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    FAQ/Walkthrough by Warfreak

    Version: 2.5 | Updated: 02/01/09 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 2.5
    Date Started: 25/6/08
    Table of Contents
    [1] Introduction
        [1.01] Introduction
        [1.02] Version History
    [2] Background
        [2.01] Commander Shepard's History
        [2.02] Playable Classes
        [2.03] Squad Classes
    [3] Skills
        [3.01] Combat
        [3.02] Tech
        [3.03] Biotic
        [3.04] Class Skills
        [3.05] Unlocked Classes
        [3.06] Shepard Skills
    [4] 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
    [5] 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
    [6] 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
    [7] Manufacturers
        [7.01] Manufacturers
        [7.02] Weapons
        [7.03] Armour
        [7.04] Upgrades
    [8] Achievements
        [8.01] Achievements
    [9] Codex
        [9.01] Primary Codex
        [9.02] Secondary Codex
    [10] 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:
    "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
    "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
    "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
    "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
    [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. 
    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
    Unlocked Skills: Shotgun
                     Sniper Rifle
                     First Aid
    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
    Unlocked Skills: Basic Armour
    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
    Unlocked Skills: Pistol
    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
    Unlocked Skills: Sniper Rifle
                     First Aid
    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
    Base Skills: Barrier
                 First Aid
    Unlocked Skills: Electronics
    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
    Unlocked Skills: Shotgun
                     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%.
    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.
    TO activate the abilities, head to the squad management page whilst in
    battle. For PC, this is the space bar.
    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)
    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 
    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)
    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
    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)
    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)
    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)
    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
    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
    --==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)
    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 
    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
    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)
    Level 01 = +10% Health
    Level 02 = +14% Health
    Level 03 = +17% Health
    Level 04 = IMMUNITY (+50% Defence, Lasts 10 Seconds, 60 Second Cooldown, -30%
    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. 
    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 
    Base Skill For: Engineer, Sentinel, Infiltrator, Quarian Machinist, Turian
    Unlocked For  : No One
    Level 01 = SABOTAGE (Allows Easy Decryption, 50 Damage, 6 Meter Radius, 
               2 Damage per Second, -60% Accuracy, Lasts 15 Seconds, 60 Seconds
    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
    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)
    Level 01 = OVERLOAD (Easy Electronics, 50 Damage, 6 Meter Radius, 200 Shield 
               Damage, -20% Enemy Defence for 10 Seconds, -60% Accuracy, 60 Second
    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 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)
    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 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)
    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==--
    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)
    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
    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)
    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.
    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)
    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 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
    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 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)
    Level 01 = LIFT (4 Meter Radius, Lasts 6 Seconds, -80% Accuracy, 60 Second
    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 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
    Base Skill For: No One
    Unlocked For  : Adept (Level 07 with Warp)
                    Asari Scientist (Level 07 with Warp)
    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 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)
    Level 01 = BARRIER (+400 Shields, Lasts 10 Seconds, -80% Accuracy, 60 Second
    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)
    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)
    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 
    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
    [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. 
    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.
    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
    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. 
    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
    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.
    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
    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.
    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
    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. 
    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
    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.
    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.
    Level 01: +4% Accuracy for All Weapons, +4% Damage by Sniper and Assault 
    Level 02: +7% Accuracy for All Weapons, +5% Damage by Sniper and Assault 
    Level 03: +10% Accuracy for All Weapons, +6% Damage by Sniper and Assault 
    Level 04: +13% Accuracy for All Weapons, +7% Damage by Sniper and Assault 
    Level 05: +16% Accuracy for All Weapons, +8% Damage by Sniper and Assault 
    Level 06: +19% Accuracy for All Weapons, +9% Damage by Sniper and Assault 
    *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.
    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.
    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
    Level 01: +25% Biotic Defence, +50% Melee Damage, +3 Health Regenerated per
    Level 02: +30% Biotic Defence, +75% Melee Damage, +3.5 Health Regenerated per
    Level 03: +35% Biotic Defence, +100% Melee Damage, +4 Health Regenerated per
    Level 04: +40% Biotic Defence, +125% Melee Damage, +4.5 Health Regenerated per 
    Level 05: +45% Biotic Defence, +150% Melee Damage, +5 Health Regenerated per
    Level 06: +50% Biotic Defence, +175% Melee Damage, +5.5 Health Regenerated per
    [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.
    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
    Barrier Specialisation          : Increases Strength and Duration of Barrier
                                      by 25%, Regenerates Shields at 40 per sec.
    Adrenaline Burst Specialisation : Decreases recharge time by 25%.
    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
    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
    The upgrade to the Engineer and the Infiltrator, this gives a boost on
    your Sabotage and Overload as well as reducing the cooldowns.
    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
    The upgrade to the Engineer or the Sentinel. This improves their first aid
    and medicine skills, as you would assume from the name, Medic.
    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.
    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
    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
    The final upgrade, and the boost to the Adept and the Vanguard. This improves
    the power of the biotics and makes them last longer.
    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 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. 
    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 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.
    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 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.
    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.
    UNITY - Revives your fallen suqad members with health and shields at the
            cost of lower accuracy.
    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.
    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
    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. 
    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.
    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
    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
    --==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. 
    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.
    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
    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
    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
    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
    --==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.
    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
     +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.
    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
     +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
     +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
    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 
    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==--
    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
    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 
    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. 
    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 
    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 
    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.
    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 
    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 
    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
    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
    --==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
     +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
    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
    --==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 
    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
    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
    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. 
    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
    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 
    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
    --==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 
    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 
    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 
    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
    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
    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
    "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
    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==--
    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
    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
    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
    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==--
    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
    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
    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%
    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
    10 Achievement Points
    Obtained By: Romance a Character, talk to either Ashley, Kaiden or Liara
                 after completing a main planet mission
    Unlocks: Nothing
    25 Achievement Points
    Obtained By: Have 1 million Credits
    Unlocks: Unlocks Spectre Weapons at C-Sec and Normandy
    25 Achievement Points
    Obtained By: Complete Game with Total Damage to Shields > Total Damage to HP
    Unlocks: Increase Shield Strength by 10%
    10 Achievement Points
    Obtained By: Use Charm or Intimidate during the Wrex or Saren Incidents in
                 Virmire, Saren during the Citadel Siege
    Unlocks: Nothing
    15 Achievement Points
    Obtained By: Have Renegade Bar 75% Full
    Unlocks: Nothing
    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
    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
     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
    -> 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
     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
     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: 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 
    -> 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 
     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
     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
     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 
     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
     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
     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."
    "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 
     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
     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
     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 
     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
    -> 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
     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
    -> 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 
     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 
    -> 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 
     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 
     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 
     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 
     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
    -> 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 
     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 
     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
    -> 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 
    -> 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 
    -> 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 
    -> 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 
     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 
     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 
     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 
     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 
     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 
     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 
     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
     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
     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
     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:
     Serviceman 3rd Class / Private 2nd Class
     Serviceman 2nd Class / Private 1st Class
     Serviceman 1st Class / Corporal
     Service Chief
     Gunnery Chief
     Operations Chief
     2nd Lieutenant
     1st Lieutenant
     Staff Lieutenant
     Lieutenant Commander
     Staff Commander
     Captain / Major
     Read Admiral / General
     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
     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 
     2154 - Commander Shepard born.
     2155 - Systems Alliance occupies completed portions of Arcturus Station as a
     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
    -> 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 
     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 
     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 
     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 
     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
     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 
    -> 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 
     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 
    "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 
     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 
     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 
    -> 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 
    [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  |
    60  |
    50 x|
    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.
    Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
    Yoi Di Tjih Ni Mes Eft?" Don' be too formal, a question is not a freakin
    business agreement so don't say "Dear Sir, In accordance to your Walkthrough
    to the PC Game, Mass Effect" What am I? A walking business agreement?
    I will credit you if your send me information about this game that is not in
    the FAQ. I will also be grateful if you see this FAQ somewhere else other than
    Gamefaqs or a site which has my permission. If you do, tell me so I can kick
    their ass to Pluto and make them bounce off to the other side of the Universe.
    I will not respond to:
    * Spam
    * Bill Gate's Spam (He gets spam of up to 4 million per day)
    * Something not related with the this guide
    * Something already covered
    * Illegal stuff, like CD-Keys and Pirated Versions
    * Technical Problems
    Technical Problems will not be answer as they should be sent to EA not me.
    I didn't design the game so I shouldn't know what's wrong with it, its your
    game not MINE.
    [B] Webmaster Information
    [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
    [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. This is not to be used for commercial or personal
    gain. Websites publishing this guide without permission will face punishment
    under the law. All sites except GAMEFAQS are not allow to host this FAQ 
    without my permission.
    This document is protected by the copyright laws that were founded in the
    Bernes Copyright Convention in 1968. It states that:
    The expression “literary and artistic works” shall include every production
    in the literary, scientific and artistic domain, whatever may be the mode or
    form of its expression, such as books, pamphlets and other writings; lectures,
    addresses, sermons and other works of the same nature; dramatic or 
    dramatico-musical works; choreographic works and entertainments in dumb show;
    musical compositions with or without words; cinematographic works to which
    are assimilated works expressed by a process analogous to cinematography;
    works of drawing, painting, architecture, sculpture, engraving and 
    lithography; photographic works to which are assimilated works expressed by a
    process analogous to photography; works of applied art; illustrations, maps, 
    plans, sketches and three-dimensional works relative to geography, 
    topography, architecture or science.
    If you fail to follow the law, you will be indited for fraud and is a criminal
    offense and result in a criminal record. You will find it extremely hard to 
    find a job if you have a criminal record. Do not sell this document or claim 
    it as your own or you will be punishable under the law. If you wish to know 
    more about this law as you don't believe that you are breaking copyright, 
    feel free to do a google search on the Bernes Copyright Convention. 
    You are not to sell this piece of work, claim it as your own, make any 
    finanical gain out of this guide, or any other illegal activity. You are 
    allowed to print this guide out and use it for personal uses but that is the
    only thing you can do with this guide. 
    Please abide with the terms. If not, you will be facing a lawsuit you cannot
    win. Or I shutdown your website. Either way, I win you lose. Don't forget,
    there are some special Internet tools I can track anyone down with. The
    internet is a big place. 
    This document is copyright 2009. All Rights are not transmitted through the
    mass relays.

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