, and when that is clear, enter the colony. --==The Colony==-- The Colony of Zhu's Hope is what is left of this settlement, so follow the sign all the way to meet this Fai Dan, who is the leader, like I said. You have a little chat with him, but before you actually figure out what the hell you are here for, the geth decide it is an excellent time to attack. This time, you aren't facing a small group, there is a large force to talk out this time. Follow the geth corpses, that you will kill, and move onwards, and take out all the forces in the initial wave of enemy troops. Follow them towards the tower in the settlement, which is in the north-west of the colony. This is where you pull out the best weapon, take some cover, and start firing on all the geth forces. There are a hell of a lot of those soldiers here. There is also a Destroyer was well, and that requires a lot of power to take down, so whip out the Sniper Rifle before it comes too close. After all the enemy geth units are down, which nets you a hell of a lot of loot to play with, and that will force the geth dropship, which is where all the soldiers are coming from, to retreat and that will save the colonists, for now anyway. --==Colony, Take Two==-- After you have taken down all these suckers, head back to Fai Dan and talk to him again. He tells you that there are a lot of problems facing all the colonists, which happen to be coming out of the ExoGeni facility. That is the lead for you, but he also says how there are Geth outposts, critical supply shortages and power outages are impacting on the colonists and if you have the time, you should help them fix it. +2 Paragon Points for deciding to help the colonists +2 Renegade Points for refusing to help, only wanting to stop the geth Before you start doing anything, head into a freighter which is the home of the Blakes. Calanth complains of some headaches, yet they don't know the cause, and even the other colonists say that they experiene some of these headaches, yet they don't know what is causing it all. +2 Paragon Points for being concerned about Calanth +2 Renegade Points for only being concerned for yourself Head into the tunnels and you will find a man called Ian. He will be in some sort of pain, yet there is no cause of it. You can help him or threaten to kill him. Afterwards, talk to Fai Dan, who will comment that it is probably because they lost so many people that people are in some sort of trauma. But you'll find out the real reason later on. +2 Paragon Points for trying to help out Ian +2 Renegade Points for trying to kill Ian --==On the Road Again==-- Head upstairs towards the garage, where your Mako will be parked. And yet again, there is another ambush, where a Geth Recon Drone decides it is a good time to attack the colonists, so destroy the sucker. Once that one is done, head into the Mako and move outside. And just when you head outside, another dropship turns up and decides its time to drop in some armatures in front of you. Snipe them and take them out before you proceed, since that is all you can do. Move along, and keep an eye out for some tunnels, which will lead to some nice goodies, which probably will help you out. Ahead, you will hear something from a weigh station, so head into the station, where you will find some of the survivors from the geth onslaught. There are a few things you can do here. One is that there is a man named Gavin who has a quest for you, should you take it, involving the retrival of some data disks. The other is that a lady named Juliana who is looking for her daughter Elizabeth, who is inside the ExoGeni facility, whilst the other survivor, Ethan, says that she is probably dead, since the Geth have overrun the facility. --==ExoGeni, The Genie's Out of the Bag==-- Head inside the main level of the ExoGeni facility, and now, you have to go by foot, there is no more room for the Mako. Now, what you need to do is to head southwest, and down the little ledge you go. With that, you cannot head back to the Mako unless you disable the energy barrier that was blocking your path earlier. On this level, somehow, Elizabeth (Liz) is still alive, and she will tell you that the geth are here to find the Thorian, a biological lifeform that ExoGeni is apparently keeping. She gives you her access pass which allows you to access the entire facility. That is very suspicious... Anyway, after that ends, a pack of Varren, which are the Krogan's lovable pet, will enter and attack. Use the Assault Rifle or the Shotgun, because these animals only attack up close, and that means that if they get inside close range, that pump-action might have a use after all. Anyway, continue and move up the stairs, and you witness a Krogan Commander who is trying to access a VI for information. He sees you, and into another fight we go. Don't people know that fighting doesn't solve all the world's problem? Anyway, after that fight, which involves probably assault rifles and a bunch of biotics, access the VI, and since you have Lizzie's pass, you get the information you want. Apparently, the Thorian was the reason ExoGeni is here. It produces spores that will, when developed, can control people, and in this case, the colonists on the planet. That is the cause of the headaches. And like I said, Liz's story isn't what she claimed it was. Why else would she have an all areas pass? --==Breaking and Entering==-- Head east, and from there, you see that one of the geth's ship is powering up the energy barrier that is blocking your way, and that the ship itself is attached via some anchors, and in order to cut the power, you need to cut the connection from the ship to the barrier. Ahead are some geth troopers, who are worshipping a little orb, so make the most of the distraction and kill those robotic suckers. You have a little cutscene to figure out what the orb does, but continue along the path and you will see the Mako, except that you are now on the opposite side of the energy barrier. Follow the path east, into the higher levels, and there is a little control room. There are some items to be gained here, as well as the Data from the facility that Gavin seemed to want. There are a few Krogans here that you need to take out before you can touch anything. Now, head back down and take the western path to the upper levels of the ExoGeni facility. Have a quick look at the Terminal, and it gives the next part of your assignment. Ahead, there appears to be a lot of enemy troops and you have the pleasure to take them out. I suggest that you take some cover, using the Assault Rifle, or the Pistol (for accuracy), and then whip out the Shotgun if the enemy does get a little too close. Take down the enemies, and move into the room they were guarding, which is a crate, which you should have a look at, a terminal and a server. At the back are the controls for the Shuttle Bay, which allows you to control the pressure inside the facility. The goal here is to have the PSI (Pounds per Square Inch) number between 31 and 33 using the smaller numbers to give you the number you want. I'm sure you can add. This is important because by setting this, you can use the door controls to activate the door, as you do, and given this magic number of pressure, it will blow the door right off, and take down the wall anchor. That cuts down the power, and now, head back to the Mako. --==Jailbreak==-- Back at the Mako, you see Liz and she will tell you the whole story, and you can believe it or not. Now, you need to head back to the weighing station where her mother is, and you are going to deliver her to her mother. +2 Paragon Points for believing the story +2 Renegade Points for not believing the story Along the way, you are going to have to deal with more geth reinforcements which have arrived, in the form of armatures and destroyers to take down, so stay out of their range, and use the cannon to dispatch of them, which shouldn't be that hard. Back at the weigh station, Liz goes and meets her mother, and they make up and blah blah blah. The bad news for everyone is that Ethan has managed to get to the Corporate Office of ExoGeni and it appears that they want this planet destroyed of life, so remove all evidence of their crimes. And given that he is the person in charge, you can either convince him not to do this or you will be forced to kill him, since that he is ordered to do will end a lot of lives. +24 Paragon Points for convincing Ethan to stop using Charm +25 Renegade Points for convincing Ethan to stop using Intimidate Now, you need to deal with the colonists. Juliana has an idea where you can spare the colonists using a grenade upgrade, that uses a nerve agent that will remove the influence of the Thorian on the colonists without killing them. You can accept this FREE upgrade to your grenades. +2 Paragon Points for sparing the colonists +2 Renegade Points for not sparing the colonists +2 Paragon Points for using the Nerve Gas Grenades +2 Renegade Points for not using the Nerve Gas Grenades --==How To Save a Life==-- Head back into the colony, dumping the Mako at the garage, and you will meet a new enemy, the Thorian Creeper, a bio-organic lifeform that was created by the Thorian itself, so these aren't the colonists that you are meant to save, so waste the creeper. The Creeper doesn't use firearms, it uses a venomous, toxic attack on you when they get close, so waste them with an assault rifle or shotgun them before they hit you. As you enter the garage itself, and after dealing with the creeper, your squad gives you an option. Who will deal with the creepers, and who deals with the colonists. It is better to have them concentrate on the creepers whilst you deal with the colonists, since there are Paragon or Renegade points involved. Anyway, there are three options you can do. You can save the colonists using the Gas Grenades, save them using your melee attack from your weapons, which is extremely dangerous since you can overestimate your distance, and finally, you can just kill them. There are several groups of colonists. There is one at the top of the elevator for the garage. From the path to the Colony from the garage, there is one set of colonists there. Another group of colonists are at the entrance to the colony, one set near the walkway and the final set is near the controls for the crane. There are also some grenades available should you need them. There are a total of 16 colonists on this planet that needs treatment, so it is up to you what to do. +2 Paragon Points for each colonist you save +2 Renegade Points for each colonist you kill --==Taking Down the Thorian==-- You are now able to use the controls of the crane overhead to let you into the home of the Thorian. Just as you do that, Fai Dan shows up and it is no surprise he is under the control of the Thorian. He is about to kill you before he manages to kill himself. Head down to face this Thorian lifeform, and as you enter, you are attacked by an Asari. Except she isn't the real deal, she is a clone made by the Thorian. Man, this lifeform is one smart thing. Anyway, she speaks on behalf of the Thorian, which tells you that Saren was here and made a deal, but the Thorian was double-crossed. And it ain't happy. +2 Paragon Points for demanding release of the colonists +2 Renegade Points for threatening to kill it Now, quickly kill the Asari Clone before she has the chance to kill you and do so quickly. Anyway, to get rid of the Thorian, there are small nodes on the wall that attached it to the Thorian, so you need to get rid of all of them to kill the damn thing. There are 6 nodes inside this lair. First, there is one on the very level that you are on, and it is to your north. There are a lot of Creepers here, so you really need to move slowly and surely to avoid being killed, and have your Shotgun / Assault Rifle ready to fire at all times, else you will be dead, caught off guard. Now, to destroy the node, just fire on it. It is best to eliminate all the enemy units before you attack the node, mainly because it is easier since you don't have to worry about enemy units attacking you whilst you are shooting something else. After you take this one down, head upstairs. There is another Asari Clone, so get on with the show. Kill the clone and the billion of creepers, look for lockers where you can get your hands on some nice loot. There is another node on this level, so keep your eyes out. And as a side note, when you attack a node, all the inactive Creepers go online and you need to take them down as well. Head upstairs again, and there are two nodes on this level. Start on the one that is south of your location, clearing the enemies on your way out, and then take down the one that is to the west of the level. Since you are heading clockwise, you will take that one on the way around. Also on this level, there is a small room that has some nice loot inside, as well as some medical supplies, in case you are low on Medi-Gel. Upstairs again, there is another node, which is on the north-west of the level and by now, you should notice that there are a lot more creepers and clones around, since there are 6 nodes, and you've just destroyed the 5th node. Now, make you way to the top of this hellhole, and finish this. The final node is on the south-west of this level, and after taking this thing down, the Thorian loses its grasp on the building, and down it falls, since there is no point of connection from wall to lifeform. --==Cleanup==-- After the muck of crap decides it is time to fall to an untimely death, an Asari called Shiala comes out of it, saying that she used to work for Saren, but she was captured by the Thorian whilst trying to interact with the damn lifeform. She is the one that all those clones are probably based upon. She gives you a lot of information, information that you desperately need. She talks about the Sovereign, the ship that Saren is upon, and somehow, the ship forces you to obey its will over time. She also gives you a nice piece of information, the same she gave to Saren. And now that all the information is obtained, what to do. She understands if you end her life, so what to do. That is up to you. +8 Paragon Points for sparing her to help the colonists +9 Renegade Points for killing her for causing deaths After that talk, it is time to finish off and off back to the Normandy and you need to report back to the council. How are you going to explain your actions. Seriously, I'm tired of explaining that I'm trying to save the universe and all they do is talk and gibber. They should quit their jibber gabber. +2 Paragon Points for defending your actions, politely +2 Renegade Points for defending your actions, aggressively And since you have now completed the story planets, the plant of Virmire is opened up. It seems that the Salarians have found a locaiton of Saren, but they have lost contact with their special forces team, presumed dead. The council asks you on what you are planning to do. You actually don't have a choice. +2 Renegade Points for refusing to go to Virmire ------------------------------------------------------------------------------ [4.06] Virmire --==Enemy AA Spotted==-- Head to the Sentry Omega Cluster and into Virmire. You want to head to the source of the emergency beacon, but there is a problem. There is an enemy AA, or Anti-Air installation tower at the location, and rather than risk damage to the Normandy, it is advised that you head down, in the Mako, and blow it up. Yep, in BF2, Stinger missiles are best taken down using tanks, not aircraft. It is a straight path, like all the other story planets, so follow the path. There are geth all over the road, as you would expect. Take them out with your machine gun, unless you suck at aiming, and cannon their ass. Move until you reach some sort of gatehouse station, and clear the enemy from here. You don't really need to stop for the enemy, you can just demolish the roadblock ahead of you. But hey, there is some nice loot, so why not have a break, and lower the total geth count on this planet. Ahead, just follow the path, and you meet the Geth Colossus, a massive mechanised asshat that you need to make into an asscake. Now, this is quite a threat, since it is a bigger version of the Armature, so take it down from a distance with your cannon, using the machine gun to take down the enemy soldiers that escort them. Even as the path splits, use your map to figure out which one to take, but it all leads to the same path, eventually, and both contain a hell of a lot of armatures, and their new big brothers, the Colossus, so this is going to be a hard path. Use the nice little jump jets the Mako has installed to save yourself. After fighting those hunks of metal, you are going to meet another gatehouse and this is one with an AA tower. You need to clear out the area, and take down the AA system, as well as looting the place. Hey, you are a Spectre, and you aren't bound by any laws, and that includes wanton looting. After this gatehouse, you will face more geth, and head into the final gatehouse on this pathway. Clear out the area, grab all the loot you can, and head towards the Camp. --==We've Regained Control, Good Work Men==-- Yes, I'm using the crappy lines from BF2. Anyway, at the camp, you will find that the Salarians are, surprisingly, actually alive. Anyway, Captain Kirrahe of the team brings you up to speed on the situation. Saren has found a solution to the Genophage, the weapon the Turians deployed against the Krogans that inhibited their ability to breed. This allows him to breed a massive Krogan army, which isn't good at all. This conversation will bring in Wrex, who is angry that you are going to destroy the cure for his people. Hey, if Saren can make the sure, I'm sure it can be recreated. Anyway, this blows up into a big situation, as explained in the side quest for Wrex, and this will either end peacefully, or Ashley will kill Wrex. This is one situation that deserves a section of its own, and the Paragon and Renegade points are listed below as well. Anyway, after that situation is complete, the good Captain has made a plan to take down the facility. Sure, you could just fire massive missiles from your ship, but his plan involves the drive core of his spacecraft as an IED, an Improvised Explosive Device. However, this requires the Normandy delivering the bomb, so you need to take out the rest of the AA installations that are still active. Surely, one isn't all that is defending such a strategic locaiton. The plan is that the Salarians create a diversion attack, allowing you to sneak into the base without much enemy firepower to knock out the AA. You will however, need to send either Kaiden or Ashley to reinforce Kirrahe, since he did lose some of his men on the infiltration. Also, you can sell and buy items from Commander Rentola. Anyway, when all is said and done, talk to Kirrahe and you will start this mission. --==Attack this Position==-- If you want, you can assist Kirrahe, but that is a designated sidequest, like the option to kill Wrex. That is listed below in the relevent section. You can choose which way you want to enter the building, north or south. The north way is the direct path, the south, well not so direct. If you choose the southern path, you can head up the stairs to a storage area and this in itself leads you to a path to the Cell B facility. This is where some of the Salarians are being held. However, all these Salarians have been brainwashed, and it is up to you either to release, and then kill them, or just refuse to release them. After your decision, follow the path to the Labs. +2 Paragon Points for releasing the Salarians +2 Renegade Points for not releasing the Salarians +2 Renegade Points for killing the Salarians. If you choose the Northern path, note that it is one or the other here, you need to clear out the area, but this time, you aren't fighting the enemy geth, it is the brainwashed Salarians. Oh well, kill them anyway, and move forwards into Cell A, where there are again, Salarians. Anyway, do as you please, and enter the Labs. +2 Paragon Points for releasing the Sane Salarian +2 Paragon Points for releasing the brainwashed Salarians +9 Renegade Points for not releasing the Sane Salarian. Inside the lab, you fight some nice egghead scientists, except they can fight. So fight back. Shoot them, but take down the Krogans first, they are quite dangerous. And the geth are back, in the form of those annoying Husks. Move ahead, along the nice little walkways, and into the security office, killing off all the enemy units along the way. Inside the Office is Rana, an Asari scientist, and she will spill the goods on what is actually going on. It is Sovereign, the flagship for Saren, who is in charge of warping all these minds. And now that the base is going to be blown up, you can kill her. It is like she is going to survive anyway, she ain't going with you on the Normandy. +9 Renegade Points for killing her Rana has unlocked the elevator, so use it, and what will surprise you is the fact that there is another Prothean ruin, the beacon, similar to the one on Eden Prime, so you obviously touch it, and off it goes. That doesn't help all that much, but when you head into the next level, it does. Sovereign is here, well, a hologram, and it appears that he is a Reaper, and yes, they are real. They are here, existing eons and eons ago, and their goal is to purge the universe of all intelligence life, advanced life, every 50,000 years. All the Mass Relays and the Citadel were built by the Reapers, to make killing everyone easier. And when that is over, Joker comes in and tells you, Sovereign is on its way. You have to go, now. --==Move To This Position, Do You Copy?==-- Head back down and follow the new path, taking down all the Geth units in your way until you meet another Geth Destroyer as well as a bunch of Krogan. Take cover and use your weapons to take them out effectively. Take cover and use it to take potshots, and then take them out. In the distance, there is another AA tower. There are two more AA towers you need to take down before the Normandy can drop the bomb. Head towards the one you see in the distance, and keep your eyes peeled for the enemy, there are a lot of geth and krogan units here, so you want them kept an eye on. You need to constantly take cover, and use it to take down the enemy, From a distance, see if you can pick off a few units with a sniper rifle, that should thin down their numbers. Take down the AA, and move onto the landing area. This is the area you want to clear out so the Normandy can land. Rush up the building, don't leave yourself too exposed, and take down the enemy. You are going to be in close quarters, might I recommend you turn into a shotty pro? Take down the enemy, and the Salarian team radios in that they have taken down the second tower. But now, since the Normandy can land, the enemy Geth decides now it is a good time to overrun you. The Salarian team is pinned down, so the Normandy heads into holding. What you do now is pick a new squad, minus Ashley and Kaiden. Move through the large doors and take out all the geth units. There is a large mixture here, so you need to use your wits to take down the enemy. Take down the enemy to clear a path to the elevator, and once there, you need to make a hard choice. --==We're Losing This Battle==-- As you head to the top, you see a Geth dropship and it is heading to the bomb site, where the bomb is obviously. The problem is, you need to get the hell out of here, and there is a problem. Both Ashley and Kaiden are pinned down with enemies all around them, but given the detonation time and travel time, you only have time to take one with you. Who do you pick? It is your choice, and after you have made it, say your sorrows and you land to pick up the person you choose. Here, there is a lot of geth forces. There are all the powerful geth units, the snipers, shock troopers, and now, the Geth Prime, one of the strongest geth units you have to fight. Take them down, save your ally. +2 Paragon Points for being sympathic +2 Renegede Points for being very arrogant When all that is done, Saren arrives. It is Spectre on Spectre. He will have a talk, and you can use your Charm or Intimidate skills, but they are of no use, and the fight is on. The problem is, Saren is on a glider, so you are going to need to take him down using firepower. Use keep moving around, since you don't want to stay still here. Keep moving, taking as many potshots as you can on him as you can. +2 Paragon Points for attempting to use Charm +2 Renegade Points for attempting to use Intimidate After he has had enough, it becomes a face to face battle, and the Normandy arrives in time, and he runs off. The Normandy rescues you and takes you back into space, and the research facility totally goes boom. Back on the Normandy, the crew member that you chose to keep alive is very unhappy that they lived. Survivor's guilt. And the council decides to call in, as usual, asking why the hell you decided to nuke a planet. Well, it really wasn't you. +2 Paragon Points for being polite to the Council +2 Renegade Points for being aggressive to the Council And since you have now completed 4 of the planets, Liara can put together all the pieces of the puzzle. It appears that your next destination for the mystical item of the Conduit is on the planet Ilos. But when you access the map, Udina, the Ambassador, calls in and requests you head back to the Citadel. He says that the Council is going to help you. ------------------------------------------------------------------------------ [4.07] The Citadel, Reloaded --==The Citadel, Again==-- IT'S A TRAP All I need is that damn ASCII art and it would be perfect. Anyway, the Council has no intention of helping you, since Ilos is beyond the Terminus Systems, and that means an invasion fleet, and they don't want to agree to that. So they detain you. Hell, just fly away. But it seems that the son of a bitch of an Ambassador decided to lock the controls, so you can't fly away. +2 Renegade Points for demanding the Council take action. Head back to the Normandy. We won't be sitting around having the universe being extinct just because a bunch of pen pushers can't be bothered to risk a war. Anyway, Joker on board informs you that Captain ANDERSON! is looking for you at Flux. So head there. You have nothing else to do anyway. Head to meet Captain Anderson, and he believes you. Why would you lie anyway, there would be no point. What do you have to gain if you head into Ilos? Anyway, he decides that it is a good time to risk her career, since he is pretty much forced off his job, and he decides to help you. He will give the options of raiding the control tower and unlocking the controls, or heading into the Ambassador's office and unlocking it from there. It is your choice, and you can pick either. Now is a good time to finish off everything on this Citadel, since there is no coming back. The Captain, no matter what the choice is, saves the day and you can take off. After you leave, you should finish off all the other quests in the galaxy, because after Ilos, it is over, that is the last mission and this game isn't freeplay per se after the final mission. ------------------------------------------------------------------------------ [4.08] Ilos --==Soft Landing==-- Once you arrive on Ilos, it seems, as usual, you are a few steps behind and Saren is already here, and is locking the way behind him. It seems that you need the Mako for this, but you can't go anywhere, so you have to explore the planet for a way in. Explore the ruins, and there are a lot of geth here. Due south of your position is a pair of geth armatures as well as the escorting soldiers as well. You can take them down from a range with a sniper rifle, which will probably take down the escorting soldiers, and using a combination of tech and biotic powers, you can face the armatures. It is hard to fight these armatures on foot, so there is another solution. West of your starting position will take you to a heavily guarded section, but it doesn't have the heavy firepower that the geth have south of your position. This is where the armatures controlled, and you can deactivate the armatures. Head back to where the armatures are, and head south. There are obviously, more geth, but they don't have the firepower that they had before you decided that it needed deletion. There is an elevator here, so clear a path, wipe out the geth, and take the elevator. At least we aren't on the surface anymore. --==Underground==-- Now you are in a large room, and immediately, the geth decide to come into the room. There are two methods to take the enemy down. You can take it down the old fashioned way and that involves a lot of bullets flying everywhere or you can rush to the Armature repair stations, hack into them and use them to fight for you. That would provide you some nice firepower to take down the enemy. Head to the back of the room and take the ramps up, and then head towards the security panel and activate it. Now, head back all the way back to the surface and back to where your Mako is, so now you can hop in and continue your chase inside a big APC. --==Follow the Path==-- The path for the Mako is straight forward, and just continue until you reach another barrier, which appears right behind you, which is a problem since you don't know what the hell is going on. It seems there is nothing you can do, so exit the Mako, head into the elevator and then you will see the last VI, Vigil. Vigil explains exactly what has gone on and happened to Ilos. It was the last hiding hole for the Protheans, surviving the extinction, but given tne numbers, they were doomed. But because of what the Protheans have done, the Reapers could not return to the galaxy to start their extinction. +2 Paragon Points for telling off Vigil for killing personnel +2 Renegade Points for seeing Vigil's point Now the plan it that Saren heads into the Citadel and activate its mass relay, which will summon the Reapers, and it has to be done this way because the Citadel is far to well defended for the Reapers to take it down otherwise. Sovereign is to activate the relay, and the Conduit, as it happens, is a gate from Ilos to the Citadel, a backdoor. Now, Vigil gives you a copy of a special data file that you can upload into the Citadel which will give you control of the station, preventing Saren from summoning the Reapers. Now after all that, rush to the Mako, and follow the path, through the little trenches populated with Geth, and machine gun them all, run them over, watch out for the rocket troopers. Just follow the path to the Conduit, and since time is running out, just run everyone over and get into that mass relay before it closes. --==BANG!==-- The Mako arrives in the Presidium of the Citadel, and boom it goes. At least it takes out some of the Geth before it goes boom. Get out of the mess and head into the next elevator, which will take you to the tower. There are husks around, which are the enemies for now. But the problem is, Saren has overriden the controls and you need to get up to the top manually. You need to head into the maintenance shaft, since that is the only way to get up. But the Geth have released that you are here, and you need to deal with them. I always wanted to actually kill people in the Citadel. There are also further Geth reinforcements and Krogan as well, so take them out before you can go any further. In the next area, you can see Sovereign, so you are just going to follow Sovereign. As you move along, there is an opening where a Geth dropship decides to turn up, and you seriously lack the firepower to take down a spacecraft. But the Citadel's defence does. There are three heavy turrets that will help you to take down the dropship. Use your tech skills to unlock one and activate the other two. The more turrets concentrating on the dropship, it is obviously going to disappear sooner and retreat. Meanwhile, ready your weapons to get rid of the geth reinforcements as they head off the dropship. And finally, into the next area, you can see geth turrets here that you need to take down. That is hard, so you probably are going to take some cover and use a sniper rifle to take them out, since that would avoid you taking a lot of enemy fire. There are also a lot of geth troopers here as well, so you should take them down first before taking down the turrets, from over. Or you can head into a little passage on the side, that allows you to avoid the turrets, but you need to fight a hell of a lot of Krogan units, so that isn't any good either. But at the end of both paths is the access to the top of the tower. --==SimTower==-- At the top of the tower, there are a fair amount of troops hiding here, so you have to take them out as well. No heavy firepower, just your regular foot soldier, so you don't have to worry too much. Now, head all the way to where Saren is hiding, and it is time to put an end to all this crap. This time, you can talk down Saren if you have the required charm or intimidate skills. If you cannot persuade him to do so, you will have to fight him again, and this time, it is exactly like Virmire, nothing has changed. You should have defeated him, do so again. Maybe this madness will end. +24 Paragon Points for having Saren kill himself using Charm +25 Renegade Points for having Saren kill himself using Intimidate Now, after that is done, head to the control panel to regain control. Now, Joker is ready with the entire Arcturus fleet, from the Human Alliance and ready to move in as soon as the relays are unlocked. The problem is, until the arms of the Citadel are open, the fleet cannot target Sovereign, and that makes them target for the Geth, but the Council's ship, the Destiny Ascension, which carries the council, is under attack. You can save the flagship, at the cost of many Alliance lives, or hold back, and have the flagship blow up. +28 Paragon Points for saving the Council's Ship +29 Renegade Points for not saving the Council's Ship +8 Paragon / +9 Renegade Points for only caring about Sovereign --==The Grand Finale==-- The madness ain't over. Saren might be dead but those little tech parts are still active, and Sovereign has figured that this is the last resort to stop you from saving all the races. However, this is the ultimate boss battle since this is like fighting Saren, but he is much faster, as well has having a rocket attack which can be fired when he is stationary. You can use Biotics and that will be able to stop him from doing anything, giving you free shots at him. Take that pile of parts down and be hailed for saving the galaxy. And now you have completed the game. For all PC users, Bioware has said that you should keep the save games for Mass Effect for the next installment, Mass Effect 2, which comes out sometime in the future, past or present. Also check out the books which gives a bit more story on the Mass Effect universe, written by the writer for the game itself. Note that I haven't been paid to say this though. ------------------------------------------------------------------------------ [5.01] The Citadel There are many side missions in the game. These side mission are mission that are not required in order to complete the game, but they have excellent rewards and that makes them a good idea to complete. It is all up to you, but the more you do, the better equipment you can afford, and the stronger your characters are. --==The Citadel: Asari Consort==-- Quest Given By - Sha'ira at the Consort Chambers Your Location - Consort Chambers, Citadel Requires - None This is a mission where all you need to do is to talk to a few people, and that is about it. When you walk into the chambers, be it of interest or for another quest, you can head in and the Receptionist will brush you off, but the Consort will require you to enter. The Consort will tell you that she has a problem with one of her clients. Now if you don't know what the Consort is, all she is, in essence, a prostitute. Okay, lets get that clear. Anyway, she has a problem with her former client and he is spreading lies about her, so she needs you to stop that. The name is General Septimus, and he is in Chora's Den. So, head to Chora's Den and all you need to do is to talk to the General, soldier to soldier. You can do it without Charm or Intimidate skills, but what is more effective than threatening an unarmed soldier with an assault rifle? Anyway, talk to him, and he agrees to stop, as well as something to do with an Elcor, which is in another assignment. Now, back to the Consort. By the way, it is Xeltan's Complaint, which you should complete first before you finish this quest. The Consort will be happy that you have stopped that infidel from spreading lies about her, and she reward you if you finished Xeltan's Complaint as well. That is the reason you complete that one first. Now, if you don't like this as a payment, she offers you another payment. Let me warn you that this is the opportunity to access one of the game's sex scenes, that warned you when you purchased the game. No, there isn't any nudity in this though. This isn't a porno flick. +2 Paragon Points for humbly accepting the reward given already +2 Renegade Points for demanding the extra payment If you want to use the reward that you have been given, you need access to the Normandy. The Consort's Gift is for you to unlock a mysterious globe that is on the planet of Eletania, in the ruins. This will give you a nice boost in terms of Experience, and for your Codex. --==The Citadel: Doctor Michel==-- Quest Given By - Doctor Michel Your Location - Med Clinic in the Citadel Requires - Defeated Fist Talk to the Doctor after you have had a shootout with Fist and talked about Tali. She tells you that she is being blackmailed, which isn't nice, and is told to send medical supplies to a merchant in the Citadel called Morlan. It is a secret, so keep it hush hush. +2 Paragon Points for being concerned about Michel Head down to the markets and find Morlan. Once you decied to talk to Morlan about the med supplies, the blackmailer, who is a Krogan, shows up. Now you can get involved in a firefight, which is fun, or you can use your Charm or Intimidate skills to end it without blowing up the Citadel. +8 Paragon Points for avoiding combat via Charm +2 Paragon Points for trying to avoid combat +9 Renegade Points for avoiding combat via Intimidate +2 Renegade Points for trying to kill the Krogan After that little fight, they reveal that they are just the middlemen for a boss called Banes. So head back to the Doctor and tell her about Banes. She reveals that Banes was hired by the Alliance to do some work in the Traverse. She tells you if you want more information, talk to Anderson. Anderson will be in the Ambassador's Office or the Docking Bay, depending on where you are on your missions, and he will say that Banes is dead, on a freighter somewhere, and if you want more information than that, you need to consult Rear Admiral Kahoku, who is on the top of the Tower in the Citadel. --==The Citadel: Family Matter==-- Quest Given By - Petrovskys near Financial Area Your Location - Financial District in Citadel Requires - Complete either Noveria, Feros or Therum You will see the couple on a little bridge between the Financial District to the Ambassador's area. Anyway, there is a pregnent mother and her brother in law arguing over an unborn baby. Michael argues for the gene therapy to prevent a disease, whilst the mother, Rebekah, is worried that the therapy may cause damage. And they see you, and you are forced to make a decision. +8 Paragon Points for agreeing with Bek using Charm +8 Paragon Points for convincing Bek using Charm +9 Paragon Points for agreeing with Bek using Intimidate +9 Renegade Points for convincing Bek using Intimidate --==The Citadel: Homecoming==-- Quest Given By - Samesh Bhatia Your Location - Embassy Lobby in the Citadel Requires - Obtained Evidence about Saren from Tali This is another talk-fest, where you are talking to Samesh, a widower who's wife died on the Eden Prime attack, and as it happens, Ashley knows who he is talking about. Anyway, he says that the Alliance refuses to release her body back to him. Her wants her back. Talk to the Alliance officer in the Bar, and he will say that the reason is that the body may provide some hints on the geth attack and it can be used to save other lives. It is your choice on what you do, keep the body to save lives, or return the corpse. +8 Paragon Points for convincing Bosker using Charm +8 Paragon Points for convincing Samesh using Charm +9 Renegade Points for convincing Bosker using Intimidate +9 Renegade Points for convincing Samesh using Intimidate --==The Citadel: I Remember Me==-- Quest Given By - Lieutenant Girard Your Location - Anywhere in Citadel EXCEPT Docking Bay Requires - Background of Colonist, Return to Citadel When you have left the docking bay after returning, Lieutenant Girard will call saying that there is a colonist that you should know in the Docking Bay and asks that you go up there. Head up, talk to Girard, collect the Sedative, and approach the woman. Talitha will not allow you to get closer than 3 steps away, or else she will jump and commit suicide, and that isn't what you want. Talk to her, using the Investigate options and take steps back in order to gain her trust. There are many ways to end the mission. Let her commit suicide, give her the sedative when you have her trust, forcefully give her the sedative or let Girard have his sniper to take down the woman. +8 Paragon Points for giving Talitha the sedative peacefully +9 Renegade Points for giving Talitha the sedative forcefully +9 Renegade Points for ending the situation using snipers --==The Citadel: Jahleed's Fears==-- Quest Given By - Jahleed Your Location - Near C-Sec Offices Requires - Access to the Wards Jahleed is near the C-Sec offices and requires your help. His former business partner for something or another is trying to murder him, and he wants him dead before he winds up dead. The person you are after is a Salarian, with the name of Chorban, and he is in the lower markets inside the Wards. Approach Chorban in the markets, and if you haven't met Chorban before from the top of the Tower, he will pull a gun on you, and of course, you react, and you have to fight. He doesn't take much of a fight before he goes down, and he surrenders. After a chat with him, he will say that Jahleed betrayed him, and they are together researching the Keepers. Anyway, he offers you a chance to study the keepers for him. You also have the chance to kill him, after all, he did try to kill you. +8 Paragon Points for not scanning the keepers +2 Renegade Points for scanning the keepers +9 Renegade Points for killing Chorban Head back to Jahleed, and he happens to be using you to kill his former partner. He also offers you to scan the keepers, or you can turn him in to C-Sec, since it is a crime to scan the keepers. He will offer a bribe if you charm or intimidate him so he doesn't get caught by C-Sec. +2 Paragon Points for forcing Jahleed to change using Charm +2 Renegade Points for forcing Jahleed to change using Intimidate --==The Citadel: Negotiator's Request==-- Quest Given By - Elias Keeler Your Location - Outside Flux during the Lockdown Requires - Citadel Lockdown When you are trapped in the Citadel, you cna talk to Elias outside Flux, who requests that you purchase him some drugs since he is a diplomat and he needs to be at his highest alert. I don't see what drugs have to do with it, but he needs the drugs. You can end this mission here by calling him an addict and that he needs help. +8 Paragon Points for forcing Elias to admit he has a problem using Charm +9 Renegade Points for forcing Elias to admit he has a problem using Intimidate Or you can head to Dr Michel and ask her to sell you some drugs. You can purchase the stimulant that he wants, or purchase a depressant to piss him off, when he gets back up of course. +9 Renegade Points for purchasing the depressant --==The Citadel: Old Friends==-- Quest Given By - Finch Your Location - In Lower Wards Requires - Background as Earthborn, Complete either Therum, Noveria or Feros When you had back, a man named Finch claims to know you back from your days back on Earth, and he also tries to blackmail you to release a prisoner with your Spectre status, else he will rat you out and ruin your reputation. How nice of him. If you want to release the prisoner, head to Chora's Den and talk with the guard. If you have the required charm and intimidate points, then you will be able to convince the guard to release the prisoner and this will finish this blackmailing. +8 Paragon Points for releasing the prisoner using Charm +9 Renegade Points for releasing the prisoner using Intimidate Or you can get out of this ugly situation. You can tell the guard about Finch, or you can kill him, that would be a quick solution, or you can tell Finch to back off. +2 Paragon Points for telling the guard about Finch +9 Paragon Points for convincing Finch to back off using Charm +8 Renegade Points for convincing Finch to back off using Intimidate +9 Paragon Points for killing Finch --==The Citadel: Old, Unhappy, Far-Off Things==-- Quest Given By - Zabaleta Your Location - In the Access Area to the Ward Requires - Background of Spacer, Return to Citadel You find the man Zabaleta in the wards corridor, where he sees you and says that he used to serve alongside your parents on the SSV Einstein and he asks for a mere 20 credits. That isn't a lot of money. +2 Paragon Points for giving the credits After that, head back to the Normandy, and you can access the communications room on the ship to contact your mother, the XO on the SSV Kilimanjaro. She says that what Zabaleta has said is correct, and asks you to take him to the Veterans Affairs Office to get a pension and get himself set up. Back to Zabaleta, who has had a few drinks, and it is up to you what path you choose to convince him to head to the Veterans Affairs Office. Or give him more money. All those scars can't be good. +8 Paragon Points for convincing Zabaleta to go to the VAO using Charm +2 Paragon Points for giving money to Zabaleta for food +2 Renegade Points for not giving money to Zabaleta +9 Renegade Points for convincing Zabaleta to go to the VAO using Intimidate --==The Citadel: Our Own Worst Enemy==-- Quest Given By - Charles Saracino Your Location - Upper Wards Requires - When the Citadel is Locked Down This is a short mission. Here, Charles, spouts his own political part, which is a pro-human party that hates any other lifeforms. He will ask you to help and endorse his party, which is rather stupid, but hey, what the hell? +2 Paragon Points for questioning Charles' party +2 Renegade Points for endorsing Charles --==The Citadel: Planting a Bug==-- Quest Given By - Emily Wong Your Location - Citadel Tower Requires - Complete Citadel: Reporter's Request, Complete Therum, Feros or Noveria You meet Emily Wong in the Tower, and she mentions that the traffic operators in the Citadel are heavily overworked and she wants to make a story on them to improve working conditions, so she wants to plant a bug in the room to actually monitor the workers. You can either plant the bug, force her to drop the story or fake that you planted the bug. +8 Paragon Points for forcing her to drop the story using Charm +9 Renegade Points for forcing her to drop the story using Intimidate +9 Renegade Points for lying that you planted the bug If you want to plant the bug, head into the Academy and take the stairs up to the control room and plant the bug near the keeper. Then head back to the Reporter to finish the mission. +2 Paragon Points for planting the bug --==The Citadel: Presidium Prophet==-- Quest Given By - C-Sec Officer or Hanar Your Location - Near Wards Access in Presidium in Citadel Requires - Talk to Council about Saren Talk to either of them, and it seems that there is a problem. A Hanar is preeching and the C-Sec officer is telling off the Hanar because it isn't allowed to preach without a permit. There isn't much you can do except to pay for the permit or to Charm or Intimidate them. +8 Paragon Points for convincing the Hanar using Charm +8 Paragon Points for convincing the Officer using Charm +9 Renegade Points for convincing the Haner using Intimidate +9 Renegade Points for convincing the Officer using Intimidate -150 Credits for purchasing the permit --==The Citadel: Reporter's Request==-- Quest Given By - Emily Wong Your Location - Upper Wards Location Requires - Access to Wards Emily Wong, who is a reporter, will ask you to help her with a piece on corruption in the Citadel, and she requires you to get an optical disk from the office of Fist, which should be enough data to complete her piece. When you have your fight with Fist, and you are free to go around his office, you can take the disk off him and back to Emily you go. She will give you a reward, more with Charm or Intimidate, but you can also keep the disk to yourself, which doesn't achieve anything. +2 Paragon Points for getting a larger reward using Charm +2 Intimidate Points for getting a larger reward using Intimidate --==The Citadel: Rita's Sister==-- Quest Given By - Rita Your Location - Flux Requires - Access to Wards Rita, who works at Flux, asks you to help her to check up with her sister, who is now working as an undercover informant for C-Sec, which is rather risky and she wants to know if she is ok. The place you are going for is at Chora's Den, so talk to Jenna, Rita's Sister there, and she tells you that she isn't planning to leave. As you leave, a Turian named Chelleck asks you to meet him at his office at C-Sec. When you head to the C-Sec Academy, Chelleck will asks you to complete a task for him, although you can end this using your Charm or Intimidate skill right here, but he still wants the job done. +2 Paragon Points to release Jenna using Charm +2 Renegade Points to release Jenna using Intimidate He needs you to purchase some illegal mods off a Krogan named Jax in the lower markets, in order to arrest him. Head down there to the Lower Markets and you can either purchase the mods, which will end the mission, or try to arrest him, which leads to a shootout and Jax's death. Talk to Chelleck when you have finished. +8 Paragon Points for purchasing the illegal mods +9 Renegade Points for getting into a shootout --==The Citadel: Scanning the Keepers==-- Quest Given By - Chorban or Jahleed Your Location - Chorban = Citadel Tower, Jahleed = Completing his Quest Requires - Talk to Council about Saren You can start this quest by talking to Chorban or completing most of Jahleed's quest. They need you to scan 21 keepers all over the Citadel, with a reward for each Keeper that you scan. Anyway, the location are as follows: 8 in Presidium * Outside Consort's Chambers * Between Consort's Chambers and Emporium * Near VI Terminal at Base of Tower * Inside the Volus Office in the Embassy * Balcony in the Embassy Lounge * Inside the Archives at the Embassy * Back Room in the Emporium * Entrance to the Wards Corridor 6 in Wards * In Upper Market * Next to C-Sec Elevator, Lower Wards * Back Alley of Chora's Den * Back of Flux * Outside Medical Clinic * Inside Wards Access Corridor 4 in Citadel Tower * Next to Chorban * Alcove on East Side * Northwest Corner * Southwest Corner 2 in C-Sec Academy * Traffic Control Room * Requisitions Office 1 in Docking Bay * End of Platform --==The Citadel: Schells the Gambler==-- Quest Given By - Schells Your Location - Outside Flux Requires - Complete Citadel: Rita's Sister This is where you see Schells, a gambler, getting tossed out of the bar for something by the owner. Talk to him and he tells you of a machine that has the ability to cheat in the game Quasar inside the bar. He asks for your help. You can solve this two ways. The first is to take the machine and give it to Doran who will reward you for stopping another cheater, and you can tell Schells what you have done to him. The next option is to play Quasar 5 times, where you have to win more than you have bet. Win 7 times and you get tossed out for cheating yourself. Return to Schells if you have done that as well. --==The Citadel: Signal Tracking==-- Quest Given By - Suspicious Gambling Machine Your Location - Flux Requires - Access to Wards As you examine the suspicious machine, you will find that it is emitting a signal and you need to be the detective and trace the signal back to the source. The first place is the access corridor in the Wards, the next will be inside Barla Von's store, and the final one will be the back room of the Emporium. It seems that it is a machine that is doing the signals, stealing credits and worst of all, it is actually an AI, which is banned. It senses you and starts a self-destruct and your choices are to interact with it and try to put in the abort code, giving you credits that it didn't send off, or you can shoot the power junction next to the AI, but you don't get a reward. You don't want a self-destruction though. --==The Citadel: The Fan==-- Quest Given By - Conrad Verner Your Location - Markets, Upper Wards Requires - Access to Wards There is a fan of yours in the markets, and when you first meet him, he will ask for your autograph. Your choice. When you complete that part, and offically become a Spectre, then leave and return to the Citadel, he will be back, and ask for a photo of you to hang on his wall. Maybe he isn't straight? I dunno, stalker fan, and it is your choice again. After you have completed either Therum, Noveria or Feros, return to the Citadel to see him again, and he says that he wants to be a Spectre. That fat lump? You can charm him to quit dreaming or intimidate him to cry. Your choice again. +8 Paragon Points for shooting him down using Charm +9 Renegade Points for making him cry using Intimidate --==The Citadel: The Fourth Estate==-- Quest Given By - Khalisah Al-Jilani Your Location - C-Sec Academy Requires - Complete Therum or Feros The report will ask you for an interview, where you can accept or refuse to give an interview. What you really want is a nice interview, using your Charm or Intimidate skills to make it smooth, though you can attack her to end the interview. +2 Renegade Points for attacking her What the reporter really wants is you to pretty much say that humanity is superior to other races and co-operation is overrated. At the end, the reward is based on your answers as well as how long the interview lasted. When you head back to the Normandy, Admiral Hackket will contact you and give an overview on what the report was like, and the reactions from the Alliance and Council. Charm answers are good, Intimidate is bad. The Council doesn't like you talking about Saren though. +8 Paragon Points for a smooth interview using Charm +9 Renegade Points for a smooth interview using Intimidate --==The Citadel: Xeltan's Complaint==-- Quest Given By - General Septimus Your Location - Chora's Den Requires - Doing Citadel: Asari Consort When you are doing the Asari Consort quest, you will agree to help one General Septimus, who will tell you that it was he that leaked information on Xeltan, and that he should know, so you might as well tell him. +2 Paragon Points for telling Xeltan and comforting him ------------------------------------------------------------------------------ [5.02] Feros --==Feros: Data Recovery==-- Quest Given By - Gavin Hossle Your Location - Refugee Camp in Skyway Requires - Spectre For this, head to the Weigh Station on the Skyway and talk to Gavin, who is looking for some Data that is still inside the ExoGeni facility and since you are going in, he asks you to help him out. From the location of where the Geth are worshipping that orb, or just following the walkthrough above, follow the path east until you reach some stairs that takes you to the upper level of the area, and in a room guarded by three krogan soldiers, there is the console. Defeat the krogan and take the data from the console, remembering to loot the area. Return the data for your reward. --==Feros: Geth in the Tunnels==-- Quest Given By - Fai Dan Your Location - Zhu's Hope Colony Requires - Spectre Fai Dan tells you that there are geth below the colony in the tunnels, guarding a transmitter which is being used to carry out and co-ordinate attacks against the colonists. Follow the path on the surface until you get to the area containing the stairs that lead to the Tunnels. Down in the tunnels, you need to keep your eyes open for Snipers, as well as other Geth soldiers. Near the transmitter, there is a bunch of Krogan forces, so you need to take them out before you can destroy the transmitter. Destroy the transmitter, loot the area and then report back to Fai Dan. --==Feros: Power Cells==-- Quest Given By - May O'Connell Your Location - Zhu's Hope Colony Requires - Spectre May requires you to bring her some power cells since she is in charge of the power in the colony, and that means you need to help her. Head down into the tunnels and towards the long broken highway. If you haven't done another certain quest, you need to fight off a pack of Varren, so after that, move towards the damaged vehicle that is just lying there, and loot the power cells from there. There are also some other items nearby that you can interact with, but after that, return to May and deliver the power cells. +8 Paragon Points for delivering the cells --==Feros: Varren Meet==-- Quest Given By - Davin Reynolds Your Location - Zhu's Hope Colony Requires - Spectre Inside the freighter in Zhu's Hope, Davin tells you that tere are constant food shortages that are facing the colonists and looks to you for a source of food. He needs your help to take out the Alpha Varren, that way, they can hunt the rest of the Varren for the food that they need. When you head into the tunnels, similar to the location of the collapsed highway and where the power cells are, a group of varren will show up and fight you. Just pull out a shotgun to make life easier. Close range them and move onto the bigger Alpha Varren. It is far more powerful, so you want to use some Biotic powers to stop it and take a few shots at it to make sure it doesn't move to bite. Head back to Davin when they are all dead to pick up your reward. Too bad you can drag the Varren corpses to them, free meat. +8 Paragon Points for killing Alpha Varren +2 Renegade Points for asking for a reward from Davin --==Feros: Water Restoration==-- Quest Given By - Macha Doyle Your Location - Zhu's Hope Colony Requires - Spectre Macha requires you to help to restore the water. It seems that the valves under the colony have been shut off so there is no water running in the colony, and given that you are the one with the big guns, you need to help them restore the water. Enter the tunnels, and there is basically a geth group on the way to each valve, and there are three of them. The geth aren't anything you can't handle, they are only in small groups that you can easily dispatch. Fix the valves and get the water running again, and head back to Macha for your little reward. +8 Paragon Points for fixing the water problem ------------------------------------------------------------------------------ [5.03] Noveria --==Noveria: Espionage==-- Quest Given By - Mallene Callis Your Location - Port Hanshan Hotel Lobby Requires - Spectre This requires you to be in the lobby area in the Hotel. A women named Mallene wants you to steal some secrets. She works for Armali, whilst she takes aim at a Binary Helix employee. She wants you to distract the employee, whos name is Rafael Vargas, whilst she hacks into the network and commits corporate espionage. You can refuse the quest now for the Paragon Points. +8 Paragon Points for refusing this piece of spying The main aim of thje game is to distract the employee long enough so that Mallene can hack into the network and do whatever she is trying to do, which is quite a lot. You need to use Charm and Intimidate as often as you can since this will prolong the relationship. The point is, if he catches you out as wasting his time, off goes the conversation and Mallene is screwed, not that that is a bad thing. You can however, do the noble thing and inform him that Mallene is spying on him. Talk to Mallene and it will pan out in a variety of ways. +2 Paragon Points for admitting you had given the device to Vargas +2 Paragon Points for using Charm +9 Renegade Points for lying, telling Mallene the device worked +2 Renegade Points for using Intimidate --==Noveria: Smuggling==-- Quest Given By - Opold Your Location - Port Hanshan Marketplace Requires - Spectre In the Plaza area there is a Hanar called Opold who needs your help to smuggle in some goods. Since you are a spectre and you don't have to do some border checks. He asks you to help him bring it in, and he assures you that whatever is inside the package is of no harm to anyone, yet he doesn't say what it is. Another ranchi egg? If you decide to accept this stupid quest, there are a number of options that you can do. You can keep the item, which means an upgrade for you. You can deliver the package and get the money from Opold, or you can squeal to the Adminstrator, who will give you the Garage Pass for free. If you decide to keep it, a Krogan named Inamorda will ambush you because that package was meant for him. Or you can remove Opold's job and sell it directly to Inamorda and keep the profit for yourself. +2 Renegade Points for selling the packing to Inamorda ------------------------------------------------------------------------------ [5.04] Virmire --==Virmire: Assisting Kirrache's Team==-- Quest Given By - Captain Kirrache Your Location - Kirrache's Camp Requires - Spectre When you are about to infiltrate the facility, you can do a few things that will assist Kirrache and make life a whole lot easier for him. The first thing you can do is to knock down the Communication Tower that the Geth are using to co-ordinate their defence. The tower is in sight, right and then north of your position. Whilst it isn't exactly guarded with the best of the geth forces, they are only a few troopers here, they do have a height advantage which means that they can fire from you whilst you can fire back, without much accuracy. Knock out the terminal and that should finish that. Personally, I would think that destroying the panel is a much better job, that way, there is no way to bring the communications back up. +2 Paragon Points for knocking out Comms The path to the west will take you to a Satellite uplink where the enemy Geth are using it to bring in reinforcements as well as surveillance of the area. Just blow up the uplink and that should finish that. +2 Paragon Points for knocking out Recon To your north, there is a refueling supply platform that the enemy is using to resupply their forces with energy needed to sustain a fight. There are geth drones here, and they are the rocket types, so you want to take them out quickly. Use the pistol because it has enough accuracy to take down anything without much fuss. Blow up the fuel tanks when you are done. +8 Paragon Points for blowing up the Refueling Station Before you enter the main part of the base, you need to access the security terminal and redirect the geth forces. Don't move the forces towards Kirrache because if you do, there will be too many of the enemy forces so you will actually lead to his death. +8 Paragon Points not redirecting the troops +9 Renegade Points for sending the troops to Kirrache --==Virmire: Wrex and the Genophage==-- Quest Given By - Captain Kirrache Your Location - Kirrache's Camp Requires - Have Wrex in Team When you speak with Captain Kirrache, he will mention that Saren is developing a cure for the Genophage inside the facility that you are planning to blow up and needless to say, Wrex isn't all to pleased about this because above everything, he wants his race to survive. If you have gathered his family armour, this would be a lot easier, but other than that, you need Charm or Intimidate skills else you will end up killing him. +28 Paragon Points for calming Wrex down using Charm +28 Paragon Points for having Wrex's Family Armour +2 Paragon Points for feeling sorry to kill Wrex +8 Paragon Points for chastising Ashley for having to kill Wrex +9 Renegade Points for calming Wrex down using Intimidate +25 Renegade Points for getting Ashley to kill Wrex +25 Renegade Points for killing Wrex yourself ------------------------------------------------------------------------------ [5.05] UNC --==UNC: Asari Diplomacy==-- Quest Given By - Nassana Dantius Your Location - Onboard Normandy Requires - Complete either Therum or Feros What you need to do is either complete either one of those planets and an Asari Diplomat will contact you to meet her in the Embassy lounge back in the Citadel, so meet her there. She has a request that you save her sister who has been kidnapped by suspects unknown. She sends you to a pirate base. The base is on the planet of Sharjila, which is in the Macedon System in the Artemis Tau Cluster. When you head into the pirate base, you will find a hell of a lot of mercenaries and pirates, both of the human and krogan variety and an Asari Biotic inside the base, which makes things a whole lot tougher. Just maintain cover. Outside, hide inside your Mako to take out the snipers so they don't target you, whilst you take out all the land targets. Inside, take cover, and head inside to find out that what Nassana said isn't exactly the truth, and nothing but the truth. But she gives a reward for deciding to help her, and if you use Charm or Intiomidate, you get a little bonus in the form of a license for Armali. +2 Paragon Points for not accepting the reward +2 Renegade Points for saying that the payment should be good --==UNC: Asari Writings==-- Quest Given By - Surveyed Asari Writing Your Location - Anywhere Requires - Spectre You should see the space map guide area since that will locate all the Asari Writings for you. --==UNC: Besieged Base==-- Quest Given By - Admiral Hackett Your Location - Onboard Normandy Requires - Paragon at 75% Full You get a message from the Alliance Command and Admiral Hackett puts you on a mission to end a siege involving a group of biotics who have taken out an outpost and taken hostage of civilians. You need to save all the civilians whilst getting rid of the biotics. This isn't easy, so you need some skill. If you need to location again, head into the Hades Gamma Cluster, Cacus System and the planet of Chohe. You need to move into the facility and target the biotics, and not hit any of the civilians. Unlike before, you cannot hit anything other than biotics so stick to the Sniper Rifle for extreme precision shots or using a pistol for quick fire shots. The problem is that the biotics aren't known for being easy to shoot at, and civilians make it hard, so make sure your squad doesn't fire on the civilians accidently. That could be a problem. Sweep your path through the facility, killing the Biotics as well as gathering all the loot in the facility, and finish off the biotics. Report back to the Admiral who will be quite pleased that you solved the problem without too many civilian deaths. --==UNC: Cerberus==-- Quest Given By - Rear Admiral Kahoku Your Location - Citadel Tower Requires - Completed UNC: Missing Marines When you return from completing the Marines mission, you will find that he knows the group responsible for the death of his marines, a group called Cerberus was responsible, and he wants to you to investigate the research facilities on a planet in the Voyager Cluster, Yangtze System and the planet of Binthu. Land on the planet, and there are three research outposts. There are all the same, they have two turrets outside, protecting it, and inside, there is an energy barrier containing a test subject, as well as researchers, armed, and they are protected by Cerberus commandos. The test subjects can be released by a control panel, but you need to kill them anyway, since they are quite hostile. In the southern outpost and the northern outpost, the test subjects are all ranchi units. How the hell did they get there? The final outpost contains a group of Thorian creepers, which also leads to the question, how the hell did they get there? When you finish clearing the final facility, it does not matter what order, there will be a dead body in the middle of the area where the test subjects are held, the corpse of Admiral Kahoku, and even though he was surrounded by hostile creatures, the needle marks on his arm does provide his real cause of death. That will lead you to the mission to finish off Cerberus once and for all. --==UNC: Colony of the Dead==-- Quest Given By - Server Node in ExoGeni Facility in Feros Your Location - ExoGeni Facility in Feros Requires - Spectre When you interact with the server node in the ExoGeni facility in Feros, you will find that there is a connection between the ExoGeni facility and the Cerberus group. If you have completed the above mission, you will release how Cerberus has gotten all those test subjects. You need to head to the Maroon Sea Cluster, Matano System and land on the planet of Chasca to find out the truth. Head south bound to find the facilities, and you will find some Geth husks there. This is getting really out of control. There are a bunch of buildings here but the only one of interest is the Science facility, where the terminal is located that tells you where the husks actually came from. Seems someone from Cerberus decided to pay a visit not so long ago, and straight after that, the colonists turned into Husks. They is seriously out of whack. --==UNC: Dead Scientists==-- Quest Given By - Terminal in Port Hanshan Hotel Your Location - Upper Level in Port Hanshan Hotel in Noveria Requires - Spectre In the upper floor of the Port Hanshan Hotel is a terminal which you can hack to reveal that there is a Doctor in the Newton System, in the Kepler Verge Cluster who is in danger due to his connections and that is where you need to save him. Head to the Newton System and land on Ontarom, where there is an underground facility in the southwest which is guarded by a nice group of mercenaries, which means you have hit the mark. Get rid of them and head inside, which is where all the fun is. Fight your way through the complex, taking out all the mercenaries as they come, and fight all the way to the back, where the Doctor is held hostage by a soldier named Toombs. If you used the Sole Survivor trait, Toombs will recognise you as a marine who served with him in the campaign in Azuke, but this doesn't actually lead to anything significant. You need to either use Charm to ensure both live, or Intimidate, where you get to kill the Doctor, due to his crimes. If you fail to do so, it will result in Toombs killing the Doctor before committing suicide. Whatever your choice, choose it and return to the Normandy. --==UNC: Depot Sigma-23==-- Quest Given By - Terminal in Listening Post Theta Your Location - Listening Post Theta Requires - Complete "UNC: Listening Post Theta" You should know, by completing the listening post mission that a group is delivering the newly created ranchi all over the universe, probably to cause mass carnage and create a lot of deaths. The problem is, you can attack all the cargo containers, but you need to fight the source of the ranchi. Head to the Argus Rho Cluster, Gorgon System and land in the unidentified space facility, and it is swarming with ranchi soldiers. You need to take them out, and make your way to the back where there is a terminal in which you can access and find out who is in charge of this operation. Again, it is the shadowy group of Cerberus, and they are responsible. After arming an explosive device, its time to run. I hope you remember your way back to the ship because now it is time to run before the bomb goes off. Ignore the ranchi, they aren't important, since they will be wiped out by the bomb. Just keep running back to the Normandy to complete this mission. --==UNC: Derelict Freighter==-- Quest Given By - MSV Cornucopia Your Location - Caspian System Requires - Complete Feros Out in the Maroon Sea Cluster, in the Caspian system is a freighter that seems to be floating around, so you should investigate it. Not a good idea, because one you are on board, you are attacked by Geth husks, and seeing one husk means that you are probably going to be facing a crew of a ship that has the pleasure of meeting the Geth. Check the logs of the ship when you manage to fight your way to the front, and you realise that the crew found a certain artefact that made them go crazy, and they flew into the Perseus Veil, which is Geth space, and they were transformed into husks. The ship was sent back to the Transverse, to serve as a warning message to anyone who came into Geth space. --==UNC: Distress Call==-- Quest Given By - Console in Ambassador Udina's Office Your Location - Citadel Requires - Spectre You can arrive in the Citadel and access Ambassador Udina's special console in order to attain this mission, where there is a message about some strange energy readings from the Argus Rho Cluster, so you need to head to that Cluster, enter the Hydra System and land on the planet of Metgos. Once you land on the planet, you find that it is a distress call from the beacon. Follow your map to head to the signal of the emergency beacon and you will find that ITS A TRAP! There is a mine under the beacon, as well as rocket troopers and drones, as well as several armatures. You are going to be a in a firefight, so keep mobile, kill the geth and move on to finish this mission. --==UNC: Espionage Probe==-- Quest Given By - Terminal inside Freighter in Zhu's Hope Your Location - Zhu's Hope, Feros Requires - Spectre The freighter inside the Zhu's Hope colony provides a terminal which tells you that several shipments of supplies to the colony have been diverted to the Voyager Cluster for some unknown reason, and that enough is reason to head there to investigate. Head into the Amazon System in the Voyager Cluster and Admiral Hackett calls in to tell you that a probe belonging to the Alliance was lost, and it was carrying a nuclear warhead, to make things a bit worse than they already are. Land on Agebinium to follow the homing beacon, which is being emitted from a mining station, that is underground. That isn't right, if the probe crashed into the surface, wouldn't it be on the surface? Anyway, head down there, follow the tunnels until you get to the last room, where there is a cave in behind you, and that leaves you trapped. The hologram of the pirate leader involves in this, Elanos Haliat chimes in and makes fun of you. Sure, you might need to escape, but there is a massive bomb in front of you, which you can disarm following a long series of keystrokes or using 100 omnigel for each of the three hardpoints. You have 10 seconds to disable it before it blows, of course, when you are actually in the mini-game, time stops ticking. When you haved save yourself from being blown apart, head back and find a hidden tunnel, which leads you to a hidden entrance to a ridge, which also happens to overlook the camp which Haliat is hiding at. Now, you need to kill him, since he did try to kill you, so snipe him or charge down and mow him into cow pats. --==UNC: ExoGeni Facility==-- Quest Given By - Terminal in ExoGeni Facility Your Location - Feros Requires - Complete Feros In the Feros facility for ExoGeni, in one of the upper rooms will be a terminal that links ExoGeni with some suspicious activity what is taking place in the Maroon Sea Cluster, Vostok System and is located on the planet of Nodacrux. Head there now, and when you do, Joker informs you that there is some emergency beacon that has been activated on the planet's surface. It is a real pain to actually get to the facility seeing that the terrain isn't exactly playing fair, but you can get there using your map, or just climb over all the obstacles in the Mako. Follow the map and look for any path that leads to the facility. Upon arrival, you will see what is wrong with the facility, there is a boatload of Thorian Creepers outside, and without stabbing in the dark, inside the facility as well. I recommend that a nice assault rifle or shotgun do the work here, though you still need to watch out for their toxic attack, before their rush to melee. Take them all out, and remember to loot the facility, before heading into the back room to find the researchers and figure out what happened. It seems that ExoGeni had found a way to make the Creepers into some nice servants, but after the Thorian had been killed, they went crazy, and that is what happened here. Dr Ross will ask you to keep quiet, and offers you some hush money. If you do not accept the hush money, they will attempt to kill you, since the only other option is to turn them in. Wow, its either take my bribe or I will kill you. +8 Paragon Points for trying to arrest Ross +9 Renegade Points for making her pay for her crimes --==UNC: Geth Incursion==-- Quest Given By - Admiral Hackett Your Location - Onboard Normandy, Enter the Armstrong Nebula Cluster Requires - Spectre Inside the ExoGeni facility in Feros, there is a terminal which can be hacked that mentions that there is some activity in the Armstrong Nebula. As you go and investigate, a message from Admiral Hackett of the Fifth Systems Alliance Fleet asks you to remove the geth outposts in the systems there. The Pitcher Head to the planet Antibaar in the Tereshkova System and we shall start there. The outpost is north of your position, and you will start off facing a group of Geth Snipers, which makes your job a bit hard to determine their location. You can't miss the base, it is a massive base with Snipers and Rocket Troops hanging around like drunken patrons at a pub. Move towards the base after you have picked off the enemy snipers and rocket troops, and a drop ship comes in, delivering more reinforcements after you have cleared the entire outpost of geth and any valuables that may be left inside the outpost. The dropship will continue to drop off more Shock Troopers until you get rid of it, so focus all your fire, machine gun and Cannon fire on the Dropship until it is destroyed. Finish off the remaining Geth Shock Troopers to finish this outpost. First Base Head to Casbin in the Hong System now for the next outpost. The outpost is northeast of your current position and when you get close, you will be hit by the jammers of more stupid geth snipers. Again, there are snipers and shock troopers at the facility, so take them out like you did before. Again, once you clear out the outpost, the dropship comes in and provides reinforcements in the same form, in Shock Troopers. Take down the drop ship and then take out the rest of the enemy troopers to clear off another planet of the geth invasion. Second Base Next one is on Maji in the Vamshi system, and this one is slighter harder to attack. There is a few geth turrets here that make your life a bit harder but in the end, it isn't too hard when you are in the Mako with a nice cannon to fight with. Take it out and then move onto the Geth Snipers and the Rocket Troopers. After that, down comes the dropship. The Dropship comes and delivers a Geth Colossus, so start driving like you do in GTA and go nuts. Shoot down the dropship and then take out the colossus without sustaining too much damage to the make. Thats another one down. One more outpost to go. Third Base The final outpost is on Rayingri in the Gagarin System. This one is slightly different as well, since it is a research facility that has been overrun with Geth Husks. Take them all out and start to loot the facility, before clearing out the back rooms. After you have done that, the geth forces arrive in the main room to backup their fallen husks, in the form of Snipers, Rocket Troops and even a Destroyer or two to make things worse. Use cover to take potshots with your weapons, before you can head back outside and once you do, run to the Mako. A dropship arrives dropping more Rocket and Shock Troopers, so shoot down the dropship, avoiding enemy fire, and take down the rest of the geth forces. Now you need to attack and destroy the main operating base of the geth. Sounds easy right? Home Base No it isn't. The base is located in Solcrum in the Grissom System. There is a large base at the east, and the outside force is manned by Colossus units as well as rocket troops. It should be a lot easier sniping the troopers and attacking the Colossus in the Mako. Inside the base is a hellhole. There are stalkers there, snipers, destroyers, the works. Again, take cover and only fire when you aren't going to face a barrage of gunfire. Move your way slowly, making sure that you killing the enemies along the way, before you encounter a Juggernaut on the second floor of the facility. I hope you have enough firepower to take it out quickly before you get shot dead. Once you clear out the geth inside, head to the back room of the complex for the loot as well as a terminal, for information as well as an item that can help you in Tali's Quest. --==UNC: Hades' Dogs==-- Quest Given By - Rear Admiral Kahoku's Corpse Your Location - Binthu Requires - Complete UNC: Cerberus Now, you need to eliminate Cerberus once and for all. Cerberus is an organisation of a former Alliance military Special Forces team that has now gone rogue, and you need to stop them before they cause any more carnage. Their base is on Nepheron, inside the Voyager Cluster in the Columbia System. Head to the planet and land there, moving southwest towards the facility which is guarded by rocket troopers and snipers outside. Take them out in the Mako and then move inside. There are a hell of a lot of commandos and snipers here, so take cover and kill them, looting their items along the way. At the back of the complex, there is a Cerberus Terminal which you can enter for more information. After that, head back to the Ship. After you have arrived on the Normandy, access the Galaxy Map and the Shadow Broker, well, one of his representatives will ask you to sell off the information about Cerberus for a sum of case. How he knows that you have the information is beyond me. Anyway, it is your choice, help the Alliance or make money. +8 Paragon Points for keeping the Data +9 Renegade Points for betraying the Alliance and selling the data --==UNC: Hostage==-- Quest Given By - Elevator News Your Location - Citadel's Elevators Requires - Spectre You need to be on the elevators in the Citadel to hear a message that the head of some Alliance committee about Biotics has been captured and held hostage by, of all people, Biotics. Now, you need to head to the MSV Ontario, which is located in the Hades Gamma Cluster, the System of Farinata, and rescue the Chairman. The ship is hidden, so just move your pointer all over the planetary rings and you are bound to find it, sooner or later. Enter the ship, and you are facing a hell of a lot of biotics, so you really want to take them down fast or from a good distance. Distance is best, so use a Sniper Rifle. Now, once you face a Biotic, you have a limit of three minutes before the word gets out to the Hostage Taker, and the Hostage will be shot. Move fast, and loot later. Head down to the front of the ship to see the Terrorist Leader, who will only release him if you have enough Charm or Intimidate points to make him release the hostage. Or, if you don't, you can just have another firefight and shoot the terrorist, showing that you did beat al-Queda. Finish this off by saving the hostage, and all will be good. +8 Paragon Points for ending it peacefully using Charm +2 Paragon Points for trying to end it peacefully, but failing +9 Renegade Points for ending it peacefully using Intimidate +2 Renegade Points for trying to end it with extreme force --==UNC: Hostile Takeover==-- Quest Given By - Helena Blake Your Location - Emporium, Financial District in Citadel Requires - Spectre If you hack into a console in the C-Sec offices, there will be a message that there is a certain individual who they are watching, since she might cause some trouble. She is outside the Emporium. Head there. The woman is Helena Blake who needs your help to eliminate two galactic Crime Lords for her, so if you agree, you will get the quest, but even if you do not agree, you get it anyway. Great. +8 Paragon Points for attempting to refuse +2 Renegade Points for accepting the quest She gives you two planets where the two crimeloards are hiding. The first of the Crimelords is on Klensal, which is in the Dis System of the Hades Gamma Cluster. Head south towards the facility, and take out the snipers and mercenaries that are protecting the entrance in the Mako, before you make your way inside the buildilng. Inside, there are a hell of a lot of mercenaries, Turian and Krogan mercenaries as well as the Crime Lord, who will never surrender. Kill them, loot the place, and then move to the next facility. That is located on the planet of Mavigon, in the Han System of the Gemini Sigma Cluster. From there, travel Southeast, where there are some turrets as well as enemy forces outside the facility. Take them out from a distance, though it is quite hard to when you can't see anything beyond your knees. Take down the defences and move inside, mopping up the mercenaries there as well, kill the Crime Boss and loot the place before you leave. Man, killing off crime does pay rather well. New, you need to see Helena, after you have killed both crime bosses. She is on the planet of Amaranthine, in the Fortuna System in the Horse Head Nebula. Head south to the outpost, and she is inside the entrance of the outpost, and is surrounded by mercenaries. You can talk to her to force her to disband the crime syndicate, but you need high Charm or Intimidate skills for that. If you try to arrest her, or want a firefight either way, you can attack her. She is a Vanguard, with Biotic powers as well as Human and Krogan mercenaries. You need to disable that force field she builds up and shoot down all her mercenaries, before taking her out. There is a fair amount of loot to be had as well, so take them all out and make sure that nothing that you can take or use remain. That will finish off this mission. +8 Paragon Points for having Helena give up crime using Charm +2 Paragon Points for attempting to arrest Helena +9 Renegade Points for having Helena give up crime using Intimidate +2 Renegade Points for letting Helena escape purposely --==UNC: Listening Post Alpha==-- Quest Given By - Listening Post Theta OR Visit Erebus System Your Location - Erebus System, Nephos Requires - Complete Noveria This is obtained by completing Listening Post Theta or just heading to the Erebus System, inside the Styx Theta Cluster and landing on Nephos. On the surface, follow the trail of the transmission until you see a group of Alliance Marines who are trapped by the mountains of Ranchi soldiers that are attacking them with some sort of regular interval in between the waves upon waves of attacks. Lieutenant Durand needs your help so first of all, visit the damaged generator and power it up using the Mako itself, and that will activate the turrets the marines have. When that is back, move your team towards the barricade that the marines have set up and get in position to take down the ranchi after they attack. Shoot them down, wave after wave of them, until they give up. Speak to Durand and she will tell you that the source is the nearby mine. You need to head there to clear them out. Disconnect the Mako from the Generator and move to that position. The mine is full of Ranchi, so move slowly and keep your eyes focused on the distance ahead, since the further in the mine you are, the more Ranchi that will attack. Clear the main passage, and then you need to clear out the two side passages at the end of the main passage. Both have ranchi soldiers and the big Brood Warrior, and they are nasty pieces of work. You really want to shoot them down fast, using your Biotic powers to disable them if necessary. You need to clear out the entire mine of the Ranchi and that would wrap up the mission. --==UNC: Listening Post Theta==-- Quest Given By - The Marines at Listening Post Alpha OR Visit the Acheron System Your Location - Acheron System, Altahe Requires - Complete Noveria The Second of the listening posts, approach the deserted post and you will find that there are holes in the ground, but make sure you keep a distance, they contain ranchi soldiers. Mako their asses back to the stone ages and that will be that. After you have cleared outside of the ranchi, head inside and there are more of them there. Compared to Noveria, it isn't much, but still, take them out before they hurt you too bad. Now, head to the back, access the Terminal to unlock another mission on the Ranchi, and that the Ranchi were delivered by a ship. Well, you need to find the Depot, don't you? --==UNC: Locate Signs of Battle==-- Quest Given By - Find a League of One Medallion or ID Card Your Location - Anywhere Requires - Spectre Again, read the Space Map section for all the locations of the items. --==UNC: Lost Freighter==-- Quest Given By - MSV Worthington Your Location - Ming System Requires - Complete either Therum, Noveria or Feros Head into the Gemini Sigma Cluster, inside the Ming System where there is the lost freighter of the MSV Worthington. Head aboard and there are explosive traps all over the place, so be careful to avoid them, and head into the south-eastern room to hear the audio logs about someone called Julia and someone else called Jacob. Now, head into the North-Eastern Room to hear the logs of the Doctor, Doctor Smith. You also see Jacob here, on life support. And finally, at the Cockpit, to hear the logs of the Captain. After you hear the all the logs or try to disable the life support of Jacob, a crazy lady with Biotic skills come after you, and it is obvious it is Julia. Kill her quickly before she can do too much damage with her biotic powers, and finish this. After that, turn off Jacob's Life Support, and remember to look for loot. --==UNC: Lost Module==-- Quest Given By - Admiral Hackett when entering the Attican Beta Cluster Your Location - Eletania Requires - Spectre It seems that the Admiral has lost a probe along with the data inside the probe and you need to find it on the planet of Eletania. Head down there and find the probe, but it seems the data module is missing, and it is stolen by ... a group of Space Monkeys. For fun, you can run over the monkeys. Now, head to the colony of monkeys near the mine, and the one you are looking for is in the mine, at the back of it. Get the data module off that stupid monkey, and for some reason, the geth show up, with Snipers, Rocket Troopers and Shock Troopers. A destroyer also decides to join the fray as well. Take them out, and head back to the Normandy. +6 Paragon Points for obtaining the Data Module +4 Renegade Points for running over a monkey in the Mako --==UNC: Major Kyle==-- Quest Given By - Console in C-Sec's Executor Office Your Location - Presrop Requires - Spectre When you are inside Executor Pallin's Office, you can hack into a console to obtain a strange transmission that is coming from the Hawking Eta Cluster inside the Century System, and is from the planet of Presrop, so head there and when you do, the Alliance will call in saying that there are a bunch of Biotics are led by a former Alliance soldier, Major Kyle. There are two ways to do this, you can persuade the cultists to let you in or you can decide to run in, all guns ablazing, and kill all the cultists. Either way, enter the compound and force your way to the back to see this Major Kyle. Enter the compound to access the control panel at the back to see the Major. +2 Paragon Points for getting in peacefully using Charm +2 Renegade Points for getting in peacefully using Intimidate Head outside and enter the other compound, the round one. If you got in peacefully, they let you in here as well, but if you got in via force, you need to fight all of them as well. Have fun. Anyway, move to the back to see the Major and end this. How you end it is up to you, and when you finish, tell Admiral Hackett onboard the Normandy when you finish. +8 Paragon Points for getting Kyle to surrender using Charm +9 Renegade Points for getting Kyle to surrender using Intimidate +2 Renegade Points for killing Major Kyle --==UNC: Missing Marines==-- Quest Given By - Rear Admiral Kahoku Your Location - Citadel Tower Requires - Spectre If you completed the "Citadel: Doctor Michel" then you will know about Banes. Talk to Kahoku, who will tell you about missing marines who were sent to find Banes, but they have yet to call back, and Kahoku is worried about the safety of his team, so he sends you to investigate the team to figure out what the hell went on. Head to Edolus in the SPARTA! System, in the Artemis Tau Cluster and land there. Follow the way to the distress beacon, and you are attacked by a Thresher Maw. To defeat it, keep mobile in the Mako and wait for it to surface. When it surfaces, attack it with the cannon and machine gun to damage it, whilst moving to avoid being hit by its poisonous attack. It seems that someone led the marines to the distress beacon, knowing that there was a Thresher Maw there. If you want to know who, is was the Cerberus group. Return to the Admiral once you have finished the mission and the hunt for his marines. --==UNC: Missing Survey Team==-- Quest Given By - Elevator in Citadel Your Location - Citadel Requires - Spectre When you are in the Citadel, you might near the story of the missing survey team. Head to the Hades Gamma Cluster, the Antaeus System and land on the planet of Terbin. Now, head to the research site, and you will find that no one is here. Access the area, use the terminal to find that the crew went into the nearby mine since they found some interesting alien technology. This doesn't bode well. Head into the mines, and you are attacked by Geth Husks. There are a total of 19 husks, which would be the survey team, and you need to defeat all the husks, but there doesn't seem to be any geth forces here themselves. It seems strange, but hey, get rid of the geth and finish off this mission. --==UNC: Privateers==-- Quest Given By - Garoth Your Location - Citadel Tower Requires - Spectre If you meet with Garoth in the Citadel Tower, he will say that you help find his brother, who happens to be missing in the Horse Head Nebula. He is on the MSV Majesty in the Strenuus System, so head there and scan the vessel to find that the energy from the vessel leads to the planet of Xawin. Land there now. +2 Paragon Points for helping +2 Renegade Points for refusing to help There is a mercenary camp directly north of your position, so head there and you will see a bunch of mercenaries and some turrets defending the base, so you want to take them out quickly to get inside the facility. There are mercenaries of the human and krogan type inside, and some snipers as well which will make life a bit harder. Take out the enemy and move upstairs. Up there, you will see a corpse, the corpse of Captian Willem, who is obviously dead. Loot the facility and then head back to the Citadel and inform the brother of what has happened. +2 Paragon Points for comforting Garoth about his brother's death +2 Renegade Points for laughing at Garoth about his false hope --==UNC: Prothean Data Disks==-- Quest Given By - Collecting a Prothean Data Disk Your Location - Anywhere Requires - Spectre Again, look at the space map section for information about the location of the disks. --==UNC: Rogue VI==-- Quest Given By - Admiral Hackett Your Location - Normandy Requires - Reach Level 20 When you reach Level 20, once you access the Galaxy Map, Admiral Hackett will contact you, telling you to head to Luna since there is an VI there that has gone rogue that you are sent to take out. This unlocks the Solar System, so you can see what has happened to the solar system after about 200 years. Drive to the training facility, and it is going to be a rough fight. There are turrets outside the area, and there are 2 for each, and given the tight area you are in, that is a total of 6 turrets that you need to take out. Enter one of the facilities, and whilst they are the same, it does take some skill to clear out the facility. Inside are an army of drones, which all pack heavy weaponry and a hell of a lot of shielding. Now, when you are facing drones, use accurate weapons and take cover constantly, and try to snipe them off. The drones will always attack with numbers, which makes it hard if you want to pick them off one by one. After you have taken the drones out, at the back of the facility, there are two rooms, which have 4 conduits inside each room. Each of them have a shield and they need to have their shield down before you can start to blow each of the conduits up. Each building will have something different after you destroy the first few conduits. The first facility you enter will release toxic gas which will poison you, the second will have energy barriers erected all over the doorways and the final door will have additional drone reinforcements to back them up. When you destroy all the conduits, the VI will scream and die off, and you get a specialisation ability. Don't forget to loot the place clean. The specialising ability is the addition of 6 levels into your class. There are 6 classes that you can choose, and each of them depend on the class you have chosen initially. Soldier -> Commando or Shock Trooper Engineer -> Medic or Operative Infilrator -> Commando or Operative Adept -> Bastion or Nemesis Vanguard -> Nemesis or Shock Trooper Sentinel -> Bastion or Medic --==UNC: The Negotiation==-- Quest Given By - Admiral Hackett Your Location - Onboard Normandy Requires - 75% Renegade Bar Full This mission requires you to be extremely evil, or Renegade, so you can get this mission. Admiral Hackett will ask you to create a treaty with a man in the Hades Gamma Cluster, on the planet of Nonuel in the Plutus System, and the name is named Darius. A treaty for someone who is as Renegade as you? Something isn't right. Now, when you head to the facility, Darius thinks you are a joking, and the only way to deal with the man peacefully is to be extremely nice to him, and give him everything that he wants, which is really pushing the limits. If you do, head back to the Normandy and deliver the treaty to the Admiral, who isn't happy, but agrees. +8 Paragon Points for getting a peace treaty However, if you want to do things my way, tell him to stick it and move in, all guns ablazing. Use all firepower to take out him and his guards and tell then what a treaty really means, death. After that, you can head back to the Normandy and tell the Admiral that their mining operation can begin. +25 Renegade Points for resolving the problem with guns --==UNC: Turian Insignias==-- Quest Given By - Survey a Turian Insignia Your Location - Anywhere Requires - Spectre Again, consult the space map for the locations. --==UNC: Valuable Minerals==-- Quest Given By - Survey a deposit of gas, metal or rare elements Your Location - Anywhere Requires - Spectre Again, check the space map for locations. ------------------------------------------------------------------------------ [5.06] Bring Down the Sky Bring Down the Sky is the downloadable content that is available for download for free over the internet for PC users, and Microsoft Live for a certain fee for the XBox users. Bring Down the Sky adds extra content that is started on the X57 Asteroid that is located in the Asgard System. This will, require you to be a Spectre as well as control of the Normandy, but after you have that, you can start this straight away. I best recommend some target practice, this is quite hard at times. --==~~X57 - Bring Down the Sky~~==-- Quest Given By - Landing on the X57 Asteroid in the Asgard System Your Location - Asteroid X57, Asgard System, Exodus Cluster Requires - Spectre Status, Downloaded "Bring Down the Sky" DLC Head to the X57 Asteroid and you will be able to land there. You will also see that the X57 Asteroid is actually propelled towards a planet, Terra Nova via its fusion drive system. And guess what, well, it isn't all that hard, it is very predictable, you need to stop the Asteroid from collision. --==X57 Radio Transmission==-- When you land on the planet, you will be able to activate a little listening music. There is a transmission station that you can activate to give a little listening music for the asteroid, since you really can't talk to anyone else here. There isn't much here, except for some logs and a first aid station, but there is some first aid at least. Medi-Gel will be important here. --==First Fusion Torch==-- At the first fusion torch, there will be some turrets here. You need to do some drive bys in your Mako with your Cannon and spray a little with a lot of ammo to get rid of them. They are stationary, so make sure you clear all of the out first before you enter the building. Enter the building, and prepare for a nice battle. You will see a body right at the entrance, and when you open the second door, you see why there was a body there, Batarians. They are, if you haven't read the codex, another galactic race, defeated in space by Humanity after they tried to enslave some humans. Not smart. Anyway, you really need to hide behind the door, back in the room because the Batarians send in their Varren War Beasts after you. These are basically attack dogs that require a little more than a few pistol shots to take them out. They're organics, so remember that. There will be, in total, 2 sets of war beasts that you need to take out, then you can worry about the Batarians. There are about half a dozen Batarians in the room. They all will be able to take cover, and they are a good distance away, so you should use a Sniper Rifle if you can, that is going to be the best method. You can take two shots to take them out totally. Careful, they are quite powerful and will snipe you back, so an alternate, but less damaging method is to creep up to them and either pistol or assault rifle them to death. After you have taken all of them out, you can head into the back room on the ground floor for some grenades (you'll need it later) and some loot in the storage lockers. Upstairs, there are no enemies, but there are the controls for the torch. Disable them, take the loot, and you will hear Kate over the radio talking to you. Kate is a research team member and they were meant to take the asteroid X57 to Terra Nova to make it a satellite. However, the Batarians came, took over and you need to take down all the torches before the Asteroid hits Terra Nova, killing millions. --==Simon==-- Head outside, or try to, head to the entrance of the first torch but you will be stopped by Simon, the head Engineer here. He warns you about the blasting caps, well, they are proximity mines, around the second Fusion Torch, which is a mission in itself, as well as his mission for you to find his missing engineers. You can finish those missions if you like, but that is completely up to you, but you do get some nice stuff though. --==Second Fusion Torch==-- Around the Second Fusion Torch are the blasting caps, so see the relevant mission about that. Park the Mako outside the range of the caps and creep through the caps. Watch the proximity meter, that will tell you how close you are before the cap explodes, and you don't want that. Kate will contact you, but nothing useful comes out of it. Outside, you want to be careful, Batarian Rocket Troops are outside. Watch your minimap and hide around the corner, either with a Shotgun or some other weapon in hand, and get ready to kill them as they jump the corner. Enter the building, and it is even worse. You have to deal with more Troopers as wel as Drones. These Drones are quite annoying, and powerful, and they will fire rockets at you. The problem with Rockets is that taking direct cover behind a crate, when the rocket hits the crate, you will die. That is no joke. Seriously, just take cover behind a crate, but a bit behind the crate. Don't hug the crate, the shockwave will kill you. There are several drones in this area. There is a drone that patrols on the second level, and since you aren't going to be able to take them down effectively with guns, it is best to toss grenades here. Time them, when the drone is about to pass your grenade, explode it. Your other choice is to run up and blast it, but that is a bit harder. As for the second drone, there is a Cyro tank there, blow it up when the drone comes to shoot, that will blow it up, bypassing shields. Kill all the troopers, and raid the room on the ground floor for a crate and storage locker. The top floor room has the controls for the torch as well as some locked containers, unlock them for some nice loot. Meanwhile, when the second torch is down, you will have a cutscene with Kate and the Batarian leader, Balak. He kills her brother, and sends his man Charn after you. Looks like you have a bit more company. --==Final Fusion Torch==-- The asteroid is slowing down, and nearly under control, one more torch left to take down. This facility is guarded by moving turrets. Some of the turrets are still stationary, but are protected by a blast shield which prevents you launching attacks until you are closer, and others are moving, they are on a set rail, which will move when you get close. Wait till they stop, cannon, let them move, stop, cannon, done. Enter the torch facility and there is some help for this mission, there are more explosive parts, cyro and fusion containment canisters that will go kablamo when shot. Wait for the unsuspecting enemy and blast them. Those things aren't very fun when they explode on you. Move along, there aren't as many drones, but they still are a threat. Those War Beasts are back, quite annoying as well as the Engineers and most dangerously, the Shock Troopers, the strongest enemy that you are going to fight around here. Clear out the ground floor, raid the room on the floor for some goodies and raid the top room for the torch controls. Disable them and head out. Except you are stopped by Charn. He wants to talk, he doesn't want to fight. If you want to fight, don't let him see you and shoot at him first, get the first shot and take him out, as well as the two bodyguards and wait for the War Beasts to come out and try to attack you. If you do try this route, more and more Batarians come along for the fight, Shock Troopers and Engineers for the firepower, Troopers and War Beasts to wound it up. When they are all taken care of, you can search Charn for his little key card, and he doesn't seem to put up a fight, when he is dead. OR you can just charm him or intimidate him into giving the Key Card. He doesn't seem to want to go through with the mission anyway, so this is the nice and easy route. +8 Paragon Points for making Charn hand over the key card --==Main Facility==-- More turrets here, you might want to wait a bit so that your Mako can recharge its shields before you take on the turrets again. I hate the damn sensitivity on the Mako, too damn sensitive. Take down the turrets and head inside the building straight away. There is some Medi-Gel here as well as some Grenades, that you surely need by now. And enter. Head up the stairs, and it seriously does look like the Podium section on the Citadel. Well, don't admire the view for too long, pull out your weapon of choice and start to defend yourself. Your Sniper Rifle is very important because there are a lot of enemies spread out over this large area, drones, Shock Troopers, Engineers and normal grunt Troopers. Take them all out, and then you meet the person who is in charge of this mess. Balak isn't a very nice person, he is flocked by bodyguards and those War Beasts. And he effectively, gives you a choice to make. It isn't a pleasant choice either. He knows that he is losing, and he decides to do the cheap thing. There are bombs where the remaining prisoners are, and if you try to follow or fight him, he will go and kill them all with the bomb. If you let him go, them he won't kill any of the prisoners, but you let the person who captured and killed so many humans go off, scot free. This is your choice. If you want the fighting option, you need to take him out as well as his bodyguards. Take some cover nearby and pistol shoot him to death, the pistol is best for short ranged and close quarters combat. This guy will try to sniper rifle you, so you might as well as to rush up and blast him or snipe him back in kind. There are drones as well, but all you need to do is to kill his support, and then you can decide what to do with him. You can kill him, which is a good option, interrogate him, make him die slowly, or send him to the Alliance and let them take over it. Your Alternative is to let him go and save the hostages. However, that lets him go. You need to disfuse three bombs, it isn't all that hard at all. However, you only have three minutes to take them all out, and watch out for the defence drones. +24 Paragon Points for Saving the Hostages +25 Renegade Points for Killing the Hostages +2 For Suggesting that Balak should suffer for his crimes --==Aftermath==-- At the end of all this, you will get Simon to pop up and he gives you are reward for saving the X57 Asteroid and Terra Nova. You get to choose what you want from his selection. If you have decent Charm or Intimate skills, you can get his Omni-Tool, which for me was a Savant VI. You can also tell him if you "rescued" his engineers. If you rescued the hostages, you get to talk them right about now and they will be grateful. Now, after all that, you can backtrack off the planet and back to the Normandy. When you next visit, you can see the update on the asteroid, and its situation. --==~~X57 - Avoid The Blasting Caps~~==-- Quest Given By - Simon Attwell on X57 Your Location - Asteroid X57, Asgard System, Exodus Cluster Require - Spectre Status, Downloaded "Bring Down the Sky" DLc When you head out of the first torch facility, you will be warned by Simon about the Blasting Caps, which are proximity mines. These will be quite dangerous if you get too close, and you aren't going to be approaching with the Mako since the Blasting Caps are also anti-vehicles mines. You need to sneak up on the blasting cap control, you need to pass the caps first. Use the proximity meter to see how close you are, and back off when you are too close. Move forwards, taking out the rocket troops that are surrounding the area and then, disable the blasting caps from the control panel that is outside the building and no more blasing caps. --==~~X57 - One Missing Engineer~~==-- Quest Given By - Simon Attwell on X57 Your Location - Asteroid X57, Asgard System, Exodus Cluster Require - Spectre Status, Downloaded "Bring Down the Sky" DLc This is a semi hard mission, if you like exploring that is. You need to find the three missing engineers for Simon, but the good thing is, they aren't going to be moving. --==Fast Route==-- Head to the Transmission Tower that is on your map, and repair the transmitter itself. There is a reason for this, once it is repaired, it will reveal the location of the survey stations where all the engineers were posted. That makes it a lot easier for you since you only need to find the three stations on the map. --==First Station==-- In the southeast area of the map is the first station. There are some crates there that are ripe for looting, aid station inside, as well as the body of one C. Hymes, who died in an explosion. --==Second Station==-- In the northern area of the map is the second station, which has a crate as well as an aid station. No batarians in sight. You need to, however, follow the footprints, because the logs show that the engineer would rather fight and investigate than be cooped inside. Accessing the log will also activate some defence drones. If you don't want to duck and hide, use the Mako and cannon the little drones to death. Head east and you will find the body of R. Montoya. Follow the footprints. This guy was unfortunate, killed by a sniper, and luckily for you, he still has some items on his body, it will either be an omni-tool upgrade or a bioamp upgrade. --==Final Station==-- The final station is in the southeast area, near where the Mako was dropped by the Normandy. G. Mendel is there, and he is also dead, unfortunately. There is an aid station and a technician's kit there as well, which is rather useful for looting. Thats all the stations, no fighting there. --==Breaking the News==-- When you have cleared the main facility, you can talk to Simon about his engineers and you have to break the bad news. You get the EXP for the mission though, which is always good, even if the result wasn't as good. The loss of three humans will not be in vain, kill the Batarians I say. Kill them all. ------------------------------------------------------------------------------ [5.07] Tali --==Tali and the Geth==-- Quest Given By - Data From Terminal on Solcrum Your Location - Solcrum Requires - Complete UNC: Geth Incursions At the end of the Geth Incursion quest, you will get some data about the Geth, and seeing that you have no use for it, you can hand it over to Tali who is looking for something useful to bring back to her people since she is on her pilgrimage. +1 Paragon Points for giving the Data Disks +1 Renegade Points for not giving the Data Disks ------------------------------------------------------------------------------ [5.08] Wrex --==Wrex: Family Armour==-- Quest Given By - Wrex Your Location - Normandy Requires - Wrex onboard Normandy After you complete a mission, you can talk to your crew members, so keep talking to Wrex, and he will give a mission where he wants to get the armour of his father back into his hands. What you need to do is to head to the Argus Rho Cluster, Phoenix System and land on the planet of Tuntau. Head to your south where there is a base full of mercenaries and pirates, and you need to get rid of all of them, before you take all the loot that lies inside the facility. There is a safe in the wall in one of the back rooms where the armour is, where you can give to Wrex immediately if he is in your squad, or back onboard the Normandy when you complete the mission. ------------------------------------------------------------------------------ [5.09] Garrus --==Garrus: Find Dr. Saleon==-- Quest Given By - Garrus Your Location - Normandy Requires - Garrus onboard Normandy The same as Wrex, you need to complete a few mission before you can get this mission from Garrus. All you need to do is to find a doctor, who escaped due to Garrus' red tape he was forced to face, and he escaped from the Citadel, where he performed unspeakable experiements on the residents. The ship the Doctor is on is in the Herschel System, Kepler Verge Cluster and he is in the ship of the MSV Fedele. Look around the ship and the vats of all the experiments means that you are on the right ship. Head all the way to the front of the ship and there he is, though he calls himself Doctor Heart now, but he still is the murderer that he is. He refuses to surrender, so you have no choice but to kill him. Loot the ship before you return back to base. ------------------------------------------------------------------------------ [6.01] Pistol The pistol is the weakest weapon that you have access to in the game, hands down, they are the weakest. But, as you do with pistols, they are decent because they have an excellent accuracy rate and they can be used quite a fair bit before the gun overheats. Pistols are probably going to be the weapon of choice for most classes, since they are a skill set for nearly all skill sets. They are easily to run with and they provide a not a lot of recoil. Their accuracy makes them a really good weapon to use when running because they can easily shoot down enemy units that you obviously didn't expect to run into. Removal of the shocks give you more than enough time to use a Shotgun if you are in close quarters combat or an Assault Rifle for some more heavy duty firepower. It is also useful to use your Pistol when you don't have much in the way of cover and can't defend yourself with cover. The reason is, your Assault Rifle and Shotgun have a really bad heat mechanism, and as such, they will overheat quickly, and having a weapon that isn't operating in the heat of battle isn't anything that you really need. Overall, a decent weapon, accurate and dependable in the heat of battle, but don't expect it to knock down the strongest foes, because this does not do a lot of damage. ------------------------------------------------------------------------------ [6.02] Assault Rifle This is the game's all purpose weapon. It is a mixture of several weapons that you might be familiar with. When you shoot, they are relatively accurate and they deal a fair amount of damage, but once you keep holding down that little trigger, it really turns out to be a machine gun, a spray and pray, and soon, it will overheat. The assault rifle is also useful in all ranges. Short ranges, spray and pray isn't a bad tactic, and in short three round or single shot bursts, they are quite accurate over medium and long ranges. Remember, holding down the trigger will only increase the recoil, and not accuracy. Given that is isn't very accurate if you use it too often, shot trigger bursts is quite useful. If you've played any First Person Shooters, my favourite is still Battlefield 2, you have an assault rifle. What you need to do is to take aim at your target, tap the mouse, and keep "tapping" the mouse, that will give short bursts, and that means some accuracy. Never use this gun unless you have some cover to protect you, this is because in the heat of battle, where you are concentrating on the enemies on the screen, you won't be paying attention to the most important thing, the heat of the weapon. This little baby can easily overheat. This is why the pistol is the best weapon without cover. ------------------------------------------------------------------------------ [6.03] Shotgun The Shotgun is one of the most powerful weapons in the game, strong to the point where they have a few setbacks that doesn't make them the BFG-9000 of Mass Effect. As you would think of in most shooters, the Shotgun is only for close ranged combat and that alone. Why? Because your shotgun is going to be using Buckshot style bullets, that is, it will spray your enemies with several pieces of shrapnel. Think of it this way. In Mass Effect, the guns are all little grains of metal projected at high speeds. All guns fire a single grain at the enemy to attack them, your Shotgun fires several at the same time. This is why it is so deadly at close range, your enemies are going to get several, high velocity bullets firing at them at the same time, and why it is weak over the long run, they will lose speed for a start, and due to environmental factors, they will spread out and deal less damage. The closer you are to the target, the more damage and the higher chance it has to hit the enemy. After all, it CAN kill in the long range section, but very unlikely, and CAN kill at medium range, but it will be harder to kill with it. One of the problems that I haven't mentioned with the shotgun is the fact that it does have a pretty bad heat problem so you might want to wait a bit before you rush into the heat of battle and decide to kill people. And to those who think this is a First Person Shooter, you can't run around, jump, and shotgun the enemy to death, this isn't how Mass Effect works. They still haven't made a decent First Person Shooter RPG yet. So you can't jump around, shoot, pull out a pistol, shoot, then KNIFE! ------------------------------------------------------------------------------ [6.04] Sniper Rifle The most powerful weapon in the game, this is only useful however, at a long range map, because it is useless in short range. It is powerful, but only if you know how to use it. Once you decide to use it and aim, you see that there a distance as well, what a nice perk. But you aren't a military marksman and you don't need to know the distance the bullet will drop by due to gravity, the wind strength and all the other things that the military sharpshooters will know that we don't. Note that these guys have physics knowledge as well. So if you want to be a sniper, study physics. Anyway, the biggest problem when you decide to use this is the problem of stability. Just like in real life, when you stand and shoot with a sniper rifle, your hands will shake and they will make the gun less stable, and as a result, less accurate to play with. To stabilise, you need to do what you do in FPS, you need to either prone, or in this game, crouch. This will stabilise your movements and significantly alter how accurate you can make your shots. To shoot, just fire. However, the important thing here is your accuracy. You get what they get in the business, one shot. If you stuff up your single shot, odds are, the enemy you targeted realised you are targeting them, and that goes your sniping cover. Also, if you kill the enemy, nearby allies of the fallen will come to his aid and they will target you. When you are in that situation, you have two choices. You can either retreat, to your Mako and splash them with your cannon and machine gun, or continue to take shots at those who keep coming. However, that has a problem with itself, the Sniper Rifle can only let loose a few shots, less than 5, without the gun overheating. To get the best possible shot, you want to aim at the torso. This is because the sniper rifle is powerful enough for the one shot kill, think of the AWP in Counter-Strike. The second thing is, it has the largest target of the enemy and since one shot kills apply, it means you can be a little off in terms of accuracy and still kill the enemy unit. Once you finish with the Sniper Rifle, you want to either rush forward and clean up the mess, or snipe some more. Note that this is one of the best ways to take down boss units or larged mechanised units. ------------------------------------------------------------------------------ [6.05] Light Armour Light Armour is basically light armour. It is light, and as such, allows for your units to move a lot faster for longer since their armour isn't all that heavy. However, the problem is with light armour, you lose a lot of protection, and that makes it a lot harder. The best option when fighting is taking cover and taking it a fair amount of the battle time that you have since you are going to be taking damage in combat and light armour doesn't do any favours when you are trying to avoid taking damage. ------------------------------------------------------------------------------ [6.06] Medium Armour Medium armour is stronger than light armour, and that means you can take a few more hits before you go off and die. This is relatively important because the fact that you can take more hits is that you can stand out in the open for a longer period of time but you still can die. Take cover when you think it is necessary. Medium Armour, will, reduce the distance you can run at without breaks, but still a fair amount compared to heavy armour. ------------------------------------------------------------------------------ [6.07] Heavy Armour You are literally a tank, you can take massive amounts of damage and dish out some on your own, and you don't need to take cover, just do it, Terminator style, and use the assault rifle like you really mean it. Too bad there isn't a chain gun. The problem with heavy armour is that you don't get to run around a lot, and that makes it very annoying when you need to run from point a to point b because of that. You might need to bear that in mind. Note that only the Soldiers can use this, normal people cannot. ------------------------------------------------------------------------------ [7.01] Manufacturers There are many manufactuers in the game that provide all the weaponry that oyu need in the game, and they each need a license before you can purchase their weapon. After all, you do need some qualification before you can start going around firing weapons everywhere. You also need credits and a level before you can purchase a license to shoot, so read the requirements before hand. --==Aldrin Labs==-- "Aldrin Labs us a human based manufacturer on the Luna colony. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armour, omni-tools and bio-amps to the Systems Alliance military." Available at Level 1 License Cost 100 Credits from Normandy Requisition Officer --==Ariake Technologies==-- "An Earth-based electronics concern, Ariake Tech is best known for their high-grade omni-tools. Recently they have branched out to develop a line of high-grade armour with an enhanced ablative weave to provide extra protection." Available at Level 18 License Cost at 6250 Credits from C-Sec Requisition Officer --==Armali Council==-- "The Armali Council is an affliation of Asari manufacturing guilds recognised for maintaining consistant standards of excellence. Armali makes high-grade omni-tools, and their bio-amps are widely recognised as the finest money can buy, though these are only available to a select list of clients." Available at Level 18 License Cost at 6250 Credits from C-Sec Requisition Officer --==Armax Arsenal==-- "The main supplier of elite turian military units, Armax Arsenal weapons and armour are high-quality, high-priced, and very difficult to acquire for most non-turians. They also make a basic-grade omni-tool that is available to the general public." Available at Level 30 License Cost at 30000 Credits from Expat, Upper Markets at Citadel --==Batarian State Arms==-- "The Batarian Government does not trust private industry to create their military hardware. BSA is a vast nationalised institution famous for its waste and corruption. It produces effective, if unethical, chemical weapons and a line of Nuclear, Chemical, and Biological (NBC) protective armour. Unavailable unless accessed by Cheat Console --==Cerberus Skunkworks==-- "The operatives of Cerberus produce their own specialist hardware for black ops wetwork. Their weapons are advanced particle beams with excellent shield penetration, damage, and accuracy. Their field hardsuits feature advanced protective measures and sophisticated anti-hacking measures." Unavailable unless accessed by Cheat Console --==Devlon Industries==-- "Devlon Industries is best known for producing basic armour models that can withstand a variety of environmental extremes such as cold, heat, or toxic exposure. They also market a complete line of military-grade weapons." Available at Level 18 License Cost at 6250 Credits from Delin --==Elanus Risk Control==-- "Elanus began as a privately owned turian security firm. It has expanded into an interstellar conglomerate after opening itself up to foreign investment. Their affordable, yet reliable body armour, weapons and Omni-Tools are popular with security personnel and mercenaries." Available at Level 1 License Cost at 100 Credits from Morlan, C-Sec Requisition Officer --==Elkoss Combine==-- "A volus manufacturer based in the Terminus Systems, the Elkoss Combine produces less expensive versions of items carried by high-end manufacturers. Functional, yet affordable armour, weapons, and omni-tools are all available from the Elkoss Combine." Available at Level 1 License Cost at 100 Credits from Delin, Expat, Opold --==Geth Armoury==-- "Few details are known about the manufacture of geth equipment, though their weapons and armour are of the highest quality. Geth Armoury equipment is not compatible with existing mods and neither the Pulse Rifle nor the armours have any upgrade slots." Note that the weapons and armour are upgradeable. Available at Level 36 License Cost at 30000 Credits from Morlan --==Hahne-Kedar==-- "Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Systems Alliance military. Their weapons are considered stock quality at best, though their armour lines are generally recognised as above-average." Available at Level 1 License Free from Normandy Requisition Officer --==Hahne-Kedar Shadow Works==-- "Founded a decade ago, this Hahne-Kedar subsidiary is a place for younger employees to "think outside the box." HKSW supplies weapons and armour to Alliance Special Forces units. In keeping with the parent company's corporate philosophy, products are rugged, reliable, and require less maintenance the competitors." Unavailable unless accessed by Cheat Console --==Haliat Armoury==-- "One of the smaller turian weapons manufacturers, Haliat Armoury was given permission by the Hierarchy to sell excess units on the Galactic Market. Rather than trying to compete with high-end manufacturers, Haliat specialises in a line of basic-level weapons." Available at Level 18 License Cost at 6250 Credits from Ledra --==Jormangund Technology==-- "A rising star of post-contact human industry, Jormangund returns consistant profits through aggressive integration of alien technologies. Mainly known for advanced optical computers and AI "blueboxes," the company has recently developed a "micro gravitic" personal weapon that effectively fire small disruptor torpedos." Unavailable unless accessed by Cheat Console --==Kassa Fabrications==-- "A human controlled private company, Kassa Fabrications is known to make the finest body armour in the galaxy. When it comes to personal protection suits, no expense is spared - as is reflected in the exorbitant cost of their products. Recently, Kassa has also begun to manufacture Omni-Tools, though it will be some time until the quality is brought up to the high standards of their armour lines." Available at Level 36 License Cost at 30000 Credits from C-Sec Requisition Officer, Petozi --==Rosenkov Materials==-- "A human corporation, Rosenkov Materials has forged a reputation as one of the premier armour manufacturers in Citadel Space." Available at Level 18 License Cost at 6250 Credits from Opold --==Serrice Council==-- "An Asari Consortium, the Serrice Council is the creator of the most powerful Bio-Amp on the market. Not just concerned with profit, they typicall make customers undergo a rigorous screening process before being approved to purchase their product. Serrice Council amps are incredibly rare - and highly prized items on the Galactic Market." Available at Level 36 License Cost at 30000 Credits from Delin, C-Sec Requisition Officer --==Sirta Foundation==-- "A biomedical firm, Sirta made its fortune eliminating several genetic diseases endemic to human populations. Their foundation is renowned for its humanitarian efforts, and refuses to produce weapons or similar "offensive" products. They do, however, offer basic protective or utiliarian items ranging from armour to Omni-Tools to Bio-Amps." Available at Level 1 License Cost at 100 Credits from Delin, Petozi, C-Sec Requisition Officer --==Spectre-Advanced Gear==-- "Advanced Spectre gear rivals that of top military-grade manufacturers." Unavailable unless accessed by Cheat Console --==Spectre-Basic Gear==-- "Basic Spectre gear is functional and effective." Unavailable unless accessed by Cheat Console --==Spectre-Master Gear==-- "Master Spectre gear consists of prototype technology not yet available through other manufacturers." Available with Rich Achievement License Cost free upon becoming Spectre ------------------------------------------------------------------------------ [7.02] Weapons This will set up in terms of the level of the weapon, the damage that it will deal, the shots before it will overload and the accuracy of the weapon. This is all based on the original weapon, without any upgrades. --==Ariake Technologies==-- Tsunami Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 216 228 240 252 264 276 288 Shots Till Overload X X X 46 49 51 54 57 60 64 Accuracy X X X 24 26 28 30 32 34 36 Katana Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 197 211 226 240 254 269 283 Shots Till Overload X X X 4.2 4.3 4.5 4.6 4.8 5.0 5.3 Accuracy X X X 70 70 71 72 73 74 75 Raikou Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 163 173 182 192 202 211 221 Shots Till Overload X X X 18 19 20 21 22 23 24 Accuracy X X X 63 64 65 66 66 67 68 Naginata Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 166 180 194 209 223 238 252 Shots Till Overload X X X 1.5 1.5 1.5 1.5 1.6 1.6 1.6 Accuracy X X X 55 56 57 58 59 60 60 --==Armax Arsenal==-- Crossfire Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 273 286 299 312 Shots Till Overload X X X X X X 65 69 74 81 Accuracy X X X X X X 53 55 56 57 Avalanche Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 260 276 291 307 Shots Till Overload X X X X X X 6.1 6.5 6.9 7.5 Accuracy X X X X X X 81 82 82 83 Brawler Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 208 218 229 239 Shots Till Overload X X X X X X 25 26 28 31 Accuracy X X X X X X 77 77 78 79 Punisher Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 226 242 257 273 Shots Till Overload X X X X X X 1.8 1.9 2.0 2.0 Accuracy X X X X X X 72 72 73 74 --==Devlon Industries==-- Raptor Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 198 209 220 231 242 253 264 Shots Till Overload X X X 49 51 54 57 61 65 69 Accuracy X X X 31 33 34 36 38 40 42 Firestorm Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 180 194 207 220 223 246 260 Shots Till Overload X X X 4.5 4.6 4.8 5.0 5.3 5.5 5.8 Accuracy X X X 72 73 74 75 75 76 77 Stinger Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X 132 X 150 158 167 176 185 194 202 Shots Till Overload X 17 X 19 20 21 22 23 25 26 Accuracy X 65 X 66 67 68 69 69 70 71 Striker Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 152 165 178 191 205 218 231 Shots Till Overload X X X 1.5 1.6 1.6 1.6 1.7 1.7 1.8 Accuracy X X X 59 60 60 61 62 63 64 --==Elanus Risk Control==-- Banshee Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 135 144 153 162 171 180 189 198 207 216 Shots Till Overload 36 38 39 41 42 44 46 48 51 54 Accuracy 1 1 1 1 1 4 6 9 12 15 Hurricane Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage 115 126 137 148 158 169 180 191 202 212 Shots Till Overload 3.3 3.3 3.4 3.5 3.6 3.6 3.7 3.8 3.9 4.0 Accuracy 56 57 58 59 60 62 63 64 65 66 Striker Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage 101 108 115 122 130 137 144 151 158 166 Shots Till Overload 14 14 15 16 16 17 18 18 19 20 Accuracy 47 48 49 51 52 53 54 55 56 57 Hammer Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 92 103 113 124 135 146 157 167 178 189 Shots Till Overload 1.2 1.2 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.4 Accuracy 35 37 38 39 41 42 43 45 46 47 --==Elkoss Combine==-- Avenger Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 150 160 170 180 190 200 210 220 230 240 Shots Till Overload 35 36 37 39 41 42 44 46 48 51 Accuracy 1 1 1 1 1 1 1 1 1 1 Scimitar Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage 128 140 152 164 176 188 200 212 224 236 Shots Till Overload 3.1 3.2 3.2 3.3 3.4 3.4 3.5 3.6 3.7 3.8 Accuracy 48 49 51 52 53 55 56 57 58 60 Edge Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage 112 120 128 136 144 152 160 168 176 184 Shots Till Overload 13 14 14 15 16 17 17 18 18 19 Accuracy 38 39 40 42 43 44 45 47 48 49 Reaper Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 102 114 126 138 150 162 174 186 198 210 Shots Till Overload 1.2 1.2 1.2 1.2 1.2 1.2 1.3 1.3 1.3 1.3 Accuracy 24 25 27 28 30 31 33 34 36 38 --==Geth Armoury==-- Pulse Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 280 294 308 322 Shots Till Overload X X X X X X 29 31 33 36 Accuracy X X X X X X 80 80 81 81 --==Hahne-Kedar==-- Lancer Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 120 128 136 144 152 160 168 176 184 192 Shots Till Overload 38 39 41 42 44 46 49 51 54 57 Accuracy 1 3 5 7 10 13 15 17 20 53 Storm Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage 102 112 122 131 141 150 160 170 179 189 Shots Till Overload 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.4 Accuracy 60 61 62 63 64 65 66 67 68 69 Kessler Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage 90 96 102 109 115 122 128 134 141 147 Shots Till Overload 14 15 16 16 17 18 19 19 20 22 Accuracy 52 53 54 55 56 57 58 59 60 61 Avenger Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage 82 91 101 110 120 130 139 149 158 168 Shots Till Overload 1.3 1.3 1.3 1.3 1.3 1.4 1.4 1.4 1.4 1.4 Accuracy 41 42 44 45 46 47 48 50 51 52 --==Haliat Armoury==-- Thunder Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 234 247 260 273 286 299 312 Shots Till Overload X X X 44 46 49 51 54 57 60 Accuracy X X X 17 19 21 24 26 28 30 Tornado Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 213 229 244 260 276 291 307 Shots Till Overload X X X 3.9 4.0 4.1 4.3 4.4 4.6 4.8 Accuracy X X X 67 68 69 69 70 71 72 Stiletto Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 177 187 198 208 218 229 239 Shots Till Overload X X X 17 18 19 19 21 22 23 Accuracy X X X 60 60 61 62 63 64 65 Equaliser Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X 179 195 211 226 242 257 273 Shots Till Overload X X X 1.4 1.4 1.4 1.5 1.5 1.5 1.5 Accuracy X X X 50 51 52 53 55 56 57 --==Kassa Fabrications==-- Breaker Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 294 308 322 336 Shots Till Overload X X X X X X 61 65 69 74 Accuracy X X X X X X 49 51 52 53 Armageddon Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 280 297 314 330 Shots Till Overload X X X X X X 5.5 5.8 6.1 6.6 Accuracy X X X X X X 80 80 81 81 Razer Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 224 235 246 258 Shots Till Overload X X X X X X 23 25 26 28 Accuracy X X X X X X 75 75 76 77 Harpoon Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 244 260 277 294 Shots Till Overload X X X X X X 1.7 1.8 1.8 1.9 Accuracy X X X X X X 69 70 70 71 --==Rosenkov Materials==-- Kovalyov Assault Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 315 330 345 360 Shots Till Overload X X X X X X 57 61 65 69 Accuracy X X X X X X 45 46 48 50 Sokolov Shotgun Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 300 318 336 354 Shots Till Overload X X X X X X 5.0 5.3 5.5 5.8 Accuracy X X X X X X 78 79 79 80 Karpov Pistol Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 240 252 264 276 Shots Till Overload X X X X X X 22 23 25 26 Accuracy X X X X X X 73 73 74 75 Volkov Sniper Rifle Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 261 279 297 315 Shots Till Overload X X X X X X 1.6 1.7 1.7 1.8 Accuracy X X X X X X 66 67 68 69 --==Spectre-Master Gear==-- HMWAR Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 336 X X 384 Shots Till Overload X X X X X X 63 X X 77 Accuracy X X X X X X 75 X X 77 HMWSG Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 320 X X 378 Shots Till Overload X X X X X X 5.8 X X 7.0 Accuracy X X X X X X 90 X X 91 HMWP Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 256 X X 294 Shots Till Overload X X X X X X 24 X X 29 Accuracy X X X X X X 87 X X 88 HMWSR Level 1 2 3 4 5 6 7 8 9 10 Damage X X X X X X 278 X X 336 Shots Till Overload X X X X X X 1.8 X X 2.0 Accuracy X X X X X X 85 X X 86 I am also going to put the other equipment, such as Bio-Amps and the Omni-Tool here in this section as well, simply because it is the best place to put it. --==Aldrin Labs==-- Solaris Amp Level 1 2 3 4 5 6 7 8 9 10 Duration 5 5 5 5 5 5 5 5 5 5 Power 10 10 10 10 10 10 10 10 10 10 Cooldown 5 7 8 10 12 13 15 17 18 20 Bluewire Tool Level 1 2 3 4 5 6 7 8 9 10 Shield 5 5 5 5 5 5 5 5 5 5 Technology 0 2 4 7 9 11 13 16 18 20 Medical 5 5 5 5 5 5 5 5 5 5 --==Ariake Technologies==-- Logic Arrest Tool Level 1 2 3 4 5 6 7 8 9 10 Shield X X X 25 25 25 25 25 25 25 Technology X X X 7 9 11 13 16 18 20 Medical X X X 25 25 25 25 25 25 25 --==Armali Council==-- Prodigy Level 1 2 3 4 5 6 7 8 9 10 Duration 25 25 25 25 25 25 25 25 25 25 Power 0 0 0 0 0 0 0 0 0 0 Cooldown 25 27 28 30 32 33 35 37 38 40 Nexus Tool Level 1 2 3 4 5 6 7 8 9 10 Shield 15 15 15 15 15 15 15 15 15 15 Technology 30 32 34 37 39 41 43 46 48 50 Medical 5 5 5 5 5 5 5 5 5 5 --==Armax Arsenal==-- Gemini Amp Level 1 2 3 4 5 6 7 8 9 10 Duration 0 0 0 0 0 0 0 0 0 0 Power 5 5 5 5 5 5 5 5 5 5 Cooldown 15 17 18 20 22 23 25 27 28 30 --==Elkoss Combine==-- Cipher Tool Level 1 2 3 4 5 6 7 8 9 10 Shield 15 15 15 15 15 15 15 15 15 15 Technology 0 0 0 2 4 6 8 11 13 15 Medical 0 0 0 0 0 0 0 0 0 0 --==Kassa Fabrications==-- Polaris Amp Level 1 2 3 4 5 6 7 8 9 10 Duration 35 35 35 35 35 35 35 35 35 35 Power 10 10 10 10 10 10 10 10 10 10 Cooldown 15 17 18 20 22 23 25 27 28 30 Polaris Tool Level 1 2 3 4 5 6 7 8 9 10 Shield 15 15 15 15 15 15 15 15 15 15 Technology 10 12 14 17 19 21 23 26 28 30 Medical 15 15 15 15 15 15 15 15 15 15 --==Serrice Council==-- Savant Amp Level 1 2 3 4 5 6 7 8 9 10 Duration X X X X X 35 35 35 35 35 Power X X X X X 40 40 40 40 40 Cooldown X X X X X 33 35 37 38 40 Savant Tool Level 1 2 3 4 5 6 7 8 9 10 Shield X X X X X 35 35 35 35 35 Technology X X X X X 43 45 48 50 52 Medical X X X X X 25 25 25 25 25 --==Sirta Foundation==-- Unity Amp Level 1 2 3 4 5 6 7 8 9 10 Duration 15 15 15 15 15 15 15 15 15 15 Power 5 5 5 5 5 5 5 5 5 5 Cooldown 0 2 3 5 7 8 10 12 13 15 Charmeleon Tool Level 1 2 3 4 5 6 7 8 9 10 Shield 0 0 0 0 0 0 0 0 0 0 Technology 10 12 14 17 19 21 23 26 28 30 Medical 0 0 0 0 0 0 0 0 0 0 ------------------------------------------------------------------------------ [7.03] Armour Armour will be set the same as the weapons, again, it is up to you whether you want to use that armour or not. Different armours may have the same stats, but they sometimes have nice abilities, such as the ability to stand extreme climates. --==Aldrin Labs==-- Agent Light Armour for Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 12 14 16 19 21 23 25 27 30 32 Hydra Light Armour for Humans and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 12 14 16 19 21 23 25 27 30 32 Onyx Light Armour for Humans, Turians and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 12 14 16 19 21 23 25 27 30 32 Agent Medium Armour for Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 66 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 1 3 5 8 10 12 14 16 19 21 Hydra Medium Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 66 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 1 3 5 8 10 12 14 16 19 21 Onyx Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 66 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 1 3 5 8 10 12 14 16 19 21 Hydra Heavy Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 33 35 37 39 41 43 45 47 49 51 Shield 84 98 112 126 140 154 168 182 196 210 Tech/Bio Protect 0 0 0 0 0 1 3 5 8 10 Onyx Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 33 35 37 39 41 43 45 47 49 51 Shield 84 98 112 126 140 154 168 182 196 210 Tech/Bio Protect 0 0 0 0 0 1 3 5 8 10 --==Ariake Technologies==-- Mercenary Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 18 20 22 24 26 28 30 Shield X X X 169 195 221 247 273 299 325 Tech/Bio Protect X X X 19 21 23 25 27 30 32 Mercenary Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 24 X X 30 32 34 36 38 40 42 Shield 117 X X 195 221 247 273 299 325 351 Tech/Bio Protect 1 X X 8 10 12 14 16 19 21 Mercenary Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 46 48 50 52 54 56 58 Shield X X X 234 260 286 312 338 364 390 Tech/Bio Protect X X X 0 0 1 3 5 8 10 --==Armax Arsenal==-- Predator Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 24 26 28 30 Shield X X X X X X 342 378 414 450 Tech/Bio Protect X X X X X X 46 47 49 50 Predator Medium Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X X 38 X 42 Shield X X X X X X X 414 X 486 Tech/Bio Protect X X X X X X X 39 X 42 Predator Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X X 54 56 58 Shield X X X X X X X 468 504 540 Tech/Bio Protect X X X X X X X 31 33 35 --==Devlon Industries==-- Explorer Light Armour for Humans, Turians and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 56 72 88 104 120 136 152 168 184 200 Tech/Bio Protect 4 6 9 11 14 16 18 21 23 26 Liberator Light Armour for Humans, Turians and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 56 72 88 104 120 136 152 168 184 200 Tech/Bio Protect 4 6 9 11 14 16 18 21 23 26 Survivor Light Armour for Humans, Turians and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 56 72 88 104 120 136 152 168 184 200 Tech/Bio Protect 4 6 9 11 14 16 18 21 23 26 Thermal Light Armour for Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 5 7 9 11 13 15 17 19 21 23 Shield 56 72 88 104 120 136 152 168 184 200 Tech/Bio Protect 4 6 9 11 14 16 18 21 23 26 Explorer Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 72 88 104 120 136 152 168 184 200 216 Tech/Bio Protect 0 0 0 0 2 4 6 9 11 14 Liberator Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 72 88 104 120 136 152 168 184 200 216 Tech/Bio Protect 0 0 0 0 2 4 6 9 11 14 Survivor Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 72 88 104 120 136 152 168 184 200 216 Tech/Bio Protect 0 0 0 0 2 4 6 9 11 14 Thermal Medium Armour for Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 17 19 21 23 25 27 29 31 33 35 Shield 72 88 104 120 136 152 168 184 200 216 Tech/Bio Protect 0 0 0 0 2 4 6 9 11 14 Explorer Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 33 35 37 39 41 43 45 47 49 51 Shield 96 112 128 144 160 176 192 208 224 240 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 2 Liberator Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 33 35 37 39 41 43 45 47 49 51 Shield 96 112 128 144 160 176 192 208 224 240 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 2 Survivor Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 33 35 37 39 41 43 45 47 49 51 Shield 96 112 128 144 160 176 192 208 224 240 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 2 --==Elanus Risk Control==-- Duelist Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 2 4 6 8 10 12 14 16 18 20 Shield 70 90 110 130 150 170 190 210 230 250 Tech/Bio Protect 0 0 1 4 6 9 12 14 17 19 Guardian Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 2 4 6 8 10 12 14 16 18 20 Shield 70 90 110 130 150 170 190 210 230 250 Tech/Bio Protect 0 0 1 4 6 9 12 14 17 19 Duelist Medium Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 14 16 18 20 22 24 26 28 30 32 Shield 90 110 130 150 170 190 210 230 250 270 Tech/Bio Protect 0 0 0 0 0 0 0 1 4 6 Guardian Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 14 16 18 20 22 24 26 28 30 32 Shield 90 110 130 150 170 190 210 230 250 270 Tech/Bio Protect 0 0 0 0 0 0 0 1 4 6 Duelist Heavy Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 30 32 34 36 38 40 42 44 46 48 Shield 120 140 160 180 200 220 240 260 280 300 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 0 Guardian Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 30 32 34 36 38 40 42 44 46 48 Shield 120 140 160 180 200 220 240 260 280 300 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 0 Warlord Heavy Armour for Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 36 38 40 42 44 46 48 Shield X X X 180 200 220 240 260 280 300 Tech/Bio Protect X X X 0 0 0 0 0 0 0 --==Elkoss Combine==-- Assassin Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 12 14 16 18 20 22 24 26 28 30 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 0 0 1 4 6 9 12 14 17 19 Gladiator Light Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 12 14 16 18 20 22 24 26 28 30 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 0 0 1 4 6 9 12 14 17 19 Assassin Medium Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 24 26 28 30 32 34 36 38 40 42 Shield 63 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 0 0 0 0 0 0 0 1 4 6 Gladiator Medium Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 24 26 28 30 32 34 36 38 40 42 Shield 63 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 0 0 0 0 0 0 0 1 4 6 Assassin Heavy Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 40 42 44 46 48 50 52 54 56 58 Shield 84 98 112 126 140 154 168 182 196 210 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 0 Gladiator Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 40 42 44 46 48 50 52 54 56 58 Shield 84 98 112 126 140 154 168 182 196 210 Tech/Bio Protect 0 0 0 0 0 0 0 0 0 0 --==Geth Armoury==-- Battlemaster Heavy Armour for Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 71 72 74 75 Shield X X X X X X 336 364 392 420 Tech/Bio Protect X X X X X X 47 48 50 51 Berserker Heavy Armour for Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 71 72 74 75 Shield X X X X X X 336 364 392 420 Tech/Bio Protect X X X X X X 47 48 50 51 Rage Heavy Armour for Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 71 72 74 75 Shield X X X X X X 336 364 392 420 Tech/Bio Protect X X X X X X 47 48 50 51 --==Hahne-Kedar==-- Mantis Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 12 14 16 18 20 22 24 26 28 30 Shield 84 108 132 156 180 204 228 252 276 300 Tech/Bio Protect 20 22 24 26 28 30 32 34 36 38 Predator Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 18 20 22 24 26 28 30 Shield X X X 156 180 204 228 252 276 300 Tech/Bio Protect X X X 26 28 30 32 34 36 38 Scorpion Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 12 X X 18 20 22 24 26 28 30 Shield 84 X X 156 180 204 228 252 276 300 Tech/Bio Protect 20 X X 26 28 30 32 34 36 38 Silverback Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 12 14 16 18 20 22 24 26 28 30 Shield 84 108 132 156 180 204 228 252 276 300 Tech/Bio Protect 20 22 24 26 28 30 32 34 36 38 Ursa Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 18 20 22 24 26 28 30 Shield X X X 156 180 204 228 252 276 300 Tech/Bio Protect X X X 26 28 30 32 34 36 38 Mantis Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 24 26 28 30 32 34 36 38 40 42 Shield 108 132 156 180 204 228 252 276 300 324 Tech/Bio Protect 10 12 14 16 18 20 22 24 26 28 Predator Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 30 32 34 36 38 40 42 Shield X X X 180 204 228 252 276 300 324 Tech/Bio Protect X X X 16 18 20 22 24 26 28 Scorpion Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 30 32 34 36 38 40 42 Shield X X X 180 204 228 252 276 300 324 Tech/Bio Protect X X X 16 18 20 22 24 26 28 Silverback Medium Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 24 26 28 30 32 34 36 38 40 42 Shield 108 132 156 180 204 228 252 276 300 324 Tech/Bio Protect 10 12 14 16 18 20 22 24 26 28 Ursa Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 30 32 34 36 38 40 42 Shield X X X 180 204 228 252 276 300 324 Tech/Bio Protect X X X 16 18 20 22 24 26 28 Mantis Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 40 42 44 46 48 50 52 54 56 58 Shield 144 168 192 216 240 264 288 312 336 360 Tech/Bio Protect 0 2 4 6 8 10 12 14 16 18 Predator Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 46 48 50 52 54 56 58 Shield X X X 216 240 264 288 312 336 360 Tech/Bio Protect X X X 6 8 10 12 14 16 18 Scorpion Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 46 48 50 52 54 56 58 Shield X X X 216 240 264 288 312 336 360 Tech/Bio Protect X X X 6 8 10 12 14 16 18 Ursa Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 46 48 50 52 54 56 58 Shield X X X 216 240 264 288 312 336 360 Tech/Bio Protect X X X 6 8 10 12 14 16 18 --==Kassa Foundation==-- Colossus Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 68 69 70 71 Shield X X X X X X 315 345 375 405 Tech/Bio Protect X X X X X X 22 24 26 28 Colossus Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 76 77 78 79 Shield X X X X X X 360 390 420 450 Tech/Bio Protect X X X X X X 12 14 16 18 --==Rosenkov Materials==-- Titan Light Armour for Humans and Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 34 36 38 40 42 44 46 Shield X X X 130 150 170 190 210 230 250 Tech/Bio Protect X X X 26 28 30 32 34 36 38 Titan Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 44 46 48 50 52 54 56 Shield X X X 150 170 190 210 230 250 270 Tech/Bio Protect X X X 16 18 20 22 24 26 28 Titan Heavy Armour for Humans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X 57 59 60 62 64 65 67 Shield X X X 180 200 220 240 260 280 300 Tech/Bio Protect X X X 6 8 10 12 14 16 18 --==Serrice Council==-- Phantom Light Armour for Turians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect X X X X X X 39 41 42 44 Shield X X X X X X 266 294 322 350 Tech/Bio Protect X X X X X X 59 60 62 63 --==Sirta Foundation==-- Phoenix Light Armour for Humans, Turians and Quarians Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 2 4 6 8 10 12 14 16 18 20 Shield 49 63 77 91 105 119 133 147 161 175 Tech/Bio Protect 20 22 24 26 28 30 32 34 36 40 Phoenix Medium Armour for Humans, Turians and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 14 16 18 20 22 24 26 28 30 32 Shield 63 77 91 105 119 133 147 161 175 189 Tech/Bio Protect 10 12 14 16 18 20 22 24 26 28 Phoenix Heavy Armour for Humans and Krogans Level 1 2 3 4 5 6 7 8 9 10 Damage Protect 30 32 34 36 38 40 42 44 46 48 Shield 84 98 112 126 140 154 168 182 196 210 Tech/Bio Protect 0 2 4 6 8 10 12 14 16 18 ------------------------------------------------------------------------------ [7.04] Upgrades There are many upgrades for armour, weapons, grenades and medi-gel. For the Grenades and Gel, it will increase the amount you can hold, but these need to be purchased. Weapons will have 2 slots. One slot will be used for weapons, and other is to upgrade the ammo that you will fire. Armour will have the single slot for it, so you need to be careful what you place on it, and make sure that you keep adjusting the upgrades depending on your situation. For example, fighting Geth needs you to have ammo against Synthetics, whilst while fighting mercenaries, you would need to adjust to Organics. --==~~Medi-Gel Upgrades~~==-- Increase Capacity of Medi-Gel for Shepard Level 1 2 3 4 5 Capacity 6 7 8 9 10 Cost 200 3125 12500 56000 110000 --==~~Grenade Upgrades~~==-- Increase Capacity for Grenades for Shepard Level 1 2 3 4 5 Capacity 6 7 8 9 10 Cost 200 3125 12500 56000 110000 Cyro Explosive Level 1 2 3 4 5 6 7 8 9 10 Max Accuracy -% 20 23 26 29 32 35 38 41 44 47 Weakens their Shield Resistance as well. Fusion Explosive Level 1 2 3 4 5 6 7 8 9 10 Toxic Damage +% 20 25 35 45 50 55 60 65 70 75 Damage/Sec 5 6 7 8 9 10 11 12 13 14 Duration of Toxin 5 5 5 5 5 5 5 5 5 5 High Explosive Level 1 2 3 4 5 6 7 8 9 10 Damage +% 10 13 16 19 22 25 28 31 34 37 + Radius in CM 50 60 70 80 90 100 110 120 130 140 Weapons Force +% 10 13 16 19 22 25 28 31 34 37 Incendary Explosive Level 1 2 3 4 5 6 7 8 9 10 Damage/Sec 15 19 23 27 31 35 39 43 47 51 Duration of Burn 5 5 5 5 5 5 5 5 5 5 --==~~Armour Upgrade~~==-- Armour Plating Level 1 2 3 Damage Protection +% 5 7 9 First Aid Interface Level 1 2 3 Health Regen/Sec of Max HP in % 1 1.5 2 Hardened Weave Level 1 2 3 Hardening +% 10 11 12 Motorised Joings Level 1 2 3 Smash Damage +% 10 15 20 Shield Battery Level 1 2 3 Shields +45 +50 +55 Shield Regenerator Level 1 2 3 Shield Regen Rate +% 15 18 21 Shock Absorbers Level 1 2 3 Physics Threshold +% 10 15 20 Stimulant Pack Level 1 2 3 Cooldown Rate +% 5 7 9 Toxic Seals Level 1 2 3 Toxin Resistance +% 30 40 50 Ablative Coating Level 4 5 6 7 Damage Protection +% 10 12 14 16 Energised Weave Level 4 5 6 7 Shield Regen Rate +% 20 24 28 32 Hardening +% 15 20 25 30 Exoskeleton Level 4 5 6 7 Smash Damage +% 25 30 35 40 Physics Threshold +% 30 40 50 60 Kinetic Buffer Level 4 5 6 7 Talent Regen Rate +% 10 12 14 16 Accuracy on the Move +% 10 12 14 16 Shields +10 +12 +14 +16 Medical Interface Level 4 5 6 7 Health Regen/Sec of Max HP in % 2.3 2.6 2.9 3.2 Toxic Resistance +% 30 40 50 60 Shield Modulator Level 4 5 6 7 Shields +90 +100 +110 +120 Combat Exoskeleton Level 8 9 10 Smash Damage +% 25 30 35 Physics Threshold +% 50 70 90 Hardening +% 25 30 35 Energised Plating Level 8 9 10 Damage Protection +% 15 19 23 Kinetic Exoskeleton Level 8 9 10 Shield Regen Rate +% 25 30 35 Accuracy on the Move +% 20 23 26 Shields 40 45 50 Medical Exoskeleton Level 8 9 10 Health Regen/Sec of Map HP in % 3.5 4.0 4.5 Toxic Resistance +% 50 65 80 Talent Regen Rate +% 15 19 23 Shield Interface Level 8 9 10 Shields +120 +140 +160 --==~~Ammunition Upgrades~~==-- Anti-Personnel Rounds Level 1 2 3 Damage vs Organics +% 15 20 25 Armour Piercing Rounds Level 1 2 3 Damage vs Synthetics +% 15 20 25 Chemical Rounds Level 1 2 3 Toxic Damage +% 30 35 40 Damage/Sec 5 6 7 Duration of Toxin 5 5 5 Hammerhead Rounds Level 1 2 3 Weapons Force +% 20 25 30 Phasic Rounds Level 1 2 3 Shield Bypass +% 20 25 30 Damage -% 30 30 30 Radioactive Rounds Level 1 2 3 Target Cooldowns -% 15 18 21 Cryo Rounds Level 4 5 6 7 Target Accuracy -% 20 25 30 35 Shield Bypass +% 10 14 18 22 Incendiary Rounds Level 4 5 6 7 Damage/Sec 10 12 14 16 Duration of Burn 5 5 5 5 Target Accuracy -% 10 12 14 16 Polonium Rounds Level 4 5 6 7 Toxic Damage +% 40 45 50 55 Damage/Sec 5 6 7 8 Duration of Toxin 5 5 5 5 Proton Rounds Level 4 5 6 7 Shield Bypass +% 40 45 50 55 Damage -% 20 20 20 20 Shredder Rounds Level 4 5 6 7 Damage vs Organics +% 25 30 35 40 Tungsten Rounds Level 4 5 6 7 Damage vs Synthetics +% 25 30 35 40 High Explosive Rounds Level 8 9 10 Blast Radius in M +4 +4.1 +4.2 Weapons Force +% 500 500 500 Heat Generated +% 500 500 500 Damage +% 20 24 28 Inferno Rounds Level 8 9 10 Damage/Sec 15 18 21 Duration of Burn 5 5 5 Target Accuracy -% 20 24 28 Sledgehammer Rounds Level 8 9 10 Weapons Force +% 40 45 50 Toxic Damage +% 40 50 60 Heat Damping -% 20 20 20 Snowblind Rounds Level 8 9 10 Damage +% 20 24 28 Rate of Fire -% 40 40 40 Target Accuracy -% 20 24 28 --==~~Weapons Upgrade~~==-- Combat Sensor Level 1 2 3 Detection Level 1 2 3 Heat Sink Level 1 2 3 Heat Absorption +% 10 12 14 High-Caliber Barrel Level 1 2 3 Damage +% 10 12 14 Rate of Fire -% 20 20 20 Heat Absorption -% 20 20 20 Improved Sighting Level 1 2 3 Max Accuracy +% 5 7 9 Recoil Damper Level 1 2 3 Kickback Damping +% 10 12 14 Combat Scanner Level 4 5 6 7 Detection Level 4 5 6 7 Kinetic Stabiliser Level 4 5 6 7 Stability +% 15 18 21 24 Rail Extension Level 4 5 6 7 Damage +% 20 23 26 29 Heat Absorption -% 20 20 20 20 Combat Optics Level 8 9 10 Detection Level 8 9 10 Max Stability +% 15 18 21 Frictionless Materials Level 8 9 10 Heat Absorption +% 20 24 28 Damage +% 5 6 7 Kinetic Coil Level 8 9 10 Stability +% 20 24 28 Damage +% 5 6 7 Scram Rail Level 8 9 10 Damage +% 20 23 26 Heat Absorption -% 10 10 10 ------------------------------------------------------------------------------ [8.01] Achievements There are many achievements for the game, that you can achieve for Microsoft Gamer Tag Points for XBox Live, and soon, Games for Windows maybe, but they will also show up in the game as well as have an effect on what abilities you can have access to. I'll list them below. And for abilities such as Lift and such when you don't have access to them, it would mean that using the abilities from the squad planning screen, and having your squad to use them. --==Medal of Honour==-- 100 Achievement Points Obtained By: Finishing the Game Unlocks: Hardcore Level, Access to Level 51-60 --==Medal of Heroism==-- 25 Achievement Points Obtained By: Completing Feros Unlocks: Nothing --==Distinguished Service Medal==-- 25 Achievement Points Obtained By: Completing Eden Prime Unlocks: Nothing --==Council Legion of Merit==-- 25 Achievement Points Obtained By: Completing Virmire Unlocks: Nothing --==Honourarium of Corporate Service==-- 25 Achievement Points Obtained By: Completing Noveria Unlocks: Nothing --==Search and Rescue==-- 10 Achievement Points Obtained By: Completing Therum Unlocks: Nothing --==Spectre Inductee==-- 15 Achievement Points Obtained By: Becoming a Spectre Unlocks: Nothing --==Long Service Medal==-- 25 Achievement Points Obtained By: Complete the game TWICE Unlocks: Increase Weapon Damage by 5% --==Scholar==-- 25 Achievement Points Obtained By: Complete Primary Codex Entries Unlocks: Nothing --==Medal of Exploration==-- 50 Achievement Points Obtained By: Landing on any Non-Plot Planet Unlocks: Nothing --==Paramour==-- 10 Achievement Points Obtained By: Romance a Character, talk to either Ashley, Kaiden or Liara after completing a main planet mission Unlocks: Nothing --==Rich==-- 25 Achievement Points Obtained By: Have 1 million Credits Unlocks: Unlocks Spectre Weapons at C-Sec and Normandy --==Tactician==-- 25 Achievement Points Obtained By: Complete Game with Total Damage to Shields > Total Damage to HP Unlocks: Increase Shield Strength by 10% --==Charismatic==-- 10 Achievement Points Obtained By: Use Charm or Intimidate during the Wrex or Saren Incidents in Virmire, Saren during the Citadel Siege Unlocks: Nothing --==Renegade==-- 15 Achievement Points Obtained By: Have Renegade Bar 75% Full Unlocks: Nothing --==Paragon==-- 15 Achievement Points Obtained By: Have Paragon Bar 75% Full Unlocks: Nothing --==Power Gamer==-- 20 Achievement Points Obtained By: Reach Level 50 Unlocks: All Rewards give 10% More Experience --==Extreme Power Gamer==-- 50 Achievement Points Obtained By: Reach Level 60 Unlocks: All Rewards give 5% more Experience --==Completionist==-- 25 Achievement Points Obtained By: Complete EVERY Mission Unlocks: All Rewards give 5% more Experience --==Distinguished Combat Medal==-- 25 Achievement Points Obtained By: Finishing the Game on Hardcore Unlocks: Insanity Difficuly and Gamer Pic --==Medal of Valor==-- 50 Achievement Points Obtained By: Finishing the Game on Insane Unlocks: Gamer Pic --==Pistol Expert==-- 10 Achievement Points Obtained By: 150 Pistol Kills Unlocks: +25% Marksmanship Duration --==Shotgun Expert==-- 15 Achievement Points Obtained By: 150 Shotgun Kills Unlocks: Shotgun Skill --==Assault Rifle Expert==-- 15 Achievement Points Obtained By: 150 Assault Rifle Kills Unlocks: Assault Rifle Skill --==Sniper Rifle Expert==-- 15 Achievement Points Obtained By: 150 Sniper Rifle Kills Unlocks: Sniper Rifle Skill --==Lift Mastery==-- 15 Achievement Points Obtained By: Use Lift 150 Times Unlocks: Lift Skill --==Warp Mastery==-- 15 Achievement Points Obtained By: Use Warp 150 Times Unlocks: Warp Skill --==Throw Mastery==-- 15 Achievement Points Obtained By: Use Throw 150 Times Unlocks: Throw Skill --==Singularity Mastery==-- 15 Achievement Points Obtained By: Use Singularity 150 Times Unlocks: Singularity Skill --==Statis Mastery==-- 15 Achievement Points Obtained By: Use Statis 150 Times Unlocks: Statis Skill --==Barrier Mastery==-- 15 Achievement Points Obtained By: Use Barrier 150 Times Unlocks: Barrier Skill --==Sabotage Specialist==-- 15 Achievement Points Obtained By: Use Sabotage 75 Times Unlocks: Decryption Skill --==Overload Specialist==-- 15 Achievement Points Obtained By: Use Overload 75 Times Unlocks: Electronics Skill --==AI Hacking Specialist==-- 15 Achievement Points Obtained By: Hack 75 Enemies Unlocks: Hacking Skill --==Damping Specialist==-- 15 Achievement Points Obtained By: Use Damping Field 75 Times Unlocks: Damping Skill --==First Aid Specialist==-- 15 Achievement Points Obtained By: Use Medi-Gel 150 Times Unlocks: First Aid Skill --==Neural Shock Specialist==-- 15 Achievement Points Obtained By: Use Neural Shock 75 Times Unlocks: Medicine Skill --==Dog of War==-- 25 Achievement Points Obtained By: Kill 150 Organics Unlocks: Increase Health by 10% --==Geth Hunter==-- 25 Achievement Points Obtained By: Kill 250 Synthetics Unlocks: Increase Shields by 10% --==Soldier Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Ashley Unlocks: Increase Damage Protection by 10% --==Sentinel Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Kaiden Unlocks: Decrease Cooldown of Lift and Throw by 10% --==Krogan Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Wrex Unlocks: Increase Health Regeneration by 10% per minute --==Quarian Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Tali Unlocks: Decrease Cooldown of Sabotage and Hacking by 10% --==Turian Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Garrus Unlocks: Decrease Cooldown of Damping and Hacking by 10% --==Asari Ally==-- 20 Achievement Points Obtained By: Complete Most of the Game with Liara Unlocks: Decrease Statis and Barrier Cooldown by 10% --==Colonial Survivor==-- 50 Achievement Points Obtained By: Complete Bring Down the Sky DLC Unlocks: Nothing ------------------------------------------------------------------------------ [9.01] Primary Codex Your Codex is basically the encyclopedia for the game, detailing various tidbits of information in the Mass Effect universe. There are several ways to get some entries, but most of the time, there is a single method that is bound to work, and that will be the one listed, for simplicity. Each entry will give a little bonus in terms of XP, and there are two sets of codex, there is a Primary and Secondary, where Primary is worth more than the secondary. --==Alien: Council Races==-- "The three most politically important species in the galaxy." -> Asari Obtained By: Talk to Embassy Reception in Citadel in Presidium "The Asari were the first species to discover the Citadel. When the Salarians arrived, it was the asari that proposed the establishment of the Citadel Council to maintain peace throughout the galaxy. Since then, the Asari have served as mediators and centrists of the Councils. An all-female race, the asari reproduce through a form of parthenogenesis. Each asari can attune her nervous system to that of another individual of any gender, and of any species, to reproduce. This capability has led to unseemly and inaccurate rumours about asari promiscuity. Asari can live for over 1000 years, passing through three stages of life. In the Maiden Stage, they wonder restlessly, seeking new knowledge and experience. When the Matron stage begins, they "meld" with interesting partners to produce their offspring. This ends when they reach the Matriarch stage, where they assume the roles of leaders and councillors." -> Salarians Obtained By: Talk to Captain Anderson AFTER the Council Hearing "The second species to join the Citadel, the salarians are warm-blooded amphibians with a hyperactive metabolism. Salarians think fast, talk fast, and move fast. The salarians, other species seem sluggish and dull-witted. Unfortunately, their metabolic speed leaves them with a relatively short lifespan, salarians over the age of 40 are a rarity. The Salarians were responsible for advancing the development of the primitive krogan species to use as soldiers during the Ranchi Wars. They were also behind the creation of the genophage bioweapon the Turians used to quell the Krogan Rebellions several centuries later. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and investing, and it is generally accepted that they always know more than they let on." -> Turians Obtained By: Cannot be Missed "Roughly 1200 years ago, the turians were invited to join the Citadel Council to fulfill the role of Galactic Peacekeeper. The turians have the largest fleet in Citadel space, and they make up the single largest portion of the Council's military forces. As their territory and influence has spread, the turians have come to rely on the salarians for military intelligence and asari for diplomacy. Despite a somewhat colonial attitude towards the rest of the galaxy, the ruling Hierarchy understands they would lose more than they would gain if the other two races were ever removed. Turians come from an autocratic society that values discipline and possesses a strong sense of personal and collective honour. There is lingering animosity between turians and humans over the First Contact War of 2157, which is known as the "Relay 314 Incident" to the turians. Offically, however, the two species are allies and they enjoy civil, if cool, diplomatic relations. --==Alien: Extinct Races==-- "Spacefaring species that went extinct thousands of years before the present." -> Protheans Obtained By: Ask Captain Anderson about the Protheans "Fifty thousand years ago, the Protheans were the only spacefaring species in the galaxy. The vanished into a swift "galactic extinction". Only the legacy of their empire remains. They are believed to have built the mass relays and the Citadel, which have allowed numerous species to explore and expand throughout the galaxy. Prothean ruins are found on worlds across the galaxy. While surprisingly intact for their age, functioning examples of Prothean paleotechnology are rare. Time and generations of looters have picked their dead cities and derelict stations clean. Some believe the Protheans meddled in the evolution of younger races. The Hanar homeworld of Kahje, for example, show clear evidence of Prothean occupation. The presense of a former Prothean observation post on Mars has caused a rebirth of "interventionary evolutionists" among humans. These individuals believe the god-myths of ancient civilisations are misremembered encounters with humans." -> Ranchi Obtained By: Talk to the Avina VI Terminal III "Though now extinct, the ranchi once threatened every species in Citadel space. Over 2000 years ago, explorers foolishly opened a mass relay to a previously unknown system and encountered something never seen before or since: a species of spacefaring insects guided by a hive-mind intelligence. Unfortunately, the ranchi were not peaceful, and the galaxy was plunged into a series of conflicts known as the Ranchi Wars. Attempts to negotiate were futile, as it was impossible to make contact with the hive queens that guided the race from beneath the surface of their toxic homeworld. The emergence of the Krogan ended the Ranchi Wars. Bred to survive in the harshest environments, the krogan were able to strike at the queens in their lairs and reclaim conquered Council Worlds. But when the krogan fleets pressed them back to their homeworld, the ranchi refused to surrender, and the krogan eradicated them from the galaxy. --==Alien: Non-Council Races==-- "Spacefaring species without the political power to set galactic policy." -> Batarians Obtained By: Talk to Captain Anderson AFTER Shepard is a SPECTRE "In the early 2160's, the Alliance began aggressive colonisation of worlds in the Skyllian Verge, much to the dismay of the Batarians who have been developing the region for several decades. In 2171, the Batarians petitioned the Council to declare the Verge a "zone of batarian interest". The Council refused, however, declaring unsettled worlds in the region open to human colonisation. In protest, the batarians closed their Council Embassy and severed offical diplomatic relations with the Council, effectively becoming a rogue state. They instigated a proxy war in the Verge by funneling money and weapons to criminal organisations, urging them to strike at human colonies. Hostilities peaked with the Skyllian Blitz of 2176, an attack on the human capital of Elysium by batarian-funded pirates and slaves. In 2178, the Alliance retaliated with a crushing assault on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel Space." -> Elcor Obtained By: Talk to Elcor Diplomat in the Citadel about the Elcor "The elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has coloured their psychology making them deliberate and conservative. Elcor speech is ponderous and monotone. Among themselves, scent, slight movements, and subvocalised infrasound convey shades of meaning that make a human smile seem subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor often go out of their way to clarify when they are being sarcastic, amused or angry. Dekunna's high gravity impedes mountain formation. Most of the world consists of flat, open plains, which prehistoric elcor wandered across in small family bonds. Modern elcor still prefer open sky, and can become restless and uncomfortable on long starship journeys." -> Geth Obtained By: When you first meet Ashley "The geth are a humanoid race of network AIs. They were created by the quarians 300 years ago as tools of labour and war. When the geth showed signs of self-evolution, the quarians attempted to exterminate them. The geth won the resulting war. This example led to a legal, systematic repression of artifical intelligences in galactic society. The geth possesss a unique distributed intelligence. An individual has rudimentary animal instincts, but as their numbers and proximity increase, the apparent intelligence of each individual improves. In groups, they can reason, analyse situations, and use tactics as well as any organic race. Geth space is located at the trailing end of the Perseus Arm, beyond the lawless Terminus Systems. The Perseus Veil, an obscuring "dark nebula" of opaque gas and dust, lies between their space and the Terminus System." -> Hanar Obtained By: Meet a Hanar, Emporium Shopkeeper in Presidium Markets "The Hanar as a Citadel species known for excessive politeness. They speak with scrupulous precision, and take offense as improper language. Hanar that expect to deal with other species take special courses to help them unlearn their tendancy to take offense at improper speech. All hanar have two names. The Face Name is known to the world; the Soul Name is kept for use among close friends and relations. Hanar never refer to themselves in the first person in conversation with someone they know on a face name basis. To do so is considered egotistical, so instead they refer to themselves as "this one", or the impersonal "it." Their homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Due to the presence of Prothean ruins on the world, many hanar worship them, and hanar myths often speak of an elder race that civilised them by teaching them language. -> Keepers Obtained By: Talk to the Avina VI Terminal II "When the Asari discovered the Citadel, they also discovered the keepers, a docile multi-limbed insect race that seemingly only exist to maintain and repair the great Prothean station. Early attempts to communicate with or study the keepers were futile, and it is now illegal to interfere with or impede keeper activity. Because they are completely non-threatening, keepers have become virtually invisible to everyone else. Similarly, they seem indifferent to other species, except for their tendancy to help new arrivals integrate themselves into the Citadel. No matter how many keepers die due to old age, violence or accidents, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs, biological androids created somewhere deep inside the inaccessible core of the Citadel itself." -> Krogan Obtained By: Talk to Barla Von about Wrex "The krogan evolved in a hostile and vicious environment. Until the invention of gunpowder weapons, "eaten by predator" was still the number one cause of krogan fatilities. Afterwards, it was "death by gunshot." When the salarians discovered them, the krogan were a brutal, primitive species struggling to survive in a self-inflicted nuclear winter. The salarians culturally uplifted them, teaching them to use and build modern technology so they could serve as soldiers in the Ranchi War. Liberated from the harsh conditions from their homeworld, the quick-breeding krogan experienced an unprecedented population explosion. They began to colonise nearby worlds, even though these worlds were already inhibited. The Krogan Rebellions lasted nearly a century, only ending when the turians unleashed the Genophage, a salarian-developed bioweapon that crushed all krogan resistance. The genophage makes only one in 1000 pregnancies viable, and today the krogan are a slowly dying breed. Understandably, the krogan harbour a grudge against all other species, especially the Turians. -> Quarians Obtained By: Talk about Tali with Dr. Michel "Driven from their home system by the geth nearly three centuries ago, most quarians now live aboard the Migrant Fleet, a flotilla of fifty thousand vessels ranging in size from passenger shuttles to mobile space stations. Home to 17 million quarians, the flotilla understandably has scarce resources. Because of this, each quarian must go on a rite of passage known as the Pilgrimage when they come of age. They leave the fleet and only return once they have found something of value they can bring back to their people. Other species often tend to look down on the quarians for creating the geth and for the negative impact their fleet has when it enters a system. This has led to many myths and rumours about the quarians, including the belief that under their clothes and breathing masks, they are actually Cybernetic creatures: a combination of organic and synthetic parts. -> Volus Obtained By: Talk to Din Korlack at the Elcor Embassy "The volus are a member species of the Citadel with their own embassy, but they are also a client race of the turians. Centuries ago, they were voluntarily absorbed into the Hierarchy, effectively trading their mercantile prowess for turian military protection. Irune, their homeworld, lies far beyond the normal life zone of its star. However, the world has a high-pressure greenhouse atmosphere that traps enough heat to support an ammonia-based biochemistry. As a result, the Volus must wear pressure suits and breathers when dealing with other species as conventional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmosphere tolerable to most species, their flesh will actually split open. Volus culture is tribal, bartering lands and even people to gain status. This culture of exchange inclines them to economic pursuits. It was the volus who authored the United Banking Act, and they continue to monitor and balance the Citadel Economy." --==Aliens: Non-Sapient Creatures==-- "Common non-sapient life-forms." -> Husks Obtained By: Encounter the Husks on Eden Prime "After the geth secure a location, they round up and impale dead and living bodies on mechanical spikes. They spikes rapidly transform these victims into withered husks, extracting water and trace minerals and replacing them with cybernetics. The cybernetics re-animate the lifeless flesh and tissue, transforming the bodies into mindless killing machines. Some Alliance soldiers refer to the husk-generating spikes as Dragon's Teeth, a reference to the mythological berserkers who sprang up from the earth wherever the teeth of the dragon Ares were planted. Dragon's Teeth and husks bear little resemblance to other pieces of geth technology. No one is sure why a synthetic race would bother to drain the miniscule amount of recoverable resources from organic corpses, though the value of reusing them as shock troops is obvious." -> Thresher Maws Obtained By: When Attacked by a Thresher Maw "Thresher Maws are subterranean creatures that spend their entire lives eating or searching for something to eat. Threshers reproduce via spores that lie dormant for millennia, yet are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher spores appear on many worlds, spread by previous generations of space travelers. The body of a thresher never entirely leaves the ground; only the head and tentacles erupt from the earth to attack. In addition to phyiscal attacks, threshers have the ability to project toxic chemicals and emit bursts of infrasound as a shockwave weapon. The Alliance first encountered threshers on the colony Akuze in 2177. After contact was lost with the pioneer team, marine units were deployed to investigate. The shore parties were set upon by hungry threshers, and nearly the entire assault force was killed. Alliance forces recommend engaging threshers with vehicle-mounted heavy weapons. -> Varren Obtained By: Encounter a Varren on Feros "Varren are omnivores with a preference for living prey. Originally native to the krogan homeworld of Tuchanka, they are, like most from Tuchanka, savage, clannish, and consummate survivors. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Their supreme adaptability, vicious demeanor and rapid breeding cycle have made them ubiquitus and dangerous pests on many worlds. Virtually everywhere the krogan have been, Varren infestations have followed, wreaking havoc with the native ecology. The krogan have a love-hate relationship with Varren for millennia, alternatively fighting them for territory and embracing them as treasured companions. To this day, krogans raise them as beasts of war. A common subgenus of Varren have metallic silver scales, leading to the rather unusual nickname "fishdogs"." --==Citadel and Galactic Government==-- "A massive space station that serves as the political and economic capital of galactic culture." -> Citadel Obtained By: Talk to Captain Anderson after returning from Eden Prime "The Citadel is an ancient deep-space station, presumably constructed by the Protheans. Since the Prothean extinction, numerous species have come to call the Citadel home. It serves as the political, cultural, and financial capital of the galactic community. To represent their interests, most species maintain embassies on the Presidium, the Citadel's inner ring. The Citadel Tower, in the centre of the Presidium, holds the Citadel Countil chambers. Council affairs often have far-reaching effects on the rest of the galactic community. Five arms, known as wards, extend from the Presidium. Their inner surfaces have been built into cities, populated by millions of inhibitants from across the galaxy. The Citadel is virtually indestructable. If attacked, the station can close it's arm to form a solid, impregnible shell. For as long as the station has existed, an enigmatic race called the keepers have maintained it." -> Citadel Council Obtained By: After Talking to Captain Anderson and Ambassador Udina in Citadel "The Council is an executive committee composed of representatives from the Asari Republics, the Turian Hierarchy, and the Salarian Union. Though they have no offical power over the independent governments of other species, the Council's decisions carry great weight throughout the galaxy. No single Council race is strong enough to defy the other two, and have a vested interest in compromise and cooperation. Each of the Council species have general characteristics associated with the various aspects of governing the galaxy. The asari are typically seen as diplomats and mediators. The salarians gather intelligence and information. The turians provide the bulk of the military and peacekeeping forces. Any species granted an embassy on the Citadel is considered an associate member, bound by the accords of the Citadel Conventions. Associate members may bring issues to the attention of the Council, though they have no input on the decision. The human Systems Alliance became an associate member of the Citadel in 2165." -> Citadel Space Obtained By: Galaxy Map on Normandy "Citadel Space is an unoffical term referring to any region of space controlled by a species that acknowledge the authority of the Citadel Council. At first glance, it appears that this territory encompasses most of the galaxy. In reality, however, less than 1% of the stars have been explored. Even mass-effect FTL drive is slow relative to the volume of the galaxy. Empty space in any systems without suitable drive discharge sites are barriers to exploration. Only the mass relays allow ships to jump hundred of light years in an instant, the key to expanding across an otherwise impassable galaxy. Whenever a new relay is activated, the destination system is rapidly developed. From that hub, FTL drive is used to expand to nearby star clusters. The result is a number of densely-developed clusters thinly spread across the vast expanse of space, connected by the mass relay network." -> Spectres Obtained By: Talk to Jenkins and Chakwas before Eden Prime "Spectres are agents from the office of Special Tactics and Reconnaissance and answer only to the Citadel Council. They are elite military operatives, granted the authority to deal with threats to peace and stability in whatever way they deem necessary. They operate independently or in groups of two or three. Some are empathetic peacekeepers, resolving disputes through diplomacy. Others are cold-blooded assassins, ruthlessly dispatching problem individuals, All get the job done, one way or another, often operating outside of the bounds of galactic law. The Spectres were founded after the salarians joined the Council. For many yaers, they operated in secrecy, as back-room "problem solvers." Only after the Krogan Rebellions did their activities become publicised. Assignments of a Spectre is less contentious than military deployment, but makes it clear that the Council is concerned about a situation." --==Humanity and the Systems Alliance==-- "The Alliance is the government and military of humanity beyond Sol." -> Earth Obtained By: Examine Planet Earth "The homeworld and capital of humanity is entering a new golden age. The resource wealth of a dozen settled colonies and a hundred industrial outposts flows back to Earth, fueling great works of industry, commerce, and arts. The great cities are greening as arcology skyscrapers and telecommuting allow more efficient use of land. Earth is still divided among nation-states, though all are affiliated beneath the overreaching banner of the Systems Alliance. While every human enjoys longer and better life then ever, the gap between rich and poor widens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate regions have not progressed beyond 20th century technology, and are often smog-choked, overpopulated slums. Sea levels have risen two meters in the last 200 years, and violent weather is common due to environmental damage inflicted during the last 21st centry. The past few decades, however, has seen significant improvement due to recent technological advances." -> First Contact War Obtained By: Talk to Navigator Pressly before Eden Prime "Humanity's first contact with an alien race occurred in 2157. At that time, the Alliance allowed survey fleets to activate any dormant mass relay discovered, a practice considered dangerous and irresponsible by Council- aligned races. When a turian patrol discovered a human fleet attempting to activate a relay, they attacked. One human vessel survived, retreating to the colony of Shanxi. The turians followed, quickly defeating the local forces. Shanxi was occupied, the first - and, to date, only - human world to be conquered by an alien species. The turians believed the handful of ships they defeated represented the bulk of the human defences. So they were unprepared when the Second Fleet under Admiral Kastanie Drescher, launched a strong counter- offensive, evicting them from Shanxi. The turians mobilised for a full-scale war, drawing the attention of the rest of the galaxy. The Council quickly intervened, forcing a truce. Fortunately for humanity, the First Contact War was ended with a diplomatic solution." -> Systems Alliance Obtained By: Start of Game "The Systems Alliance is an independent supranatural government representing the interests of humanity as a whole. The Alliance is responsible for the governance and defence of all extra-solar colonies and stations. The Alliance grew out of the various nation space programs as a matter of practically. Sol's planets had been explored and exploited through piecemeal nation efforts. The expense of colonising entire new solar systems could not be met by any one country. With humans knowing that alien contact was inevitable, there was enough political will to jointly fund an international effort. Still, the Alliance was often disregarded by those on Earth until the First Contact War. While the national governments dithered and bickered over who should lead the effort to liberate Shanxi, the Alliance fleet struck decisively. Post-War public approval gave the Alliance the credibility to establish its own Parliament and became the galactic face of humanity." --==Planets and Locations==-- "The Milky Way galaxy contains 200 to 400 billion stars, most with a host of planets." -> Planets: Feros Obtained By: Talk to Expat in Upper Markets in Citadel "Feros is a habitable world in the Attican Beta Cluster. Two-thirds of the habitable surface is covered with the ruins of a crumbling Prothean megatropolis. In the millennia since the Prothean extinction, the ruins have been picked over by looters many times. Feros was considered a poor prospect for colonisation, as little open ground remains for agriculture. The only sizable fresh water sources are the poles, which are tapped by the decaying Prothean aqueduct system. The dead cities, while in good condition considering their antiquity, are of uncertain stability. Ground level is congested by a dozen metres of fallen debris, and the air is fouled by dust. In 2178, the human ExoGeni Corporation annouced its intention to place a permanent colony on Feros, to throughly explore the ruins. The pioneer settlement was placed on the upper level of the several intact skyscrapers, using the surviving Prothean aqueducts and rooftop hydroponic gardens to support the population." -> Planets: Ilos Obtained By: Land on Ilos "Like the ancienty human city of Troy, Ilos is a world known only through second-hand sources. References to Ilos have been found at several other Prothean ruins, though direct study of the world is unlikely to occur. Ilos lies in a remote area of the Terminus Systems only accessible by the legendary Mu Relay. Four thousand years ago, the Mu Relay was knocked out of position by a supernova and lost. Since then, Ilos and its cluster have been inaccessible. Occasionally, a university will organise an expedition to chart a route to Ilos using conventional FTL drive. These never get beyond the planning stages due to the distance and danger. The journey could take years or decades, passing through the hostile Terminus Systems and dozens of unexplored systems." -> Planets: Noveria Obtained By: Talk to Expat in Upper Markets in Citadel "Noveria is a cool, rocky world, with most of its hydrosphere locked up in massive glaciers. A privately-chartered colony world, the planet is owned by the Noveria Development Corporation Holding Company. The NDC is funded by investment capital from two dozen high technology development firms, and administrated by an Executive Board representing their interests. The investors built remote hot labs in isolated locations across Noveria's surface. These facilities are used for research too dangerous or controversial to be performed elsewhere, as Noveria is technically not part of Citadel Space and therefore exempt from Council Law. By special arrangement, Citadel Special Tactics and Reconnaissance agents have been granted extraterritorial privileges, but it remains to be seen how committed the Executive Board is to that principle. Given its unique situation, it is understandable that Noveria is implicated in all manner of wild conspiracy theories." -> Planets: Virmire Obtained By: Told about by the Citadel Council "Virmire is a lush world located on the frontier of the Attican Traverse. Its vast seas and orbital position on the inner life zone have created a wide equatorial band of humid, tropical terrain. Only the political instability of the region has impeded efforts at colonisation. Many times, the Citadel has opened negotiations to settle Virmire with the various criminal gangs and petty dictatorships in the nearby Terminus Systems. All fell apart due to internal power shifts within the opposing parties. The Citadel has written off the colonisation of Virmire as impossible without significant political change. The Terminus powers themselves are unlikely to ever settle Virmire. Most lack the resources to support settlement of a virgin world, finding it more expedient to steal from their neighbours than build for themselves." -> Region: Terminus Systems Obtained By: Talk to Captain Anderson before Eden Prime "The Terminus Systems are located on the far side of the Attican Traverse, beyond the space administered by the Citadel Council or claimed by the humans System Alliance. It is populated by a loose affiliation of minor species, united only in their refusal to acknowledge the political authority of the Council or adhere to the Citadel Conventions. Their independence comes at a price; the Terminus is fraught with conflict. War among the various species is common, as governments and dictators constantly rise and fall. The region is a haven for illegal activities, particularly piracy and the slave trade. At least once a year, a fleet from Terminus invades the nearby Attican Traverse. These attacks are typically smalls raids against poorly-defended colonies. The Council rarely retaliates, as sending patrols into the Terminus Systems could unify and disparate species against their common foe, triggering a long and costly war." -> Uncharted Worlds Obtained By: Talk to Captain Anderson before leaving the Citadel "There are between two and four hundred billion stars in the galaxy, and less than 1% of them have ever been visited or had their systems properly surveyed." Humanity's early expansion into the Attican Traverse was haphazard; a desperate race to claim habitable planets where populations can be economically settled. Ignored in the wake of this land grab were the thousands of less hospitable worlds, each potentially rich with industrial resources. The wealth of entire solar systems remained untapped, waiting for corporate survey teams or independent pioneers to discover and exploit them. This, however, is not an easy task. In addition to the environmental hazards, the fact that unchartered worlds are largely ignored makes them popular bases for criminals, revolutionaries, cults, and others who wish to remain unnoticed by galactic society." --==Ships and Vehicles==-- "The technologies of space travel and surface mobility." -> FTL Drive Obtained By: Talk to Chief Engineers Adams on the Normandy "Faster-than-light drives use element zero cores to reduce the mass of the ship, allowing higher rates of acceleration. This effectively raises the speed of light within the mass effect field, allowing high speed travel with negligible relativistic time dilation effects. Starships still require conventional thrusters (chemical rockets, commercial fusion torch, economy ion engine, or military antiproton drive) in addition to the FTL drive core. With only a core, a ship has no motive power. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. Very massive ships or very high speeds are prohibitively expensive. If the field collapses while the ship's moving at faster-than-light speeds, the effects are catastrophic. The ship is snapped back to sublight velocity, the enormous excess energy shed in the form of lethal Cerenkov radiation. -> Military Ship Classification Obtained By: Talk to Chief Engineer Adams on the Normandy "Larger warships are classified in one of four weights: FRIGATES are small, fast ships used in scouting and screening larger vessels. Frigates often operate in wolf-pack flotillas. CRUISERS are middle-weight combatants, faster than dreadnaughts, and more heavily-armed than frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas. DREADNAUGHTS are kilometre-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions. CARRIERS are dreadnaught-sized vessels which also carry a large amount of fighters. Smaller vessels are also exclusively used in a support role to the warships during combat: FIGHTERS are one-man crafts used to perform close-ranged attacks on enemy ships. INTERCEPTORS are one-man crafts optimised for destroying opposiing fighters." -> Normandy Obtained By: Talk to Chief Engineer Adams on the Normandy "The Normandy is a prototype starship, developed by the human Systems Alliance with the assistance of the Citadel Council. It is optimised for scouting and reconnaissance missions inunstable regions, using state-of-the-art stealth technology. For most ships, the heat generated through standard operations is easily detectable against the absolute-zero background of space. The Normandy, however, is able to temporarily sink this heat within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The stored heat must eventually be radiated, or it will build to levels capable of cooking the crew alive. Another component of the stealth system is the Normandy's revolutionary Tantalus drive, a mass effect core twice the standard size. The Tantalus drive generates mass concentrations that the Normandy "falls into", allowing it to move without the use of heat-emitting thrusters." -> Sovereign Obtained By: Talking to Matriarch Benezia "Sovereign is the flagship of the rogue Spectre Saren. An enormous dreadnaught larger than any other ship in any known fleet, Sovereign is crewed with both Geth and krogan. At two kilometres long, its spinal-mounted main gun is likely to be capable of penetrating another dreadnaught's kinetic barriers with a single shot. How Saren acquired this incredible warship is unknown. The prevailing option is that Sovereign is a geth construct, while others believe it is a Prothean relic. Its design, however, hints at a more alien and mysterious origin. The attack on Eden Prime demonstrated Sovereign's ability to generate mass effect fields powerful enough to land on a planetary surface. This implies it has a massive element zero core, and the ability to generate staggering amounts of power." -> Space Combat Obtained By: Inspect Gunnery Station on the Normandy's Exterior "Ship mobility dominates space combat: the primary objective is to alight the mass accelerator along the bow with the opposing vessel's broadside. Battles typically play out as artillery duels fought at ranges measured in thousands of kilometres, though assault though defended mass relays often occur at "knife fight" ranges as close as a few dozen kilometres. Most ship-to-ship engagements are skirmishes between patrol vessels of cruiser weight and below, with dreadnaughts and carriers only deployed in full-scale fleet actions. Battles in open space are short and often inconclusive, as the weaker opponent generally disengages. Once a ship enters FTL flight, the combat is effectively over; there are no sensors capable of tracking them, or weapons capable of damaging them. The only way to guarantee an enemy will stand and fight is to attack a location they have a crested interest in, such as a settled world or a strategically- important mass relay." -> Vehicles: M35 Mako Obtained By: Inspect Mako onboard the Normandy "The "Mako" infantry fighting vehicle was designed for the System Alliance's frigates. Though the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. With it's turreted mass accelerator and coaxially-mounted machine gun, the Mako can provide a fire team with support as well as mobility. Since Alliance marines may be required to fight on any world, the Mako is environmentally-sealed and equipped microthrusters for use on low-gravity planetoids. The Mako is powered by a sealed hydrogen-oxygen fuel cell, and includes a small element zero core. While not large enough to nullify the vehicle's mass, the core can reduce it to be safely air-dropped. When used in conjunction with the thrusters, it also allows the Mako to extricate itself from difficult terrain." --==Technology==-- "The everyday pieces of technology that support modern lifestyle." -> Biotics Obtained By: Talk to Chakwas about Kaiden "Biotics is the ability of rare individuals to manipulate dark energy and create mass effect fields through the use of electrical impulses from the brain. Intense training and surgically-implanted amplifiers are necessary for a biotic to produce mass effect fields powerful enough for practical use. The relative strength of biotic abilities varies greatly among species and with each individual. These are three branches of biotics. TELEKINESIS uses mass-lowering fields to levitate or impel objects. Mass-raising KINETIC FIELDS are used to block or pin objects. DISTORTION uses rapidly shifting mass fields to shred objects. Most organis species are capable of developing biotic abilities, though there are risks involved. Biotics are the result of in-utero exposure to element zero. This usually causes fatal cancers in the victim, but in rare cases it coalesces into nodules within the fetus's developing nervous system. " -> Computers: Artificial Intelligence (AI) Obtained By: Find an AI Terminal on the Citadel "An artificial intelligence is a self-aware computing system capable of learning and independent decision making. Creationn of conscious AI requires adaptive code, a slow, expensive education, and a specialised quantum computer called a "blue box." An AI cannot be transmitted across a communication channel or computer network. Without its blue box, an AI is no more than data files. Loading these files into a new blue box will create a new personality, as variations in the quantum hardware and runtime results create unpredictable variations. The geth serve as a cautionary tale against the dangers of rogue AI, and in Citadel Space, they are technically illegal. Advocacy groups argue, however, that an AI is a living, conscious entity deserving the same rights as organics. They argue that continued use of the term "artificial" is institutionalised racism on the part of organic life, the term "synthetic" is considered the politically correct alternative." -> Computers: Visual Intelligence (VI) Obtained By: Talk to Avina VI Terminal I "A virtual intelligence is an advanced form of user interface software. VIS use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. Although a VI can provide a convincing emulation of sentience, they are not self-aware, nor can they learn to take independent action. VIs are used as operating systems on commercial and home computers. Menial VIs "agents" are also available. Agents are compact and specialised. Some serve as personal secretaries, filtering calls and scheduling meetings based on user-defined properties. Others are advanced search engines, propagating themselves across the extranet to collate user-requested data. Commercials VIs in a variety of stock personalities are available at any software retailer. Boutique firms and hobbyists also build unique VIs to personal specification. Although software emulation of living personalities is illegal, reconstructions of famous historical figures are common." -> Element Zero ("Eezo") Obtained By: Examine E Zero Core in the Normandy Engine Room "When subjected to an electrical current, the rare material dubbed element zero, or "eezo", emits a dark energy field that raises or lowers the mass of all objects within it. This "mass effect" is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel. Eezo is generated when solid matter, such as a planet, is affected by the energy of a star going supernova. This material is common in the asteroid debris that orbit neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics, telepresense, and shielding to survive the incredible radiation from the dead star. Only a few major corporations can afford the set-up costs required to work these primary sources. Humanity discovered refined element zero at the Prothean research station on Mars, allowing them to create mass effect fields and develop FTL travel." -> Mass Effect Fields Obtained By: Examine the Field Integrity Monitor on the Normandy "Element Zero can increase or decrease the mass of volume of space-time when subjected to an electrical current. With a positive current, mass is increase. With a negative current, mass is decreased. The stronger the current, the greater the magnitude of the dark energy mass effect. In space, the low-mass fields allow FTL travel and inexpensive surface-to- orbit transit. High-mass fields create artificial gravity and push space debris away from vessels. In manufacturing low-mass fields permit the creation of evenly-blended alloys, while high mass compactions create dense, sturdy construction materials. The military makes extensive use of mobility enhancing technologies, with mass effect utilising fighting vehicles standard front-line issues in most military forces. Mass effect fields are also essential in the creation of kinetic barriers of shields to protect against enemy fire." -> Mass Relays Obtained By: Talk to Avina VI Terminal II "Mass relays are feats of Prothean engineering advanced far beyond the technology of any living species. They are enormous structures scattered throughout the stars, and can create corridors of virtually mass-free space allowing instantaneous transit between locations seperated by years or even centuries of travel using conventional FTL drives. Primary mass relays can propel ships thousands of light years, often from on spiral arm of the galaxy to another. However, they have fixed one-to-one connections: a primary relay connects to one other primary relay, and nowhere else. Secondary relays can only propel ships a few hundred light years, however they are are omnidirectional; a secondary relay can send a ship to any other relay within its limited range. There are many dormant primary relays whose corresponding twins have not yet been located. These are left inactive until their partner is charted, as established civilisations are unwilling to blindly open a passage that might connect them to a hostile species. -> Omni-Tool Obtained By: Talk to Alliance Requisition Officer on Normandy "Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and manufacturing fabricator. Versatile and reliable, an omni-tool can be used to analyse and adjust the functionality of most standard equipment, including weapons and armour, from a distance. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment. Omni-tools are standard issue for soldiers and first-in colonists." --==Weapons, Armour and Equipment==-- "Advances in technology have made individual soldiers more dangerous and survivable than ever before." -> Body Armour Obtained By: Investigate the Dig Site on Eden Prime "Combat hard-suit use of a dual-layer system to protect the wearer. The inner layer consist of fabric armour with kinetic padding. Areas that don't need to be flexible, such as the chest or shins, are reinforced with sheets of lightweight ablative ceramic. The outer layer consists of automatically-generated kinetic barriers. Objects traveling above a certain speed will trigger the barriers reflex system and be deflected, provided there is enough energy left in the shield's power cell. Armoured hard-suits are sealable to protect the wearer from extremes of temperature and atmosphere. Standard equipment includes an onboard mini- frame and a communications, navaigations, and sensing suite. The mini-frame is designed to accept and display date from a weapon's smart targeting system to make it easier to locate and eliminate enemies." -> Kinetic Barriers ("Shields") Obtained By: Examine Jenkin's Body on Eden Prime "Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armour, the basic principle remains the same. Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allow the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation." -> Mass Accelerator Obtained By: Examine the Guns outside the Normandy "A mass accelerator propels a solid metal slug using precisely-controlled electromagnetic attraction and repulsion. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. If this were not the case, it would simply punch a hole right through, doing minimal damage. Acclerator design was revolutionised by element zero. A slug lightened by a mass effect field can be accelerated to greater speeds, permitting projectile velocities that were previously unattainable. If accelerated to a high enough velocity, a simple plant chip can impact with the same destructive force as a nuclear weapon. However, mass accelerators produce recoil equal to their impact energy. This is mitigated somewhat by the mass effect fields that rounds are suspended within, and weapons recoil is still the prime limiting factor on slug velocity." -> Medi-Gel Obtained By: Investigate the Medi-Gel Dispenser in Doctors Area in Normandy "Medi-Gel is a common medical salve used by paramedics, EMTS, and military personnel. It combines several useful applications: a local anesthetic, disinfectant, and clotting agent all in one. Once applied, the gel is designed to grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases. The gel is a genetically-engineered bioplasm created by the Sirta Foundation, a medical technology megacorp based on Earth. Technically the medi-gel violates Council Laws against genetic engineering, but so far, it has proved far too useful to ban." -> Small Arms Obtained By: Examine the Weapons Locker in C-Sec "All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage. The ammo magazine is a simple block of metal. The gun's internal computer calculates the mass needed to reach the target based on distance, gravity, and atmospheric pressure, then shears off an appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo a non-issue during any engagement. Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim." ------------------------------------------------------------------------------ [9.02] Secondary Codex The secondary codex is the second part of the codex, for more indepth information. Still, you get a reward for discovering the entry, but there are some that are limiting. --==Personal History Summary==-- "Background Information for Commander Shepard." -> Colonist Obtained By: Choosing this at the start of the game "You were raised on Mindoir on the fringes of the Attican Traverse. When you were sixteen, the colony was raided by slavers. The entire settlement was razed and your friends and family were slaughtered. A passing Alliance patrol rescued you, but all you loved was destroyed." -> Earthborn Obtained By: Choosing this at the start of the game "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 megatroplises of humanity's home world." -> Spacer Obtained By: Choosing this at the start of the game "Both of your parents were in the Alliance military. Your childhood was spent on ships and stations as they transferred from posting to posting. Following in your parents' footsteps, you enlisted at the age of eighteen." -> Ruthless Obtained By: Choosing this at the start of the game "Eager to find a better life, you joined the Alliance military when you came o of age. You were assigned to the 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. Nearly three-quarters of your own squad perished in the vicious close- quarters fighting ... a cost you were willing to pay to make sure not a single slaver made it out of Torfan alive." -> Sole Survivor Obtained By: Choosing this at the start of the game "One of your first missions was an expedition to investigate Akuze, a lush world on the outskirts of Alliance space that had suddenly dropped out of contact. Arriving on the surface, your patrol found the settlement intact, but there were no survivors. At nightfall, the thresher maws struck - mindless abominations of teeth and tentacles that rose from beneath the earth. Constant gunfire couldn't drown the shrieks of your fellow soldiers as they were dragged down to a gruesome death. 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." -> War Hero Obtained By: Choosing this at the start of the game "You enlisted with the Alliance military and was posted on Elysium. You were there during the Skyllian Blitz, an attck on the colony by a massive coalition force of slavers, crime syndicates, and batarian warlords. You rallied the civilian inhabitants, leading them in their desperate fight to hold off the invaders. When enemy troopers broke through the colony's defences, you single-handedly held them off and sealed the breach. After hours of brutal fighting, reinforcements finally arrived and the enemy broke ranks and fled. Because of your actions, Elysium was saved, and you were regarded throughout the Alliance as a true hero." --==Aliens: Council Races==-- "The three most politically important species in the galaxy." -> Asari: Biology Obtained By: Talk to Liara with intent of a Relationship "Asari have a robust cellular regenerative system. While they do not heal faster than other species, asari are known to reach 1000 years of age. Although asari have one gender, they are not asexual. An asari provides two copies of her own genes to her offspring. The second set is altered in a unique process called melding. During melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. The partner can be another asari, or an alien of either gender. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal. Asari pass through three climacteric life stages, marked by biochemical and physiological changes. The Maiden stage begins at birth and is marked by the drive to explore and experience. Most young asari are curious and restless. The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children. The Matriarch stage begins around 700, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councillors, dispensing wisdom from centuries of experience. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs." -> Asari: Culture Obtained By: Talk to Liara "Because of their long lifespan, asari tend to have a "long view" not common in other races. When they encounter a new species or situation, the asari are more comfortable with an extended period of passive observation and study than immediate action. They are unfazed that some of their investments or decisions may not pay off for decades or centuries. Matriarchs can seem to make incomprehensible decisions, but their insight is evident when their carefully laid plans come to fruition. In interstellar relations, this long view manifests in the unspoken policy of centrism. The asari instinctively seek to maintain stable balances of economic, political, and military power. Traditionally, asari spread their influence through cultural domination and intellectual superiority. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture." -> Asari: Government Obtained By: Talk to Liara "The asari came late to the concept of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. The closest Earthly equivalent would be the ancient Mediterranean city-states. Since the asari culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the asari bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close. Communication over the internet evolved into an "electronic democracy". Asari have no politicians or elections, but a free-wheeling, all-inclusive legislature that citizens can participate in at will. Policy debates take place at all hours of the day, in official chat rooms and forums moderated by specially- programmed virtual intelligences. All aspects of policy are opened to plebiscite at any time. In any given debate, the asari tend to lend the most credence to the opinions of any Matriarchs present, nearly always deferring to the experience of these millenia-old "wise women". Achieving consensus through public debate may take too long in a crisis. In cases where prompt, decisive action is required, the asari defer to the wisdom of local Matriarchs." -> Asari: Military Doctrine Obtained By: Talk to Liara "The asari military resembles a collection of tribal warrior bands with no national structure. Each community organises its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few women with small arms. There is no uniform; everyone wears what they like. The asari military is not an irregular militia, however; those who serve are full-time professionals. The average asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening them mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing. Huntresses fight individually or in pairs, depending on the tactics preferred in their town. One-on-one, a huntress is practically unbeatable, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service. While fluid and mobile, asari can't stand up in a firestorm the way a krogan, turian, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So asari units typically undertake special operations missions. Like an army of ninjas, they are adept at ambush, infiltration, and assassination, demoralising and defeating their enemies through intense, focused guerrilla strikes. As a popular turian saying puts it, "The asari are the finest warriors in the galaxy. Fortunately, there are not many of them"." -> Asari: Religion Obtained By: Talk to Liara "The pantheistic mainstream asari religion is Siari, which translates roughly as "all is one." The faithful agree on certain core truths: the universe is a consciousness, every life within it is an aspect of the greater whole, and death is a merging of one's spiritual energy back into greater universal consciousness. Siarists don't specifically believe in reincarnation; they believe in spiritual energy returning to the universal consciousness upon death will eventually be used to fill new mortal vessels. Siari became popular after the asari left their homeworld and discovered their ability to "meld" with nearly any form of life. This ability is seen as proof that all life is fundamentally similar. Siari priestesses see their role as promoting unity between disparate shards of the universe's awareness. Before the rise of siari pantheism, asari religions were as diverse as their political opinion. The strongest survivor of those days is the monotheistic religion worshipping the goddess Athame. Like the asari, the goddess cycles through the triple aspects of maiden, matron, and matriarch." -> Salarians: Biology Obtained By: Talk to Kaiden "Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years. The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilised eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilised. As a result, 90% of the species is male. Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father's clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity. " -> Salarians: Culture Obtained By: Talk to Captain Kirrache "The rare salarian females are cloistered on their worlds out of tradition and respect. Powerful female Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation. Though male salarians rise to positions of great authority in business, academia, or the military, they rarely have any input on politics. Due to their method of reproduction, salarians have no concept of romantic love, sexual attraction, or the biological impulses and social rituals that complicate human lives. Male-female relationships are rare (due to the scarcity of females) and are more akin to human friendship. Sexuality is strictly for the purpose of reproduction. Ancient social codes determine who gets to fertilise eggs, which produces more daughters to continue a bloodline. Fertilisation generally only occurs after months of negotiation between the parents' clans, and is done for purpose of political and dynastic alliance. No salarian would imagine defying this code. Salarian names are quite complex. A full name includes - in order - the name of a salarian's planet, duchy, barony, fiefdom, family, and finally, the given name." -> Salarians: Government Obtained By: Talk to Captain Kirrache "The salarian government is called the Salarian Union. It is a labyrinthine web of matrilineal bloodlines, with political alliances formed through interbreeding. In many ways, the salarian political network functions like the noble families of Earth's Medieval Europe. Structurally the government consists of fiefdoms, baronies, duchies, planets, and marches (colonisation clusters). These are human nicknames; the original salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the salarian political web. Approaching 100 members, the first circle of a salarian's clan comprises of parents, siblings, uncles, aunts, and cousins. The next circle includes second cousins, etc, and escalates to well over 1000 members. The fourth of fifth circle of a clan numbers into the millions. Salarian loyalty is greatest to their first circle and diminishes from there. Their photographic memories allow salarians to recognise all their myriad relatives." -> Salarians: League of One Obtained By: Find a League of One Medal "Before they joined the Citadel Council, the salarians' most potent military tool was a small reconnaissance team known as the League of One. Their primary training was in espionage and assassination. Never more than a dozen strong, the team was adept at infiltrating the tightest defenses and eliminating all necessary obstacles. Only a few top members of government and military were privy to the League's identities. League members wore no distinguishing garments, and held no particular rank. The only evidence of their participation in the League was a small medallion presented to each member upon induction. This secrecy was maintained until the formation of the Council. In an afford to dispel rumours and appease their new asari partners, the Salarian Union released all classified documents pertaining to the League. The League of One was suddenly exposed and in danger of being hunted by enemies of the salarians. Before any harm could be done, the team mysteriously disappeared. Most assumed this was a convenient lie to help hide their identities, but a few months later, the inner cabinet was murdered. Though there was no incriminating evidence, it was clear who was responsible. Realising the threat posed by this rogue outfit, the Special Tasks Group dispatched a team of hunters. When they didn't return, the STG dispatched ten of its brightest operators with broad discretionary powers. Only two returned; they reported no evidence of the League. No further incidents were reported and it was assumed the League was wiped out. Some recently declassified documents, however, have suggested there may have been a thirteenth member who eluded the salarian military." -> Salarians: Military Doctrine Obtained By: Talk to Captain Kirrache "In principle, the salarian military is similar to the Alliance, a small volunteer army that focuses on maneuver warfare. What differentiates the salarians is not their equipment or doctrine, but their intelligence services and rules of engagement. The salarians believe that a war should be won before it begins. Conventional wisdom holds that the salarians know everything about everyone, and this is not far from the truth. In war, the unquestioned superiority of their intelligence services allows them to use their small military to maximum effectiveness. Well before fighting breaks out, they possess complete knowledge of their enemy's positions, intentions, and timetable. In every war the salarians have fought, they struck first and without warning. For the salarians, to know an enemy plans to attack and to let it happen is folly. To announce their own plans to attack is insanity. They find the human moral concepts of "do not fire until fired upon" and "declare a war before prosecuting it" incredibly naive. In defensive wars, they execute devastating preemptive strikes hours before the enemy's own attacks. On the offensive, they have never telegraphed their intentions with a declaration of war before attacking. Biotics are virtually unknown in the salarian military. Those with such abilities are considered too valuable to be used as cannon fodder and assigned to the intelligence services. While capable of defending themselves against most threats, the salarians know that they are small fish in a universe filled with sharks. As a point of survival, they have cultivated strong alliances with larger powers, particularly the turians. Though the relationship between the two species was rocky at first due to the krogan uplift fiasco, the salarians take pains to keep this relationship strong enough that anyone who might threaten them risks turian intervention." -> Salarians: Special Tasks Group Obtained By: Learn about Virimire's Situation "Salarian intelligence field agents are grouped into an organization called the Special Tasks Group. STG operators work in independent cells, performing dangerous missions such as counterterrorism, infiltration, reconnaissance, assassination, and sabotage. The STG is a proactive organisation, puncturing worrisome trends before they become movements. At any time, a dozen groups are operating covertly within the lawless Terminus Systems, sowing dissent among the various factions. Civilians analysts also note how troublesome "hinge point" individuals in Terminus frequently meet unexpected deaths. STG operators are feared throughout the galaxy for their clear-eyed, remorseless practicality. They are willing to do whatever it takes to achieve their mission, even if it kills civilians or results in the team's own destruction. In many ways, they are akin to the Council Spectres." -> Turians: Biology Obtained By: Talking to Garrus "The turian homeworld, Pavaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated." -> Turians: Culture Obtained By: Talking to Garrus "While turians are individuals with personal desires, their instinct is to equate the self with the group, and to set aside all personal desires for the good of all. Turians are taught to have a strong sense of personal accountability, the "turian honour" that other races find so remarkable. Turians are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Turians who murder will try to get away with it, but if directly questioned, most will confess to the crime. Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they accepted the mercantile volus as a client race, offering protection in exchange for their fiscal expertise. The turian military is the centre of their society. It is not just an armed force; it is an all-encompassing public works organisation. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, water purification plants, and power stations. The merchant marine ensures that all worlds get needed resources." -> Turians: Government Obtained By: Talk to Garrus AFTER Finding Dr Saleon "The turian government is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn in childhood. Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked civilians are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessments of one's superiors and co-rankers. Throughout their lives, turians ascended to the higher tiers, and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted him when he wasn't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Turians value knowing one's own limitations more than being ambitious. At the top are the Primarchs, who each rule a colonisation cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently. Turians enjoy broad freedoms. So long as one completes his duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete his duties due to drug use, his superiors step in. Judicial proceedings are "interventions." Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labour for the state." -> Turians: Military Doctrine Obtained By: Talking to Garrus "Although they lack the brutality of the krogan, the skill of the asari, and the virtuosity of humans, the turian military has formidable discipline. Officers and NCOs are "lifers" with years of field experience. Enlisted personnel are thoroughly trained and stay calm under fire. Turian units don't break. Even if their entire line collapses, they fall back in order, setting ambushes as they go. A popular saying holds: "You will only see a turian's back once he's dead." Boot camp begins on the 15th birthday. Soldiers receive a year of training before being assigned to a field unit; officers train for even longer. Most serve until the age of 30, at which they become part of the Reserves. Even if they suffer injuries preventing front-line service, most do support work behind the lines. Biotics are uncommon. While admired for their exacting skills, biotics' motives are not always fully trusted by the common soldier. The turians prefer to assign their biotics to specialist teams called Cabals. Command and control is decentralised and flexible. Individual squads can call for artillery and air support. They make extensive use of combat drones for light duties, and practice combined arms: infantry operates with armour, supported by overhead gunships. Strategically, they are methodical and patient, and dislike risky operations. Tradition is important. Each legion has a full-time staff of historians who chronicle its battle honours in detail. The oldest have records dating back to the turian Iron Age. If a legion is destroyed in battle, it is reconstituted rather than being replaced. The turians recruit auxiliary units from conquered or absorbed minor races. Auxiliaries are generally light infantry or armoured cavalry units that screen and support the main battle formations. At the conclusion of their service in the Auxiliaries, recruits are granted turian citizenship." -> Turians: Religion Obtained By: Talk to Garrus AFTER Finding Dr Saleon "Although Turians have a strict moral code, their belief in individual responsibility means that the concepts of good and evil are simply the individual's choice between egotism and altruism in any given decision. They have no concept of "good" deities that encourage noble behaviour or "evil" ones that tempt individuals to misdeeds. Turians believe that groups and areas have "spirits" that transcend the individual. For example, a military unit would be considered to have a literal spirit that embodies the honour and courage it has displayed. A city's spirit reflects the accomplishments and industry of its residents. An ancient tress's spirit reflects the beauty and tranquility of the area it grows within. These spirits are neither good nor evil, nor are they appealed to for intercession. Turians do not believe spirits can affect the world, but spirits can inspire the living. Prayers and rituals allow an individual to converse with a spirit for guidance or inspiration. For example a Turian who finds his loyalty tested may appeal to the spirit of his unit, hoping to reconnect with the pride and honour of the group. A Turian who wishes to create a work of art may attempt to connect with the spirit of a beautiful location. Turians enjoy absolute freedom of religion and can practice whatever appeals to them so long as it does not impede anyone's ability to perform their duties. There are many practitioners of the asari "siarist" philosophy. Since opening dialog with the human Systems Alliance, some Turians have embraced Confucianism and Zen Buddhism." --==Aliens: Extinct Species==-- "Spacefaring species that went extinct thousands of years before the present." -> Protheans: Beacon Obtained By: Talking to Liara "The beacon was a Prothean artefact unearthed on the Alliance colony of Eden Prime. Its resemblance to the Prothean data banks recovered on Mars provoked an immediate interest from the Alliance and the Citadel Council. It proved to be a solid state data storage device, part of a galaxy-spanning comm network similar to the modern extranet. Intact Prothean "paleo-technology" is rare; the beacon seemed to promise another quantum leap of technology, akin to the discovery of the mass effect drive and relays. Unfortunately, the beacon also drew the attention of the rouge Spectre Saren Arterius and his synthetic allies, the geth. A dawn raid by his flagship Sovereign resulting in hundreds of civilian casualties. The beacon was badly damaged. The motives behind the attack are still being investigated. During the recovery operation, the beacon fired a pulse of energy at the Executive Officer of the Alliance frigate Normandy. Lieutenant Commander Shepard survived and appears to have suffered no ill effects. Afterwards, the beacon fell inert. The mechanism appears to be dead." -> Protheans: Cipher Obtained By: Completing Feros "The Prothean beacon downloaded its knowledge into Lt. Commander Shepard on Eden Prime, causing confusing dreams and visions. While the imagery is becoming clearer with time, the meaning of the beacon communication remains elusive. It has been suggested that Prothean data recording is highly dependent on a certain point of view, what Carl Jung described as the collective unconscious. The "cipher" needed to comprehend the images implanted in Shepard's mind is the cultural knowledge of a Prothean: the archetypes, biological instincts, and common experiences universal to the race. Since the Protheans have been dead for millennia, it may be impossible to acquire this "cipher"." -> Protheans: Data Disks Obtained By: Find a Data Disk "Despite all the evidence confirmed the Protheans, little is known about their culture and society. From time to time, dig sites will yield new clues, but after 50,000 years of decay, little of value is unearthed. Recent research has focused on the discovery of Prothean data discs. On their own, they are frail and rarely found in one piece. Occasionally, however, an intact disc will be discovered within a console or reading device. To date, over three dozen discs have been recovered and few have been restored to the point where researchers can begin analysing them. Though it may be some time before scientists discover a way to transfer the data off the discs, they are currently considered the most tangible leads for learning more about the Prothean culture." -> Protheans: Mar's Ruins Obtained By: Scan Mars "After twenty years of manned research outposts and nearly a century of robotic exploration, the European Space Agency's Lowell City became the first permanent settlement on Mars in 2103. Within a decade, the United States and China had founded permanent settlements, as well. The south polar region of Promethei Planum developed a "Bermuda Triangle" reputation. Satellites detected intermittent mass concentration and magnetic field shifts. In 2148, prospectors working near Deseado Crater discovered an underground complex: a Prothean observation post. The odd phenomena were generated by the operation and discharge of a mass effect core, struggling to function despite fifty millennia of neglect. Earth was electrified with the news. Humanity was unequivocally not alone. While courts battled who owned the ruins, the international scientific community coordinated a massive effort to access, translate, and interpret the databanks recovered from the facility. The facility proved to be a biosciences observation post built when homo sapiens were first evolving on Earth. While the motives of the Protheans are not certain, translated records indicate that the facility was in regular communication with automated observation platforms in Earth orbit and the lunar nearside. The half-dozen mass effect spaceships found in the facility were presumably used for first-hand observation." --==Aliens: Non-Council Races==-- "Spacefaring species without the political power to set galactic policy." -> Geth: Armatures Obtained By: Encounter an Armature "Armatures are quadruped all-terrain heavy weapons platforms, akin to the armoured fighting vehicles of other races. Geth being synthetic intelligences, armatures are not crewed vehicles, but intelligent entities, capable of independent decision-making and learning. Armatures are equipped with heavy kinetic barriers. Their main cannon mounted on the articulated "head" turret, appears to be a highly efficient conventional mass accelerator. It is capable of firing in anti-personnel and anti-tank modes. Some armatures carry drones into battle, presumable for reconnaissance purposes. Others host a swarm of insect-sized repair microbots." -> Geth: Hoppers Obtained By: Encounter a Hopper "The geth models collectively dubbed "hoppers" by Alliance forces are electronic warfare platforms. They can project electromagnetic radiation across a broad spectrum as an offensive weapon. They can also perform cyber warfare attacks against the onboard computers of body armour hardsuits and weapons, adversely affecting their performance. The structure of hoppers consist of an advanced and highly elastic artificial muscle material. This allows a hopper to compress its entire body for powerful leaps. Hoppers also have thousand of molecule-scale "barbs" on the surfaces of their hands and feet, which are used to cling to walls and ceilings. Hoppers are very difficult to target, leaping from one surface to another in rapid succession. The quarians have no record of any geth model similar to hoppers. This new morph type must have been developed over the last three hundred years by the geth themselves. This is troubling proof that the geth are continuing to move towards technological singularity. Experts in synthetic life are intrigued that hoppers appear to be even more organic then the baseline geth. The identified subtypes of hoppers have been codenamed Sapper, Stalker, and Ghost." -> Krogan: Biology Obtained By: Talking to Wrex "The krogan evolved in a lethal ecology. Over millions of years, the grim struggle to survive larger predators, virulent disease, and resource scarcity on their homeworld, Tuchanka, turned the lizards into quintessential survivors. Perhaps the most telling indicator of Tuchanka's lethality is the krogan eyes. Although they are a predator species by any standard definition, their eyes evolved to be wide-set, as any Earth prey species like deer and cattle. Krogan eyes have a 240-degree arc of vision, better suited for spotting enemies sneaking up on them than for pursuit. Physically, the krogan are nigh-indestructible, with a tough hide impervious to any melee weapon short of a molecular blade. While they feel pain, it does not affect their ability to concentrate. They have multiple functioning examples of all major organs, and can often survive the loss of one or two of any type. Rather than a nervous system, they have an electrically conductive second circulatory system. A krogan can never be paralysed - they may lose some fluid, but it can be replaced by the body in time. The hump on krogan's back stores water and fats that help the krogan survive lean times. Large humps are a point of pride; being well-fed implies the krogan is a superior predator. The most widely-known biological feature of the krogan is their incredible birth rate and rapid maturity. Once freed from the hostile cauldron of Tuchanka, the krogan population swelled into a numberless horde. Only the genophage kept them from out-breeding the combined Council races. Now the rare krogan females capable of bringing a child to term are treated like strategic resources: warlords will trade them at diplomacy or (more frequently) fight wars over them." -> Krogan: Culture Obtained By: Talking to Wrex "The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. After their defeat in the Rebellions, the very concept of krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more then 1000 warriors swear allegiance to him. Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with an attitude of "kill, pillage, and be selfish, for tomorrow we die"." -> Krogan: Genophage Obtained By: Talk to Wrex "The genophage bioweapon was created to end the Krogan Rebellions. From the start, the krogan had overwhelmed the Council. Only timely first contact with the turians saved the Council races. The turians fought the krogans to a standstill, but the sheer weight of krogan numbers indicated the war could not be won through conventional means. The turians collaborated with the salarians to genetically engineer a counter to the rapid breeding of the krogan. The genophage virus gained the energy to replicate by "eating" key genetic sequences. Every cell in every krogan had to be altered for the weapon to be foolproof; otherwise the krogan could have used gene therapy to fix the affected tissues. Once a genophage strain could find no more genes to eat, it would starve and die, limited spin-off mutation and contamination. This "created" genetic flaw is hereditary. The salarians believed the genophage would be used as a deterrent, a position the turians viewed as naive. Once the project was complete, the turians mass produced and deployed it. The krogan homeworld, their colonies, and all occupied worlds were infected. The resulting mutation made only one in a thousand krogan pregnancies carry to term. It did not reduce fertility, but offspring viability. The rare females able to carry children to term became prizes the krogan warlords fought brutal battles over. The krogan are a shadow of their former glory. While the Rebellions took place centuries ago, they are constantly reminded of the horror of the genophage and of their inability to counter it. The release of the genophage is still controversial, bitterly debated in many circles." -> Krogan: Krogan Rebellions Obtained By: Talk to Avina VI Terminal III "After the Rachni War, the quick-breeding krogan expanded at the expense of their neighbours. Warlords leveraged their veteran soldiers to seize living space while the Council races were still grateful. Over centuries, the krogan conquered world after world. There was always "just one more" needed. When the Council finally demanded withdrawal from the asari colony of Lusia, krogan Overlord Kredak stormed off the Citadel, daring the Council to take the worlds back. But the Council had taken precautions. The finest STG operators and asari huntresses had been drafted into a covert "observation force", the Office of Special Tactics and Reconnaissance. The Spectres opened the war with crippling strategic strikes. Krogan planets went dark as computer viruses flooded the extranet. Sabotaged antimatter refineries disappeared in blue-white annihilation, Headquarters stations shattered into orbit- clogging debris, ramming by pre-placed suicide freighters. Still, this only delayed the inevitable. The war would have been lost if not for first contact with the turians, who responded to krogan threats with a prompt declaration of war. Being on the far side of krogan space from the Council, the turians advanced rapidly into the lightly-defended krogan rear areas. The krogan responded by dropping space stations and asteroids on turian colonies. Three worlds were rendered completely uninhabitable. This was precisely the wrong approach to take with the turians. Each is first and foremost a public servant, willing to risk his life to protect his comrades. Rather then increasing public war weariness, krogan tactics stiffened turian resolve. The arrival of turian task forces saved many worlds from the warlords' marauding fleets, but it took the development of the genophage bioweapon to end the war. There were decades of unrest afterwards. Rogue warlords and holdout groups of insurgents refused to surrender, or disappeared into the frontier systems to become pirates." -> Krogan: Military Doctrine Obtained By: Talk to Wrex AFTER finding his Family Armour "Traditional krogan tactics were built on attrition mass-unit warfare. Equipped with cheap rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support. Since the genophage, the krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. To a Battle Master, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and "muscle for hire". Due to the unsavoury reputation of the krogan, most of these jobs are on the far side of the law. Battle Masters are not "spit and polish", but they do believe in being well- armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties. The krogan serving with Saren's forces appear to be returning to the old style of mass attrition combat. They also work in close cooperation with supporting geth units, who fill in the roles occupied by combat drones in other armies. Biotics are rare among the krogan. Those that exist are viewed with suspicion and fear. The krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other high-tech equipment are likewise in short supply." -> Quarians: Economy Obtained By: Talking to Tali "The Migrant Fleet has little economic base, operating in a state of perpetual "hand-to-mouth". White quarian ships include light manufacturing and assembly plants, they lack heavy industries such as refining and shipbuilding. The fleet has tankers for water purification and oxygen cracking, but with the space-intensive nature of agriculture limits food production. A single disaster could destroy the fragile balance. The quarians earn income in creative ways. Because the government is obliged to provide food, water, air, and medical support for every individual, the Conclave strategically determines the course of the Fleet to bring in resources and income. A species who suspects the Migrant Fleet is heading towards their space often offers a "gift" of surplus starships, fuel, and resources to alter course. As the fleet passes through the a system, swarms of mining vessels work over asteroids for metals and siliceous materials and cometary bodies for water ice and organics. Quarian miners are adept at locating and strip-mining space-borne resources. This sparks conflict with corporations already working the system. Large mining concerns spend millions on lobbyists and public relations portraying the quarians as locusts, devouring the resources of a system before moving on. The greatest asset of the quarians is their rarefied skills. Most are experienced miners. Due to their life of perpetual salvage and repair, they are skilled engineers and technicians. More than once, they very corporations that lobby against the quarians have made back room deals with the Fleet, arranging for skilled quarians to fill space engineering jobs that other species would demand higher wages for. Quarians are widely hated among the working classes. "The quarians are coming to take our jobs" is a common response to the Fleet's approach." -> Quarians: Government Obtained By: Talking to Tali "Due to the quarians' precarious existence and the need to enforce strict rationing, government is somewhat autocratic. The Migrant Fleet's operations are directed by the Admiralty, a board of five military officers who are advised by a legislative body called the Conclave. Each vessel in the Fleet has the right to send representatives to the Conclave aboard the flagship. The number of representatives is based on crew size. Larger clans, with bigger ships and more votes, form the cores of political blocs. Opposition comes from the Outriders' Coalition, with delegates from thousands of smaller ships. The Admiralty defers to the Conclave's decisions in most circumstances. However, if all five members agree a Conclave decision jeopardized the survival of the fleet, and cannot get the Conclave to address their concerns, they have the right to summarily overturn the legislative decision. After the Admiralty uses this extraordinary power, they must resign. If the Admiralty does not step down after using their veto the rest of the military is obliged to arrest them. Each ship captain has authority over the vessel, but is advised by an elected civilian Council, just as the Admiralty is advised by the Conclave. This relationships may range from cooperation to polite tolerance to outright hostility, but any captain who overrules his council without good reason is relieved of command by the Admiralty. Many quarian ships are owned by clans who pool their resources to purchase used vessels from private sellers. Large ships are prestigious for big, rich clans, but a small ship means status for a small clan with enough personal wealth to afford a private vessel. Clan vessel captains are not subject to dismissal by the Admiralty; abusive captains are a "family" problem if they do not disrupt the operations of the fleet." -> Quarians: Law and Defence Obtained By: Talking to Tali "Although the Conclave establishes civil law much as any planet-based democracy, enforcement and trials are more unique. After the flight from the geth, there were few constables to police the millions of civilians aboard the Fleet, so the navy parcelled out marine squads to maintain order and enforce the law. Today, quarian marines have evolved training and tactics akin to civilian police, but remain adept at combat in the confined spaces of a starship, and fully under the command of the military. Once taken into custody, the accused is brought before the ship's captain for judgment. While the ship's council may make recommendations, tradition holds that the captain has absolute authority in matters of discipline. Most are lenient, assigning additional or more odious maintenance tasks aboard the ship. Persistent recidivists are "accidentally" left on the next habitable world. This practice of abandoning criminals on other people's planets is a point of friction between the quarians and the systems they pass through. Captains rarely have another choice; with space and resources at a premium, supporting a non-productive prison population is not an option. In the early years, many quarians freighters were armed and used as irregular "privateers". Civilian ships still show a strong preference for armament, making them unpopular targets for pirates. Though they have rebuilt their military, there are still mere hundreds of warships to protect the tens of thousands of ships. The quarian navy follows strict routines of patrol, and takes no chances. If the intent of approaching ship can't be ascertained, they shoot to kill." -> Quarian: Migrant Fleet Obtained By: Talking to Tali "The Migrant Fleet is the largest concentration of starfaring vessels in the galaxy, sprawling across millions of kilometres. It can take days for the entire fleet to pass through a mass relay. When the quarians fled their homeworld, the Fleet was a motley aggregation of freighters, shuttles, industrial vessels, and the odd warship. After three centuries, all have been modified to support larger crews as comfortably as possible. As the quarians achieved stability, they began weeding out the ships least suitable for long-term habitation, selling them and pooling the money to buy larger and more spaceworthy hulls. This process is ongoing, as vessels wear out and break down. While some ships enjoy dedicated cabins with full privacy and sanitary facilities, many more are former freighters, whose cargo bays and containers are pressurized and divided into family spaces using simple metal "cubicle" bulkheads. The quarians enliven these austere spaces with colourful quilts and tapestries, which also help muffle sound. The day-to-day operation of the fleet - traffic control, station-keeping, supply distribution, and so on - are under military jurisdiction. Though ship captains have the authority to deviate from their assigned positions and may leave the fleet at any time, they are assumed to do so at their own risk. As the Migrant Fleet moves around the galaxy, many ships split off to pursue individual goals, returning days or years later." -> Quarians: Pilgrimage Obtained By: Talking to Tali about her Pilgrimage "When quarians of the Migrant Fleet reach young adulthood, they must leave their birth ship and find a new crew to accept them as permanent residents. To prove themselves, they must recover something of value. This is offered to their prospective captain as proof that they will not be a mere burden on the shoestring resources of the ship. This process is called the Pilgrimage. Stripped of ritual, the Pilgrimage is merely an attempt to maintain genetic diversity within the small, relatively isolated population bases that make up the Migrant Fleet. If the young stayed and married within their birth vessel, the risk of inbreeding would increase sharply. Quarians are surgically fitted with their various immunity-boosted implants in preparation for leaving on Pilgrimage. Having grown within the sterile, controlled environments of the Migrant Fleet ships, quarians have virtually no natural immune system." -> Quarians: Religion Obtained By: Talking to Tali "The ancient quarians practiced ancestor worship. Even after abandoning faith for secularism, quarians continued to revere the wisdom of elders. As time passed and technology advanced, they inevitably turned their knowledge to preserving the personalities and memories of the elderly as computer virtual intelligences. These recordings became a repository of knowledge and wisdom, stored in a central databank and available through any extranet connection. They held no illusions that this was like a form of immortality; like all virtual intelligences, their electronically-preserved ancestors were not truly sapient. This was considered a surmountable problem; sapience could surely be reduced to simple mathematics. The quarians began exhaustive research into creating artificial intelligence so they could learn to escape the bounds of mortality and give their ancestral records true awareness. Unfortunately, the life the quarians created did not accept the same truths they did. The geth destroyed the ancestor databanks when they took over. The centuries since they evacuated their homeworld, most quarians have returned to religion in various forms. Many believe the rise of the geth and the destruction of their "ancestors" were chastisement for arrogantly forsaking the old ways and venerating self-made idols. Others have a more philosophical outlook, believing their race was indeed arrogant, but no supernatural agency lay behind the geth revolt. Rather, the quarians' actions wrought their own doom. Either way, every quarian would agree that their own hubris cost them their homeworld." --==Citadel and Galactic Government==-- "A massive space station that serves as the political and economic capital of galactic culture." -> Citadel Conventions Obtained By: Diplomatic Archives in Embassy "These diplomatic talks occurred in the wake of the Krogan Rebellions, as a response to the destruction of the conflict and an attempt to distance the Council from the brutal krogan warfare. The Conventions regulate the use of Weapons of Mass Destruction. A WMD causes environmental alteration to a world. A bomb that produces a large crater is not considered a WMD; a bomb that causes a "nuclear winter" is. Use of WMD is forbidden on "garden" worlds like Earth, with ecospheres that can readily support a population. If a habitable world is destroyed, it will not be replaced for millions of years. The Conventions do not forbid the use of WMD on hostile worlds or in sealed space-station environments. Many militaries continue to develop and maintain stockpiles. The Conventions graded Weapons of Mass Destruction into tiers of concern. Tier I is the greatest threat to galactic peace. TIER I: Large kinetic impactors, such as asteroid drops or de-orbited space stations. Effectively free and available in any system (in the form of debris left over from planetary accretion), kinetic impacters are the weapons of choice for terrorists and "third galaxy" nations. TIER II: Uncontrolled self-replicating weapons, such as nanotechnology, viral or bacteriological organisms, "Von Neumann devices", and destructive computer viruses. These weapons can lie dormant for millennia, waiting for a careless visitor to carry them on another world. TIER III: Large energy-burst weapons such as nuclear or antimatter warheads. TIER IV: Alien species deliberately introduced to crowd out native forms necessary for the hearth of an ecosystem. Ecological tampering can take years to bear fruit, making it difficult to prove." -> Citadel Station: Citadel Security Forces (C-Sec) Obtained By: Talking to Executor Pallin "Citadel Security is a volunteer police service answering to the Citadel Council. The 200,000 constables of C-Sec are responsible for maintaining public order in the densely populated Citadel. They also provide pirate suppression, customs enforcements, and search-and-rescue throughout the Citadel cluster. C-Sec has six divisions: ENFORCEMENT - Uniformed officers who patrol the Citadel and respond to emergencies. INVESTIGATION - Detectives who puzzle out the truth behind crimes and bring perpetrators to justice. CUSTOMS - Screen the thousands of passengers and cargo containers that pass through the Citadel's ports every day. NETWORK - Deals with "cybercrimes" like identify and copyright theft, hacking and viral attacks, and illegal artificial intelligence. SPECIAL RESPONSE - Deals with hostage situations, bombs, and heavily armed criminals. In the unlikely event that attackers board the Citadel, they are also the front line of defence, armoured with military grade equipment. PATROL - Naval arm, with ships stationed throughout the Citadel cluster. Unlike the other divisions, they are rarely seen at the Citadel, nor do they stay in one place long. Joining C-Sec is prestigious; applications must be sponsored by a Citadel Councillor or the ambassador of an associate Council race. Generally, applicants have many years of distinguished service in the military or police forces of their nations, but an inexperienced applicant with demonstrable talent will be fairly considered. C-Sec and Spectres are often at odds. May C-Sec members, notably the current Executor Venari Pallin, believe that allowing Spectres to be "above the law" is a dangerous practice, the actions of Saren Arterius lend credence to this position. The Spectres, in turn, are aggravated within C-Sec's dedication to procedure and due process hampers their investigations." -> Citadel Station: Presidium Ring Obtained By: Talk to Embassy Receptionist "The Ring is an enclosed loop of park-like space serving as the connection point for the Wards. The interior walls are lined with the embassies of influential species and private residences for the galaxies elite. The Presidium is full of "open-air" restaurants, bars, and luxurious meeting areas. Gravity is about 1/3 Earth-normal. A holographic "sky" is projected over the "ceiling" of the ring. unlike the 24/7 bustle of the Wards, the Presidium maintains a 20-hour day schedule, with a six-hour "night" where lights are dimmed and the sky goes through a night cycle. Offices and residences are often open to the interior. It is not unusual for embassies to have no exterior wall at all. This does not cause a crime problem due to the heavy C-Sec presence and ubiquitous monitoring devices on the Presidium. Thieves are quickly identified and apprehended. The Ring is the location of the Citadel's spaceports. Being closer to the centre of the spin, there is less motion for a ship to match, and the reduced spin gravity makes handling cargo easier. Hundreds of ships pass through the Citadel every day, and every species with an embassy is granted a private dock. The Tower, at the centre of the Ring, holds the administration of the Citadel Council. The Tower rises over a kilometre from the ring, appearing to thrust forward parallel to the ward arms. As the Tower is at the centre of the spin axis, it experiences little centrifugal force. Gravity is maintained using mass effect fields at a 90-degree angle to the Ring and Wards. A Consular dock can be found at the base of the Tower. While normally used for diplomatic couriers and Spectre business, the shuttles docked here can evacuate the Council government in an emergency." -> Citadel Station: Serpent Nebula Obtained By: View the Nebula from outside the Med Centre of the Wards "The Citadel is surrounded by a blue-tinted reflection nebula. The light of the nebula is actually light from the Citadel, scattered and reflected back at the station. At first, the Serpent Nebula was assumed to be made of microscopic construction debris. Prevailing theory holds the Protheans used molecular nanotechnology to manufacture the incredibly durable materials used to make the Citadel. But unlike other nebulae, the Serpent does not dissipate over time. Therefore, it must be replenished constantly. The current popular theory is that the non-recyclable waste collected by the Citadel's keepers is somehow rendered down to the atomic or molecular level, and ejected into the clouds. The thick nebula resents a navigation hazard. Beyond the relatively clear areas around the Citadel, electrical discharges are common. These are not blocked by kinetic barriers, and can severely damage metal-framed starships. In addition, some dense knots of dust can overwhelm the repulsion of kinetic barriers on smaller ships. If such a vessel is moving fast enough at the time, the effects are similar to being hit by a sandblaster. Attempting to reach the Citadel through open space navigation is unadvisable; the only safe approach is through the various mass relays that orbit it." -> Citadel Station: Statistics Obtained By: Talk to Captain Anderson after Eden Prime "Although the Citadel is equipped with mass-effect-generating element-zero cores, most of the gravity on the station is generated by the centrifugal force of rotation. Rotation: 3.5 minutes per revolution Rotational Gravity in Wards: 1.02 Earth Rotational Gravity in Presidium: 0.3 Earth Total Length (Open): 44.7 km Diameter (Open): 12.8km Ward Length: 43.6km Ward Width: 330m Presidium Ring Diameter: 7.2 km Presidium Ring Width: 553 m Exterior Armour Thickness: 13 m Population: 13.2 million (not including keepers) Gross Weight: 7.11 billion metric tons Height of the Presidium Tower: 1047 m" -> Citadel Station: Wards Obtained By: Talking to Barla Von "The majority of the Citadel's population lives in the Wards, the five massive arms of the station that house the residential and commercial districts. Many galactic races have established cultural enclaves here. Population density and cost of living are extremely high, akin to Earth cities such as Hong Kong and Singapore. The Wards are open-topped, with skyscrapers rising from the superstructure. Towers are sealed against vacuum, as the breathable atmosphere envelope is only maintained to a height of about seven meters. The atmosphere is contained by the centrifugal force of rotation and a "membrane" of dense, colourless sulphur hexafluoride gas, held in place by carefully managed mass effect fields. The view from the Wards is spectacular. In the background, stars, Serpent Nebula, and the nearby blue giant called "the Widow" move across the sky as the station rotates to stabilize itself. In the foreground, the lights of buildings and vehicles on the opposing Ward arms perpetually shine. The Citadel has no real day or night. While the station keeps to standard galactic time for political functions, business rarely close, and residents acclimate to sleep and work according to personal need rather than a day-night cycle. Additions and modifications are constantly being constructed, though they must stay within certain specifications that will not compromise the operation of the station. Occasionally, the keepers will descend on an area of the Ward and move or change the architecture without explanation. Residents have learned to live with these inexplicable intrusions." -> Treaty of Farixen Obtained By: Examine Diplomatic Archives in Citadel "Due to the destructive potential of dreadnaughts, the Council races agree at the Farixen Naval Conference to fix a ratio of dreadnaught construction between themselves. At the top of pyramid is the peacekeeping turian fleet. Below the turians are the other Council races, currently the asari and the salarians. Council associate races are at the bottom. The human Systems Alliance is part of this last group. The ratio of turian to Council to associate dreadnaughts is 5:3:1, for every dreadnaught the humans are permitted to build, the asari have three, and the turians five." --==Humanity and the Systems Alliance==-- "The Alliance is the government and military of humanity beyond Sol." -> Genetic Engineering Obtained By: Talk to Rafael Vargas at Noveria "In the 22nd century, manipulation of the human genome became commonplace. Techniques for genetic engineering advanced to the point where the rich could custom-build foetuses that grew into stronger, smarter, and more attractive adults. In more permissive regions, custom-designed life forms and "uplifted" animals occupied an ill-defined niche between "property" and "sapient being." Travel to planets with unique forms of life brought an awareness that Earth's biodiversity could be lost if it spliced and hybridized to gain useful alien qualities. The Sudham-Wolcott Genetic Heritage Act was passed by the Systems Alliance Parliament in 2161. It imposed sharp restrictions on controversial uses of genetic engineering, but provided government subsidies for beneficial applications. SCREENING AND THERAPY: Most governments provide free assessments and corrective therapy for genetic diseases in prospective parents. This has nearly eliminated everything from cystic fibrosis to nearsightedness. The earlier screening and therapy is performed, the more comprehensive the results. Though ideally performed on artificially fertilized zygotes in a lab, procedures are available for embryos in the womb and newborns, out of respect for personal beliefs. ENHANCEMENT: Improvements of natural human abilities is legal, but adding new abilities is not. Treatments to improve strength, reflexes, mental ability, or appearance are permitted; adding a tail or the ability to digest cellulose is not. Some genetic enhancement is provided for free to Alliance military recruits, but the average citizen must pay for the privilege. The process can take years to reach fruition in an adult. ENGINEERING: Artificial hybridization of genes from compatible non-human species with human genetic code is illegal. Creation of designed life is broadly legal (and mainly used for terraforming and medical applications), but sentient creatures are heavily regulated, and creation of sapient life is outlawed by both the Systems Alliance and the Citadel Council." -> Human Diplomatic Relations Obtained By: Talk to Navigator Pressly "Humanity has encountered many galactic species. Wars have been few, but mistrust is rife. Politically, the Alliance is a peaceful trade partner of the TURIANS. As a practical matter, however, there is simmering antagonism and bigotry between both populations over the First Contact War of 2157. Though humans know better than to unconditionally trust and SALARIAN, their shared restless, reckless ways make them natural allies against the conservative turians and asari. The KROGAN have no unified government, but individuals are generally treated as potential criminals, a reputation most krogan enjoy living down to. The Alliance has no formal contact with the QUARIANS. Their Migrant Fleet has not yet passed through any human-settled system. The batarians are rivals for control of Skyllian Verge. They severed their treaties with the Citadel to prosecute a colonial conflict against the Alliance. Officially, there is no war, but neither is there any peace." -> Systems Alliance: Geological Survey Obtained By: Survey any mineral on a planet "As the human race expands its territory and raises the general standard of living, demand for industrial resources continues to grow. Many planets, moons and asteroids contain a wealth of resources, but many systems have been barely charted, let along thoroughly surveyed. Unmanned probes are one solution, but they are often lost to space hazards, unforeseen circumstances, or theft by salvagers. In recent years, AGeS, the Alliance Geological Service, has offered bounties to private individuals or teams willing to perform mineralogical surveys on the frontier. This survey data is made publicly available to further corporate development. Due to the cost of travel and the dangers of operating on hostile worlds, it is rarely a profitable endeavour. LIGHT METALS - Metals with low atomic weight are often used in the construction of spacecraft and vehicles. HEAVY METALS - Metals with higher atomic weights are used to construct equipment components. The platinum group elements are particularly useful. RARE EARTHS - Most useful in this category are radioactives or magnets. GASSES - Various gasses are required to support all known forms of sapient life. Some are commonly used as fuel." -> Systems Alliance: Military Doctrine Obtained By: Talking to Ashley "The Alliance military is of great concern to the galaxy. At first contact with the turians, they were completely inexperienced. Turian disdain to respect after the relief of Shanxi, where the humans surprised them with novel technologies and tactics. The human devotion to understanding and adapting to modern space warfare stunned the staid Council races. For hundreds of years, they had lived behind the secure walls of long-proven technology and tactics. The Council regards the Alliance as a "sleeping giant". Less than 3% of humans volunteer to serve in their military, a lower proportion than any other species. While competent, Alliance soldiers are neither as professional as the turians nor as skilled as the asari. Their strengths lie in fire support, flexibility, and speed. They make up for lack of numbers with sophisticated technical support (VIs, drones, artillery, electronic warfare) and emphasis on mobility and individual initiative. Their doctrine is not based on absorbing and dishing out heavy shocks like the turians and krogan. Rather, they bypass enemy strong points and launch deep into their rear, cutting supply lines and destroying headquarters and support units, leaving enemies to "wither on the vine". On defensive, the human military is a rapid reaction force that lives by Sun Tzu's maxim, "He who tries to defend everything defends nothing." Garrisons are intended for scouting rather then combat, avoiding engagement to observe and report on invaders using drones. The token garrisons of human colonies make it easy for alien powers to secure them, for which the Alliance media criticizes the military. However, the powerful fleets stationed at phase gate nexuses such as Arcturus are just a few hours or days from any colony within their sphere of responsibility. In the event of an attack, they respond with an overwhelming force." -> Systems Alliance: Military Jargon "ashore - When a ship's crew leaves the vessel, they are "ashore." Though normally used regarding planets, it can refer to boarding a space station. aweigh - When a ship releases the equipment tethering it to a space station or surface dock, it is "aweight." aye, aye - The proper way to acknowledge an order. If told to attack the correct response is "Aye, aye, sir." If asked "Are you proud to be a marine?" the correct response is "Yes, sir". ASAP - Pronounced "a-sap," an acronym of "as soon as possible." belay - Stop, cease. bridge - The navigation centre or a spacecraft, where the steering is done. captain's mast - Non-judicial disciplinary proceedings by unit commanders. CIC - Combat Information Centre, the command centre of a spacecraft. The CIC is filled with sensor displays to make sense out of the chaos of combat. DC - Damage Control. The containment and repair of damage to a spacecraft. ECM - Electronic Counter-Measures used to avoid enemy sensors, from passive emissions masking to active jamming. EVA - Extra-Vehicular Activity. Time spent in a pressure suit, outside of a vehicle, spacecraft, or station. flank - The flank is the "side" of a military formation. Since the soldiers are facing elsewhere, an enemy that can attack on the flank can often "turn it" or "roll it up." FNG - "Freaking" New Guy(s). A derisive term for inexperienced personal. groundside - The surface of a planet. helmsman - The crew member who pilots the spacecraft. ladar - Light-amplified detection and ranging. An active sensor that bounces lasers off an object to determine its bearing and distance. Ladar has sufficient resolution that the data can be reconstructed into an image. shore party - Spacecraft's crew sent ashore on official business. silent running - An old submariner's term used aboard the Normandy to denote when stealth systems are active. sitrep - Abbreviation of "situation report," an evaluation of the current military situation. spacer - Someone who has spent most of their life in space. XO - Executive Officer, the second-in-command of an Alliance warship. The XO is responsible for administrative and personal matters." -> Systems Alliance: Military Ranks Obtained By: Manual in Captain's Office onboard Normandy "The Alliance uses a modified version of the ranking system that has been used for hundreds of years. Soldiers are classified into rank-and-file enlisted personal, experienced non-commissioned officers (NCOs), and specially trained officers. The divide between naval personnel and ground forces ("marines") is small. Ground units are a specialized branch of the fleet, just as fighter squadrons are. This unity of command is imposed by the futility of fighting without control of orbit; without the navy, any army is pointless. The marines, as a matter of pride, maintain some of their traditional rank titles; for example, marines have Privates and Corporals instead of Servicemen. In ascending order of responsibility, the ranks of the Alliance are: ENLISTED Serviceman 3rd Class / Private 2nd Class Serviceman 2nd Class / Private 1st Class Serviceman 1st Class / Corporal NCOs Service Chief Gunnery Chief Operations Chief OFFICERS 2nd Lieutenant 1st Lieutenant Staff Lieutenant Lieutenant Commander Staff Commander Captain / Major Read Admiral / General Admiral Fleet Admiral" -> Systems Alliance: N7 Obtained By: Shepard's Locker on Normandy "The Alliance Military Vocational Code system classifies the career path of all serving personnel. The MVC consists of one letter and one number. A soldier's MVC indicates proficiency, not rank. The letter notes career path; the number indicates level of experience, as indicated by service record, technical scores, and commendations. All 26 letters are used, and numbers run from 1 to 7. N is the letter code for Special Forces personnel." -> Terra Firma Party Obtained By: Talk to Terra Firma Party Leader on Citadel "Terra Firma is an Alliance political party formed after the First Contact War. Its policy agenda is based on the principle that Earth must "stand firm" against influences. This covers a variety of legislation. Recent activities by Terra Firma include opposition to a law requiring high school alien language study, a proposal to increase tariffs on alien imports, and leading a popular movement to mark the First Contact War as a public holiday. Though founded by well-meaning individuals who feared the submersion of native human cultures under a wave of "alien vogue", Terra Firma's agenda attracts many jingoists and xenophobes." -> Timeline Obtained By: Starting any new game "2069 - Armstrong Outpost at Shackleton Crater becomes the first human settlement on Luna. It is formally founded on July 24, the 100th anniversary of the first lunar landing. 2103 - Lower City in Eos Chasma becomes the first human settlement on Mars. 2137 - Eldfell-Ashland Energy Corporation demonstrates helium-3 fuel extraction from the atmosphere of Saturn. 2142 - Construction of Gagarin Station (Jump Zero) begins beyond the orbit of Pluto. 2148 - Prospectors discover the Prothean ruins at Promethei Planum on Mars. 2149 - Translation of Prothean data leads humans to the Charon mass relay. Systems Alliance founded to coordinate exploration and colonization of extra-solar worlds. 2151 - A shipping accident at Singapore International Spaceport exposes downwind communities to containers of dust-form element zero. Alliance begins construction of Arcturus Station. 2152 - Roughly 30% of the children born in Singapore after element zero exposure suffer from cancerous growths. Systems Alliance begins settlement of Earth's first extra-solar colony world, the planet Demeter. 2154 - Commander Shepard born. 2155 - Systems Alliance occupies completed portions of Arcturus Station as a headquarters. 2156 - Some children of Singapore exhibit minor telekinetic abilities. 2157 - Turians encounter human explorers; First Contact War. Occupation and liberation of the human colony of Shanxi. 2158 - Humans learn potential of biotics. An international effort to track element zero exposures begin. Roughly 10% of exposed children show some sign of biotic ability. 2160 - Systems Alliance Parliament formed. 2165 - Humans establish embassy on Citadel. 2170 - Batarian slavers attack the Alliance colony Midoir. 2176 - Skyllian Blitz - Pirates and slavers attacked Elysium, the human capital in the Skyllian Verge. 2177 - Thresher maws devour the Alliance colony of Akuze. 2178 - In retaliation for the Skyllian Blitz, an alliance fleet wipes out an army of slavers on the moon of Torfan. 2183 - Current date." --==Planets and Locations==-- "The Milky Way galaxy contains 200 to 400 billion stars, most with a host of planets." -> Stations: Arcturus Station Obtained By: Talking to Ashley "Arcturus Station is the gateway to Sol, a 5-kilometer diameter "Stanford Torus" -type space station at the training Lagrange point of the gas giant Themis. Construction on Arcturus Station began in 2151 and concluded in 2162. It was inaugurated in 2156, and has served as the military and political headquarters of the Systems Alliance from the First Contact War until the present. When humanity activated the Charon Mass Relay in 2149, it led to Arcturus, 36 light years from Sol, Earth's sun. Arcturus is the third brightest star seen from Earth. It is an ancient red giant from the generation born before Sol. Its worlds are either gas giants or ice chunks. While some rocky debris exists, the metal content is 25% lower than normal. To build Arcturus Station, metallic asteroids were towed through the mass relays to the construction site. Many of these asteroids remain near the station, their mined out areas home to transient populations. The expense of bringing construct materials into the system was acceptable due to its strategic value. With three primary mass relays in addition to the secondary one to Sol, Arcturus is a major communications and military chokepoint. The Alliance 1st Fleet is based in Arcturus, where it can guard the gates to Sol and react to incursions in the three connected clusters. The Station also hosts the Systems Alliance Parliament and the Systems Alliance Military general headquarters. Its permanent population is approximately 45,000. Arcturus is actually from the galactic halo, one of a cluster of 52 stars that are "crashing through" the disc of the galaxy. In a billion years, Arcturus will be sailing through the depths of extragalactic dark space. " -> Stations: Gagarin Station Obtained By: Talking to Kaiden "Gagarin Station is the largest deep space station built by humanity, a "Bernal Sphere" designed with a 500-meter-diameter habitable area. It was constructed beyond Pluto, nearly 80 Astronomical Units (12 billion kilometres) from Sol. Moving crew and materials to this location bankrupted most of the backers. Gagarin was placed at the inner edge of the "heliopause" - the point at which the solar wind can no longer push back the interstellar medium. It was built to test a number of faster-than-light drive principles that theoretically could only occur in interstellar space. The station was nicknamed "Jump Zero", as it was intended to be the jumping-off point for humanity's expansion into the galaxy. Shortly after the station was completed, the Prothean ruins were discovered on Mars, rendering the entire effort moot. After struggling to make a profit for a decade, Gagarin was sold to the Systems Alliance in 2159 for a fraction of its construction costs. The Alliance refurbished it as a research and training centre for the recently discovered biotic phenomenon. In 2169, the Biotic Acclimation and Training program was shut down and Gagarin became a general research facility. Its remote location and intentional isolation from the extranet makes it popular for dangerous research, particularly in the field of artificial intelligence. Humanity's first stable AI, the Alliance-sponsored "Eliza", achieved sapience at Gagarin in 2172. Today, Gagarin Station has a permanent population of approximately 9000. A plan has been proposed to move it to the gravitationally stable barycentre point between Pluto and the Charon Relay allowing it to serve as a gateway facility between the Sol and Arcturus systems. The high cost of safely moving it mass has delayed this indefinitely." --==Ships and Vehicles==-- "The technologies of space travel and surface mobility." -> FTL Drive: Appearance Obtained By: Computer near Joker "New space travellers ask, "What does it look like outside a ship moving at faster-than-light speed?" Part of the answer can be seen in a simple pane of glass. Light travels slower through glass then it does through open air; light also moves slower in conventional space then it does in a high-speed mass effect field. This causes refraction - any light entering at an angle is bent and separated into a spectrum. Objects outside the ship will appear refracted. The greater the difference between the objective (exterior) and subjective (interior) speeds of light, the greater the refraction. As the subjective speed of lights is raised within the field, objects outside will appear to red-shift, eventually becoming visible only to radio telescope antennae. High-energy electromagnetic sources normally hidden to the eye become visible on the spectrum. As the speed of light continues to be raised, x-ray, gamma ray, and eventfully cosmic ray sources become visible. Stars will be replaced by pulsars, the acceleration discs of black holes, quasars, and gamma ray bursts. To an outside observer, a ship within a mass effect drive envelope appears to blue-shifted. If within a field that allows travel at twice the speed of light, any radiation it emits has twice the energy as normal. If the ship is in a field of about 200 times light speed, it radiates visible light as x-ray and gamma rays, and the infrared heat from the hull is blue-shifted up into the visible spectrum or higher. Ships moving at FTL are visible at great distances, though their signature will only propagate at the speed of light." -> FTL Drive: Drive Charge Obtained By: Normandy's Core Charge Status "As positive or negative electronic current is passed through an FTL drive core, it acquires a static electrical charge. Drives can be operated with an average of 50 hours before they reach charge saturation. This changes proportional to the magnitude of mass reduction; a heavier or faster ship reaches saturation more quickly. If the charge is allowed to build, the core will discharge into the hull of a ship. All ungrounded crew members are fried to a crisp, all electronic systems are burned out, and metal bulkheads may be melted and fused together. The safest way to discharge a core is to land on a planet and establish a connection to the ground, like a lightning rod. Larger vessels like dreadnaughts cannot land and must discharge into a planetary magnetic field. The ship passes the charge from the drive core to the exterior armoured hull, then dives into the magnetic field. As the hull discharges, sheets of lightning jump away into the field, creating beautiful auroral displays on the planet. The ship must retract is sensors and weapons while dumping charge to protect damage, leaving it blind and helpless. Discharging at a moon with a weak magnetic field can take days. Discharging into the powerful field of a gas giant may require less then an hour. Deep space facilities such as the Citadel often have special discharge facilities for visiting ships." -> Space Combat: Combat Endurance Obtained By: Examine Ship's Heat Monitor "Heat limits the length and intensity of ship-to-ship combat. Starships generate enormous heat when they fire high-energy weapons, perform manoeuvring burns, and run on-board combat electronics. In combat, warships produce heat more quickly than they can disperse it. As heat builds within a vessel, the crewed spaces become increasingly uncomfortable. Before the heat reaches lethal leaves, a ship must win or retreat by entering FTL. After an FTL run, the ships halts, shuts down non- essential systems, and activates the heat radiation gear. Combat endurance varies by ship design and by the battle's location. Battles in the deep cold of interstellar space can go on for some time. Engagements close to a star are brief. Since habitable worlds are usually close to a star, battles over there are usually more frantic." -> Space Combat: General Tactics Obtained By: Talking to Ashley "Shells lofted by surface navies crash back to earth when their acceleration is overwhelmed by gravity and air resistance. In space, a projectile has unlimited range, it will keep moving until it hits something. Practical gunnery range is determined by the velocity of the attacker's ordinance and the manoeuvrability of the target. Beyond a certain range, a small ship's ability to dodge trumps a larger attacker's projectile speed. The largest-ranged combat occurs between dreadnaughts, whose projectiles have the highest velocity but are the least manoeuvrable. The shortest-range combat is between frigates, which have the slowest projectile velocities and highest manoeuvrability. Opposing dreadnaughts open with main gun artillery duel at EXTREME ranges of tens of thousands of kilometres. The fleet close, maintaining evasive lateral motion while keeping their bow guns facing the enemy. Fighters are launched and attempt to close to disruptor torpedo range. Cautious admirals weaken the enemy with ranged fire and fighter strikes before committing to close action. Aggressive commanders advance so cruisers and frigates can engage. At LONG range, the main guns of cruisers become useful. Friendly interceptors engage enemy fighters until the attackers enter the range of ship-based GARDIAN fire. Dreadnaughts fire from the rear, screened by smaller ships. Commanders must decide whether to commit to a general melee or retreat into FTL. At MEDIUM range, ships can use broadside guns. Fleets intermingle, and it becomes difficult to retreat in order. Ships with damaged kinetic barriers are vulnerable to wolfpack frigate flotillas that speed through the battle scene. Only fighters and frigates enter CLOSE "knife fight" ranges of 10 or fewer kilometres. Fighters loose their disruptor torpedoes, bringing down a ship's kinetic barriers and allowing it to be swarmed by frigates. GARDIAN lasers become viable weapons, swatting down fighters and boiling away warship armour. Neither dreadnaughts nor cruisers can use their main guns at close range; laying the bow on a moving target becomes impossible. Superheated thruster exhaust becomes a hazard." -> Space Combat: Planetary Assault Obtained By: Talking to Ashley "Planetary assaults are complicated if the target is a habitable garden world; the attackers cannot approach the defenders straight on. The Citadel Conventions prohibit the use of large kinetic impactors against habitable worlds. In a straight-on attack, any misses plough into the planet behind the defending fleet. If the defenders position themselves between the attackers and the planet, they can fire at will while the attacker risks hitting the planet. Successful assaults on garden worlds hinge upon up-to-date intelligence. Attackers need to determine where the enemy's defences are, so they may approach from an angle that allows them to fire with no collateral damage. Note this is not necessary for hostile worlds. Once control of orbit has been lost, defensive garrisons disperse into the wilderness. An enemy with orbital superiority can bombard surface forces with impunity. The best option for defenders is to hide and collect reconnaissance in anticipation of relief forces. Given the size of a planet, it is impractical to garrison entire conquered worlds. Fortunately, colonisation efforts tend to focus on building up a dozen or fewer areas. Ground forces occupy the spaceports, industrial facilities, and major population centres. The wilderness is patrolled by unmanned aerial vehicles and satellite reconnaissance. If a defender unit is spotted, airmobile rapid deployment units and satellite artillery are used to pin down and destroy them." -> Starships: Crew Considerations Obtained By: Examine Sleeping Pods "Cabins give each individual ten cubic meters of space. On larger vessels private rooms are common. As ships get smaller, the number of crew packed into a single wardroom increases. Asari prefer shared spaces even on large vessels while krogan territorial instinct make it impossible for them to cohabitate even on the smallest ships. On smaller vessels, "hot bunking" is the norm. Crew members are assigned different watches share the same bunk. When one gets off-duty, he wakes up the person in the bunk. While that crewman is on duty, the first gets his rack time. Spacecraft compartments can be isolated by air-tight doors in case of decompression. The cinematic version of explosive decompression is fiction; holed compartments either take enough damage that the occupants are killed instantly, or leak slowly enough that they are able to reach protective gear. Compartments are equipped with Emergency Life Supports Apparatus: fireproof plastic bubbles with air bottles. Small when stowed, ELSA comfortably accommodate one individual inflated. Damage control procedure cuts off ventilation to burning compartments. With oxygen to consume, fires die in seconds. The compartment is re-pressurized afterwards for crew recovery. Mass effect fields create an artificial gravity (a-grav) plane below the decks, preventing muscle atrophy and bone lose in zero-gee. Large vessels arrange there decks perpendicular to their thrust axis. The "highest" decks are at the bow, and the "lowest" decks at the engines. The allows a-grav to work with the inertial effects of thrust. Ships that can land arrange their decks laterally, so the crew can move about while the vessel is on the ground. Warships normally turn off their a-grav systems during combat, reducing heat generated by systems and increasing combat endurance. To provide a point of reference for navigating in zero-gee, floors are painted a different colour from the walls and ceiling." -> Starships: Cruisers Obtained By: Tracking Terminals at C-Sec "Cruiser-weight starships are the standard combat unit encountered away from large naval bases, the "poor bloody infantry" of most fleets. Nimble scouting frigates have neither the punch of the stamina to stand up to serious combat, and the mighty dreadnaughts are a strategic resource, carefully hoarded and committed to the most critical battles. Cruisers perform routine independent "show the flag" patrols in settled systems and lead flotillas of frigates in small engagements such as pirate suppression campaigns. In major fleet engagements, cruiser squadrons support the dreadnaught battle line by screening their flanks against enemies attempting to manoeuvre for a main gun "bow shot" from their vulnerable broadsides. Alliance cruisers are named after cities on Earth." -> Starships: Dreadnaughts Obtained By: Conversation in Wards "The dreadnaught is the ultimate arbiter of space warfare; millions of tons of metal, ceramic, and polymer dedicated to the projection of firepower against an enemy vessel of like ability. No sane commander would face a dreadnaught with anything less then another dreadnaught. A dreadnaught's power lies in the length of it's main gun. Dreadnaughts range from 800 meters to one kilometre long, with a main gun of commensurate length. An 800-meter mass accelerator capable of accelerating one 2 kg. slug to a velocity of 283 km/s every two seconds. Each slug has the kinetic energy of 38 kilotons of TNT, three times the energy released by the fission weapon that destroyed Hiroshima. When used to bombard planets, some of this kinetic energy is lost due to atmospheric re-entry friction. As a rule of thumb, each Earth-atmosphere of air pressure saps approximately 20% of a projectile's impact energy. The turian fleet presently has 37 dreadnaughts; the asari, 21; and the salarians, 16. Humanity has six, with additional hull under construction at Arcturus Station. Alliance battleships are named for mountains of Earth. Everest Class: Everest, Fuji, Elbrus. Kilimanjaro Class: Kilimanjaro, Tai Shan, Shasta, Aconcagua (under construction)" -> Starships: Fighters Obtained By: Tracking Terminals at c-Sec "Fighters are single-pilot combat small craft. They are lightweight enough that they can be economically fitted with powerful element zero cores, making them capable of greater acceleration and sharper manoeuvres then starships. Kinetic barriers shields changed starship battles from short, vicious bloodbaths to extended indecisive slugging matches. Only the main gun of a dreadnaught could punch a mass accelerator slug through the barriers of an opposing dreadnaught. This changed with the development of the fighter- launched mass disruptor torpedo, a short-ranged weapon that can penetrate kinetic barriers to destroy their projector assemblies. Starship GARDIAN defences must be overwhelmed through swarm tactics. Fighter groups can take heavy casualties pressing their torpedo attacks home. Once fighter-launched torpedoes have crippled an enemy's barriers, the mass accelerator on frigates and cruisers can make short work of them. Interceptors are a type of fighter optimized to attack other fighters, with no ability to damage starships. Interceptors are used to screen friendly units from incoming fighter attack." -> Starships: Frigates Obtained By: Tracking Terminals at C-Sec "Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and groundside duty. Unlike larger vessels, frigates are able to land on planets. Frigate drive systems allow them to achieve high FTL cruise speeds. They also have proportionally larger thrusters and lighter design mass, allowing them to manoeuvre more handily. In combat, speed and manoeuvrability make a frigate immune to the long-range fire of larger vessels; in the time it takes projectiles to reach them, frigates are no longer where they were predicted to be. In fleet combat, frigates are organized into "wolfpack" flotillas of four to six. Wolfpacks speed through enemy formations, hunting enemy vessels whose kinetic barriers have been taken down by fighter-launched disruptor torpedoes. The wolfpack circle-strafes vulnerable targets, using their superior speed and manoeuvrability to evade return fire. Alliance frigates are named for great battles in human history." -> Starships: Heat Management Obtained By: Look at Heat Monitor on Normandy "Dispersal of heat generated by onboard systems is a critical issue for a ship. If it cannot deal with heat, the crew may be cooked within the hull. Radiation is the only way to shed heat in a vacuum. Civilian vessels utilise large, fragile radiator panels that are impossible to armour. Warships use Diffuse Radiator Arrays (DRA), ceramic strips along the exterior of the armoured hull. These make the ship appear striped to thermographic sensors. Since the arrangement of the strips depends on the internal configuration of the ship, the patterns for each vessel are unique and striking. On older ships, the DRA strips could become red- or white-hot. Dubbed "tiger stripes" or "war paint" by humans, the glowing DRA had a psychological impact on pirates and irregular forces. Strip radiators are not as efficient as panels, but if damaged by enemy fire, the ship only loses a small portion of its total radiation capacity. In most cases, a vessel's DRA along allows it to cruise with no difficulties. Operations deep within solar systems can cause problems. A ship engaged in combat can produce titanic amounts of heat from manoeuvring burns and weapons fire. When fighting in a high heat environment, warships employ high-efficiency "droplet" heat sinks. In a droplet system, tanks of liquid sodium or lithium absorb heat within the ship. The liquid is vented from spray nozzles near the bow as a thin sheet of millions of micrometer-scale droplets. The droplets are caught at the stern and recycled into the system. A droplet system can sink 10-100 times as much heat as DRA strips. Droplet sheets resemble a surface ship's wake through water. The wake peels out in sharp turns, spreading a fan of droplets as the ship changes vectors and leaves the coolant behind." -> Starships: Sensors Obtained By: Talk to Pressly about Stealth ""Light lag" prevents sensing in real time at great distances. A ship firing its thrusters at the Charon Relay can be easily detected from Earth, 5.75 light-hours (six billon kilometres) away, but Earth will only see the event five hours and 45 minutes after it occurs. Due to the light-speed limit, defenders can't see enemies coming until they have already arrived. Because there is FTL travel and communications but no FTL sensors, frigates are crucial for scouting and picket duties. Passive sensors are used for long-range detection, while active sensors obtain short-range, high quality targeting data. Passive sensors include visual, thermographic, and radio detectors that watch and listen for objects in space. A powered ship emits a great deal of energy; the heat of the life support systems; the radiation given off by power plants and electrical equipment; the exhaust of the thrusters. Starships stand out plainly against the near-absolute zero background of space. Passive sensors can be used during FTL travel, but incoming data is significantly distorted by the effect of the mass effect envelope and Doppler shift. Active sensors are radars and high resolution ladars (LAser Detection And Ranging) that emit a "ping" of energy and "listen" for return signals. Ladars have a narrower field of view than radar, but ladar resolution allows images of detected objects to be assembled. Active sensors are useless when a ship is moving at FTL speeds." -> Starships: Thrusters Obtained By: Examine Thrusters on Normandy "A mass effect drive core decreases the mass of a bubble of space-time around a ship. This gives the ship the potential to move quickly, but does not apply any motive power. Ships use their sublight thrusters for motive power in FTL. There are several varieties of thruster, varying in performance versus economy. All ships are equipped with arrays of hydrogen-oxygen reaction control thrusters for manoeuvring. Ion Drives electrically accelerate charged particles as a reaction mass. They are extremely efficient, but produce negligible thrust. They are mainly used for automated cargo barges. The primary commercial engine is a "fusion torch", which vents the plasma of a ship's power plant. Fusion torches offer powerful acceleration at the cost of difficult heat management. Torch fuel is fairly cheap: helium-3 skimmed from gas giants and deuterium extracted from seawater or cometary bodies. Propellant is hydrogen, likewise skimmed from gas giants. In combat, military vessels require accelerations beyond the capability of fusion torches. Warship thrusters inject antiprotons into a reaction chamber filled with hydrogen. The matter-antimatter annihilation provides unmatched motive power. The drawback is fuel production; antiprotons must be manufactured one particle at a time. Most antimatter production is done at massive solar arrays orbiting energetic stars, making them high-value targets in wartime. The exhaust of fusion and antiproton drives is measured in millions of degrees Celsius. Any vessel caught behind them will melt like wax in a blowtorch. Any long-duration interstellar flight consists of two phases: acceleration and deceleration. Starships accelerate to the half-way point of their journey, then flip 180 degrees and apply thrust on the opposite vector, decelerating as they finish the trip. The engines are always operating, and peak speed is attained at the middle of the flight." -> Vehicles: Combat Drone Obtained By: Rogue AI on Luna "Drones are small robots used to support and supplement organic soldiers on the battlefield. They have no artificial intelligence of any kind, but follow fixed, minimally adaptive programs. Most varieties employ mass effect levitation to improve mobility. All modern armies rely on veritable fleets of drones for routine soldiering (static garrisons, patrols, etc.). The use of drones in non-critical duties keeps manpower need down and reduces casualties in low intensity conflicts. Less advanced races and cultures with less sensitivity to casualties have correspondingly fewer drones in their inventory. Drones are of little use in conventional open field battles, as they are poorly armed and armoured. In addition to combat drones, support drones are used to assist organic units in the field. Reconnaissance drones are small, stealthy craft that screen combat units in the field and warn commanders when enemies are spotted. Electronic Warfare drones supplement battlefield technicians, serving as mobile jammers and ELINT (ELectronic INTelligence) gathering platforms. Military and civilian police utilise "dazzler drones" equipped with powerful strobe lights to disorient and subdue intruders using nonlethal force. Drone formations are officially referred to in wings (i.e., "Deploy the 4th Assault Drone Wing on the left flank!"). Common soldiers often refer to friendly formations as flocks and enemy formations as swarms." -> Weapons: Ablative Armour Obtained By: Normandy's Hull "A warship's kinetic barriers reduce the damage from solid objects, but can do nothing to block GARDIAN lasers, particle beams, and other forms of Directed Energy Weapon (DEW). The inner layer of warship protection consists of ablative armour plate designed to "boil away" when heated. The vaporised armour material scatters a DEW beam, rendering it ineffectual. A scaffold was built around the interior pressure hull, with sheets of ablative armour hung from the structure. Ships typically have multiple layers of armour separated by empty baffles, spaces often used for cargo storage. Cruisers, which lack the internal space to fit dedicated fighter hangers, store the shipboard fighter complement in the baffles. It is not unknown for enlisted crew to build illicit alcohol distilleries in some obscure corner of the baffles, safe from prying eyes." -> Weapons: Disruptor Torpedoes Obtained By: Peak 15's Weapons Research "Disruptor torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered. These fields warp space-time in a localised area. The rapid asymmetrical mass changes cause the target to rip itself apart. In flight, torpedoes use a mass-increasing field, making them too massive for enemy kinetic barriers to repulse. The extra mass gives the torpedoes a very sluggish acceleration, making them easy prey for defensive GARDIAN weapons. So, torpedoes have to be launched at very close range. Torpedoes are the main anti-ship weapon used by fighters. They are launched from point-blank range in "ripple-fire" waves reminiscent of the ancient Calliope rocket artillery launchers (thus their popular nickname "Callies"). By saturating defensive GARDIAN systems with multiple targets, at least a few will get through." -> Weapons: GARDIAN Obtained By: Normandy's Point Defence Systems "A ship's General ARea Defensive Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile / anti-fighter laser turrets on the exterior hull. Because these are under computer control, the gunnery control officer needs to do little beyond turn the system on and designate targets as hostile. Since lasers move at light speed, they cannot be dodged by anything moving at non-relativistic speeds. Unless the beam is aimed poorly, it will always hit its target. In the early stages of a battle, the GARDIAN fire is 100% accurate. It is not 100% lethal, but it doesn't have to be. Damaged fighters must break off for repairs. Lasers are limited by diffraction. The beams "spread out", decreasing the energy density (watts per m^2) the weapon can place on a target. Any high- powered laser is a short-ranged weapon. GARDIAN networks have another limitation: heat. Weapons-grade lasers require "cool-down" time, during which heat is transferred to sinks or radiators. As lasers fire, heat builds within them, reducing damage, range, and accuracy. Fighters attack in swarms. The first few WILL be hit by GARDIAN, but as the battle continues, the effects of laser overheat allow the attacks to press ever closer to the ship. Constant use will burn out the laser. GARDIAN lasers typically operate in infrared frequencies. Shorter frequencies would offer superior stopping power and range, but degradation of focal arrays and mirrors would make them expensive to maintain, and most prefer mechanical reliability over leading-edge performance where lives are concerned. Salarians, however, use near-ultraviolet frequency lasers with six times the range, believing that having additional time to shoot down incoming missiles is more important. Lasers are not blocked by the kinetic barriers of capital ships. However, the range of lasers limits their use to rare "knife fight"-range ship-to-ship combat." --==Technology==-- "The everyday pieces of technology that support the modern lifestyle." -> Biotics: Biotic Amps Obtained By: Talking to Chakwas about Kaiden "Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Amplifiers allow biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Amplifiers can improve a species discipline or talent. An implant is surgically-embedded interface port into which amps are "plugged in". On humans, the implant is usually placed at the base of the skull for convenient access, though the user must be careful to keep it free of contaminants. Implant ports can fit a variety of amps, and there is a growing market for modifications and add-ons. The finest quality implants and amps are manufactured by asari artisans, but the Alliance's L3 implants - first deployed in 2170 - are a significant step forward." -> Biotics: Life as a Biotic Obtained By: Talking to Kaiden "Biotics possess extraordinary abilities, but they must live with minor inconveniences. The most obvious issue is getting adequate nutrition. Creating biotic mass effects takes such a toll on metabolism that active biotics develop ravenous appetites. The standard Alliance combat rations for a soldier is 3000 calories per day; biotics are given 4500, as well as a canteen of potent energy drink for quick refreshment after hard combat. Another issue is electric charge. Electricity accumulated in starship drive cores must be discharged, and so must the electricity in a biotics user. Biotics are prone to small static discharges when they touch metal. Unfortunately, human biotics also face suspicion and persecution, beginning with the popular misconception that they can read and control minds. Biotics symbolise the dehumanisation of mankind to people philosophically or religiously opposed to gene modification and cybernetics. Militaries are the only organisations that always welcome biotics, offering them huge recruitment incentives." -> Biotics: Training Obtained By: Talking to Kaiden "Biotic implants and amplifiers only provide the potential to create coherent mass effect fields. Whether biotics can actually do so is largely determined by their training. Biotics must develop conscious control over their nervous systems, sending specific electrical impulses to the element zero nodules embedded in their nerves. They are taught to use their implants and amps with biofeedback devices and physical mnemonics. Specific gestures or muscle movements fire the proper sequence of nerves to activate a certain skill. Conatix Industries pioneered biotic training with the Biotic Acclimation and Temperance Training program. Although BAaT did not achieve the desired results, many techniques taught are still used today. Many human think tanks are trying to develop some from of biotic super soldier. Most are benign efforts to create more flexible troops. Others, less publicly known, are unapologetic attempts to create Nietzschean supermen." -> Communications Obtained By: FTL Link on Normandy "Real-time communication is possible thanks to networks of expensive mass relay comm buoys that can daisy-chain a transmission via lasers. Comm buoys are maintained in patterns built outward from each mass relay. The buoys are little more than a cluster of primitive, miniature mass relays. Each individual buoy is connected to a partner on another buoy in the network, forming a corridor of low-mass space. Tightbeam communications lasers are piped through these "tubes" of FTL space, allowing virtually instantaneous communication to anywhere on the network. The networks connect across regions by communications lasers through the mass relays. With this system, the only delay is the light lag between the source or destination and the closest buoy. So long as all parties remain within half a light-second (150,000 km) of buoys, seamless real time communications is possible. Since buoys are maintained in all travelled areas, most enjoy unlimited instant communications. Ships only suffer communications lag when operating off established deep space routes, around uninhabited areas out near system gas giants, and other unsettled areas. During wartime, comm buoy networks are the first target of an attack. Once the network is severed, it can take anywhere from weeks to years to get a message out of a contested system. In systems where a buoy network has not yet been built or has been destroyed, rapid communication means ferrying information through high-speed courier ships and unmanned data drones." -> Communications: Administration Obtained By: Ward's Extranet Terminal "While comm buoys allow rapid transmission, there is finite amount of bandwidth available. Given that trillions of people may be trying to pass a message through a given buoy at any one time, access to the network is parcelled out on priority tiers. The Citadel Council and the Spectres have absolute priority; if they are using all the bandwidth, everyone else must wait. Individual governments and their militaries enjoy the next-highest tier. During wartime, civilian communication can suffer hours or even days of lag. Intelligence agencies study ping time through various systems to predict military build-ups. Below the government and militaries, bandwidth priority is sold to the highest bidder. Mega conglomerates, particularly headline news networks, purchase higher priority to provide their viewers with timely information and response capability (for example, financial instructions and investment firms) also invest heavily in priority access. The funds acquired through sales of bandwidth are used to maintain and expand the communications infrastructure. While everyone with a computer has guaranteed free and unlimited access to the galactic extranet, they are the last in the line for bandwidth and may have to wait for their requests to be processed. Bandwidth resale corporations use investment capital to purchase blocks of high priority access, made available by paid subscription." -> Communications: Methodology Obtained By: Server Node in Feros inside ExoGeni "As the population of the galaxy increases and new worlds are settled, timely access for home users and frontier settlements with underdeveloped communications infrastructures is a growing problem. To ameliorate bandwidth issues, a sophisticated array of data caches and virtual intelligence search agent programs are available. When a user submits a query, it is first routed to the data cache, the user's search agent VI collates mountains of locally-stored data to find the desired material. If the information is not available locally, the query is passed along to neighbouring systems, and then outward in an expanding network. VI search agents in those systems replicate the search. If the desired information is found, it is compressed into a "burst" file and queued for transmission to the source system. The burst is assigned a priority based on the number of queries for it; the greater the number of queries, the higher the priority. When a new solar system is first connected to the net, a selection of the most popular data is installed locally. Though storage hardware is cheap, the capacity required to hold all the data produced everyday by trillions of people on hundreds of worlds is not trivial. It's not economical to store local copies of all the data available on obscure topics just in case. As colonies mature, older and loss-popular chunks of data filter into them as a result of queries and are placed in the local archive. Searches for obscure topics are increasingly likely to produce instant results as the archive grows." -> Credits ("Creds") Obtained By: Emporium Shopkeeper "The standard credit was established by the Citadel's Unified Banking Act as the currency of interstellar trade. The credit, has a managed floating exchange rate, calculated in real time by the central bank to maintain the average value of all participating currencies. Some regional currencies are worth more then a credit and some less. Hard currency can be stolen or counterfeited, so electronic fund transfers are the norm. More importantly physical transactions cannot easily be tracked, making them ideal for tax evasion or the purchase of illegal goods. When the Alliance joined the Citadel, its various nation treasuries were linked into the credit network. a human with a bank account of Mexican pesos, Japanese yen, or Indian rupees can purchase any item priced in credits at fair market value. All economies participate in the credit network are required to price items in both local currency and credits." --==Weapons, Armour, and Equipment==-- "Advances in technology have made individual soldiers more dangerous and survivable than ever before." -> Upgrades Obtained By: Any Upgrade Kit "The development of practical manufacturing omni-tools allow modern militaries a great deal of flexibility in equipment load-outs. A vast number of field modification kits, or "upgrades", are available for common equipment such as weapons, armour, omni-tools, biotic amps, and even grenades. An upgrade kit typically consists of less then a dozen unique parts and an optical storage disc. When loaded into an omni-tool, the OSD provides all technical specifications required to manufacture the tools and additional parts necessary to install the upgrade onto another piece of equipment. Assembly is typically modular, and installation can be completed in less then a minute. Since omni-tools are designed to used common battlefield salvage materials such as plastic, ceramics, and light metals (rendered into semi-molten "omni- gel" for quick used), it is quite possible for a trained soldier carrying upgrade kits to customise gear on the battlefield to fit the current tactical situation." ------------------------------------------------------------------------------ [10.01] Space Charts Below are the list of all the planets and systems, and clusters that will contain them. Some need to be unlocked via missions in order to access them. On the planets, there will be Co-Ordinates that will approximately pinpoint the location of the point of interest. It will by based on the x,y plane. It would be like this 100 | | 90 | O | 80 | | 70 | Y| 60 | A| 50 x| i| 40 s| | 30 |X | I 20 | | 10 | | 00 -------------------------------- 0 10 20 30 40 50 60 70 80 90 100 X-Axis For example, X will be 0,30, I will be 95,30 and O will be 60,90. Note that these are approximate co-ordinates, they are no exact I'd probably need to draw all the maps for you if that were the case. Also, hazards will be listed. Planets that can be surveyed will be able to be scanned, which will reveal something something like medals and rare metals. Hidden means that you need to search the orbits of the planets, the rings, and look for it. Or just randomly move it over the system, and try to find it. For items such as Insignias, deposits, they will all be named for their corresponding mission. Wreckage containing insignia will be listed as such, for simplicity and ease of use. Finally, for everything that is listed under a planet WITHOUT the co-ordinates for it, that means that all you need to do is to scan the planet and you will obtain whatever is listed that you will obtain. --==Argos Rho Cluster==-- -> Gorgon System - Unlock UNC: Depot Sigma-23 Mission -> Camaron -> Sharblu -> Slekon -> Unidentified Space Facility (Land On, UNC: Depot Sigma-23 Mission) -> Vectra -> Wuo -> Hydra System -> Canrum -> Turian Insignia -> Metgos (Land On, UNC: Distress Call) -> Level 2 Heat Hazard -> Escape Pod (35,60) -> Heavy Metal Deposit (20,25) -> Heavy Metal Deposit (65,45) -> Transponder Signal (65,35) -> Turian Insignia (65,80) -> Syba -> Gas Deposit -> Theyar -> Varmalus -> Phoenix System -> Carbonaceous Asteroid (Hidden) -> Prothean Data Disk -> Patashi -> Rare Earth Deposit -> Sylsalto -> Tuntau (Land On, Wrex: Family Armour) -> Asari Writings (85,75) -> Crashed Probe (30,70) -> Heavy Metal Deposit (50,75) -> Hidden Structure (75,15) -> Light Metal Deposit (10,50) -> Vebinok -> Light Metal Deposit --==Armstrong Nebula==-- -> Gagarin System -> Antirumgon -> Light Metal Deposit -> Junthor -> Asari Writings -> Pressha -> Rayingri (Land On, UNC: Geth Incursion) -> Abandoned Scavenger Camp (20,45) -> Engine Debris (80,50) -> League of One Medallion (20,30) -> Light Metal Deposit (65,75) -> Overrun Research Depot (55,40) -> Rare Earth Deposit (20,35) -> Rare Earth Deposit (65,35) -> Scavenger Corpses (15,75) -> Sogelrus -> Grissom System - Unlock UNC: Geth Incursions -> Benda -> League of One Medallion -> Notanban -> Rocky Asteroid -> Light Metal Deposit -> Solcrum (Land On, UNC: Geth Incursion) -> Asari Writings (30,20) -> Escape Pod (50,15) -> Light Metal Deposit (70,20) -> Mercenary Base (65,45) -> Rare Earth Deposit (40,65) -> Rare Earth Deposit (70,70) -> Zaherux -> Light Metal Deposit -> Hong System -> Casbin (Land On, UNC: Geth Incursions) -> Anomalous Signal (30,70) -> Engine Debris (20,55) -> Geth Outpost (70,45) -> Heavy Metal Deposit (50,65) -> Rare Earth Deposit (60,25) -> Rare Earth Deposit (70,40) -> Salarian ID Tag (25,45) -> Matar -> Matriarch's Writings -> Pomal -> Theshaca -> Treagir -> Light Metal Deposit -> Tereshkova System -> Antibaar (Land On, UNC: Geth Incursions) -> Crashed Probe (55,65) -> Geth Outpost (55,75) -> Heavy Metal Deposit (35,20) -> Light Metal Deposit (30,65) -> Light Metal Deposit (65,15) -> Prothean Data Disk (15,45) -> Thresher Maw (20,40) -> Carbonaceous Asteroid (Hidden) -> League of One Medallion -> Hunsalra -> Mawinor -> Patamalrus -> Heavy Metal Deposit -> Solmarlon -> Thegeuse -> Heavy Metal Deposit -> Vamshi Deposit -> Almos -> Maji (Land On, UNC: Geth Incursions) -> Engine Debris (75,30) -> Geth Outpost (30,70) -> Light Metal Deposit (60,45) -> Light Metal Deposit (40,70) -> Rare Metal Deposit (30,20) -> Strange Skull (70,20) -> Turian Insignia (55,20) -> Pregel -> Turian Insignia --==Artemis Tau Cluster==-- -> Athens System -> Circe -> Gas Deposit -> Nausicaa -> Pharos -> Turian Insignia -> Proteus -> Gas Deposit -> Salamis -> Knossos System -> Archanes -> Gas Deposit -> Armeni -> Carbonaceous Asteroid (Hidden) -> League of One Medallion -> Metallic Asteroid (Hidden) -> Heavy Metal Deposit -> Phaistos -> Therum (Land On, Liara's Dig Site) -> Zakros -> Macedon System -> Fargelyse -> Gas Deposit -> Metallic Asteroid (Hidden) -> Light Metal Deposit -> Patavig -> Porolan -> Asari Writings -> Sharjila (Land On, UNC: Asari Diplomacy) -> Level 1 Pressure Hazard -> Asari Writings (15,55) -> Escape Pod (65,45) -> Light Metal Deposit (55,35) -> Rare Earth Deposit (15,15) -> Rare Earth Deposit (15,65) -> Stronghold (45,65) -> Sparta System - Unlock UNC: Missing Marines -> Alsages -> Rare Earth Deposit -> Altaaya -> Asteroid Cluster (Hidden) -> Prothean Data Disk -> Edolus (Land On, UNC: Missing Marines) -> Crashed Probe (70,40) -> Distress Signal (40,60) -> Light Metal Deposit (70,30) -> Rare Earth Deposit (45,15) -> Rare Earth Deposit (20,30) -> Salarian ID Tag (70,70) -> Thresher Maw (40,60) -> Ontamalca -> Gas Deposit -> Tremanre --==Attican Beta Cluster==-- -> Hercules System -> Eletania (Land On, UNC: Lost Module) -> Level 1 Toxic Hazard -> Downed Recon Probe (55,40) -> Engine Debris (40,55) -> Heavy Metal Deposit (20,55) -> Heavy Metal Deposit (80,40) -> Monkey Colony (40,75) -> Monkey Colony (55,20) -> Monkey Colony (75,65) -> Monkey Colony (80,20) -> Mysterious Globe (20,20) -> Syided -> Matriarch's Writings -> Xathorron -> Zatorus -> Heavy Metal Deposit -> Theseus System -> Feros (Land On, Story Planet) -> Logan -> Quana -> Light Metal Deposit -> Sharring -> Prothean Data Disk -> Sytau --==Exodus Cluster==-- -> Asgard System - Download Bring Down the Sky DLC -> Asteroid X57 (Land On, Bring Down the Sky) -> Body of R. Montoya (30,85) -> Construction Camp (85,75) -> Explosives Cache (85,85) -> Fusion Torch (35,60) -> Fusion Torch (50,30) -> Fusion Torch (70,50) -> Main Facility (60,80) -> Survey Station 1 (80,20) -> Survey Station 2 (25,85) -> Survey Station 3 (20,20) -> Transmission Tower (40,40) -> Vehicle Wreckage (15,50) -> X57 Radio (60,30) -> Borr -> Loki -> Terra Nova -> Tyr -> Utopia System -> Arcadia -> Eden Prime -> Nirvana -> Xanadu -> Zion --==Gemini Sigma Cluster==-- -> Han System - Unlock UNC: Hostile Takeover -> Farcrothu -> Huningto -> Mavigon (Land On, UNC: Hostile Takeover) -> Level 2 Cold Hazard -> Engine Debris (30,20) -> Heavy Metal Deposit (55,45) -> Light Metal Deposit (70,60) -> Salarian ID Tag (55,45) -> Syndicate Hideout (70,25) -> Paravin -> Asari Writings -> Patatanlis -> Light Metal Deposit -> Ming System -> Altanorch -> League of One Medallion -> Antiroprus -> MSV Worthington (Land On, UNC: Lost Freighter) -> Parag -> Light Metal Deposit --==Hades Gamma Cluster==-- -> Antaeus System -> Ageko -> Edmos -> Gas Deposit -> Hunidor -> Ploba -> Asari Writings -> Trebin (Land On, UNC: Missing Survey Team) -> Crashed Probe (20,50) -> Excavation Site (55,65) -> Rare Earth Deposit (40,40) -> Rare Earth Deposit (70,65) -> Research Base (55,55) -> Thresher Maw (80,35) -> Transmitter Tower (20,70) -> Turian Insignia (80,35) -> Vemal -> Rare Earth Deposit -> Cacus System - Have 80% Full Bar of Renegade or Paragon -> Chohe (Land On, UNC: Beseiged Base) -> Asari Writings (65,60) -> Engine Debris (20,20) -> Heavy Metal Deposit (45,25) -> Mercenaries (20,60) -> Rare Earth Deposit (35,65) -> Science Base (60,25) -> Thresher Maw (40,20) -> Faringor -> Rare Earth Deposit -> Treyarmus -> Xamarri -> Zayarter -> Heavy Metal Deposit -> Dis System - Unlock UNC: Hostile Takeover -> Gremar -> Jarter -> Klensal (Land On, UNC: Hostile Takeover) -> Escape Pod (40,30) -> Heavy Metal Deposit (40,50) -> League of One Medallion (55,40) -> Light Metal Deposit (80,60) -> Syndicate Hideout (40,45) -> Metallic Asteroid (Hidden) -> Light Metal Deposit -> Nearrum -> Light Metal Deposit -> Raysha -> Turian Insignia -> Farinata System -> Juntauma -> Prothean Data Disk -> MSV Ontario (Land On, UNC: Hostage) -> Nepneu -> Rare Earth Deposit -> Rocky Asteroid (Hidden) -> Light Metal Deposit -> Tunshagon -> Plutus System -> Clocrolis -> Rare Earth Deposit -> Maidla -> Mingito -> Rare Earth Deposit -> Nonuel (Land On, UNC: The Negotiation) -> Asari Writings (30,30) -> Crashed Probes (15,40) -> League of One Medallion (30,30) -> Light Metal Deposit (25,80) -> Rare Earth Deposit (60,55) -> Thresher Maw (90,30) -> Thresher Maw (25,80) -> Warlord's Outpost (65,65) -> Veyaria --==Hawking Eta Cluster==-- -> Century System -> Canctra -> Light Metal Deposit -> Klendagon -> Metallic Asteroid (Hidden) -> Heavy Metal Deposit -> Presrop (Land On, UNC: Major Kyle) -> Abandoned Mining Camp (40,75) -> Biotic Compound (25,30) -> Crashed Mining Vehicle (30,60) -> Engine Debris (20,50) -> Heavy Metal Deposit (30,30) -> Mercenaries (80,45) -> Rare Earth Deposit (60,30) -> Thresher Maw (70,75) -> Turian Insignia (30,60) -> Tamahera -> Tharopto -> League of One Medallion --==Horse Head Nebula==-- -> Fortuna System - Unlock UNC: Hostile Takeover -> Amaranthine -> Engineering Outpost (40,25) -> Escape Pod (15,45) -> Heavy Metal Deposit (35,55) -> Rare Earth Deposit (55,30) -> Rare Earth Deposit (70,50) -> Turian Insignia (30,35) -> Maganlis -> Turian Insignia -> Therumlon -> Rare Earth Deposit -> Wentania -> Pax System -> Morana -> Noveria (Land On, Story Planet) -> Svarog -> Veles -> Asari Writings -> Strenuus System - Unlock UNC: Privateers -> Antitarra -> Gas Deposit -> MSV Majesty (Hidden) -> Thesalgon -> Trelyn -> Xawin (Land On, UNC: Privateers) -> Level 1 Cold Hazard -> Abandoned Camp (70,45) -> Corpse and Destroyed Vehicle (65,20) -> Crashed Probe (30,30) -> Geth Beacon (65,75) -> Heavy Metal Deposit (45,75) -> Heavy Metal Deposit (70,20) -> Light Metal Deposit (60,60) -> Privateer Base (25,70) -> Thresher Maw (30,30) -> Turian Insignia (45,45) -> Yunthorl -> League of One Medallion --==Kepler Verge==-- -> Herschel System - Unlock Garrus: Find Dr. Saleon -> Clobaka -> Clugon -> Matol -> MSV Fedele (Hidden, Land On, Find Dr. Saleon) -> Rocky Asteroid -> Heavy Metal Deposit -> Tungel -> Newton System -> Juncro -> Gas Deposits -> Klencory -> Asari Writings -> Ontarom (Land On, UNC: Dead Scientists) -> Crashed Probe (70,35) -> Heavy Metal Deposit (25,20) -> Heavy Metal Deposit (60,20) -> Strange Cow (25,30) -> Turian Insignia (50,60) -> Underground Facility (70,20) -> Sesmose --==Local Cluster==-- -> Solar System - Unlocked when you Reach Level 20 -> Mercury -> Venus -> Earth -> Luna (Land On, UNC: Rogue AI) -> CCCP Luna 23 (25,70) -> Mars -> Jupiter -> Saturn -> Uranus -> Neptune -> Pluto --==Maroon Sea Cluster==-- -> Caspian System -> Almacrux -> Antida -> Turian Insignia -> Clotanca -> Heavy Metal Deposit -> Farnuri -> Heavy Metal Deposit -> MSV Corpucopia (Hidden, Land On, UNC: Derelict Freighter) -> Matano System -> Apo -> Chasca (Land On, UNC: Colony of the Dead) -> Civilian Structure (25,40) -> Civilian Structure (35,30) -> Escape Pod (30,20) -> Heavy Metal Deposit (45,70) -> Light Metal Deposit (45,35) -> Prothean Data Disk (65,20) -> Rare Earth Deposit (50,75) -> Science Facility (20,30) -> Illapa -> Inti -> Metallic Asteroid (Hidden) -> Heavy Metal Deposit -> Rocky Asteroid (Hidden) -> Prothean Data Disk -> Supay -> Light Metal Deposit -> Vostok System -> Alko -> Clomarthu -> Metallic Asteroid (Hidden) -> Heavy Metal Deposit -> Nodacrux (Land On, UNC: ExoGeni Facility) -> Engine Debris (70,50) -> Light Metal Deposit (40,25) -> Heavy Metal Deposit (15,55) -> Science Facility (70,30) -> Thorian Creeper Camp (30,70) -> Turian Insignia (75,75) -> Pataiton -> Asari Writings --==Pangaea Expanse==-- Complete Feros, Therum, Noveria and Virmire -> Refuge System -> Agetoton -> Ilos (Land On, Story Planet) -> Zafe --==Sentry Omega Cluster==-- Complete two of the following: Therum, Noveria or Feros -> Hoc System -> Cloroplon -> Jarfor -> Nemata -> Prescyla -> Virmire --==Styx Theta Cluster==-- Complete Noveria -> Acheron System -> Altahe (Land On: UNC: Listening Post Theta) -> Asari Writings (40,30) -> Escape Pod (75,75) -> Heavy Metal Deposit (15,35) -> Listening Post (40,20) -> Ranchi Colony (75,35) -> Rare Earth Deposit (20,55) -> Carbonaceous Asteroid (Hidden) -> Turian Insignia -> Farthorl -> Grosalgen -> Light Metal Deposit -> Imaneya -> Erebus System -> Chofen -> Nepmos (Land On, UNC Listening Post Alpha) -> Crashed Probe (20,20) -> Heavy Metal Deposit (65,35) -> League of One Medallion (20,50) -> Light Metal Deposit (35,25) -> Listening Post (65,20) -> Mining Camp (70,75) -> Rare Earth Deposit (75,75) -> Ranchi Ambush (30,50) -> Ranchi Ambush (65,60) -> Ranchi Infested Mine (25,25) -> Quaji -> Heavy Metal Deposit -> Wermani -> Prothean Data Disk --==Serpent Nebula==-- -> Widow System -> Citadel Station --==Voyager Cluster==-- -> Amazon System -> Agebinium (Land On, UNC: Espionage Probe) -> Alliance Homing Beacon (35,65) -> Crashed Vehicle (70,65) -> Engine Debris (45,75) -> Light Metal Deposit (20,80) -> Light Metal Deposit (15,35) -> Mercenary Camp (50,70) -> Rare Earth Deposit (50,15) -> Turian Insignia (65,70) -> Derneuca -> Sonedma -> Rare Earth Deposit -> Sybin -> Turian Insignia -> Tremar -> Gas Deposit -> Columbia System - Unlock UNC: Hades' Dogs -> Clojia -> Gromar -> League of One Medallion -> Nepheron (Land On, UNC: Hades' Dog) -> Engine Debris (55,20) -> Heavy Metal Deposit (80,50) -> Light Metal Deposit (70,20) -> Rare Earth Deposit (60,70) -> Salarian ID Tag (35,45) -> Shack (25,45) -> Thresher Maw (25,40) -> Underground Facility (40,35) -> Ontaheter -> Rare Earth Deposit -> Yangtze System - Unlock UNC: Cerberus -> Alrumter -> Prothean Data Disk -> Binthu (Land On, UNC: Cerberus) -> Crashed Probe (15,45) -> Heavy Metal Deposit (40,55) -> Prothean Data Disk (50,25) -> Rare Earth Deposit (65,30) -> Research Facility (35,70) -> Research Facility (45,25) -> Research Facility (65,55) -> Dregir -> Light Metal Deposit -> Patajiri -> Rare Earth Deposit -> Renshato ------------------------------------------------------------------------------ [A] Contact Information Hey, what do you know, it looks just like my previous legal things, cause I'm too lazy to make another one. That block button is mighty fun to use. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quite in Mexican or Antarctic penguin language cause I don't understand. 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I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC, thanks for the memories, lest we forget SBAllen, for running the site, and doing a great job You, for reading it Bioware for developing the game, EA for distribution All the Guides at GameFAQs for a good source of reference The Mass Effect Wikia for their information on the site Me for making it, yes, I'm that arrogant Hotmail for giving me the e-mail account (Why is it even here?) http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be outdated www.neoseeker.com www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2008 Electronic Arts, Bioware. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. 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