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    FAQ/Walkthrough by Haeravon

    Version: 1.03 | Updated: 02/24/12 | Search Guide | Bookmark Guide

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    |								       |
    |				Mass Effect			       |
    |								       |
    Version 1.03
    Written by: Nathan Garvin
    Email: Theendbringer (at) Hotmail (dot) com.
    If you're going to email me about this guide, make sure you put
    "MASS EFFECT" in the title, or I'll probably end up deleting it as
    I have no affiliation with Bioware, Microsoft, or any other parties
    involved with this game. This is a not-for-profit fan-made guide. If
    you wish to post, mirror, or quote this guide, feel free to do so.
    Credit would make me happy, an email would make me feel good. Let your
    conscience be your guide, just like all good people.
    Now, I know this is a not-for-profit FAQ, but FAQ writing is time
    consuming work. If you wanted to show your appreciation for this FAQ
    and/or support for future FAQs by donating to my PayPal account, that
    would be an above-and-beyond gesture. If every person who downloaded
    my FAQs donated a penny.. well, it would help out immensely. Now,
    without anymore PBS-style solicitation..
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work.. if not with the intended aesthetics intact.
    Table of Contents
    >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
    I. Introduction				{INT001}
    	1. Writing the FAQ		{INT002}
    	2. My Method			{INT003}
    	3. Using this FAQ		{INT004}
    	4. Sequence of Events		{INT005}
    	5. Following Directions		{INT006}
    	6. Missions/Assignments		{INT007}
    	7. Dialogue/Alignment		{INT008}
    	8. Codexes			{INT009}
    	9. Items			{INT010}
    	10. Credits and How to (not)	{INT011}
    	    Spend Them
    	11. Licenses			{INT012}
    	12. Getting the Quarter Master	{INT013}
    	    to Sell the Good Stuff
    	13. Multiple Play-Throughs and	{INT014}
    	    Difficulty Settings
    II. General Gameplay Information	{GGI001}
    	1. The Controls			{GGI002}
    	2. Gameplay (The HUD)		{GGI003}
    	3. Gameplay (Equipment)		{GGI004}
    	4. Resources			{GGI005}
    	5. Weapons			{GGI006}
    	6. Armor			{GGI007}
    	7. Biotic Amp			{GGI008}
    	8. Omni-tool			{GGI009}
    	9. Grenade Launcher		{GGI010}
    	10. Upgrades			{GGI011}
    	11. Gameplay (Squad)		{GGI012}
    	12. Decryption, Hacking, and	{GGI013}
    	    other Timed Mini-Games
    	13. Exploration Notes		{GGI014}
    	14. Hazards			{GGI015}
    	15. Mako			{GGI016}
    	16. Planetary Exploration	{GGI017}
    	17. Scanning			{GGI018}
    	18. Thresher Maws		{GGI019}
    III. Achievements			{ACH001}
    	1. "Smart" Achievements		{ACH002}
    	2. Achievement Notes		{ACH003}
    	3. Bonus Talent Achievement	{ACH004}
    IV. Character Creation			{CHR001}
    	1. Class			{CHR002}
    	2. Soldier			{CHR003}
    	3. Engineer			{CHR004}
    	4. Adept			{CHR005}
    	5. Infiltrator			{CHR006}
    	6. Sentinel			{CHR007}
    	7. Vanguard			{CHR008}
    	8. Talents			{CHR009}
    	9. Ranks and Talents		{CHR010}
    	10. Variations			{CHR011}
    	11. Adept			{CHR012}
    	12. Assault Rifles		{CHR013}
    	13. Assault Training		{CHR014}
    	14. Basic Armor			{CHR015}
    	15. Barrier			{CHR016}
    	16. Bastion			{CHR017}
    	17. Charm			{CHR018}
    	18. Combat Armor		{CHR019}
    	19. Commando			{CHR020}
    	20. Damping			{CHR021}
    	21. Decryption			{CHR022}
    	22. Electronics			{CHR023}
    	23. Engineer			{CHR024}
    	24. First Aid			{CHR025}
    	25. Fitness			{CHR026}
    	26. Hacking			{CHR027}
    	27. Infiltrator			{CHR028}
    	28. Intimidate			{CHR029}
    	29. Lift			{CHR030}
    	30. Medic			{CHR031}
    	31. Medicine			{CHR032}
    	32. Nemesis			{CHR033}
    	33. Operative			{CHR034}
    	34. Pistols			{CHR035}
    	35. Sentinel			{CHR036}
    	36. Shock Trooper (SOLDIER)	{CHR037}
    	37. Shock Trooper (VANGUARD)	{CHR038}
    	38. Shotguns			{CHR039}
    	39. Singularity			{CHR040}
    	40. Soldier			{CHR041}
    	41. Sniper Rifles		{CHR042}
    	42. Spectre Training		{CHR043}
    	43. Stasis			{CHR044}
    	44. Tactical Armor		{CHR045}
    	45. Throw			{CHR046}
    	46. Vanguard			{CHR047}
    	47. Warp			{CHR048}
    	48. Alignment			{CHR049}
    	49. Gaining Paragon/Renegade	{CHR050}
    	50. Charm and Intimidate	{CHR051}
    	51. Free Maxing Intimidate and	{CHR052}
    	52. My Character		{CHR053}
    	53. Leveling Advice -		{CHR054}
    	    Low Levels (1-10)
    	54. Leveling Advice -		{CHR055}
    	    Mid Levels (11-30)
    	55. Leveling Advice -		{CHR056}
    	    High levels (31-60)
    V. NPC's				{NPC001}
    	1. Ashley			{NPC002}
    	2. Garrus			{NPC003}
    	3. Kaiden			{NPC004}
    	4. Liara T'Soni			{NPC005}
    	5. Tali'Zorah nar Rayya		{NPC006}
    	6. Wrex				{NPC007}
    	7. Party Selection		{NPC008}
    	8. Romances			{NPC009}
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
    VI. Prologue: Eden Prime		{WLK001}
    VII. Citadel				{WLK002}
    VIII. Artemis Tau			{WLK003}
    IX. More Sidequests on the Citadel	{WLK004}
    IX. Feros				{WLK005}
    X. Noveria				{WLK006}
    XI. Virmire				{WLK007}
    XII. Even More Sidequests on the Citadel{WLK008}
    XIII. Ilos				{WLK009}
    XIV. Showdown with Saren		{WLK010}
    >>>>>>>>>>>SIDE QUESTS & MISCELLANEOUS<<<<<<<<<<
    XV. Sidequests				{SDQ001}
    	1. Citadel: Family Matter	{SDQ002}
    	2. Citadel: Old, Unhappy,	{SDQ003}
    	   Far-off Things
    	3. Citadel: The Fan		{SDQ004}
    	4. Citadel: The Fourth Estate	{SDQ005}
    	5. Garrus: Find Dr. Saleon	{SDQ006}
    	6. Investigate Facility		{SDQ007}
    	7. Investigate Samples		{SDQ008}
    	8. Tali and the Geth		{SDQ009}
    	9. UNC: Asari Diplomacy		{SDQ010}
    	10. UNC: Besieged Base		{SDQ011}
    	11. UNC: Cerberus		{SDQ012}
    	12. UNC: Colony of the Dead	{SDQ013}
    	13. UNC: Dead Scientists	{SDQ014}
    	14. UNC: Distress Call		{SDQ015}
    	15. UNC: Espionage Probe	{SDQ016}
    	16. UNC: ExoGeni Facility	{SDQ017}
    	17. UNC: Geth Incursions	{SDQ018}
    	18. UNC: Hades' Dogs		{SDQ019}
    	19. UNC: Hostage		{SDQ020}
    	20. UNC: Hostile Takeover	{SDQ021}
    	21. UNC: Listening Post Alpha	{SDQ022}
    	22. UNC: Listening Post Theta	{SDQ023}
    	23. UNC: Lost Freighter		{SDQ024}
    	24. UNC: Lost Module		{SDQ025}
    	25. UNC: Major Kyle		{SDQ026}
    	26. UNC: Missing Marines	{SDQ027}
    	27. UNC: Missing Survey Team	{SDQ028}
    	28. UNC: Privateers		{SDQ029}
    	29. UNC: Rogue VI		{SDQ030}
    	30. UNC: The Negotiation	{SDQ031}
    	31. Wrex: Family Armor		{SDQ032}
    XVI. Galactic Locations			{GLC001}
    	1. Argos Rho: Hydra		{GLC002}
    	2. Argos Rho: Phoenix		{GLC003}
    	3. Armstrong Nebula: Gagarin	{GLC004}
    	4. Armstrong Nebula: Grisson	{GLC005}
    	5. Armstrong Nebula: Hong	{GLC006}
    	6. Armstrong Nebula: Tereshkova {GLC007}
    	7. Armstrong Nebula: Vamshi	{GLC008}
    	8. Artemis Tau: Athens		{GLC009}
    	9. Artemis Tau: Knossos		{GLC010}
    	10. Artemis Tau: Macedon	{GLC011}
    	11. Artemis Tau: Sparta		{GLC012}
    	12. Attican Beta: Hercules	{GLC013}
    	13. Attican Beta: Theseus	{GLC014}
    	14. Exodus Cluster: Utopia	{GLC015}
    	15. Gemini Sigma: Han		{GLC016}
    	16. Gemini Sigma: Ming		{GLC017}
    	17. Hades Gamma: Antaeus	{GLC018}
    	18. Hades Gamma: Cacus		{GLC019}
    	19. Hades Gamma: Dis		{GLC020}
    	20. Hades Gamma: Farinata	{GLC021}
    	21. Hades Gamma: Plutus		{GLC022}
    	22. Hawking Eta: Century	{GLC023}
    	23. Horse Head Nebula: Fortuna	{GLC024}
    	24. Horse Head Nebula: Pax	{GLC025}
    	25. Horse Head Nebula: Strenuus	{GLC026}
    	26. Kepler Verge: Herschel	{GLC027}
    	27. Kepler Verge: Newton	{GLC028}
    	28. Local Cluster: Sol		{GLC029}
    	29. Maroon Sea Cluster: Caspian	{GLC030}
    	30. Maroon Sea Cluster: Matano	{GLC031}
    	31. Maroon Sea Cluster: Vostok  {GLC032}
    	32. Pangaea Expanse: Refuge	{GLC033}
    	33. Sentry Omega: Hoc		{GLC034}
    	34. Sentry Omega: Widow		{GLC035}
    	35. Styx Theta: Acheron		{GLC036}
    	36. Styx Theta: Erebus		{GLC037}
    	37. Voyager Cluster: Amazon	{GLC038}
    	38. Voyager Cluster: Columbia	{GLC039}
    	39. Voyager Cluster: Yangtze	{GLC040}
    XVII. Miscellaneous			{MSC001}
    	1. Level 21 Shepard		{MSC002}
    	2. Level 37 Shepard		{MSC003}
    	3. Level 43 Shepard		{MSC004}
    	4. Level 48 Shepard		{MSC005}
    	5. Level 50 Shepard		{MSC006}
    	6. Level 60 Shepard		{MSC007}
    XVIII. Updates/Thanks			{UPD001}
    	1. Version 1.00 to 1.01		{UPD002}
    	2. Version 1.01 to 1.02		{UPD003}
    	3. Version 1.02 to 1.03		{UPD004}
    	3. Special Thanks		{UPD005}
    |								       |
    |			Introduction {INT001}			       |
    |								       |
    I started on this guide-as I do with most FAQs-well after the game is
    out, probably even past the point of my FAQs being particularly
    relevant. In this case, the hype around Mass Effect 2 and the
    revelation of the sequel's copious carry-over gave me the inspiration
    to toss my hat in on this game, since it is billed as a trilogy that
    promises to form a continuous story that you shape over the course of
    all three games. It's been a long time since a game of this ambition
    has been released, and as an RPG fan, and somebody who enjoyed Mass
    Effect quite a bit, it seemed natural to want to start on the first of
    my own trilogy of FAQs. Better late than never, right?
    Writing the FAQ							{INT002}
    Since the choices you make in Mass Effect, large and small, are
    supposed to carry over to Mass Effect 2, I decided I should replay the
    game to ensure I had the 'perfect' character with all the choices
    right, something that maxing out my original had muddied. As I was
    going to go through the game again, I figured I might as well right
    this FAQ around it. A common line of thought, I am sure.
    One problem persisted, however. I had all the achievements, with a
    level 60 character, with max Intimidate and Charisma. As far as I was
    concerned, a perfect character except for the dialogue options. Hardly
    fair to right a FAQ around, and with all the achievements, my play
    experience would be considerably different from a fresh players'. In
    the end I decided to load up my fiancé's account and play on there,
    where I would have no troublesome achievements and past plays to
    throw off the experience and the accuracy of the FAQ.
    My Method							{INT003}
    If I was going to recreate a 'perfect' character, some things would
    have to be done. First, I would have to be able to create the kind of
    character I wanted to play. Namely I would need access to bonus talents,
    or else I'd end up playing with a character that was fundamentally
    flawed. This isn't so terrible for a first time player, but for me, it
    just didn't make sense to play through the entire game with a character
    that wasn't up to snuff. So I farmed skills (namely Lift), a method
    which is described in the Achievements section of this guide. I then
    created my character with the bonus talent.
    Using this FAQ							{INT004}
    Below I will list some of my quirks, organizational methods, and various
    other tidbits that will help you navigate this guide. For starters,
    during the main FAQ I'll break up major story missions and guide
    with a large heading like so:
    |								       |
    |		              Large Heading  			       |
    |								       |
    During the FAQ, I'll break up different areas with a thick line:
    Thick line
    Multiple parts of a mission in the same area will be broken up with a
    thin line. This breaks up the missions into a series of steps, and
    limits how much unbroken text you'll have to read at once. Nobody likes
    Thin line
    Of course, I reserve the right to break my own rules during the FAQ..
    mostly due to being scatter-brained and working on the FAQ in shifts
    over the course of time. Life and all. So cut me some slack. Besides,
    this organizational scheme is mostly for consistency and ease-of-use.
    I'll sometimes substitute the thick area transition line for a thin
    line. I usually do this when entering and leaving the same areas
    multiple times in a short time frame, or when we briefly enter-or pass
    through-an area, but do not explore it in detail at that time. Or if I
    consider the area somehow minor or insignificant.
    Sequence of Events						{INT005}
    Unlike my other guides, this FAQ does hold your hand through the game.
    As I go through areas I will list what I do sequentially. To help
    streamline the guide and make your life easier, I've included a list of
    steps at the beginning of each section, so you can see in what order I
    am about to do things.
    Following Directions						{INT006}
    Sometimes I use the map to give directions. Simply hit (start) and go
    to your map section. It's just easier to tell somebody to 'head up the
    path on the eastern edge of the map' than it is to say 'head past the
    statue into the swamp, take a right at the large boulder, follow the
    path until it splits into two, then head right again, up a hill, over
    a small bridge, and follow the path as it makes yet another right, and
    take another right at the edge of the space station to go around-not
    through-the space station..' Other times it's pertinent to describe
    the scenery. In any event, it never hurts to give information in terms
    of the map, which isn't as open to interpretation. I hate looking for
    land-marks when I follow guides, so I assume others do too. Besides,
    what I might consider a 'big red cliff' might not seem quite as big, or
    red, to you.
    Missions/Assignments						{INT007}
    In this section I'll list updates to your Missions and your Assignments,
    either under the heading ***MISSION*** or ***ASSIGNMENT***, as the
    situation warrants. Nothing too spectacular, it just tracks the progress
    of your quests and updates your objectives. Your missions and
    assignments are found in the Journal section of your menu (start). I
    wont often comment on what the 'best' outcome is, in many cases the
    'best' outcomes are similar in regards to renegade or paragon status
    gained. Either way, you should be able to just look at the rewards and
    judge for yourself. Since I don't know what decisions will affect the
    sequel, it seems a bit premature to judge what the 'best' course of
    action in this game ultimately is.
    Dialogue/Alignment						{INT008}
    When there is a chance to increase your Alignment, I'll list the
    possible results under the ***ALIGNMENT*** heading. To my understanding,
    most conversations that raise your alignment can go either one of two
    ways-top option for a small amount of Paragon, bottom for a small
    amount or Renegade, usually a +2 bonus. When there's a chance to get one
    such bonus, there's usually the option to get the other.. just not both.
    Some more drastic options give you more, such as choosing to spare or to
    kill an NPC. I wont list the individual dialogue options that give you
    minor bonuses-if you're playing Paragon, choose the upper options, if
    you're playing Renegade choose lower-but I will cover more drastic
    options that significantly affect your alignment. Keep in mind not ALL
    top/bottom options are alignment based. Usually the ones on the left
    are topics. Just keep an eye on them. If it's a single word, it's usually
    asking about a question, if it's a phrase, it's a response, and might
    affect your alignment.
    Codexes								{INT009}
    After an event or conversation I'll list what Codexes become available
    under the heading ***CODEX***. I'll also list whether it's a primary or
    secondary codex, the category, and the title, just as they appear in
    your Codex section in the game. If you want to know whether you're up to
    date on Codexes, just check you Codex section and make sure you see all
    the ones I have listed as the walkthrough progresses. A complete list of
    Codexes found in the game will be found below, listed in the order in
    which the game puts them. (This is not strictly in chronological order.)
    Keep in mind you get a base of 10XP per Codex, so there is some
    incentive to find them.. besides filling in backstory and understanding
    the game better. Also keep in mind that you might be able to get some
    Codexes from a variety of sources, depending on what order you do
    things. If you do things differently, that's fine. I'm not going to find
    every source for every codex.
    Items								{INT010}
    Sometimes I will mention where to find crates/containers, and whatnot,
    especially early on. Most of the time I will not. Not only will I
    probably miss a few pick ups in any given play through, but I wont care.
    Item drops in Mass Effect are 1) random and 2) completely dependent upon
    your level. It can help early on to get some items, but it wont make or
    break a character, especially since items really don't ramp up until
    your level does. Putting it bluntly, Mass Effect does not have a smooth
    rate of level-to-drop improvements. It's entirely likely you'll go from
    having a rough time with a Lancer III assault rifle, to going on a
    killing spree with a Tornado V over the course of a single crate search.
    Also the difference between your Gladiator V armor to Colossus VIII will
    be equally drastic. In the end, no amount of searching, wishing, or
    hoping will make the game easier. You've just got to level up, and the
    drops will come. By the time you're in Colossus X armor with the
    Spectre weapons, the game is entirely different from how it started.
    There are no unique weapons, there are no killer drops. The only
    variation in getting items really depends on your licenses..
    Credits, and How to (not) Spend Them				{INT011}
    Like your items, the credits you get from rewards and crates is entirely
    level dependant. This means two things: 1) early on when you need
    credits, you wont have them. And 2) leveling up and not bothering with
    credits is the best way to get more credits. My suggestion is don't
    bother with money crunching, and don't waste your credits at stores
    buying weak items you'll find in chests anyway. There are only three
    things you need to buy, Spectre weapons, licenses.. and with said
    licenses, armor. Save your money until you get 1,000,000 credits. At
    which point the Spectre weapons become available and the game breaks.
    After you get access to Spectre weapons, feel free to spend your Creds
    at will. You'll likely get better armor through merchants before you'll
    get them through drops.
    Licenses							{INT012}
    Once in a while you'll get the chance to buy licenses, or you'll get
    them rewarded to you for quests. These affect what items the Quarter
    Master in the Normandy has for sale. The more the merrier, right? Wrong.
    Most licenses are chock full of crappy weapons and armor, the more poop
    you have the less chance the Quarter Master will have good stuff. I
    suggest only considering the following licenses:
    Armax Arsenal		->>>>		Predator Armor
    Some people like Predator Armor better than Colossus Armor. I think
    they're crazy, as shields aren't subject to DR and hence tend to get
    evaporated quickly (especially in the later difficulties). DR over
    Shielding any day. Unless you're on a low difficulty the difference is
    DRASTIC. Personally I don't recommend this license, but I'll mention
    it, just in case some purists want to bother me about not including it
    Note that Hahne-Kedar sells a rip-off version of Predator Armor.. I
    don't know.. maybe Bioware just couldn't think of another name for the
    armor. In any event, the Armax Arsenal version of Predator Armor is
    MUCH better, as it has noticably superior Shields and Tech/Biotic
    Geth Armory		->>>>		Battlemaster Armor
    This is the best armor in the game, for any character. Even though
    Colossus has an edge over it in DR and Shields, Battlemaster Armor blows
    Colossus out of the water when it comes to Tech/Biotic Protection. The
    Salarian merchant named Morlan will have this license for sale later in
    the game (presumably after you've reached a certain credit threshold,
    or gained a certain achievement, since once you've unlocked this license
    it will stay unlocked on subsequent playthroughs.) You can find him in
    the Lower Markets on the Citadel.
    Kassa Fabrication	->>>>		Colossus Armor
    Best armor in the game for everybody who isn't a Krogan. You can get
    this license from the Requisition Officer in C-Sec later in the game.
    Serrice Council 	->>>>		Savant Biotic Amp
    Best Biotic Amp in the game. You might not really need a license for
    this, as you can just rely on the drop to happen sometime. So,
    technically, you don't need this license either, even though it does
    provide the best biotic amp. You can get it from Commander Rentola
    on Virmire or from the Emporium Shopkeeper later in the game.. at
    least, in the second play-through I was able to get it at the Citadel,
    so it may be achievement based.
    Ariake Technologies	->>>>		Logic Arrest Tool
    Arguably the best Omni-tool (as far as flat bonuses go) it gives a bit
    to everything.. although it's not as clear cut as the Savant Amp is
    for biotics. In any case, I wouldn't considered the license worth it
    for just this one item. You can get the license from Commander Rentola
    on Virmire.
    Armali Council		->>>>		Nexus
    On the other hand, the Nexus tool is slightly weaker on shields, but it
    has an outstanding Tech Cooldown Bonus. It suffers in the Med Recharge
    Bonus department, but since I find first aid rather useless, I don't
    sweat it. Armali Council makes Nexus, which you can get from the
    Assignment "Asari Diplomacy" by charming or intimidating Nassana after
    telling her you killed her sister. Since you're probably going to get
    the license from Nassana anyways, and since Nexus gives a much better
    bonus to Tech Cooldown, I'd stick with the Armali Council Omni-Tool.
    Complete List of Licenses
    This is the list of all the Licenses in the game, and where to get
    License			Location/Requirement
    Aldrin Labs		Requisition Officer on the Citadel
    Ariake Technologies	Requisition Officer on the Citadel
    Devlon Industries	Emporium Shopkeeper on the Citadel
    Kassa Fabrication	Requisition Officer on the Citadel
    			(You must have accumulated 1,000,000 Credits.)
    Serris Council		Emporium Shopkeeper on the Citadel
    			(You must have accumulated 1,000,000 Credits.)
    			(Complete UNC: Asari Diplomacy and
    			Charm/Intimidate Nassana)
    Sitta Foundation	Emporium Shopkeeper on the Citadel
    Getting the Quarter Master to Sell the Good Stuff		{INT013}
    Chances are, you'll end up buying the best armor in the game for your
    characters (not to mention the best weapons) and the easiest way to do
    this is through the Quarter Master on the Normandy. After getting the
    licenses you want, simply go near the Quarter Master, save your game,
    and check his stock. If he doesn't have what you want, reload and try
    again. He resets his stock when you talk to him after docking. If you
    need to reset him (he's still selling the same old crap) return to the
    Citadel and land, exit the Normandy, and go back in. Go to another
    system and land on a planet, then return to the Citadel, and he should
    have restocked. Simply save/load until you get what you want.
    Multiple Play-Throughs and Difficulty Settings			{INT014}
    When you beat the game, you can choose to start up a new game with the
    same character you've previously beaten the game with. You'll keep your
    gear, credits, level, and talent points, but you'll start over with your
    quest progression (obviously) and renegade/paragon score. You'll find
    the second playthrough and subsequent playthroughs to be much easier,
    due mostly to the fact that you're super high level, but also because
    those wonderful 'Smart Achievement' bonuses don't leave you. In fact,
    some achievements that effect the availability of certain gear (like
    Spectre weapons) will remain, and also the ability to buy certain
    licenses that you had to wait most of the game for the first time
    around will be available right from the get-go.. or at least as soon
    as you get back to the Citadel. Here are some reasons to play the game
    through multiple times:
    +Get your character to Level 60
    Sure, once it's done you wont need the 5% experience bonus, but who
    doesn't need more achievement points and gamer pictures?
    +Free Max your Charm/Intimidate
    Make an uber character. Every time you get a certain number of Paragon
    or Renegade points, you get a rank of Charm or Intimidate for free. If
    you're willing to spend the time, you never need to spend a rank in
    those talents.
    +Get uber gear
    Sure, most of the gear you'll have by the end of the first playthrough
    will be good enough, but you can get everybody Spectre gear and
    Colossus X armor on multiple playthroughs!
    +Unlock all the achievements
    Gamer score = nerd self esteem. Of course, unlocking achievements in
    Mass Effect also gives your characters passive bonuses.
    +Prepare for Mass Effect 2
    With maxed charm/intimidate, super gear, a level 60 character, and all
    that other good stuff, you can play the game over one last time and
    do everything the way you want before Mass Effect 2. Want a certain
    NPC dead? Kill them, want to talk your way out of a certain fight? Do
    so. With a high-level character you can play the game exactly as you
    want it, to make sure ALL the save triggers for Mass Effect 2 are set
    the way you want them to be. At least in theory, right?
    +Beat all the difficulty modes
    Besides the achievement points and the gamer pictures, what more
    incentive could you need?
    +Write your own FAQ!
    Sure.. the more the merrier! Log in 300 hours of your life to this game
    and tell the world how you see it! Or focus on friends, family, your
    career, and all those more important things. *sigh*
    Hardcore Difficulty
    Hardcore difficulty includes leveled enemies that do considerably more
    damage and have access to a lot more skills. In normal mode you had to
    worry about the odd tech attack causing your weapons to overheat and a
    krogan or two would use immunity.. but with a character starting a
    second play-through on hardcore you can expect any soldier enemy to
    have immunity. Your shields will be almost non-existent, as they'll
    take full damage from enemy fire, so I hope you've invested in DR like
    I said. Still, with Spectre weapons and Colossus armor this mode is a
    Insanity Difficulty
    You'll plug normal enemies for a good 5-10 seconds each with gunfire
    before they fall. Still, most aren't all that challenging. Snipers
    can be a pain, and a shot from a turret or Geth Colossus will pretty
    much end you, even with immunity and high DR armor. Still, with
    the exception of those three things and Krogan Warlords it's not
    all that difficult, just more time-consuming. Make sure you have
    immunity on at ALL times. If you're not an immunity spamming soldier in
    Colossus armor, then this might be rough. If you are, it's mostly
    smoothing sailing.
    |								       |
    |		      General Gameplay Information		       |
    |				{GGI001}			       |
    This part of the FAQ is for those of you who don't have their manuals..
    or those of you who do, who want my insight onto some things. This is
    not a 'strategy' portion of the guide, it just explains some terms, how
    to get around, and gives a few tips on how to play. If you're familiar
    with the game somewhat, just continue onto character creation.
    The Controls							{GGI002}
    (A)	Select/Confirm/Storm
    (B)	Holster Weapon/Cancel
    (X)	Unholster Weapon/Skip Dialogue
    (Y)	Unholster Weapon/First Aid
    (RS)	Rotate Camera (Click to Zoom with Sniper Rifle)
    (LS)	Move (Click to Crouch)
    (Start)	Menu
    (Back)	Throw Grenade (Press again to Detonate)
    (D-Pad) Squad Commands
      (Up)		Move (to position in reticle)
      (Down)	Take Cover (hold position near Shepard)
      (Left)	Target
      (Right)	Rally (regroup)
    (RB)	Use Mapped Power (Hold to access Power Wheel)
    (LB)	Toggle Last Weapon (Hold to access Weapon Wheel)
    (RT)	Fire
    (LT)	Aim
    Gameplay (The HUD)						{GGI003}
    In hostile areas (or when your weapon is unholstered) you'll see the
    HUD displaying your mini-map (bottom right corner of screen), and your
    squad information (bottom left). Selected objects/enemies/NPCs in your
    reticle will show information (top center).
    Commands currently given to your squad are shown to the left of their
    name. Their health is the red bar to the right of their name, and their
    shields are the blue bars to the right of their health. Your stock
    of First Aid is listed to the left of the squad panel, below it is your
    Grenade stock. To the right of either is the button corresponding to
    either First Aid (Y) or Grenades (Back). Above your squad panel is your
    weapon icon (either sniper rifle, pistol, assault rifle, or shotgun)
    along with the weapons heat level.
    Gameplay (Equipment)						{GGI004}
    You can access your Equipment Menu by hitting (start) and selecting
    'Equipment'. (X) shows you a list of upgrades you've collected for either
    weapons, armor, or grenades. Hitting (LB) toggles your helmet on and off,
    except while on worlds that pose a danger should the helmet be removed
    (extreme temperatures, lack of breathable atmosphere, etc). Pressing
    down on the (LS) gives you a description of the manufacturer of the item,
    and of the general type of item in question, if not that specific model.
    On the bottom of the screen your resources are listed. Remember that
    you can only carry 150 items, so when you start to fill up (the game
    will warn you) convert that crap to omni-gel, or sell it, if it will
    bring in any real money.
    Resources							{GGI005}
    A list of your resources, as indicated from left to right.
    First Aid
    To the left is your First Aid, which can be used to heal your party.
    The character with the best First Aid skill has their skill applied for
    the usage of First Aid.
    Only usable by Shepard, these grenades came in useful on the first play,
    but afterwards, I rarely ever used them.
    Omni-Gel has a variety of uses, namely for hacking, decrypting, or
    repairing the Mako. You can convert crap items and upgrades into more
    Omni-Gel. Reminds me that there's a pretty funny comic about Mass Effect
    on Penny Arcade..
    Your money.
    Weapons								{GGI006}
    Below is a list of weapon attributes, which can be viewed while in the
    Equipment menu. Following that is a list of the best weapons in the
    game, so you have an idea of what's out there.
    This is the damage your gun does (before DR is taken into
    consideration). Obviously the higher the better.
    Shots Before Overheat
    As you fire off weapons they begin to overheat. This is a constant
    worry early on, as most weapons over-heat in a few shots. Fire off your
    weapons and wait for them to cool down. If the gun overheats, it'll
    be unusable until it fully cools down. Some techs cause your weapons to
    (temporarily) malfunction, at which point you're better off just
    switching to a different gun. Towards the end of the game, you'll get
    weapons that can fire nearly indefinitely (with the right upgrades
    installed). Of course, it's also possible to jam things in your guns
    that cause them to overheat in one shot. Just keep an eye on how
    upgrades affect your shots before overheat.
    Accuracy Rating
    This determines the size of your reticle. The bigger it is, the wider
    the spread of your bullets. Using some techs/biotics/abilities
    temporarily widens your reticle, making you less accurate. Different
    guns have different accuracies. You're always more accurate if you're
    not moving, if you're crouching (press LS), or when you're aiming (LT).
    			Pistol	Shotgun	Assault	Sniper
    Damage			294	378	384	336
    Shots Before Overheat	29	7	77	2
    Accuracy Rating		88	91	77	86
    Armor								{GGI007}
    Below is a list of armor attributes, which can be viewed while in the
    Equipment menu. Following that is a list of the best armors in the game,
    so you have an idea of what's out there.
    Damage Protection (DR)
    This is the percentage by which your armor ignores damage received.
    Obviously the higher the better. This does not apply to shields, only
    to how much damage you directly suffer.
    Shields represent how much damage you ignore before you start losing
    Health. Shields are not protected by DR, so they tend to go away
    Tech/Biotic Protection
    This is your chance to resist or ignore the tech/biotic attacks set
    against you from time to time. Again, the higher the better.
    Colossus X 		Heavy Armor	Medium	Armor	Light Armor
    Damage Protection: 	79		71		65
    Shields:		450		405		375
    Tech/Biotic Protection	18		28		38
    Predator X		Heavy Armor	Medium	Armor	Light Armor
    Damage Protection: 	58		42		30
    Shields:		540		486		450
    Tech/Biotic Protection	34		42		50
    Battlemaster X (Krogan) Heavy Armor
    Damage Protection:	75
    Shields:		420
    Tech/Biotic Protection:	51
    Biotic Amp							{GGI008}
    Below is a list of Biotic Amp attributes, which can be viewed while in
    the Equipment menu. Following that is a list of the best amp in the
    game, so you have an idea of what's out there.
    Duration Bonus
    This increases the duration of the Biotic by the percentage equal to the
    numeric value shown.
    Power Bonus
    This increases the variable effects of the Biotic by a certain
    percentage. Namely the Shields added, the Newton Force applicable, the
    damage, and radius affected.
    Cooldown Bonus
    This increases the cooldown rate of the Biotic by the percentage equal
    to the numeric value shown.
    Savant X
    Duration Bonus:	35
    Power Bonus:	40
    Cooldown Bonus:	40
    Omni-tool							{GGI009}
    Below is a list of Omni-tool attributes, which can be viewed while in
    the Equipment menu.
    Shield Bonus
    This is the percentage bonus you receive to your overall shields.
    Tech Cooldown Bonus
    The percentage by which your cooldown time is reduced for Techs.
    Med Recharge Bonus
    The percentage by which the cooldown time between First Aid uses is
    Logic Arrest Tool X
    Shield Bonus:	25
    Cooldown Bonus:	20
    Recharge Bonus:	25
    Nexus VIII
    Shield Bonus:	15
    Cooldown Bonus:	46
    Recharge Bonus:	5
    Grenade Launcher						{GGI010}
    Below is a list of Grenade attributes, which can be viewed while in
    the Equipment menu-but only on Commander Shepard.
    This is the damage your grenades do. More is good.
    Explosive Impulse
    The concussive force the grenade has, presumably measured in newtons.
    The more force, the larger objects can be affected, and the more it
    affects smaller objects.
    Effect Radius
    The area of effect the grenade has (presumably measured in centimeters).
    Upgrades							{GGI011}
    Upgrades can be somewhat confusing, as they use terms to describe them
    that simply aren't observable. Increasing a weapons' 'stability'
    certainly sounds good, but you never get to see a weapons' stability
    rating anywhere, so such benefits are somewhat subjective. Others,
    however-like shield interfaces-simply increase your overall shields,
    which is wholly observable. As some general advice, ignore weapon
    upgrades that improve damage at the expense of accuracy or heating
    early on. Simply put, early weapons have poor damage, and bad
    overheating and accuracy. For the nominal increase in damage, you're
    making that weapon significantly worse. I personally prefer upgrades
    that have bonuses I can observe with no drawbacks.. especially early
    on. Towards the later levels, weapons and upgrades become significantly
    stronger, and hence more prominent in gameplay. I'll just list what I
    consider to be the most useful upgrades below.
    Scram Rail X			+26% Damage, -10% Heat Absorption
    At the later stage of the game, 26% damage will add nearly 100 points of
    damage to your weapon, which more than compensates for the heat.
    Frictionless Materials X	+7% Damage, +28% Heat Damping
    Two good stats on one upgrade. I tend to use one of these in conjunction
    with the Scram Rail X for a 33% damage boost. Two Frictionless Materials
    in one gun is just not as efficient as taking 1/3 the shots to kill an
    Inferno Rounds X		21 damage/second for 5 seconds,
    				-28% accuracy
    By this point in the game, you're accuracy is so high it's a non issue.
    Also, the 105 damage bonus ignores shields, and is as healthy a damage
    bonus as any out there. Plus, it's just easier to swallow over the -40%
    rate of fire Snowblind Rounds have, the crazy overheating of High
    Explosive Rounds, and the not-so crazy overheating of Sledgehammer
    Medical Exoskeleton X		+4.5 Health Regeneration/Second
    				+80% Toxin Resistance
    				+23% Reduction in power cool down
    The health regeneration is almost equal to the maximum a Soldier can
    get, the toxin resistance.. well, it helps in a handful of cases, but
    the big draw is the 23% reduction in cool down times for all powers.
    The more you use powers, the better this is going to be. If you go down
    the Shock Trooper path, you don't really need one of these to keep
    Immunity up indefinitely, but for everybody else, it's gold.
    Combat Exoskeleton X		+35% Smash Damage, 35% Hardening,
    				+90% Physics Threshold
    The melee damage isn't very great, but it's something. What's really
    important is the hardening and the physics threshold, especially on
    Colossus suits of armor, which are notoriously weak against tech/biotic
    attacks. This erases that problem.
    High Explosive X		+37% Damage, +140 cm Radius,
    				+37% Weapons Force
    For Grenades, it doesn't get much better than High Explosives. It pretty
    much makes your grenades better at everything they do. More hurt, more
    boom, more bang.
    Gameplay (Squad)						{GGI012}
    You squad screen shows the various statistics of your character. Around
    the portrait is your alignment (if Shepard). Your level, experience,
    and health are also listed in the middle, with your talents taking up
    the right half of the screen. In this screen you can spend your points
    to purchase various ranks in talents, and not much else.
    Decryption, Hacking, and other Timed Mini-Games			{GGI013}
    Any time you go to manually decrypt a door, crate, or whatnot, or any
    time you go to flag a mineral deposit, recover an artifact, or disarm
    some bombs you'll have to play a timed button-press game. You'll be
    given a screen displaying the four buttons on the face of the X-Box
    controller (A), (B), (Y), and (X). When they highlight you have a short
    amount of time to press that button. Get used to it, you'll be doing
    this a lot.
    Exploration Notes						{GGI014}
    A good bit of the game is finding planets that can be explored, and then
    exploring them, primarily in the Mako. On planets you can land upon,
    you'll find various resources to survey, structures to search, and
    baddies to slay. This is a terribly repetitive exercise, but it does net
    you experience and credits. Below I will list some information that I
    feel is important, take it as 'tips' or 'notes' on the various
    faces of exploration in Mass Effect.
    Hazards								{GGI015}
    Some planets have environmental hazards.. usually heat/cold, but
    sometimes toxic. In any event, all this means is you'll have a meter
    that fills the longer you're exposed to the environment. Once this bar
    fills all the way, you (only Shepard) starts to take physical damage.
    Stay out too long, and you die. All this means is you have to get back
    into the Mako to let your bar empty. On planets with hazards, just
    stick closer to the Mako, and keep external bouts of combat to a
    Mako								{GGI016}
    You'll be in the Mako for a good bit of your planetary exploration. It
    controls.. loosely.. and.. well, get used to it, because you'll be in it
    a lot. It can be tempting to blast away everything from within the Mako,
    but under most circumstances I suggest against this tactic. Any kills
    you make while in the Mako will net you less experience. Also, the Mako
    isn't particularly good at taking cover, so it might well be easier to
    just fight outside of it. Don't worry, the Mako can't be destroyed so
    long as you're not inside of it. Also, nobody said you couldn't whittle
    enemies down in the Mako, and then finish them outside of it (Thresher
    Maws, Geth Colossi, Turrets.) The only exception? If the terrain is
    hostile, you might as well just fight in the Mako.. unless you can
    wrap up the fight quickly, near the Mako, and in phases.
    The Mako is somewhat tricky in combat, and shooting the cannon while on
    the move is.. difficult, to say the least. It is best used at range,
    while aiming with (LT) and zooming by pressing down the (RS) (just like
    with a sniper rifle.) By doing this, the Mako is capable of easily
    hitting targets over 300 meters away with its cannon, although its
    turret is largely inaccurate. The Mako has trouble aiming down at
    targets, interestingly enough, and it has an effective minimum range
    where targets cannot be effectively attacked. This is only exacerbated
    on hilly terrain. Despite what common sense dictates, you want to be
    on lower ground than your target unless you're aiming at something
    very far away (and at a low angle, at that.) Ramming some enemies with
    the Mako can be somewhat effective, including Armatures and Collosi.
    You wont do much damage, but you'll knock them over and force them to
    spend time getting back up. This is ideal for preventing them from
    taking shots at your party when you disembark.
    You can repair the Mako if you have enough Omni-Gel, and you'll repair
    an amount depending on the Electronics skill of your Engineer. The
    shields take an ungodly long time to replenish, so you just might end
    up repairing the Mako. Be warned though, it is surprisingly less
    durable than you might imagine once its shields are removed. The Mako
    will be fully repaired if you return to the Normandy, which you can do
    at almost any time by pressing (X). If the Mako is destroyed while you
    are inside, the game is over.
    Planetary Exploration						{GGI017}
    On a planet, you'll have a square of map to search. Some items are
    listed on your map, but a good number of things wont be. You'll have to
    explore to find everything on the map. My suggestion is to go near an
    edge of the map, so you have just a bit of the red boundary in your
    radar, and do a perimeter of the map. This should discover nearly
    anything hiding unmarked on your map. I will describe where things are
    in scant detail. The sight range of the Mako is fairly large, so giving
    you a general idea of where the item is should suffice. If something is
    in the upper right corner, I will denote this by saying "North-east
    corner." I know my east and west better than my right and left, you'll
    just have to endure.
    Scanning							{GGI018}
    Searching planets, asteroids, and ships will sometimes give you the
    option to scan the object in question. Most of the time this will
    reveal some mineral or gas deposit. Other times you'll uncover an
    artifact, a Prothean Data Disc, or Matriarch's Writing. Either way, you
    get some experience and credit for each one you find, and you're
    given assignments to find a certain total throughout the game.
    Thresher Maws							{GGI019}
    Giant worms that spit acid and one-hit-kill anything near them. They
    pop out of the ground, screech, and start attacking. Early on, the Mako
    has just enough fire power to take one down.. provided one doesn't
    surface UNDER you, and you keep moving. On foot, they can be more
    easily dealt with, as all you have to do is circle strafe and shoot..
    granted it takes a while, but the experience is worth it.
    |								       |
    |			       Achievements			       |
    |			         {ACH001}			       |
    As the achievements you get in Mass Effect DO significantly affect
    gameplay, I feel they are worth noting earlier in the FAQ, as a
    dedicated player (read: loser) may feel it is well worth the effort to
    get them all. Don't worry, I just insulted us both. Or maybe just
    "Smart" Achievements						{ACH002}
    At one time I bristled at the idea that this game had "smart"
    achievements, which essentially were simply achievements that unlocked
    in-game bonuses that carried on to all present and future characters.
    However, it is a rather good idea, and it did give some extra incentive
    for getting the achievements. It's a shame other games don't have such
    achievements.. In any event, some rewards are really quite good, like
    the ability to be able to start the game with a bonus talent tree, for
    example. I will list how to get the achievements, and what bonuses they
    provide below. Oh, and this is an achievement list, so it almost goes
    without saying, but to prevent any potential hate-mail..
    Achievement Notes						{ACH003}
    The "Expert", "Mastery", and "Specialist" achievements unlock bonus
    talents for new characters, so they should be a priority to unlock.
    There are two things to keep in mind for these achievements.
    1) They only count if Shepard is the one to make the kill/use the
    tech or biotic. So you cannot get the tech or biotic talents by using
    party members. You have to make a Shepard with the talents at hand.
    2) The biotics and techs have to target something, but for many biotics
    you can just use them over and over again on breakable crates to get
    the achievement, which should make life easier. With weapons,
    obviously, and some techs/biotics they have to affect enemies.
    Keep in mind that this is a cumulative total. If you get into a fight,
    use your techs/biotics, kill things with the gun of choice, and save
    on a different slot. Reload a save prior to the fight and repeat until
    you have a total of 150 kills/75 uses logged.
    Bonus Talent Achievement Farming				{ACH004}
    Generally I feel it's best to simply make an Soldier/Engineer/Adept and
    play through Eden Prime before seriously grinding the skills. The more
    points you put into the Adept/Engineer talents the better, as it
    increases the recharge time of the skills and speeds things up.
    Otherwise save all your points (or as many as possible) until the fight
    with Fist. Save before you get near the Chora's Den, put as many points
    as possible into the skill you want to grind, and abuse the hell out of
    it. When you're done, wash, rinse, repeat.
    On the planet Eletania, in the Hercules System of the Attican Beta,
    there are a number of non-aggressive indigenous animals that can be
    killed. These count towards weapon uses, and save/reloading can get
    you these talents fairly quickly, since they are fairly numerous, and
    o=o Search and Rescue						10G
    Requirement: Locate Liara in Artemis Tau Cluster.
    o=o Medal of Honor						100G
    Requirement: Complete Playthrough
    Unlock: Hardcore Difficulty
    Unlock: Character Levels 51-60
    o=o Medal of Heroism						25G
    Requirement: Complete Feros
    o=o Distinguished Service Medal					25G
    Requirement: Complete Eden Prime
    o=o Council Legion of Merit					25G
    Requirement: Complete Virmire
    o=o Honorarium of Corporate Service				25G
    Requirement: Complete Noveria
    o=o Long Service Medal						25G
    Requirement: Complete Two Playthroughs
    Weapon Damage increased by 5%
    o=o Distinguished Service Medal					25G
    Requirement: Complete Hardcore Playthrough
    Unlock Insanity Difficulty and Gamer Picture
    o=o Medal of Valor						50G
    Requirement: Complete Insanity Playthrough
    Unlock Gamer Picture
    o=o Pistol Expert						10G
    Requirement: Log 150 Pistol Kills
    Marksman duration increases 25%
    o=o Shotgun Expert						15G
    Requirement: Log 150 Shotgun Kills
    Unlock Shotgun Talent Tree for all future characters on this profile
    o=o Assault Rifle Expert					15G
    Requirement: Log 150 Assault Rifle Kills
    Unlock Assault Rifle Talent Tree for all future characters on this
    o=o Sniper Rifle Expert						15G
    Requirement: Log 150 Sniper Rifle Kills
    Unlock Sniper Rifle Talent Tree for all future characters on this
    o=o Lift Mastery						15G
    Requirement: Use Biotic Lift 75 Times
    Unlock Lift Talent Tree for all subsequent characters on this profile
    o=o Throw Mastery						15G
    Requirement: Use Throw Biotic 75 Times
    Unlock Throw Talent Tree for all subsequent characters on this profile
    o=o Warp Mastery						15G
    Requirement: Use Biotic Warp 75 Times
    Unlock Warp Talent Tree for all subsequent characters on this profile
    o=o Singularity Mastery						15G
    Requirement: Use Biotic Singularity 75 Times
    Unlock Singularity Talent Tree for all subsequent characters on this
    o=o Barrier Mastery						15G
    Requirement: Use Biotic Barrier 75 Times
    Unlock Barrier Talent Tree for all subsequent characters on this profile
    o=o Stasis Mastery						15G
    Requirement: Use Biotic Stasis 75 Times
    Unlock Stasis Talent Tree for all subsequent characters on this profile
    o=o Damping Specialist						15G
    Requirement: Use Damping Field 75 Times
    Unlock Electronics Talent Tree for all subsequent characters on this
    o=o AI Hacking Specialist					15G
    Requirement: Use AI Hacking 75 Times
    Unlock AI Hacking Talent Tree for all subsequent characters on this
    o=o Overload Specialist						15G
    Requirement: Use Overload 75 Times
    Unlock Overload Talent Tree for all subsequent characters on this
    o=o Sabotage Specialist						15G
    Requirement: Use Sabotage 75 Times
    Unlock Sabotage Talent Tree for all subsequent characters on this
    o=o First Aid Specialist					15G
    Requirement: Use Medi-gel 150 Times
    Unlock First Aid Talent Tree for all subsequent characters on this
    o=o Damping Specialist						15G
    Requirement: Use Damping Field 75 Times
    Unlock Electronics Talent Tree for all subsequent characters on this
    o=o Neural Shock Specialist					15G
    Requirement: Use Neural Shock 75 Times
    Unlock Neural Shock Talent Tree for all subsequent characters on this
    o=o Scholar							25G
    Requirement: Find all primary Alien: Council Races, Extinct Races, and
    Non-Council Races codex entries
    o=o Completionist						25G
    Requirement: Complete the majority of the game
    Experience rewards increase by 5%
    o=o Tactician							25G
    Requirement: Complete Playthrough with Shield Damage Greater than Health
    Shield strength increases by 10%
    o=o Medal of Exploration					50G
    Requirement: Land on an Uncharted World
    o=o Rich							25G
    Requirement: Exceed 1,000,000 Credits
    Access Spectre Gear through Normandy Requisitions Officer and C-Sec
    Requisitions Officer
    o=o Dog of War							25G
    Requirement: Log 150 Organic Enemy Kills
    Increase health by 10%
    o=o Geth Hunter							25G
    Requirement: Log 150 Synthetic Enemy Kills
    Increase shield strength by 10%
    o=o Soldier Ally						20G
    Requirement: Complete Majority of the Game with Alliance Soldier Squad
    Damage Reduction improves by 10%
    o=o Sentinel Ally						20G
    Requirement: Complete Majority of the Game with Alliance Sentinel Squad
    Lift and Throw recharge time improve by 10%
    o=o Krogan Ally							20G
    Requirement: Complete Majority of the Game with Krogan Squad Member
    Regenerate 1 health per second
    o=o Turian Ally							20G
    Requirement: Complete Majority of the Game with Turian Squad Member
    Damping and Overload recharge time improve by 10%
    o=o Quarian Ally						20G
    Requirement: Complete Majority of the Game with Quarian Squad Member
    Sabotage and AI Hacking recharge time improve by 10%
    o=o Asari Ally							20G
    Requirement: Complete Majority of the Game with Asari Squad Member
    Stasis and AI Barrier recharge time improve by 10%
    o=o Power Gamer							20G
    Requirement: Reach Level 50
    All experience rewards increase by 10%
    o=o Extreme Power Gamer						50G
    Requirement: Reach Level 60
    All experience rewards increase by 5%
    o=o Renegade							15G
    Requirement: Earn 75% of Total Possible Renegade Points
    o=o Paragon							15G
    Requirement: Earn 75% of Total Possible Paragon Points
    o=o Paramour							10G
    Requirement: Complete Romance Subplot
    o=o Spectre Inductee						15G
    Requirement: Become a Spectre
    o=o Charismatic							10G
    Requirement: Resolved impossible situation with Charm or Intimidate
    |								       |
    |			  Character Creation 			       |
    |			       {CHR001}				       |
    Mass Effect is a shooter. I know, I know, I was surprised too. You do
    get a few fancy Biotics and Tech attacks, but most of the time, you'll
    be shooting. And even when you're using Biotics and Tech, it's usually
    only to make the shooting easier. Because of this, and the teensy fact
    that if Shepard dies it's game over, I tend to play a Soldier, although
    I have gone a fair distance through the game with some of the other
    classes. At least far enough to earn all the achievements for using their
    techs and biotics, in any case. The character I end up playing a
    female-ruthless-spacer. The armor in this game just doesn't flatter the
    male physique at all.. and the male Shepard voice acting is just.. Ugh.
    It's bad when the female sounds more manly, lets just leave it at that.
    In any event, I enjoy playing a tough-as-nails Shepard whose family
    tradition is military service and who is ruthlessly dedicated to victory
    at any cost.
    Class								{CHR002}
    Below is a listing of the classes available to you in the game, and
    my personal thoughts on them. Under each class you'll find the talents
    they begin the game with, which I will also comment on. I'll also
    include some suggestions for what might work best as bonus talents,
    when you get them.
    Soldier								{CHR003}
    My personal favorite class. You're going to be doing a lot of shooting
    in the game, so you might as well be the best at it. They get the best
    armor, the best guns, and become the toughest-to-kill combatants in
    the game. If you throw on Lift as a bonus talent, you get one of the
    more dehabilitating biotics in the game, one that compliments the
    Soldier well. With a crazily high DR from talents and Colossus armor,
    and Immunity that recharges before its duration ends, the Soldier is
    very nearly invincible later on.. even in Insane mode. The Electronics
    talent is also worth consideration. Its shields are almost a non-issue,
    but the 30% damage vulnerability it confers on enemies is most certainly
    a good thing.
    Pistols, Shotguns, Assault Rifles, Sniper Rifles, Combat Armor,
    First Aid, Assault Training, Fitness, Soldier*.
    The Commando isn't a bad specialization. In fact, it really only has
    one problem. The Shock Trooper specialization turns you into a god.
    Doing extra weapon damage is a good thing, especially the hefty +21%
    that Commando gives. Seriously though, you only need two weapons in
    this game, so half of those bonuses are destined to be wasted. Immunity
    Specialization is the great bonus that both Commando and Shock Trooper
    get from their specialization classes, but instead of Adrenaline Burst
    Specialization the Command gets a recharge bonus on Marksman and
    Assassination. Now, compare weapon damage with all weapons and a better
    recharge time with the pistol and the sniper rifle to the health and
    damage reduction bonus and the recharge time on Andrenaline Burst,
    which lets you use ALL of your talents more often. Not even mentioning
    that you'll get much less use out of sniper rifles than any other gun,
    and the fact that pistols are a poor weapon choice for a Soldier, and
    it's pretty clear which specialization wins.
    Shock Trooper				(Author's Recommendation)
    The Shock Trooper continues to give you a health bonus over Soldier,
    adding another +14% and it gives you 16% damage protection as well. If
    that's not good enough you'll also get a -25% reduction in your
    recharge times with Immunity and Adrenaline Burst. You'll be able to
    keep Immunity on endless (hotkey it to your (RB)) and Adrenaline Burst-
    which lets you use all your talents instantly-loses about 11 seconds off
    of its recharge time. What more could you ask for? Don't answer that.
    Engineer							{CHR004}
    The Engineer isn't even as combat savvy as the Adept, as they don't even
    have Barrier, and Electronics is a poor defensive substitute. In any
    event, their skills revolve around the Omni-tool, which can be used to
    affect machines and people using conventional weapons.. which pretty
    much includes everything in the game. Still, their attacks are more
    varied than a Adepts, even if they don't really have as much stand-alone
    effect. This is essentially a support character, and for the same
    reasons I wouldn't play an Adept, I wouldn't play an Engineer. There's a
    perfectly fine Infiltrator class out there that is more versatile.
    Pistols, Basic Armor, Decryption, Hacking, Electronics, Damping,
    First Aid, Medicine, Engineer*.
    The Medic sucks. If you want to heal, strap on a Medical Exoskeleton and
    take cover. The +80 damage is nice, but it still only brings your
    healing to 260 per Medi-gel. Granted, that's half an Engineer's health,
    but that's nothing on Insane mode. If you want to revive your allies,
    get Unity. The only time you'll run into toxic damage is if you blow
    something up near you, or you get puked on by a Thorian, either way, it
    doesn't come up often. Oh. And one other source. Thresher Maw venom.
    But whether you're an Engineer or a Sentinel, getting hit with that in
    any later difficulty probably killed you anyways. Neural Shock only
    works on organic creatures, which is nice against mercenaries and
    krogans, but all those geth.. you've not no answer for.
    Operative				(Author's Recommendation)
    Well, somebody doesn't like Engineers it seems. Frankly though, compared
    to Medic the Operative actually seems decent. Three decent debuffing and
    damaging skills get cooldown bonuses and Overload and Sabotage become
    greatly more efficient. Since there's no defense boost on the table for
    either class, you might as well pick the one that gives you three
    improved offensive abilities rather than one. The Medi-gel healing
    bonuses and is negligible, as you'll be able to just get Unity, instead.
    Adept								{CHR005}
    Essentially the 'mage' class.. Sorry, I'm incorrigibly fantasy-oriented.
    In any case, they use their biotics to win fights, and little else. I'll
    admit, I'm a little disappointed with the biotics in this game, as they
    are mostly just variants of one another. One on a character is fine, I
    don't really see why a single class without fighting ability needs TWO
    telekinetic biotics.. Oh wait, make that three. Throw, Lift, and
    Singularity are all too alike for me. In effect, they all do the same
    thing; render an enemy completely helpless and open to as much
    punishment as you can deliver before the duration runs out. A good
    thing, really, but do you need three of them? I must admit, I would
    never play an adept. Not when you can slap one of those skills on a
    Soldier and have a killing machine that can further incapacitate the
    opposition, or simply play a Vanguard and get a fair complement of both
    biotics and combat skills.
    Pistols, Basic Armor, Throw, Lift, Warp, Singularity, Barrier, Stasis,
    Bastion					(Author's Recommendation)
    By now you should be realizing that defense wins over offense in Mass
    Effect, and the Bastion is no different. With the improvement of the
    Adepts sole defensive consideration-Barrier-it gives you a taste of what
    you sorely need. It also drastically lowers the cooldown rate of your
    biotics (about the same amount that a Medical Exoskeleton does) and
    allows you to damage enemies in Stasis.. turning it into a useful
    biotic. All in all, Bastion is a pretty sweet specialization.
    Nemesis sucks for the Adept in the same way it sucked for the Vanguard.
    You need defense, and the cooldown bonus on Bastion outclasses the
    duration bonus on Nemesis any day.
    Infiltrator							{CHR006}
    Ah, now this is better. It's hard for me to look at the Engineer when
    the Infiltrator is available. They get Sniper Rifles, medium armor,
    and Immunity, as well as the only real defensive consideration the
    Engineer had in Electronics. An Infiltrator can do everything the
    Engineer really needed to do-Decryption and Electronics-plus they're
    fairly hardy in a fight. Throw Assault Rifles on one and you've got a
    character that's pretty darn close to fighting as good as a Soldier.
    Pistols, Sniper Rifles, Tactical Armor, Fitness, Electronics, Damping,
    Decryption, First Aid, Infiltrator*.
    Commando				(Author's Recommendation)
    Just like the Soldier, except that without heavy armor that Immunity
    Specialization is even more imperative. Also, the massive boost in
    weapon damage and the cooldown reduction time of the Infiltrator's only
    two basic weapons makes this a no-brainer for the Infiltrator.
    The Operative focuses mostly on improving your Engineer-related talents,
    giving hefty bonus to the recharge rate of your Overload, Damping, and
    Sabotage skills (up to 14%). This is about a recharge boost of.. oh..
    6 seconds per skill. The real big bonuses are the Specializations
    though, which add 50 damage to the talents (an increase of about one
    third) and increases a number of other talent statistics. The usefulness
    of the specialization depends on how often you use those two talents.
    To my mind the extra damage of these two skills.. 50 points.. pales to
    the damage boost Commando gives. At +21% damage with all weapons you're
    looking at nearly 60 extra points of damage with each pistol shot..
    provided you're using HMWP X. Now which do you do more, use Sabotage
    and Overload, or fire your pistol? Rhetorical question, the damage
    boost on the guns is more significant, AND Immunity Specialization
    makes it that much easier to survive.
    Sentinel							{CHR007}
    This class allows you to do everything EXCEPT fight. Really, they don't
    even have the Pistols talent, so you'll be using a good bit of biotics
    and techs and hoping the computer will mop up. Barrier is somewhat of
    a poor concession for a complete lack of combat ability, as it wont hold
    up in Insane mode at all. If you give them the Assault Rifles talent
    as a bonus talent, the Sentinel becomes a rather powerful class. At the
    least you can incapacitate and then eliminate enemies on your own.
    Throw, Lift, Barrier, Stasis, Decryption, Electronics, First Aid,
    Medicine, Sentinel*.
    The Medic sucks. Look at the Engineer's description to find out why. It
    is just as poor of a choice for the Sentinel as it is for the Engineer.
    Bastion					(Author's Recommendation)
    The Bastion Specializaton was good for the Adept because it gave them
    a great cooldown on their biotics, it made their Barrier skill better,
    and it allowed them to damage enemies in Stasis. It's good for a
    Sentinel for the same reasons.
    Vanguard							{CHR008}
    This class has three offensive biotic abilities, making them potent even
    before you consider that they also have access to medium armor, barrier
    and shotguns. If they had Immunity.. well, it would probably be my
    favorite class. As it is, the Vanguard is still a powerful class, and
    their Adrenaline Burst gives them the ability to use their powers very
    frequently. I'm not sure what bonus talent I would give one.. either
    Singularity to round out their offensive biotics (and make the Adept
    even more obsolete) or Electronics, to give them some tech skills and
    even more shielding.
    Pistols, Shotguns, Assault Training, Tactical Armor, Throw, Lift, Warp,
    Barrier, Vanguard*.
    The Nemesis Specialization gets bonus points for sounding ominous. Other
    than that, you're looking at a 14% bonus to your Throw damage and
    duration. Now lets think about this.. we don't know how much damage
    throw actually does in the first place.. do they mean newtons, or the
    fall damage the character receives? And in either case, does that even
    affect anything other than Throw? In any event, the duration of your
    biotics will be increased by about-oh-2 seconds, except for Warp,
    which will improve by about 5 seconds. The damage boost on Warp is
    fairly significant, but the paltry duration bonus and throw damage can't
    compare with the sorely needed hitpoints, damage protection, and barrier
    improvement Shock Trooper gives.
    Shock Trooper				(Author's Recommendation)
    Now we're talking. Without heavy armor, that health and damage
    protection bonus is nothing short of salvation. Also, Barrier gets a
    pretty awesome bonus to it.. which won't be all that great in later
    difficulties, but for normal difficulty, it'll make a difference. Also,
    Adrenaline Burst Specialization will let you use all your biotics more
    often, which is just as good-better even-than the duration bonus in
    Talents								{CHR009}
    Every time you level up you gain health and talent points to distribute.
    Your class determines what talents you have access to. NEVER allow the
    computer to decide where you talents go. Granted, for a level 60
    character there are only so many places to put talents, so it's hard to
    make a BAD character, you can still make better choices than the
    Ranks and Talents						{CHR010}
    Each talent consists of twelve ranks, which provide various bonuses.
    Each point buys one rank. Ranks that have the ^ icon improve the skill
    associated with that talent. For example, with Pistol the ^ icon
    indicates the improvement of the Marksman ability, and in the Lift
    talent it improves the Lift biotic. Ranks that have the + icon unlock
    another talent tree. For example, a + icon in Combat Armor unlocks the
    First Aid tree. As a general rule, the further into a talent you get
    the smaller the bonuses become. It's better to be proficient in many
    things, than a master at a few, so spread your points out.
    Variations							{CHR011}
    Some NPCs have talent trees that vary from the ones I'll list below.
    For example, Wrex's Combat Armor talent is different from Shepard's.
    Accurately, it can be said that the below talent trees are the 'human'
    versions, the ones which you will deal with as Shepard. The differences
    are minor.. sorta.. essentially the talent tree that is unlocked and
    when it is unlocked can be different with NPCs. Also, if you give
    yourself a bonus talent, don't expect to have it unlocking anything
    else. Different classes unlock different things and different times. I
    just listed all the unlocked trees, so don't be alarmed if your class
    doesn't unlock something that's on the lists below.
    Adept (ADEPT)							{CHR012}
    Bonuses to your cooldown time and resistance to enemy biotics. What's
    not to like?
    |Rank 1 |Recharge Time -4%, Biotic Protection +6%
    |Rank 2 |Recharge Time -6%, Biotic Protection +9%
    |Rank 3 |Recharge Time -9%, Biotic Protection +12%
    |Rank 4 |Recharge Time -10%, Biotic Protection +15%
    |Rank 5 |Recharge Time -12%, Biotic Protection +18%
    |Rank 6 |Recharge Time -14%, Biotic Protection +21%
    Assault Rifles (SOLDIER)					{CHR013}
    The best weapon type in the game. It has the best rate of fire, good
    damage, and decent range, pretty much making it the only gun you need in
    the game. It's medium-range accuracy makes it more versatile than the
    shotgun, and with Overkill it has a surprisingly good long-range
    |Rank 1 |Unlocks Overkill
    |Rank 2 |Damage +5%, Accuracy +10%
    |Rank 3 |Damage +8%, Accuracy +14%
    |Rank 4 |Damage +10%, Accuracy +17%
    |Rank 5 |Damage +12%, Accuracy +20%
    |Rank 6 |Damage +14%, Accuracy +22%
    |Rank 7 |Damage +16%, Accuracy +24%, (Unlocks Sniper Rifles)
    |Rank 8 |Unlocks Advanced Overkill
    |Rank 9 |Damage +18%, Accuracy +26%
    |Rank 10|Damage +19%, Accuracy +28%
    |Rank 11|Damage +20%, Accuracy +30%
    |Rank 12|Unlocks Master Overkill
    Firing rifles generates 40% less heat, costs 20% less accuracy.
    Duration: 10 seconds
    Recharge: 45 seconds
    Advanced Overkill
    Firing rifles generates 50% less heat, costs 30% less accuracy.
    Duration: 12 seconds
    Recharge: 45 seconds
    Master Overkill
    Firing rifles generates 60% less heat, costs 40% less accuracy.
    Duration: 15 seconds
    Recharge: 45 seconds
    Assault Training (SOLDIER/VANGUARD)				{CHR014}
    This is a good talent on the virtue of its abilities. Adrenaline Burst
    is awesome for everybody, and if you're a Soldier, unlocking Fitness
    should be a priority. The actual bonuses of Assault Training.. eh, the
    weapon damage is nice, but fairly small, and the melee damage.. yes you
    CAN melee in this game, but it's impractical and inefficient.
    |Rank 1 |Weapon Damage +1%, Melee Damage +30%
    |Rank 2 |Weapon Damage +2%, Melee Damage +35%
    |Rank 3 |Unlocks Adrenaline Burst
    |Rank 4 |Weapon Damage +3%, Melee Damage +40%
    |Rank 5 |Weapon Damage +4%, Melee Damage +44%, (Unlocks Fitness)
    |	|(Unlocks Tactical Armor)
    |Rank 6 |Weapon Damage +5%, Melee Damage +48%
    |Rank 7 |Weapon Damage +6%, Melee Damage +52%
    |Rank 8 |Unlocks Advanced Adrenaline Rush
    |Rank 9 |Weapon Damage +7%, Melee Damage +56%
    |Rank 10|Weapon Damage +8%, Melee Damage +60%
    |Rank 11|Weapon Damage +9%, Melee Damage +64%
    |Rank 12|Unlocks Master Adrenaline Rush
    Adrenaline Burst
    Resets the cooldown times on all your talents so they can be used
    Duration: 120 seconds
    Accuracy: 30%
    Advanced Adrenaline Burst
    Resets the cooldown times on all your talents so they can be used
    Duration: 90 seconds
    Accuracy: 30%
    Master Adrenaline Burst
    Resets the cooldown times on all your talents so they can be used
    Duration: 45 seconds
    Accuracy: 30%
    Basic Armor (ADEPT/ENGINEER)					{CHR015}
    The worst armor talent to have, basic armor leaves you behind with only
    light armor.
    |Rank 1 |Damage Reduction +5%, Hardening +5%
    |Rank 2 |Damage Reduction +8%, Hardening +8%
    |Rank 3 |Unlocks Shield Boost
    |Rank 4 |Damage Reduction +10%, Hardening +10%
    |Rank 5 |Damage Reduction +12%, Hardening +12%, (Unlock Pistols)
    |Rank 6 |Damage Reduction +14%, Hardening +14%
    |Rank 7 |Damage Reduction +16%, Hardening +16%,
    |Rank 8 |Unlocks Advanced Shield Boost
    |Rank 9 |Damage Reduction +18%, Hardening +18%
    |Rank 10|Damage Reduction +19%, Hardening +19%
    |Rank 11|Damage Reduction +20%, Hardening +20%
    |Rank 12|Unlocks Master Shield Boost
    Shield Boost
    Restores 30% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Advanced Shield Boost
    Restores 40% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Master Shield Boost
    Restores 50% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    If you don't have good armor or immunity, give 'em Barrier! Barrier
    gives a flat bonus to your shields, which are good.. but damage
    reduction doesn't protect your shields. In later difficulties, even 2000
    shields will last about two seconds. All in all, it's like Electronics..
    but you don't always have the shield bonus, since Barrier is, after all,
    an ability. When you have Master Barrier, the duration last long enough
    for you to have Barrier indefinitely, like a Soldier and Immunity.
    Unfortunately unlike Immunity enemies can blast through your Barrier
    |Rank 1 |Unlocks Barrier
    |Rank 2 |Duration 10.5 seconds, Shielding 420
    |Rank 3 |Duration 11 seconds, Shielding 440
    |Rank 4 |Duration 11.5 seconds, Shielding 460, (Unlocks Stasis)
    |Rank 5 |Duration 12 seconds, Shielding 480
    |Rank 6 |Duration 12.5 seconds, Shielding 500, (Unlocks Stasis)
    |Rank 7 |Unlocks Advanced Barrier
    |Rank 8 |Duration 17 seconds, Shielding 720
    |Rank 9 |Duration 17.5 seconds, Shielding 740
    |Rank 10|Duration 18 seconds, Shielding  760
    |Rank 11|Duration 18.5 seconds, Shielding 780
    |Rank 12|Unlocks Master Barrier
    Bolsters your shields with a biotic barrier that will absorb up to 400
    points of damage. Will not block attacks that bypass shields.
    Duration: 10 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Barrier
    Barrier will absorb up to 700 points of damage. Improves the recharge
    time and accuracy cost.
    them for 3 damage/second.
    Duration: 16.5 seconds
    Recharge: 50 seconds
    Accuracy: 80%
    Master Barrier
    Bolsters your shields with a biotic barrier that will absorb up to 1000
    points of damage.
    Duration: 23 seconds
    Recharge: 40 seconds
    Accuracy: 80%
    Bastion	(ADEPT/SENTINEL)					{CHR017}
    The Bastion specialization adds one very important perk for Adepts and
    Sentinels: A defensive consideration. This makes it the go-to
    specialization for both classes. In addition it adds a massive bonus to
    Biotic cooldown and turns Stasis into a-dare I say-useful ability?
    |Rank 7 |Recharge Time -18%
    |Rank 8 |Recharge Time -20%
    |Rank 9 |Recharge Time -22%, Barrier Specialization
    |Rank 10|Recharge Time -24%
    |Rank 11|Recharge Time -26%
    |Rank 12|Recharge Time -28%, Stasis Specialization
    Barrier Specialization
    Improves the power and duration of barrier by 25%, regenerate 40
    shields per second.
    Stasis Specialization
    Allows enemies to be damaged while in Stasis.
    Charm (SHEPARD)							{CHR018}
    This is a handy skill that gives you access to generally superior
    dialogue options, typically good-guy responses. Whatever you do, if you
    want to make a truly powerful Shepard, DO NOT SPEND ANY POINTS INTO
    CHARM. It can be maxed for free over multiple playthroughs without using
    any points. If you're a more casual gamer, playing a good guy through
    one playthrough, spend at will. If you harbor designs on making a level
    60 character, ignore this skill.
    |Rank 1 |Sets Charm Score at 1, opens up new dialogue options
    |Rank 2 |Sets Charm Score at 2, opens up new dialogue options
    |Rank 3 |Sets Charm Score at 3, opens up new dialogue options
    |Rank 4 |Sets Charm Score at 4, opens up new dialogue options,
    |	|Gives a 2% discount at stores
    |Rank 5 |Sets Charm Score at 5, opens up new dialogue options
    |Rank 6 |Sets Charm Score at 6, opens up new dialogue options
    |Rank 7 |Sets Charm Score at 7, opens up new dialogue options
    |Rank 8 |Sets Charm Score at 8, opens up new dialogue options
    |	|Gives a 5% discount at stores
    |Rank 9 |Sets Charm Score at 9, opens up new dialogue options
    |Rank 10|Sets Charm Score at 10, opens up new dialogue options
    |Rank 11|Sets Charm Score at 11, opens up new dialogue options
    |Rank 12|Sets Charm Score at 12, opens up new dialogue options
    |	|
    Combat Armor (SOLDIER)						{CHR019}
    The best armor talent to have, Combat armor starts you out with medium
    armor, and upgrades to heavy. Otherwise, it's the same as any other
    armor. Shield boost, is.. well, it has its uses, and the usefulness of
    the ability is directly related to how much shields you have.
    |Rank 1 |Damage Reduction +5%, Hardening +5%
    |Rank 2 |Damage Reduction +8%, Hardening +8%
    |Rank 3 |Unlocks Shield Boost
    |Rank 4 |Damage Reduction +10%, Hardening +10%
    |Rank 5 |Damage Reduction +12%, Hardening +12%
    |Rank 6 |Damage Reduction +14%, Hardening +14%, (Unlocks First Aid)
    |Rank 7 |Damage Reduction +16%, Hardening +16%, Equip Heavy Armor
    |Rank 8 |Unlocks Advanced Shield Boost
    |Rank 9 |Damage Reduction +18%, Hardening +18%
    |Rank 10|Damage Reduction +19%, Hardening +19%
    |Rank 11|Damage Reduction +20%, Hardening +20%
    |Rank 12|Unlocks Master Shield Boost
    Shield Boost
    Restores 30% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Advanced Shield Boost
    Restores 40% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Master Shield Boost
    Restores 50% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Commando (INFILTRATOR/SOLDIER)					{CHR020}
    The lesser of the two Soldier specializations, and the greater of the
    Infiltrator specializations, Commando increases your damage, gives you
    the lovely Immunity Specialization, and reduces the recharge time of
    the skills attached to the Infiltrator's two key weapons.
    |Rank 7 |+6% Weapon Damage
    |Rank 8 |+9% Weapon Damage
    |Rank 9 |+12% Weapon Damage, Immunity Specialization
    |Rank 10|+15% Weapon Damage
    |Rank 11|+18% Weapon Damage
    |Rank 12|+21% Weapon Damage, Assassin Specialization
    Immunity Specialization
    Reduces the recharge time of Immunity by 25%
    Assassin Specialization
    Reduces the recharge time of Marksman and Assassination by 25%
    Damping	(ENGINEER/INFILTRATOR)					{CHR021}
    Well, you don't really NEED damping like you do decryption or
    electronics, but the radius boost it gives should interest any
    engineers, although we're only talking about 3 meters at the most here.
    Damping is a decent ability that deals 150 damage and can stun many
    enemies for three seconds.. which is just long enough to take one out.
    Another ability is definitely not going to hurt an engineer, in any
    |Rank 1 |Unlocks Damping
    |Rank 2 |Radius +6%
    |Rank 3 |Radius +9%
    |Rank 4 |Radius +12%
    |Rank 5 |Radius +15%
    |Rank 6 |Radius +18%
    |Rank 7 |Unlocks Advanced Damping
    |Rank 8 |Radius +21%
    |Rank 9 |Radius +24%
    |Rank 10|Radius +27%
    |Rank 11|Radius +30%
    |Rank 12|Unlocks Master Damping
    Does 50 damage in a 6 meter radius, enemies cannot use biotic/tech
    abilities for a short period (adds 30% cooldown time), stuns basic
    enemies for 3 seconds.
    Recharge: 60 seconds
    Accuracy: 60%
    Advanced Damping
    Does 100 damage in a 8 meter radius, enemies cannot use biotic/tech
    abilities for a short period (adds 45% cooldown time), stuns most
    enemies for 3 seconds.
    Recharge: 50 seconds
    Accuracy: 60%
    Master Damping
    Does 150 damage in a 10 meter radius, enemies cannot use biotic/tech
    abilities for a short period (adds 60% cooldown time), stuns all but
    the toughest enemies for 3 seconds.
    Recharge: 40 seconds
    Accuracy: 60%
    Not the best skill in the world, you still need it to, well, decrypt
    things. For the highest decrypting ability, you only need nine ranks in
    it, the last three only add minute bonuses to the Sabotage, Damping,
    and EMP abilities. The Sabotage ability itself is quite potent, however.
    150~ damage in a 10 meter radius with an additional 100 damage of
    fire damage over 25 seconds isn't bad.
    |Rank 1 |Unlocks Sabotage
    |Rank 2 |Tech mine damage +10%
    |Rank 3 |Tech mine damage +14%
    |Rank 4 |Tech mine damage +18%, (Unlocks Electronics)
    |Rank 5 |Unlocks Advanced Sabotage
    |Rank 6 |Tech mine damage +20%
    |Rank 7 |Tech mine damage +22%, (Unlocks Hacking)
    |Rank 8 |Tech mine damage +24%
    |Rank 9 |Unlocks Master Sabotage
    |Rank 10|Tech mine damage +26%
    |Rank 11|Tech mine damage +28%
    |Rank 12|Tech mine damage +30%
    Does 50 damage in a 6 meter radius, overheats enemy weapons, burns
    them for 2 damage/second.
    Duration: 15 seconds
    Recharge: 60 seconds
    Accuracy: 60%
    Advanced Sabotage
    Does 100 damage in a 8 meter radius, overheats enemy weapons, burns
    them for 3 damage/second.
    Duration: 20 seconds
    Recharge: 50 seconds
    Accuracy: 60%
    Master Sabotage
    Does 150 damage in a 10 meter radius, overheats enemy weapons, burns
    them for 4 damage/second.
    Duration: 25 seconds
    Recharge: 40 seconds
    Accuracy: 60%
    Another must-have engineer skill. Not because it's terribly good, mind
    you, just because you'll need it to get into things from time to time.
    The bonuses it gives are crap. The mako repairs just fine without much
    into this talent (should it even take much damage at all!) and 270
    shields is the worst defensive compliment 12 ranks in a talent can buy.
    Still, you'll need to have somebody with nine ranks in it, and 180
    shields isn't bad.. I guess.. Overload, on the other hand, is a great
    ability, as it will all but knock out most shields (600 points of
    damage) and deal a hefty 150 damage in a ten meter radius. Also, that
    30% damage vulnerability is nice.
    |Rank 1 |Unlocks Overload
    |Rank 2 |Shields +30, Restores Hull +400
    |Rank 3 |Shields +60, Restores Hull +600
    |Rank 4 |Shields +90, Restores Hull +800, (Unlocks Damping)
    |Rank 5 |Unlocks Advanced Overload
    |Rank 6 |Shields +120, Restores Hull +1200
    |Rank 7 |Shields +150, Restores Hull +1400
    |Rank 8 |Shields +180, Restores Hull +1600
    |Rank 9 |Unlocks Master Overload
    |Rank 10|Shields +210, Restores Hull +2000
    |Rank 11|Shields +240, Restores Hull +2200
    |Rank 12|Shields +270, Restores Hull +2400
    Does 50 damage in a 6 meter radius, does 200 damage to enemy shields,
    makes them 20% more vulnerable to damage for 10 seconds.
    Recharge: 60 seconds
    Accuracy: 60%
    Advanced Overload
    Does 100 damage in a 8 meter radius, does 400 damage to enemy shields,
    makes them 25% more vulnerable to damage for 10 seconds.
    Recharge: 50 seconds
    Accuracy: 60%
    Master Overload
    Does 150 damage in a 10 meter radius, does 600 damage to enemy shields,
    makes them 30% more vulnerable to damage for 10 seconds.
    Recharge: 40 seconds
    Accuracy: 60%
    Engineer (ENGINEER)						{CHR024}
    What can I say? It reduces recharge time on your techs, and give you
    tech protection. Not bad. Not the best, but something a dedicated
    engineer would want.
    |Rank 1 |Recharge Time -4%, Tech Protection +6%
    |Rank 2 |Recharge Time -6%, Tech Protection +9%
    |Rank 3 |Recharge Time -9%, Tech Protection +12%
    |Rank 4 |Recharge Time -10%, Tech Protection +15%
    |Rank 5 |Recharge Time -12%, Tech Protection +18%
    |Rank 6 |Recharge Time -14%, Tech Protection +21%
    What a boner of a skill. There's nothing to recommend this one for.
    The amount you'll heal with first aid is pathetic, even at the highest
    level, and since that's all this tree does.. it's just pathetic. Don't
    bother unless you NEED ranks in it to unlock something else. If you have
    ANY regeneration at all, this talent is completely and utterly useless.
    Really, this talent would only be useful if they tripled the healing
    amount. Alas, no big loss, I still wouldn't get it.
    |Rank 1 |Unlocks First Aid
    |Rank 2 |First Aid Heals 50
    |Rank 3 |First Aid Heals 60
    |Rank 4 |First Aid Heals 70
    |Rank 5 |First Aid Heals 80, (Unlocks Medicine)
    |Rank 6 |Unlocks Advanced First Aid
    |Rank 7 |First Aid Heals 110
    |Rank 8 |First Aid Heals 120
    |Rank 9 |First Aid Heals 130
    |Rank 10|First Aid Heals 140
    |Rank 11|First Aid Heals 150
    |Rank 12|Unlocks Master First Aid
    First Aid
    Restores 40 health for all wounded party members
    Recharge: 60 seconds
    Accuracy: 30%
    Medi-gel: 1 unit
    Advanced First Aid
    Restores 100 health for all wounded party members
    Recharge: 60 seconds
    Accuracy: 30%
    Medi-gel: 1 unit
    Master First Aid
    Restores 1800 health for all wounded party members
    Recharge: 60 seconds
    Accuracy: 30%
    Medi-gel: 1 unit
    Fitness	(INFILTRATOR/SOLDIER)					{CHR026}
    An absolutely fantastic talent for those lucky few who have it. It's
    primary purpose is increasing health (which it will do to the tune of
    a whopping 30%.) But to make life better, it bestows the wonderful
    Immunity ability, which.. well.. makes you Immune. To bullets. And
    |Rank 1 |Health +10%
    |Rank 2 |Health +14%
    |Rank 3 |Health +17%
    |Rank 4 |Unlocks Immunity
    |Rank 5 |Health +20%
    |Rank 6 |Health +22%
    |Rank 7 |Health +24%
    |Rank 8 |Unlocks Advanced Immunity
    |Rank 9 |Health +26%
    |Rank 10|Health +28%
    |Rank 11|Health +30%
    |Rank 12|Unlocks Master Immunity
    Hacking	(ENGINEER)						{CHR027}
    Since a good many of the enemies you'll be fighting in Mass Effect are
    robots (geth) you'll get the chance to use this a bit. Generally, I
    prefer more direct methods of causing damage, but this can always stunt
    a large force of enemies. Mind you the key words in the ability names..
    'basic', 'more advanced' 'all but the toughest'.. without getting the
    better version of the ability, you wont be hacking anything but useless
    machines you could easily dust off anyway. The bonus you gain from this
    talent remains constant, so if you're an engineer, you might as well see
    it through to the end.
    |Rank 1 |Unlocks Hacking
    |Rank 2 |Recharge Time -6%
    |Rank 3 |Recharge Time -9%
    |Rank 4 |Recharge Time -12%
    |Rank 5 |Recharge Time -15%
    |Rank 6 |Recharge Time -18%
    |Rank 7 |Unlocks Advanced Hacking
    |Rank 8 |Recharge Time -21%
    |Rank 9 |Recharge Time -24%
    |Rank 10|Recharge Time -27%
    |Rank 11|Recharge Time -30%
    |Rank 12|Unlocks Master Hacking
    Drives basic robotic enemies berserk.
    Duration: 20 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Hacking
    Drives more advanced robotic enemies berserk.
    Duration: 25 seconds
    Recharge: 50 seconds
    Accuracy: 80%
    Master Hacking
    Drives all but the toughest robotic enemies berserk.
    Duration: 30 seconds
    Recharge: 40 seconds
    Accuracy: 80%
    Infiltrator (INFILTRATOR)					{CHR028}
    The Infiltrator gets a bonus to their weapon cooling, and a bonus to
    tech explosion damage. Think about it though.. how good is a bonus on
    cooldown on sniper rifles? One shot and you're waiting, is 10% really
    going to make a big difference? Anyway, the 15% bonus you gain to your
    damage is nice, because it affects all your talents that deal explosive
    damage.. but 15%? That's only 25 damage for Sabotage if it is at rank
    12, and that's the strongest such skill the Infiltrator has. If you're
    in doubt, at least get one rank and wait on the rest.
    |Rank 1 |Heat Buildup -5%, Tech Damage +5%
    |Rank 2 |Heat Buildup -6%, Tech Damage +7%
    |Rank 3 |Heat Buildup -7%, Tech Damage +9%
    |Rank 4 |Heat Buildup -8%, Tech Damage +11%
    |Rank 5 |Heat Buildup -9%, Tech Damage +13%
    |Rank 6 |Heat Buildup -10%, Tech Damage +15%
    Intimidate (SHEPARD)						{CHR029}
    The opposite of charm, what goes for it, goes for intimidate, with the
    exception that intimidate responses tend to end with better lines, a
    more forceful approach, and more *ahem* permanent solutions. Again, if
    you want a level 60 Shepard, and plan to do multiple play-throughs with
    |Rank 1 |Sets Intimidate Score at 1, opens up new dialogue options
    |Rank 2 |Sets Intimidate Score at 2, opens up new dialogue options
    |Rank 3 |Sets Intimidate Score at 3, opens up new dialogue options
    |Rank 4 |Sets Intimidate Score at 4, opens up new dialogue options,
    |	|Sell items to stores for 2% more credits
    |Rank 5 |Sets Intimidate Score at 5, opens up new dialogue options
    |Rank 6 |Sets Intimidate Score at 6, opens up new dialogue options
    |Rank 7 |Sets Intimidate Score at 7, opens up new dialogue options
    |Rank 8 |Sets Intimidate Score at 8, opens up new dialogue options
    |	|Sell items to stores for 5% more credits
    |Rank 9 |Sets Intimidate Score at 9, opens up new dialogue options
    |Rank 10|Sets Intimidate Score at 10, opens up new dialogue options
    |Rank 11|Sets Intimidate Score at 11, opens up new dialogue options
    |Rank 12|Sets Intimidate Score at 12, opens up new dialogue options
    |	|
    A nice little bit of reverse-gravity type telekinesis, lift causes
    enemies within a radius to.. well.. lift up in the air. This has a
    number of effects, chiefly that while lifted, they are helpless. With
    a 12-second duration at the highest rank, that's a good little window.
    Also, with master lift, even geth colossi are affected, leaving turrets
    and thresher maws as just about the only unaffected enemies. When the
    duration ends, everything affected falls, and takes damage from said
    fall. A very nice biotic ability indeed. The mid-unlocking ranks are
    somewhat bonerific, as increasing the duration for .4 seconds is a
    lame way to spend a talent.. but getting master lift is worth it.
    Really, they could have increased something else, too.. the talents
    in between the unlocking ones simply feel like a waste-an obligatory
    expenditure to get to another rank. Ah well. Biases.
    |Rank 1 |Unlocks Lift
    |Rank 2 |Duration 6.4 seconds
    |Rank 3 |Duration 6.8 seconds
    |Rank 4 |Duration 7.2 seconds
    |Rank 5 |Duration 7.6 seconds
    |Rank 6 |Duration 8 seconds
    |Rank 7 |Unlocks Advanced Lift
    |Rank 8 |Duration 9.4 seconds
    |Rank 9 |Duration 9.8 seconds
    |Rank 10|Duration 10.2 seconds
    |Rank 11|Duration 10.6 seconds
    |Rank 12|Unlocks Master Lift
    Lifts everything within 4 meters of the target into the air, rendering
    enemies immobile and unable to attack. Drops them when it expires.
    Duration: 6 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Lift
    Lifts everything within 5 meters of the target into the air, rendering
    enemies immobile and unable to attack. Drops them when it expires.
    Duration: 9 seconds
    Recharge: 50 seconds
    Accuracy: 60%
    Master Lift
    Lifts everything within 6 meters of the target into the air, rendering
    enemies immobile and unable to attack. Drops them when it expires.
    Duration: 12 seconds
    Recharge: 40 seconds
    Accuracy: 40%
    Medic (ENGINEER/SENTINEL)					{CHR031}
    The most bonerific of all the specializations, it takes a crappy talent
    and tries to make it less crappy by providing insignificant bonuses,
    resistances you don't need, and giving it an ability another talent can
    already do. It also significantly reduces the recharge time of First
    Aid and Neural Shock.
    |Rank 7 |Recharge Time -15%
    |Rank 8 |Recharge Time -18%
    |Rank 9 |Recharge Time -21%, Neural Shock Specialization
    |Rank 10|Recharge Time -24%
    |Rank 11|Recharge Time -27%
    |Rank 12|Recharge Time -30%, First Aid Specialization
    Neural Shock Specialization
    Increases the duration by 25%, +40 toxic damage.
    First Aid Specialization
    Improves the healing amount of Medi-Gel by 80, ignores toxic damage,
    and allows First Aid to revive allies.
    Medicine (ENGINEER/SENTINEL)					{CHR032}
    The brother of a boner skill, you can rightly expect this one to be
    a boner too. At least it has a moderately useful ability in it. Neural
    Shock isn't great, as it only works on organic enemies.. few of which
    are all that tough (Krogan Battlemasters being the exception). I don't
    suggest this skill, as there are just other, better talents out there.
    |Rank 1 |Unlocks Neural Shock
    |Rank 2 |Recharge Time -6%
    |Rank 3 |Recharge Time -9%
    |Rank 4 |Recharge Time -12%
    |Rank 5 |Recharge Time -15%
    |Rank 6 |Recharge Time -18%
    |Rank 7 |Unlocks Advanced Neural Shock
    |Rank 8 |Recharge Time -21%
    |Rank 9 |Recharge Time -24%
    |Rank 10|Recharge Time -27%
    |Rank 11|Recharge Time -30%
    |Rank 12|Unlocks Master Neural Shock
    Neural Shock
    Knocks out an organic enemy for 1 second, inflicts 40 toxic damage.
    Recharge: 45 seconds
    Accuracy: 60%
    Advanced Neural Shock
    Knocks out an organic enemy for 3 second, inflicts 80 toxic damage.
    Recharge: 45 seconds
    Accuracy: 60%
    Master Neural Shock
    Knocks out an organic enemy for 5 second, inflicts 120 toxic damage.
    Recharge: 45 seconds
    Accuracy: 60%
    Nemesis (ADEPT/VANGUARD)					{CHR033}
    The Nemesis specialization focuses on giving your biotics more bang for
    their buck, but not a bit of defensive power.
    |Rank 7 |Throw Damage +4%, Duration +4%
    |Rank 8 |Throw Damage +6%, Duration +6%
    |Rank 9 |Throw Damage +8%, Duration +8%, Warp Specialization
    |Rank 10|Throw Damage +10%, Duration +10%
    |Rank 11|Throw Damage +12%, Duration +12%
    |Rank 12|Throw Damage +14%, Duration +14%, Lift Specialization
    Warp Specialization
    Increases the damage of Warp by 25% and increases the radius by 2
    Lift Specialization
    Increases the radius of Lift by 4 meters.
    Operative (ENGINEER/INFILTRATOR)				{CHR034}
    The Operative talent decreases the cooldown time of Damping, Sabotage,
    and Overload, and gives Specializations in the latter two abilities,
    making them significantly more powerful.
    |Rank 7 |Recharge Time -4%
    |Rank 8 |Recharge Time -6%
    |Rank 9 |Recharge Time -8%, Overload Specialization
    |Rank 10|Recharge Time -10%
    |Rank 11|Recharge Time -12%
    |Rank 12|Recharge Time -16%, Sabotage Specialization
    Overload Specialization
    Increases the radius by 2 meters, +50 damage, +200 shield damage, and
    reduces the enemies defense by an additional 5%.
    Sabotage Specialization
    Increases the radius by 2 meters, +50 damage, +1 damage per second,
    increases the duration by 5 seconds.
    Pistols are decent weapons.. and they really have to be, since a good
    number of classes are restricted to them. A high-level Marksman ability
    is pretty much like using an assault rifle for a limited time. Still,
    it's the weakest of the guns out there, even if it is more user-friendly
    in the beginning.
    |Rank 1 |Damage +5%, Accuracy +10%
    |Rank 2 |Damage +8%, Accuracy +14%
    |Rank 3 |Unlocks Marksman
    |Rank 4 |Damage +10%, Accuracy +17%, (Unlocks Shotguns)
    |Rank 5 |Damage +12%, Accuracy +20% (Unlocks Sniper Rifles)
    |Rank 6 |Damage +14%, Accuracy +22% (Unlocks Basic Armor)
    |	|(Unlocks Shotguns)
    |Rank 7 |Damage +16%, Accuracy +24%
    |Rank 8 |Unlocks Advanced Marksman
    |Rank 9 |Damage +18%, Accuracy +26%
    |Rank 10|Damage +19%, Accuracy +28%
    |Rank 11|Damage +20%, Accuracy +30%
    |Rank 12|Unlocks Master Marksman
    Boosts accuracy 60%, increases rate of fire 1 round/second,
    reduces heat 30% to compensate.
    Duration: 10 seconds
    Recharge: 45 seconds
    Advanced Marksman
    Boosts accuracy 60%, increases rate of fire 1.5 rounds/second,
    reduces heat 40% to compensate.
    Duration: 13 seconds
    Recharge: 45 seconds
    Advanced Marksman
    Boosts accuracy 60%, increases rate of fire 2 rounds/second,
    reduces heat 50% to compensate.
    Duration: 16 seconds
    Recharge: 45 seconds
    Sentinel (SENTINEL)						{CHR036}
    The Sentinel gets a cooldown time bonus from their class talent, which
    is nice, as it applies to all their basic skills. They also get bonuses
    to pistols here, which is sorely needed. Of course, if you get Assault
    Rifles as a bonus talent, you don't really need this, do you?
    |Rank 1 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4%
    |Rank 2 |Cooldown -5%, Pistol Damage +4%, Pistol Accuracy +7%
    |Rank 3 |Cooldown -7%, Pistol Damage +6%, Pistol Accuracy +10%
    |Rank 4 |Cooldown -8%, Pistol Damage +8%, Pistol Accuracy +13%
    |Rank 5 |Cooldown -9%, Pistol Damage +10%, Pistol Accuracy +16%
    |Rank 6 |Marksman
    Shock Trooper (SOLDIER)						{CHR037}
    One of the options you get from completing the assignment UNC: Rogue VI,
    this talent makes a soldiers days among the living even longer, by
    generously extending ones health and damage protection.
    |Rank 7 |Health +18%, Damage Protection +6%
    |Rank 8 |Health +20%, Damage Protection +8%
    |Rank 9 |Health +22%, Damage Protection +10%, Immunity Specialization
    |Rank 10|Health +24%, Damage Protection +12%
    |Rank 11|Health +26%, Damage Protection +14%
    |Rank 12|Health +28%, Damage Protection +16%, Adrenaline Burst
    o=======o		     		      Specialization
    Immunity Specialization
    Reduces the recharge time of Immunity by 25%
    Adrenaline Burst Specialization
    Reduces the recharge time of Adrenaline Burst by 25%
    Shock Trooper (VANGUARD)					{CHR038}
    One of the options you get from completing the assignment UNC: Rogue VI,
    this talent makes a soldiers days among the living even longer, by
    generously extending ones health and damage protection.
    |Rank 7 |Health +18%, Damage Protection +6%
    |Rank 8 |Health +20%, Damage Protection +8%
    |Rank 9 |Health +22%, Damage Protection +10%, Barrier Specialization
    |Rank 10|Health +24%, Damage Protection +12%
    |Rank 11|Health +26%, Damage Protection +14%
    |Rank 12|Health +28%, Damage Protection +16%, Adrenaline Burst
    o=======o		     		      Specialization
    Barrier Specialization
    Improves the power and duration of barrier by 25%, regenerate 40
    shields per second.
    Adrenaline Burst Specialization
    Reduces the recharge time of Adrenaline Burst by 25%
    Shotguns (SOLDIER/VANGUARD)					{CHR039}
    Shotguns stand right behind assault rifles in terms of laying the smack
    down in Mass Effect. Everything you'd expect shotguns to do, they do.
    They're best used at close range, and a good shot can really go a long
    way towards putting an enemy down. Their rate of fire is slow, so it's
    really a play style choice whether you like them over assault rifles.
    Assault rifles take concentrated fire, and shotguns force you to get
    close and deliver a few well-placed shots.
    |Rank 1 |Damage +5%, Accuracy +10%
    |Rank 2 |Damage +8%, Accuracy +14%
    |Rank 3 |Unlocks Carnage
    |Rank 4 |Damage +10%, Accuracy +17%
    |Rank 5 |Damage +12%, Accuracy +20%
    |Rank 6 |Damage +14%, Accuracy +22%
    |Rank 7 |Damage +16%, Accuracy +24%
    |Rank 8 |Unlocks Advanced Carnage
    |Rank 9 |Damage +18%, Accuracy +26%
    |Rank 10|Damage +19%, Accuracy +28%
    |Rank 11|Damage +20%, Accuracy +30%
    |Rank 12|Unlocks Master Carnage
    Fires a blast of particles inflicting weapon damage +50% to any enemy
    within 2 meters of its impact point.
    Recharge: 45 seconds
    Accuracy: 40%
    Advanced Carnage
    Fires a blast of particles inflicting weapon damage +100% to any enemy
    within 2 meters of its impact point.
    Recharge: 45 seconds
    Accuracy: 40%
    Master Carnage
    Fires a blast of particles inflicting weapon damage +150% to any enemy
    within 3 meters of its impact point.
    Recharge: 45 seconds
    Accuracy: 40%
    Singularity (ADEPT)						{CHR040}
    Singularity is considered by many to be the best biotic ability.. and
    hey, it works just like Lift, except instead of lifting your enemies, it
    draws them towards a central point. I guess that's useful if you want to
    throw a bomb at the singularity point to hit a lot of enemies at once.
    Essentially, use it like Lift, but wait a few seconds until the enemies
    are clumped together and use more biotics/techs/grenades to take
    advantage of their relative proximity.
    |Rank 1 |Unlocks Singularity
    |Rank 2 |Radius 4.25 meters
    |Rank 3 |Radius 4.5 meters
    |Rank 4 |Radius 4.75 meters
    |Rank 5 |Radius 5 meters
    |Rank 6 |Radius 5.25 meters
    |Rank 7 |Unlocks Advanced Singularity
    |Rank 8 |Radius 6.5 meters
    |Rank 9 |Radius 6.75 meters
    |Rank 10|Radius 7 meters
    |Rank 11|Radius 7.25 meters
    |Rank 12|Unlocks Master Singularity
    Create a vortex at its impact point that draws objects towards it.
    Radius:	  4 meters
    Duration: 4 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Singularity
    Improves duration and recharge time.
    Radius:	  6.25 meters
    Duration: 6 seconds
    Recharge: 50 seconds
    Accuracy: 80%
    Master Singularity
    Improves the radius and duration.
    Radius:	  8.5 meters
    Duration: 8 seconds
    Recharge: 40 seconds
    Accuracy: 80%
    Soldier	(SOLDIER)						{CHR041}
    Like Fitness, this is a fairly obvious essential Soldier talent. It adds
    two things which are very nice: health, and health regeneration. With
    a talent or two, it does so in very generous amounts.
    |Rank 1 |Health +4%, Regenerate 3 health per second
    |Rank 2 |Health +6%, Regenerate 3.5 health per second
    |Rank 3 |Health +8%, Regenerate 4 health per second
    |Rank 4 |Health +10%, Regenerate 4.5 health per second
    |Rank 5 |Health +12%, Regenerate 5 health per second
    |Rank 6 |Health +14%, Regenerate 5.5 health per second
    Sniper Rifles (INFILTRATOR/SOLDIER)				{CHR042}
    Sniper rifles are valid for their one draw over any other weapon: their
    range. No other gun can take the niche the sniper rifle has, so I tend
    to get to at least Advanced Assassination. That said, it's not a full
    use weapon, so it doesn't take the same importance as the other guns.
    You'll use pistols, shotguns, and assault rifles primarily, but sniper
    rifles are always good for auxiliary purposes.
    |Rank 1 |Damage +5%, Accuracy +10%
    |Rank 2 |Damage +8%, Accuracy +14%
    |Rank 3 |Unlocks Assassination
    |Rank 4 |Damage +10%, Accuracy +17%
    |Rank 5 |Damage +12%, Accuracy +20%
    |Rank 6 |Damage +14%, Accuracy +22%
    |Rank 7 |Damage +16%, Accuracy +24%
    |Rank 8 |Unlocks Advanced Assassination
    |Rank 9 |Damage +18%, Accuracy +26%
    |Rank 10|Damage +19%, Accuracy +28%
    |Rank 11|Damage +20%, Accuracy +30%
    |Rank 12|Unlocks Master Assassination
    Next shot will inflict weapon damage +50%.
    Duration: 20 seconds
    Recharge: 45 seconds
    Advanced Assassination
    Next shot will inflict weapon damage +125%.
    Duration: 20 seconds
    Recharge: 45 seconds
    Master Assassination
    Next shot will inflict weapon damage +225%.
    Duration: 20 seconds
    Recharge: 45 seconds
    Spectre Training (SHEPARD)					{CHR043}
    Spectre Training is a real mixed bag. It provides a lot of little
    bonus to many things. Unfortunately, not many of them are overly high
    bonuses. Increasing your accuracy regeneration rate by tenths of a point?
    Anyway, the initial health boost warrants least a point into it. I
    never found the Unity ability to be very useful, but if something goes
    tragically wrong, it may well be worth getting at least the weakest
    version of it.
    |Rank 1 |Damage/Duration of all powers and attacks +1%, Health +5%,
    |	|Accuracy +2%, Accuracy Regeneration/sec +0.4%.
    |Rank 2 |Damage/Duration of all powers and attacks +1.5%, Health +5.5%,
    |	|Accuracy +3%, Accuracy Regeneration/sec +0.6%.
    |Rank 3 |Damage/Duration of all powers and attacks +2%, Health +6%,
    |	|Accuracy +4%, Accuracy Regeneration/sec +0.8%.
    |Rank 4 |Unlocks Unity
    |Rank 5 |Damage/Duration of all powers and attacks +2.5%, Health +6.5%,
    |	|Accuracy +5%, Accuracy Regeneration/sec +1%.
    |Rank 6 |Damage/Duration of all powers and attacks +3%, Health +7%,
    |	|Accuracy +6%, Accuracy Regeneration/sec +1.2%.
    |Rank 7 |Damage/Duration of all powers and attacks +3.5%, Health +7.5%,
    |	|Accuracy +7%, Accuracy Regeneration/sec +1.4%.
    |Rank 8 |Unlocks Advanced Unity
    |Rank 9 |Damage/Duration of all powers and attacks +4%, Health +8%,
    |	|Accuracy +8%, Accuracy Regeneration/sec +1.6%.
    |Rank 10|Damage/Duration of all powers and attacks +4.5%, Health +8.5%,
    |	|Accuracy +9%, Accuracy Regeneration/sec +1.8%.
    |Rank 11|Damage/Duration of all powers and attacks +5%, Health +9%,
    |	|Accuracy +10%, Accuracy Regeneration/sec +2%.
    |Rank 12|Unlocks Master Unity
    Stasis (ADEPT/SENTINEL)						{CHR044}
    Anybody play D&D? Remember Otiluke's Resilient Sphere? What a useless
    ass spell. Why use it when you could use Stoneskin, Ice Storm, Greater
    Invisibility, or something cool like that? Yeah. Well, Bioware played
    D&D too, and its sci-fi equivalent is Stasis in Mass Effect. What a
    useless ass biotic. Why use it when you could use something like Throw,
    Lift, Warp, or Singularity? If you get the Bastion specialization,
    Stasis turns into a decent
    |Rank 1 |Unlocks Stasis
    |Rank 2 |Duration 13 seconds
    |Rank 3 |Duration 13.5 seconds
    |Rank 4 |Duration 14 seconds
    |Rank 5 |Duration 14.5 seconds
    |Rank 6 |Unlocks Advanced Stasis
    |Rank 7 |Duration 17.5 seconds
    |Rank 8 |Duration 18 seconds
    |Rank 9 |Duration 18.5 seconds
    |Rank 10|Duration 19 seconds
    |Rank 11|Duration 19.5 seconds
    |Rank 12|Unlocks Master Stasis
    Makes the target unable to move or attack, but also immune to damage.
    Squad members will not use Stasis unless it is selected from the Power
    Duration: 12.5 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Stasis
    Improves the recharge time.
    Duration: 17 seconds
    Recharge: 50 seconds
    Accuracy: 80%
    Master Stasis
    Improves the recharge time.
    Duration: 21 seconds
    Recharge: 40 seconds
    Accuracy: 80%
    Tactical Armor (INFILTRATOR/VANGUARD)				{CHR045}
    The middle-ground of armor, this talent gives you access to medium
    armor, which is acceptable, if not ideal.
    |Rank 1 |Damage Reduction +5%, Hardening +5%
    |Rank 2 |Damage Reduction +8%, Hardening +8%
    |Rank 3 |Unlocks Shield Boost
    |Rank 4 |Damage Reduction +10%, Hardening +10%
    |Rank 5 |Damage Reduction +12%, Hardening +12%
    |Rank 6 |Damage Reduction +14%, Hardening +14%,
    |	|(Unlocks First Aid), (Unlocks Fitness)
    |Rank 7 |Damage Reduction +16%, Hardening +16%, Equip Medium Armor
    |Rank 8 |Unlocks Advanced Shield Boost
    |Rank 9 |Damage Reduction +18%, Hardening +18%
    |Rank 10|Damage Reduction +19%, Hardening +19%
    |Rank 11|Damage Reduction +20%, Hardening +20%
    |Rank 12|Unlocks Master Shield Boost
    Shield Boost
    Restores 30% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Advanced Shield Boost
    Restores 40% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    Master Shield Boost
    Restores 50% of your shield per second.
    Duration: 2 seconds
    Recharge: 45 seconds
    Accuracy: 30%
    This biotic sends your enemies flying, dealing some nice damage and
    temporarily taking them out of the fight. Everybody takes so long to
    stand up.. lazies. Probably the third best biotic ability, after
    Singularity and Lift, which both disable enemies for much longer. If you
    use Singularity or especially Lift, you can use Throw to telekinetically
    throw your enemies off cliffs for an auto-kill. Nice. Again, you gain
    your best bonuses from the ranks which level up your Throw biotic,
    making the 50 Newton bonuses in between levels seem like obligatory
    steps, rather than decent bonuses. Ah well.
    |Rank 1 |Unlocks Throw
    |Rank 2 |Newtons 650
    |Rank 3 |Newtons 700
    |Rank 4 |Newtons 750
    |Rank 5 |Newtons 800
    |Rank 6 |Newtons 850, (Unlocks Lift)
    |Rank 7 |Newtons 900, (Unlocks Lift)
    |Rank 8 |Unlocks Advanced Throw
    |Rank 9 |Newtons 1050
    |Rank 10|Newtons 1100
    |Rank 11|Newtons 1150
    |Rank 12|Unlocks Master Throw
    Throws enemies away from the caster with a force of 500 Newtons.
    Radius:	  4 meters
    Recharge: 60 seconds
    Accuracy: 60%
    Advanced Throw
    Increases the force of Throw to 1000 Newtons.
    Radius:	  5 meters
    Recharge: 50 seconds
    Accuracy: 45%
    Master Throw
    Increases the force of Throw to 1250 Newtons.
    Radius:	  6 meters
    Recharge: 40 seconds
    Accuracy: 30%
    Vanguard (VANGUARD)						{CHR047}
    A Vanguard gains bonuses to their biotic protection and to their pistol
    and shotgun damage. I suppose the biotic protection is fine, it'll
    certainly compliment their medium armor, but biotic damage or duration
    would have been nice. Still, better than cooldown time, since you'll
    have Adrenaline Burst anyway. The bonus to shotgun damage is especially
    welcome, and it somewhat encourages you to stick with those two weapons
    instead of adding assault rifles.
    |Rank 1 |Biotic Protection +6%, Damage +5%
    |Rank 2 |Biotic Protection +9%, Damage +6%
    |Rank 3 |Biotic Protection +12%, Damage +7%
    |Rank 4 |Biotic Protection +15%, Damage +8%
    |Rank 5 |Biotic Protection +18%, Damage +9%
    |Rank 6 |Biotic Protection +21%, Damage +10%
    Warp (ADEPT/VANGUARD)						{CHR048}
    Warp damages enemies over time, and decreases their damage protection.
    This is a good biotic if you have buddies nearby to take advantage of
    it, or if you're, say, a Vanguard. On the other hand, the damage Warp
    deals is so paltry that the real reason to use it is the damage
    vulnerability, and if you're an Adept, you'll be hard-pressed to take
    advantage of the vulnerability.. you know, sucky weapon selection and
    all. Still, against tougher enemies, like Colossi and Krogans, it can
    really speed things up.
    |Rank 1 |Unlocks Warp
    |Rank 2 |Duration 8 seconds
    |Rank 3 |Duration 9 seconds
    |Rank 4 |Duration 10 seconds, (Unlocks Barrier)
    |Rank 5 |Duration 11 seconds
    |Rank 6 |Unlocks Advanced Warp
    |Rank 7 |Duration, (Unlocks Singularity)
    |Rank 8 |Duration 14 seconds
    |Rank 9 |Duration 15 seconds
    |Rank 10|Duration 16 seconds
    |Rank 11|Duration 17 seconds
    |Rank 12|Unlocks Master Warp
    Inflicts 6 damage to the target every second, and lowers the target's
    damage protection by 50%
    Radius:	  4 meters
    Duration: 7 seconds
    Recharge: 60 seconds
    Accuracy: 80%
    Advanced Warp
    Inflicts 8 damage to the target every second, and lowers the target's
    damage protection by 60%
    Radius:	  5 meters
    Duration: 13 seconds
    Recharge: 50 seconds
    Accuracy: 80%
    Master Warp
    Inflicts 10 damage to the target every second, and lowers the target's
    damage protection by 75%
    Radius:	  6 meters
    Duration: 20 seconds
    Recharge: 40 seconds
    Accuracy: 80%
    Alignment							{CHR049}
    In Mass Effect you have a choice between either playing as a Renegade
    or a Paragon, essentially evil and good. I'll be honest, there is little
    virtuous satisfaction in the game from what I've seen, and with the
    military background the Paragon path just comes off as playing an
    indecisive sissy. Renegade on the other hand is ruthless, coming off
    as uncompassionate and dedicated to getting the job done at whatever
    cost. Maybe I'm biased because of the Shepard I enjoy playing.. but it
    does just seem like the Renegade gets the best lines.. And pistol
    Gaining Paragon/Renegade Points					{CHR050}
    Actions you take (usually initiated through dialogue options) affect
    your Paragon/Renegade status. The two are not combative, despite how it
    might sound. If you gain points of Paragon, you do not lose points of
    Renegade, so it's not strictly good/evil, as in most RPGs. Picking the
    upper option in dialogue is usually the Paragon response, and the lower
    is the Renegade response, whereas the middle is neutral. You can check
    your Paragon/Renegade status in your "squad" menu, the blue bar to the
    left of Shepard is your Paragon status, and the red bar to the right is
    your Renegade status. Only Shepard has an alignment, which is too bad,
    because it would be interesting if your characters reacted to your
    choices more.. maybe in the sequel, eh? As near as I can tell, your
    Paragon/Renegade bars have about 320~ possible points.
    Charm and Intimidate						{CHR051}
    Charm and Intimidate represent your ability to affect people through
    your alignment. With Charm you can typically convince NPCs to see things
    your way, and with Intimidate you can threaten them into obedience.
    Your Paragon/Renegade levels affect your Charm/Intimidate skills. Note
    that Charming people tends to increase your Paragon, and Intimidating
    tends to increase your Renegade. Some NPCs can only be Charmed or
    Intimidated if you have enough points in the corresponding skill. Using
    Charm/Intimidate is often the best, most rewarding way to conclude an
    encounter with an NPC. Charm responses are usually on the top, and are
    colored blue. Intimidate responses are usually on the bottom, and are
    colored red.
    Free Maxing Intimidate and charm				{CHR052}
    As your Renegade/Paragon level increases, it fills the bar you saw in
    your squad screen. Notice the bar is split into portions. Every time
    you gain a certain amount of Paragon or Renegade points, you'll gain a
    rank into Intimidate (Renegade) or Charm (Paragon) for free. On a
    'perfect' character, you can go multiple play throughs picking one
    alignment (or mostly one alignment, depending on what encounters give
    the best rewards) and if you get all the paragon or renegade points, you
    get four free points to your charm or intimidate talents (three from
    free points through maxing out charm/intimidate, and an extra point
    into each from becoming a Spectre. If you use the infinite
    Paragon/Renegade points trick in Noveria*, or the infinite Paragon
    glitch on Eletania you can speed the process up, but the quickest
    you can max both charm and intimidate without spending a single point
    still encompasses a good number of play throughs with that character.
    ***The Eletania Glitch***
    The fact that I did not know about this glitch going into this FAQ just
    goes to show how little I am able to scope out the forums of the games
    I play.. in any case, that's what e-mails are for! On Eletania, during
    the side-quest UNC: Lost Module (Attican Beta galaxy, Hercules system)
    you normally get a Paragon reward for searching the monkeys to find the
    data module (as opposed to killing them.) If you don't kill any of the
    little critters and find the one that has the module you'll get a six
    point Paragon bonus. Save as soon as you find the module and reload
    your recently-saved game. Search the monkey to continuously receive
    your reward of six Paragon points. Click on that monkey repeatedly
    until you have a full Paragon bar! Erm.. Anyway, the monkey with the
    module is in a mine in the north-eastern part of the map.
    ***The Noveria Glitch***
    During the assignment where you're dealing with Lorik Qui'in, after you
    retrieved the OSD from the Synthetic Insights Offices, you'll be
    approached by a lady named Gianna, asking you to convince Qui'in to
    testify against Anoleis. Do so, and tell him to testify against Anoleis.
    If you have 5 ranks in either Charm or Intimidate, you can convince him,
    and receive either +24 points in Paragon or +25 points in Renegade.
    Talk to him again and ask about Matriarch Benezia. Now you'll get the
    option "Another Question". Select it, and it'll have the "Testify
    Against Anoleis" option again. Keep doing this until you've maxed out
    your Paragon/Renegade.
    My Character							{CHR053}
    As I mentioned above, I decided to play a Ruthless Spacer. My class is
    a Soldier, and after some grinding with a toss-away character, I start
    out with Lift as a bonus talent. I plan to play the game through as a
    Renegade, but over the multiple plays I'll do, I'll cover both options.
    Leveling Advice - Low Levels (1-10)				{CHR054}
    You start out with three talents to spend, and unlike me you wont be
    saving up points for dialogue options. For a Soldier I suggest getting
    a point into Assault Rifles to net you an early damage/accuracy bonus.
    Also put a point into your class-specific skill (should be named the
    same thing as your class) for some early regeneration. Otherwise you
    simply will have to use Medi-gel to heal. When it becomes available
    throw points into Assault Training to unlock Adrenaline Burst, which
    instantly replenishes your cooldown time on all abilities.. essentially
    allowing you to use them an extra time per Adrenaline Burst cool down,
    a very handy thing indeed. On my Soldier I also put a point into Lift,
    just so it's an option. If you're NOT a soldier, get a point into your
    most powerful weapon and then try to unlock offensive abilities, just
    so you have something to use. Going around with a pistol as your sole
    method of killing is not going to make for an easy game.
    Leveling Advice - Mid Levels (11-30)				{CHR055}
    For classes with multiple armor types, you should-by level 20 certainly-
    have access to the heaviest armor you can wear. Other than that I would
    suggesting getting nine ranks in decryption and electronics so you can
    handle any such task. For NPCs, leveling up their 'class' talent is
    often a good idea, as it adds a fairly wide spread amount of bonuses,
    and there's only six ranks. This is especially good for characters who
    gain regeneration from it. Other than that, work on unlocking abilities,
    even low-leveled ones, the more the merrier. It's better to have two
    weak biotic attack forms you can use than one strong one. At least that
    way you'll have something to use if your first attack doesn't work as
    expected, or if another threat comes up when the first ability is
    recharging. At least get one weapon ability (if applicable) so you have
    something to fall back on if the fight turns fierce(r). And if you
    have immunity and/or adrenaline rush.. be sure to get some form of
    those abilities unlocked. You don't need to max a weapon yet, or an
    armor, just make sure you have abilities to use. And remember, you get
    more out of a talent earlier in the tree, so diversifying will make a
    stronger character than specializing. Give Shepard one point into
    Spectre training. 5% health bonus is good.. after that, .5% isn't so
    great. Contrary to the previous rule, maxing immunity and adrenaline
    rush early are good ideas. The sooner you get master immunity, the
    sooner you have 80% damage resistance with a 20sec duration and a 30sec
    cool-down.. two-thirds of the time you'll be nearly invulnerable. And
    a good adrenaline rush makes every talent more accessible. When you
    gain access to your specialty class, be sure to get up to rank 7 for
    the bonuses it will provide.. maxing it out sometime isn't a bad idea,
    Leveling Advice - High Levels (31-60)				{CHR056}
    Max things out. Seriously. Turn what's good into great, and leave what's
    good enough alone. Lets look at decryption for example.. Getting to
    master sabotage is good-you need to anyway to do hard decryptions-but
    look at the last three ranks. You get a whopping 6% damage with the
    sabotage ability. That's nine points of damage. Is that really worth
    three talent points? Max your primary weapon. NPCs are lousy snipers,
    so why bother with it? Who really needs a shotgun AND an assault rifle?
    Do one, and do it well. Max your career talent, max your armor, max
    talent trees that end with an ability, it's usually worth it. If you
    have extra points after all that, go wild.
    |								       |
    |				NPCS 				       |
    |			      {NPC001}				       |
    I decided to put this section after the character creation section just
    so newcomers would be a little more familiar with the game before coming
    here. In any case, I'll explain the strengths and weaknesses of the NPCs
    you can recruit in the game as I see them.
    Ashley								{NPC002}
    Everything you would expect from a Soldier, she has all the skills
    Shepard would have except Charm, Intimidate, a bonus talent (if
    applicable) and ..well, you'll find out. She can provide the muscle if
    you need it. She's also a possible romantic interest for Shepard if
    your Shep is male. Don't rely on both her and Kaiden though, if you
    plan to play the game through for Kaiden's achievement, look somewhere
    else for your muscle.
    Garrus								{NPC003}
    Pretty much your standard Infiltrator, but with a few differences.
    Firstly, instead of pistols he has the assault rifle talent, which is a
    vast improvement. Also, instead of fitness, he has assault training,
    instead of immunity he'll get adrenaline rush, which.. well, immunity is
    awesome, but assault training isn't a terrible substitute. His
    survivability wont be as good as a Shepard-Infiltrator, but with the
    trade for assault rifles, he'll be pretty damn close offensively. If
    there's anything wrong with him, I'd say it's a shame to have to throw
    away so many talents into first aid to get electronics, but it's only a
    minor gripe.
    Kaiden								{NPC004}
    If you don't want to have anything to do with Electronics or Biotics,
    Bioware was nice enough to give you Kaiden.. he's a waste of space when
    it comes to combat, but fortunately he will cover the essentials of
    decryption and electronics. Offensively, lift and throw are the only
    two abilities he's got, but defensively the fact that he has both
    barrier and electronics helps him somewhat. He's the romantic interest
    for Fem-Shep, and other than blue chicks, he's all you got in that
    department. Don't get too attached to both Kaiden and Ashley, as you
    will not be finishing the game with an all-human party. I really can't
    recommend him in any case, as Garrus will work just as well with
    electronics, but much, MUCH better in combat, and Wrex is everything
    Kaiden is as a biotic, but with the best combat abilities in the game-
    a soldier Shep excluded.
    Liara T'Soni							{NPC005}
    Your very own Adept! She has no weaponry proficiencies, and no armor
    proficiencies. She's about as inept in a straight-forward fight as you
    can be, so she's drastically confined to her biotics. As a slight
    consolation she has Electronics to give her some extra shielding, not
    to mention overload, and in case anybody wanted it (I don't) she has
    first aid, so at the least she can be a nearly complete collection of
    all the skills I don't like on my main character. She doesn't seem to
    fit well with either Garrus or Wrex, who each have a smattering of her
    abilities (plus great combat talents). And mixing her with Kaiden is
    sure to give you the weakest combat strength in the game. Also, unlike
    Kaiden, Tali, or Garrus, she won't fulfill your electronics/decryption
    needs by herself.. meaning you'll need one of them along as well. For
    that reason, they all seem like much more complete and powerful
    characters than Liara. She can be a romantic interest for either male
    or female Shepard, and although her interactions with Ashley can be
    humorous, that's about all she's good for. Also on a personally biased
    note-she just annoys the hell out of me. She's the last NPC I would
    willingly take with me into any situation.
    Tali'Zorah nar Rayya						{NPC006}
    What they don't have in numbers, planets, sovereignty, dignity, or
    military prowess, they make up for with long names. Your Quarian buddy
    seems like a waste of an NPC to me. Besides Kaiden and Liara, she's the
    most bland NPC out there, essentially just serving as a representative
    of one of Mass Effects alien races, instead of being an actual
    character. Anyway, gripes aside she fills the roll as your NPC
    Engineer, or 'Quarian Machinist,' as the case may be. She's got all the
    skills of a Engineer, but with one exception.. the normal Engineer skill
    medicine has been replaced with shotguns. This is in every way a
    favorable trade, as it adds some punch to a normally punch-less class.
    Mind you she still doesn't have the armor to be going out slaughtering
    things, but shotguns are still a good talent to have.. even if assault
    rifles would be more fitting for a character not suited for close
    combat.. Between Quarian engineer and electronics, she'll have a fairly
    high number of shields, but that doesn't make her a slayer in harder
    difficulties. Think of her as a more offense-capable engineer. Granted,
    Garrus has her hopelessly out-gunned in the offensive/defensive arena..
    and he does have slightly more personality too.. Ah hell, just go with
    Garrus, he's got everything you need from an engineer, and he can stand
    up longer in a fight, too.
    Wrex								{NPC007}
    Wrex is a 'Krogan Battlemaster', a modified version of the Vanguard.
    He comes with both assault rifles and shotguns, he can wear heavy
    armor, and he can use four biotic abilities. Not to mention the fact
    that he gets fitness, which in turn grants him Immunity. Frankly, he's
    as strong of a character as there is in Mass Effect. The fact that
    his Krogan Battlemaster talent increases his regeneration and physics
    resistances only enforces this. Get him some good Geth Armory heavy
    body armor, and a good gun, and he's unstoppable. Still, I don't
    recommend him for the first playthrough, as..
    On Virmire, you'll be forced into a tough spot with Wrex when he
    discovers that Saren's goons have found a way to remove the genophage,
    and are breeding Krogans to fight. Needless to say, he'll be somewhat
    conflicted. Only if you have a fairly high charm/intimidate will you be
    able to get through the mandatory conversation with him without killing
    There is another way, however. If he trusts you enough by Virmire, he
    will back down without a charm/intimidate option coming up. Getting his
    family armor makes this possible (see the sidequest Wrex: Family Armor).
    I know that including him in your squad is not a factor, so just talk to
    him after every story mission (Citadel, Artemis Tau, Feros, and Noveria)
    and during the confrontation on Virmire pick the paragon responses at
    each stage of the conversation.
    Party Selection							{NPC008}
    So who to use? The simple answer is to pick a good blend of abilities..
    but as with most simple answers, it's flawed. You need a character with
    Decryption and Electronics. Once that requirement is satisfied, who
    else you pick is moot. Frankly, Garrus and Wrex are the two best NPCs
    in the game. Garrus will settle your Decryption and Electronics needs,
    and both can use assault rifles. Garrus can use medium armor, and Wrex
    gets the best heavy armor in the game. Both also have a slew of
    abilities to provide them with depth, and Adrenaline Rush (Garrus) and
    Immunity (Wrex). You can't go wrong! On your first play through, you
    may wish to leave Wrex behind, unless you plan to spend points on either
    charm or intimidate. In which case, Ashley makes a good substitute. In
    fact, my first party for this FAQ was Ashley and Garrus.
    If you already have Decryption and Electronics, feel free to replace
    Garrus, but aside from Wrex and Ashley, no other character is more
    powerful in a fight. No matter what you do, I'd suggest having one of
    those three in your party.. If you're a soldier yourself, Garrus is
    probably the indispensable pick. Wrex is the most powerful NPC in the
    game, and Ashley is a good filler who won't annoy you by dying
    constantly. Remember, you can use NPC powers, but you can't keep them
    from being morons and force them to get under cover. Under these
    circumstances, it's probably best to get NPCs who will be able to
    survive direct fire.
    Romances							{NPC009}
    Ah, the famous romance scenes of Mass Effect. Not as deep or interesting
    as the ones in Baldur's Gate, and not as graphic as the nude scenes in
    Dante's Inferno, the mini-games in the God of War series, or the shower
    scene in Heavy Rain.. just to list a few recent examples. Why so much
    drama then? Well, because it was tagged as 'virtual rape' by a moron in
    a blog and got a story of Fox News, literally tagged 'Sexxbox'. But
    enough history off the top of my head, the real deal is that like in
    many Bioware games you can romance one of your NPCs as follows:
    Ashley (Romances Male Shepard)
    Kaiden (Romances Female Shepard)
    Liara T'Soni (Romances both Female and Male Shepard)
    Notes on Romancing NPCs
    Over the course of the game you'll find you can chat to your party
    members. The best times to do this are in the Normandy after each major
    story mission. For most of your characters you'll get some side-quest
    to go on, which range from interesting to useful. The NPCs that can
    be romanced will chat you up, and if you're nice to them you can
    eventually pursue a romance with them. Unfortunately there's no downtime
    in Mass Effect, so you don't really go on 'dates' or.. really.. do
    anything as a couple.. until nearly the end of the game. So you might
    not really know you're romancing an NPC at all, aside from light
    dialogue flirting. If you are romancing two NPCs (either Ashley or
    Kaiden depending on your gender and Liara) you'll eventually have to
    make a choice. For Female Shepard, this involves privately letting one
    of the two go. For Male Shepard, this involves a ridiculous
    confrontation with corny catcalls voice-acted by a robot with all the
    personality of Altair in the first Assassin's Creed (I hate the male
    voice for Shepard.) In any event, talk to your romance-interest after
    every story mission and play nice with them, flirt, whatever. You don't
    really need to have them tag along with you, just as long as you don't
    ignore them for half the game. Romancing in Mass Effect is a fairly
    straight-forward and simple process. As you head towards Ilos late in
    the game, you'll get a chance to consummate your romance. Even then,
    however, you can still turn it down. Virtual orgasmic rape indeed.
    |								       |
    |			 Prologue: Eden Prime			       |
    |			     					       |
    Sequence of Events:						{WLK001}
    		1) What About Shepard?
    		2) Pessimistic Pressly
    		3) Anxious Jenkins
    		4) Talk to Nihlus
    		5) Landing on Eden Prime
    		6) Red-Shirt Jenkins
    		7) Rescuing Ashley
    		8) Duck and Cover
    		9) Husk Hill
    		10) Goodnight, Manuel
    		11) Look at the Size of it!
    		12) Nihlus, Nevermore
    		13) Train station
    		14) Protecting the Spaceport
    		18) One Hell of a Hangover
    		19) Chatting with Chakwas
    		20) Exploring the Vehicle Bay
    		21) Destination: Citadel
    Normandy: Command Deck
    1) You start out with a nice little cutscene, after which you're
    immediately put into a conversation with Joker and Kaiden. Pick the top
    options for some Paragon, and the low options for some Renegade.
    Apparently Joker doesn't trust Nihlus, a Turian Spectre. The
    conversation ends with Shepard being tasked to report to Captain
    Anderson in the comm room.
    Prologue: Find the Beacon//Speak to the Captain
    Paragon +2
    Renegade +2
    Primary- Aliens: Council Races//Turians
    Primary- Humanity and the Systems Alliance//Systems Alliance
    Secondary- Personal History Summary//Profile
    Secondary- Humanity and the Systems Alliance//Timeline
    2) Note the mini-map on the bottom right of the screen. You can use this
    to find your objectives. In this case, Captain Anderson is opposite
    Joker, so head down the ship away from the cockpit. In the Navigation
    Room you'll hear Navigator Pressly arguing. Chat him up. He doesn't
    trust Turians either, and is suspicious about the pretenses of this
    being a shakedown run, considering how the Normandy is staffed. Hmm..
    Primary- Humanity and the Systems Alliance//First Contact War
    Secondary- Ships and Vehicles//Starship Sensors
    3) Continue on until you hear more arguing, this time between Corporal
    Jenkins and Doctor Chakwas. Jenkins is playing the gung-ho marine and
    Chakwas is arguing for restraint.
    Paragon +2
    Renegade +2
    Primary- Citadel and Galactic Government//Spectres
    4) Head into the Communications Room and talk to Nihlus. He'll grill you
    a bit before Captain Anderson shows up, and reveals the truth. Ta-da,
    everybody in the back.. front.. was right, it's not just a shakedown
    run. Oh, also you're a candidate for becoming a Spectre. Not that it's
    a foregone conclusion or anything.. After talking a transmission from
    Eden Prime comes in.
    Prologue: Find the Beacon//Head to the Dig Site
    Primary- Aliens: Extinct Races//Protheans
    Primary- Planets and Locations//Region: Terminus Systems
    Eden Prime: Surface
    5) Now you're in control of Shepard in a combat situation. First things
    first, I head into my inventory and toggle off my helmet with (LB). I
    didn't spend time customizing my Shepard so I could stare at a helmet
    all game. Move ahead into the swamp and take a right until you find an
    upgrade kit (on your map it's the alcove north-east of where you
    started.) Head back the opposite way and go to head up the path on the
    western side of the map.
    Secondary- Weapons, Armor, and Equipment//Upgrades
    6) A couple of 'Geth Recon Probes will come out and pop Jenkins. Poor
    Red-Shirt Jenkins. Anyway, inspect his body and respond as your
    alignment-whim dictates.
    Prologue: Find the Beacon//Continue to Dig Site
    Paragon +2
    Renegade +2
    Primary- Weapons, Armor, and Equipment//Kinetic Barriers ("Shields")
    7) After dealing with Jenkins, continue to head north and deal with any
    probes you might find. when you get to the top of the hill loot the
    upgrade kit and follow the path right into the forest. Keep going
    forward, skirting along the western-most edge of the map to pick up the
    medical kit along the wall. Go far enough forward and you'll get a
    cutscene of a marine being chased by some probes. After the cutscene is
    done, save her from a pair of Geth Troopers. Initiate dialogue with her.
    Regardless of how you play through things, she'll end up joining your
    squad. Pump her for information and continue on.
    Paragon +4
    Renegade +4
    Primary- Aliens: Non-Council Races//Geth
    8) Loot the crate and upgrade kit and head down the hill. You'll get a
    little tutorial on taking cover and have several more geth to waste.
    Loot the crate by the dig site, then head to the dig site and
    Prologue: Find the Beacon//Investigate Research Camp
    Primary- Weapons, Armor, and Equipment//Body Armor
    9) Head up the hill to the east of the dig site. At the top you'll
    encounter a new variety of geth, the husk. They have some strong
    discharge attacks, so don't let them get too close. Make sure to grab
    the upgrade kit behind the geth spikes.
    Primary- Aliens: Non-Sapient Creatures//Husks
    10) Search the two research trailers, the left one only has a pair of
    crates, but the right will introduce you to decryption and everybody's
    favorite mini-game. If you mess up, save/reload, or use up 25 omni-gel
    to open the door. Once you get in, the Dr. Warren will initiate
    dialogue. If you whack Manuel, you'll get a significant boost to your
    Renegade rating.
    Prologue: Find the Beacon//Head to Spaceport
    Paragon +2
    Renegade +9
    11) Continue heading to the spaceport. You'll get a cutscene which will
    introduce you to Saren. Keep going until the terrain starts to head
    downhill. There are a new geth troopers and husks about. Kill them and
    head over to the trailer to the right. Loot the crate and decrypt the
    door. As soon as you do, Cole and his friends will talk with you. After
    you go to leave, one of Coles friends will spill the beans on some
    smuggled equipment. Get him to give you the gun. Cole also represents
    the first chance to use Charm or Intimidate, but since I'm not spending
    any points on them, I'll just have to ignore those options for now.
    Inside the trailer you'll encounter a storage locker that requires
    Electronics to open. Open the squad menu, select Kaiden, and level up
    Decryption to rank 4 in order to unlock Electronics. Purchase a single
    rank in it for now.
    If you have 1 rank in either Charm or Intimidate, you can convince
    Cole to give you a Combat Sensor.
    If you have 2 ranks in either Charm or Intimidate, you can get Cole
    to give up Powell as his smuggling contact.
    Paragon +2 (Charm Cole once)
    Paragon +2 (Charm Cole twice)
    Renegade +2 (Intimidate Cole once)
    Renegade +2 (Intimidate Cole twice)
    Stinger II
    Combat Sensor I
    12) Head up to the Spaceport now and investigate Nihlus' body. Powell
    will pop up from behind some crates and nearly get shot before initiating
    dialogue. He'll tell you that Saren killed Nihlus. If you found out from
    Cole that Powell is his contact at the Spaceport, you can force him to
    give you some grenades he was stealing.
    Prologue: Find the Beacon//Take the Train
    If you have 2 ranks in either Charm or Intimidate, you can get Powell
    to give you the experimental High Explosives he was stealing.
    Paragon +2 (Charm Powell)
    Renegade +2 (Intimidate Powell)
    High Explosives I
    13) Pick up the medical kit south of Nihlus and the upgrade kit that in
    the fire east of where Nihlus died. Some Geth troopers will come up and
    harass you from the north. Head down the stairs and onto the train
    platform. Watch out for the geth destroyer, as it can shoot a missile
    that will do serious damage to you. Head up the platform killing Geth
    as you go. If you found any armor-piercing rounds by now, it might be
    worth your while to equip them onto a gun. Make sure to pick up the
    medical kit on the way. When you're done slaughtering geth activate the
    lift and watch a cutscene.
    14) The Geth are planning to bomb the spaceport. Fun. All the bombs are
    shown on your mini-map, so finding them all in the five minutes isn't
    terribly stressful. The Geth snipers and storm troopers might be though.
    Disarm the bomb directly off the lift and head up the stairs. Follow the
    path until you can either go left or right. Take the bridge across to
    the right and deal with the Geth nearby. Don't forget you can hold down
    (A) in combat to storm (rush) if you're taking fire. You can also storm
    into an opponent, which will make you deal a powerful melee attack.. but
    I wouldn't suggest making this a common practice. Disarm the bomb in
    the corner and move up. There are two storm troopers and two snipers
    ahead, but I found that one Overkill from a secure position was enough
    for all of them. Be careful though, like the destroyers, storm troopers
    can shoot a missile that deals heavy damage. They can also put up
    annoying barriers that are easy enough to shoot through. Go up a little
    ways and disarm the third bomb, and head all the way to the end of this
    side of the station to disarm the fourth.
    As an amusing aside, the first time I played this game, I decided the
    best option was to sit back and use a sniper rifle to pick off the
    enemies. Lets just say that, not only was the computer a better shot
    than me, but trying to fire a sniper rifle without being proficient is
    like trying to tread a needle while drunk..
    Anyway, after you're done here head to the area to the west. Pick up
    a crate on your way and head down some stairs. You'll have to fight a
    pair of troopers and some husks. Once they're dead, do some looting
    (avoid the beacon for now). There's a storage locker near some stairs,
    and another at the far south end of the complex. To the north there's
    a technical kit. Once you've looted all those, interact with the
    beacon for a cutscene.
    Normandy: Quarters
    15) After some lengthy dialogue you're back in control of Shepard.
    Before talking to Joker however, there are some things to do. Search the
    Medi-gel dispenser before heading out of the room.
    Prologue: Find the Beacon//Speak to Joker
    Primary- Citadel and Galactic Government//Citadel
    Secondary- Citadel and Galactic Government//Citadel Station Statistics
    Primary- Weapons, Armor, and Equipment//Medi-Gel
    16) Head outside and talk to the people in this level.. Dr. Chakwas has
    some information on biotics, and you can get a bit of Paragon if you're
    nice to Ashley. If you were an ass to Ashley throughout Eden Prime,
    and continue to be so here, you can also score a bit of Renegade for
    continuing to harass her. After you're done head down the elevator to
    the vehicle bay.
    Paragon +2
    Renegade +2
    Primary- Technology//Biotics
    Secondary- Technology//Biotics: Biotic Amps
    17) There are a few things you can do down here. Check the Field
    Integrity Monitor in the engine room for a Codec, and the M35 Mako for
    another. Next talk to the Requisitions Officer. Most of the stuff he has
    is junk, and well out of your price range, but you might want to pick up
    the Grenade Upgrade and Medigel Upgrade. Take the elevator back up and
    head up to the Command Deck.
    Primary- Ships and Vehicles//Vehicles: M35 Mako
    Primary- Technology//Mass Effect Fields
    Primary- Technology//Omni-tool
    18) Go into the comm room and examine the FTL Comm Link. In the
    Navigation room examine one of the consoles named NAVMANUAL 1.4.1.
    After you've found those two Codexes, go talk to Joker.
    Secondary- Humanity and the Systems Alliance//Systems Alliance: Military
    Secondary- Technology//Communications
    |								       |
    |			  	 Citadel			       |
    |								       |
    Sequence of Events:						{WLK002}
    		1) AmbASSador Udina
    		2) More Freaky Aliens
    		3) Reception Area and Avina
    		4) C-Sec HQ
    		5) Conversing with the Consort
    		6) History Lessons from Avina
    		7) Visit the Emporium
    		8) Volus at the Bank
    		9) To the Citadel Tower
    		10) Scanning keepers
    		11) Presidium Prophet
    		12) Talking to Barla Von
    		13) Scanning more Keepers
    		14) Flux and Wards Access
    		15) Talking to Emily Wong
    		16) Flux
    		17) The Markets
    		18) Chora's Den
    		19) Recruiting Garrus
    		20) To Citadel Security
    		21) Recruiting Wrex
    		22) Jahleed's Fears
    		23) Chatting with Chellick
    		24) Traffic Control
    		25) C-Sec Requisitions
    		26) Talking to Chorban
    		27) Making the Pickup
    		28) Jahleed's Secret
    		29) Taking Down Fist
    		30) Saving the Quarian
    		31) Speaking to Xeltan
    		32) Homecoming
    		33) Speaking with Sha'ira
    		34) Expose Saren
    		35) Kahoku Missing Men
    		36) Talk to Garoth
    		37) Deliver Information
    		38) More Trouble for Dr. Michel
    		39) Talking to Morlan
    		40) Flux Redux
    		41) Signal Tracking
    		42) Helena Blake
    		43) Exploring the Docking Bays
    		44) Back to the Normandy
    		45) Shepard's Speech
    		46) Command Deck
    		47) Quarters
    		48) Engineering
    Citadel: Presidium
    1) When you're back in control decrypt the computer console in Udina's
    Office to get the Assignment "Unusual Readings", and access to the Hydra
    System of the Argos Rho cluster.
    Citadel: Expose Saren//Go to the Tower
    Unusual Readings//Investigate System
    Paragon +2
    Renegade +2
    Primary- Citadel and Galactic Government//Citadel Council
    2) Exit Udina's Office and take a right to the Volus and Elcor Office.
    Inside you'll find Xeltan, a troubled Elcor, Calyn, and Din Korlack.
    Talk to the latter two, since you can't help Xeltan just yet.
    Primary- Aliens: Non-Council Racers//Elcor
    Primary- Aliens: Non-Council Racers//Volus
    3) Exit the Volus and Elcor office and head down the hallway, passing
    Udina's office, and exiting the door to the left. Go down the stairs
    and talk to the Embassy Receptionist for some Codexes. Head opposite
    the receptionist and talk to Avina for another Codex.
    Primary- Aliens: Council Races//Asari
    Secondary- Citadel and Galactic Government//Citadel Station: Presidium
    Primary- Technology//Computers: Virtual Intelligence (VI)
    4) Head up the stairs opposite the ones leading to the embassies and go
    into the door across the hall. Search the consoles-the Diplomatic
    Archives-for a pair of Codexes. Leave the room and continue down the
    hallway, entering the C-Sec HQ to the left. Talk to Executor Palin for
    another Codex, and be sure to decrypt the computer for the assignment
    "Strange Transmission" which gives you access to the Century System in
    the Hawking Eta cluster. Exit C-Sec and head back to the reception area.
    Go across the bridge to the Consort Chambers.
    Strange Transmission//Find the Commune
    Secondary- Citadel and Galactic Government//Citadel Conventions
    Secondary- Citadel and Galactic Government//Treaty of Farixen'
    Secondary- Citadel and Galactic Government//Citadel Station: Citadel
    	   Security Services (C-Sec)
    5) Nelyna will initiate dialogue with you. When you leave, the Consort
    decides she wants to meet with you after all. No three months for
    Shepard! Go speak with her and she'll give you the assignment "Citadel:
    Asari Consort".
    Citadel: Asari Consort//Speak with General Septimus
    6) Leave the Consort's building and take a left. Keep going until you
    find an Avina terminal near a large statue. Talk to Avina and learn
    some history.
    Primary- Aliens: Extinct Races//Rachni
    Secondary- Aliens: Non-Council Races//Krogan: Krogan Rebellions
    7) When your ignorance burden has been lightened a bit head right and
    across the way you'll find the Emporium, run by a Hanar shopkeeper.. a
    jellyfish alien. You can buy a number of human and non-human items, but
    most of it is out of your price range. You can also pick up the Sitta
    Foundation License here.. but it's really not worth it.
    Primary- Aliens: Non-Council Races//Hanar
    Secondary- Technology//Credits ("Creds")
    8) Leave and turn left and enter the next door you see. Talk to Barla
    Von for some Codexes.
    Secondary- Citadel and Galactic Government//Citadel Station: Wards
    9) Locate on your map the Citadel Tower (on the far western edge) and
    head over there. Outside is a third Avina terminal. After talking,
    head into the elevator opposite Avina. Head out of the elevator when it
    stops and go up some stairs to interrupt a conversation between Palin
    and Garrus. Continue in the same direction and go up some more stairs,
    where Anderson is waiting. You can't sway the council here, but you can
    say some things to affect your alignment. Be sure to ask Anderson about
    his past with Saren after the hearing. You now have two more missions,
    "Citadel: Shadow Broker" and "Citadel: Garrus". Since Barla Von is
    closer, lets deal with him first.
    Citadel: Shadow Broker//Go See Barla Von
    Citadel: Garrus//Speak to Harkin
    Citadel: Expose Saren//Investigate Saren
    Primary- Aliens: Non-Council Races//Keepers
    Primary- Technology//Mass Relays
    Primary- Aliens: Council Races//Salarians
    Citadel: Tower
    10) Now that we have more tasks than we know what to do with, lets get
    some more! Head down the stairs and talk to the Salarian named Chorban,
    who is tinkering with a Keeper. Agree to help him out to get the
    assignment "Citadel: Scan the Keepers." You have 21 keepers to scan,
    each of which will get you some creds and xp. Start with the one right
    in front of you. Head right past Rear Admiral Kahoku to scan keeper #2,
    turn around and head back up to the council chamber, the third keeper
    is in the far south-west corner behind the pillars. Head back down the
    stairs and stick to the left, past the pillars, to find keeper #4. Now
    head back to the Presidium.
    Citadel: Scan the Keepers//Scan the Keepers
    11) Scan the keeper right by the Avina terminal, then head left. Before
    taking the bridge (right) to Barla Von, there's a Hanar arguing with
    a C-Sec officer. Talk to the C-Sec officer to get the assignment
    "Citadel: Presidium Prophet". Now talk to the Hanar. You can also agree
    to help the Hanar. Either way, you have one of three options.. buy the
    Hanar its permit, intimidate (either the Hanar or Turian) or charm
    (again, either one). If you buy the Hanar off, you'll get medi-gel, and
    10xp. In any case, when you're done with that situation head off to talk
    to Barla Von at the bank.
    If you have 7 points of charm, you can convince the C-Sec officer
    to lay off.
    If you have 4 points of intimidate you can convince the C-Sec
    officer to leave the Hanar alone. The Hanar will give you some medi-gel,
    and go on preaching.
    If you have 4 points of charm you can convince the Hanar to leave
    peacefully. He will give you some omni-gel for your effort.
    If you have 6 points of intimidate you can convince the Hanar to stop
    being a pain in the ass.
    Paragon +8 (Charm Hanar/C-Sec Officer)
    Renegade +9 (Intimidate Hanar/C-Sec Officer)
    Citadel: Presidium Prophet//Talk to Hanar
    Citadel: Presidium Prophet//Talk to the Hanar
    Citadel: Presidium Prophet//Resolve the Dispute
    Citadel: Presidium Prophet//Complete
    12) Barla Von will spill the beans on a krogan mercenary who was hired
    to deal with Saren, which unlocks the mission "Citadel: Wrex". You can
    get another codex from him, too.
    Citadel: Wrex//Speak to Wrex
    Primary- Aliens: Non-Council Races//Krogan
    13) Any mission you pursue now requires you to head to the wards.. but
    before that, lets sweep for keepers to scan. Number seven is in the
    emporium, take the stairs to the back and turn left to find the little
    guy. Leave the emporium and take a right to find keeper #8. Head to the
    front of the consort's chambers, where you'll find keeper #9. Head
    across the bridge to the embassies. You'll find a keeper in the Volus
    and Elcor office, one in the room across from the C-Sec HQ, and one on
    the walkway behind the embassy lounge. I now loop around back to the
    elevator near where the Hanar prophet is/was, scan keeper #12, who is
    by the stairs leading down, and head down to the wards.
    Citadel: Flux and Wards Access
    14) Head down the tunnel towards the next elevator. Take a left into the
    last room before the elevator and scan the keeper before continuing on
    to the Wards.
    Citadel: Upper Ward
    15) Go straight ahead into the door opposite the elevator to enter into
    a large open area. Head to the opposite side of the area (south on map)
    to investigate the 'Scenic View' for a cutscene. Take your happy bunch
    of FNGs to the west and talk to Emily Wong. Agree to help her out for
    the assignment "Citadel: Reporter's Request." If you turn her down,
    she'll show up again later after you get the data she wants and ask
    Citadel: Reporter's Request//Look for Information
    16) North of Emily Wong are some stairs to Flux. Take them and continue
    to Flux. Head up to the bar and talk to Rita. Agree to help her with
    her sister for the assignment "Citadel: Rita's Sister." You can talk
    to Doran, but he doesn't really have anything vital to add. Head
    upstairs and scan the keeper. Also investigate the 'Suspicious Gambling
    Machine' before you go to get the assignment "Citadel: Signal Tracking."
    Citadel: Rita's Sister//Talk to Jenna
    Citadel: Signal Tracking//Track the Signal
    17) Leave Flux and head back down to the large open area. Take a right
    after the stairs to go to the Upper Markets. There's a keeper to scan
    in the north-western corner, near a 'Volus Shopper.' Talk to Expat and
    ask about Feros and Noveria for some Codexes. You can also a second
    Medigel Upgrade from him, if you have the creds, and the Elkoss
    License.. which I don't suggest. Last thing to do is talk to Conrad
    Verner, which starts the assignment "Citadel: The Fan." Head down the
    stairs to the Lower Market. If you've got the creds, Morlan is selling
    a Grenade Upgrade, and another Medigel Upgrade, as well as the Elanus
    License. Head through the market to Chora's Den.
    Citadel: The Fan//Conrad Verner
    Primary- Planets and Locations//Planets: Feros
    Primary- Planets and Locations//Planets: Noveria
    Citadel: Lower Wards
    18) On the approach to Chora's Den you'll get attacked by two assassins.
    They can be rough on a new Shepard, but lift goes a long way towards
    neutralizing them. They won't be here if you have Garrus or Wrex in
    your party. Anyway, head on into the Den. Talk to Jenna to progress
    that assignment, then talk to Septimus. Keep on his case and you can
    resolve this without charm or intimidate. He'll also offer you the
    assignment "Citadel: Xeltan's Complaint." Make sure you also talk to
    Harkin, which was your point in coming here. He'll tell you some gossip
    about Anderson, and tell you that Garrus is in the Med Clinic. Time to
    pay him a visit. On your way out a Turian will bump into you and tell
    you to meet him at the C-Sec Academy. All in good time. Note that if
    you didn't talk to Barla Von about Wrex you'll encounter the Krogan
    making threats in the bar.
    If you have 4 ranks of charm, you convince Septimus to act like an
    officer. Really, the charm/intimidate responses on this guy seem to
    be pretty much the same.
    If you have 4 ranks of intimidate, you'll tell General Septimus
    to stop whining and act like an officer.
    Citadel: Garrus//Go to the Med Clinic
    Citadel: Asari Consort//Speak with Sha'ira
    Citadel: Rita's Sister//Return to Rita
    Citadel: Rita's Sister//Talk to Chellick
    Citadel: Xeltan's Complaint//Speak to Xeltan
    If you have 4 points of either charm or intimidate, you can get the
    general to stop being such a whiner.
    Citadel: Upper Wards
    19) Leave Chora's Den and go up the stairs rather than going back through
    the market. Run through the Alleyway and scan the keeper on your way
    through. Once you get into the large open area, head over to the Med
    Clinic area, investigating the 'View of Nebula' opposite the door, and
    scanning the keeper beyond the Med Clinic-by the Citadel Rapid Transit.
    Now enter the Med Clinic. The good doctor is being harassed by a thug,
    which Garrus promptly drops, provoking a fire fight. Drop the remaining
    thugs and talk to Garrus/Michel. Accept Garrus into your party. It's now
    time to head to the C-Sec Academy and acquire Wrex.
    Citadel: Expose Saren//Take Down Fist
    Citadel: Garrus//Complete
    Paragon +2
    Renegade +2
    Primary- Aliens: Non-Council Races//Quarian
    Secondary- Citadel and Galactic Government//Citadel Station: Serpent
    20) Head out of the Med Clinic and take a right to go down the stairs
    nearby. A Volus and a human nearby will be talking, which should trigger
    a Codex. Head down the stairs, investigate the 'Public Extranet
    Terminal' scan the keeper, and talk to Officer Lang if you wish. Enter
    the door and go into the elevator.
    Secondary- Ships and Vehicles//Starships: Dreadnought
    Secondary- Technology//Communications: Administration
    Citadel: Security
    21) Go up the stairs to the left to trigger a cutscene involving Wrex.
    Get Wrex to join your party and then go up the stairs he was standing
    near to reach the C-Sec Offices.
    Citadel: Wrex//Complete
    22) In the first room on the right you'll find Jahleed talking to a
    C-Sec officer. He thinks his business partner-Chorban-is trying to kill
    him. Offer to help him and he'll give you the assignment "Citadel:
    Jahleed's Fears."
    Citadel: Jahleed's Fears//Talk to Chorban
    23) Now go into the last room on the left, before the stairs. Inside
    you'll find your good friend Chellick. You can either charm/intimidate
    him into getting Jenna out of the Den, or you can do a little job for
    him. Since I don't have the talents to charm or intimidate him, I deal.
    Keep in mind that this mission doesn't expire any time soon, and if you
    turn down Chellick, you can also return when you have more
    charm/intimidate if you want to go about it that way. If you
    charm/intimidate you'll get a small boost to your paragon/renegade, and
    you can still do his job for him (see Step #7 below), making
    charm/intimidate your best option for solving this case. Still, for how
    high the requirements are and how low the reward is, it's not a big
    deal if you just do Chellick's job without the charm/intimidate.
    If you have 7 ranks of charm you can convince Chellick to let get
    Jenna out of danger.
    If you have 6 ranks of intimidate you can tease Chellick, which results
    in him cutting Jenna loose.
    +2 Paragon (Charm Chellick)
    +2 Renegade (Intimidate Chellick)
    Citadel: Rita's Sister and Chellick//Make the Pickup
    24) Head up the stairs to Traffic Control. Search the three 'Tracking
    Terminals', the 'Weapons Locker', and scan the keeper.
    Primary- Weapons, Armor, and Equipment//Small Arms
    Secondary- Ships and Vehicles//Starships: Cruisers
    Secondary- Ships and Vehicles//Starships: Fighters
    Secondary- Ships and Vehicles//Starships: Frigates
    25) Head back down to the Atrium and go down the stairs opposite those
    that lead to the C-Sec Offices to reach the Requisitions Office. Scan
    the keeper and talk to the Requisitions Officer. He can sell you the
    Aldrin License, and later you can get Specter Gear from him.
    Citadel: Lower Wards
    26) Now it's time to head back to the markets-you might as well, since
    Chora's Den is right next to it. Taking the rapid transit is as good as
    any other way to get there, unless you're dying for some scenery. You
    can now either bother with Jax or Chorban, in whatever order pleases
    you. I start with Chorban. Chorban spills the beans without much fuss.
    You can agree to stop researching for him, or to keep on going.. If you
    stop, you get a large boost to your Paragon. You might as well stop
    working for Chorban, seeing as how the rewards are better with Jahleed
    if you do, not counting the Paragon. Either way, to finish this
    assignment, you need to talk to Jahleed. Note that if you want to finish
    scanning the keepers, you must do so BEFORE talking to Chorban, but
    AFTER talking to Jahleed. After Jahleed rats out Chorban, scan all the
    keepers and come talk to Chorban.
    Citadel: Jahleed's Secret//Talk to Jahleed
    Paragon +8
    Citadel: Security
    27) Now it's time to deal with Jax. You really only have two choices, go
    through with the deal, or leave a few corpses in your wake. Either way,
    head back to the C-Sec Academy after you're done.
    If you go through with the deal you get a nice reward from Chellick when
    you get back, including omni-gel, grenades, a weapon mod, a large boost
    to your Paragon rating, and the standard experience and credits for
    completing a quest.
    On the other hand, if you waste Jax, you get the multiple joys of
    shooting things, and pissing off Chellick. Also, you get a huge Renegade
    bonus by doing things this way.
    Citadel: Rita's Sister is Safe//Complete
    Paragon +8
    Renegade +9
    28) Talk to Jahleed. If you agreed to help Chorban, you're stuck with
    helping Jahleed. If you turn him in, the quest ends and you get some
    credits and experience. If you get him to bribe you out of turning him
    in, you'll get significantly more credits. You can also get him to bribe
    you, and keep scanning for him by choosing the top or middle options
    after choosing the 'Payment' option. If you charm/intimidate him,
    nothing really changes except you get some paragon/renegade points as
    well as the reward. As you can see, it's far more rewarding to charm
    him than it is to intimidate him. Note that even though you can agree to
    keep scanning for Jahleed, if you stopped scanning earlier with Chorban,
    you CANNOT go back and keep scanning. Stupid lying Volus.
    Citadel: Jahleed's Set Free//Complete
    If you have 7 ranks of charm you can convince Jahleed into doing his
    work legitimately.
    If you have 7 ranks of intimidate, you can scare Jahleed into going
    Paragon +8 (Charm Jahleed)
    Renegade +2 (Intimidate Jahleed)
    Citadel: Lower Wards
    29) Head down to Chora's Den to find the place locked down and swarming
    with enemies. Take things slowly, as a barrage of shotgun fire at a low
    level will put an end to your meddling quick-like. Watch out for the
    Krogan Bouncer, as he's a fairly competent fighter. (I save my Lift for
    After they're dead head into the back, where you'll be confronted by
    two warehouse workers. If you don't have enough charm/intimidate,
    you'll have to kill them. If you do, you can get them to leave and
    nab a few points of paragon/renegade for your trouble. Experience to
    kill them, alignment to tell them to take a hike, it's your call. I
    don't know the exact number of ranks in charm/intimidate it takes, but
    I'll put down my ranks at the time of the encounter (on the second
    play through) as a known number that will work, even if they *might*
    be higher than you need.
    If you have at least 3 ranks in charm Shepard will tell the workers
    that this would be a good time to seek employment elsewhere. Their
    response is actually fairly humorous, and worth a go.
    If you have at least 4 ranks in intimidate, you can point out that you
    just wasted fifty guards. They'll realize that two is fewer than fifty
    and decide that they don't stand a chance against Shepard. My, how
    Shepard likes to exaggerate..
    Paragon +2 (Charm workers)
    Renegade +2 (Intimidate workers)
    Rob the weapons locker and go through some more doors to come into
    conflict with Fist, who will activate two turrets that pretty much
    demand you take cover at lower levels. One Overkill should suffice,
    and once you destroy both turrets, or down Fist, the fight ends. If
    you've played the game a bit, you'll recognize Fist's black and red
    armor as Colossus Armor, heavy armor at that! Where the hell he got
    that is anybody's guess. It's a shame he doesn't drop it though.
    Either way, after the fighting Fist surrenders. If Wrex is in your
    party, the conversation will only go on so long before Wrex kills Fist.
    Otherwise it's up to you to let him go, or to execute him-Shepard style.
    No matter what you choose, you get no goodie points for it, so I shoot
    Fist-if Wrex doesn't do it for me. Make sure to pick up the 'Optical
    Storage Disc' and loot the wall safe before you leave.
    Citadel: Expose Saren//Save the Quarian
    Citadel: Reporter's Request//Deliver Information
    Renegade +2
    30) You have four minutes to reach the Quarian.. which is actually a
    great deal of time, so don't kill yourself getting there. Remember to
    fire in bursts if you've got an assault rifle to clear the baddies in
    the Den. Head into the Alleyway through the door to the left of the door
    that leads to the Lower Market (remember scanning that keeper here?)
    Once you trigger the cutscene the timer is off, and you can deal with
    the assassins at your leisure.
    Once they're all dead, taking ensues, and you end up back at Udina's
    Office. Turn's out the Quarian's evidence is.. overly convenient, but
    damning none-the-less. After all the chatter Tali ends up in your party,
    and you've got a date with the Council..
    Citadel: Expose Saren//Return to the Tower
    Secondary- Aliens: Non-Council Races//Quarian: Pilgrimage
    Citadel: Presidium
    31) ..But since you're so close, you might as well finish up that
    business with Xeltan (Volus and Elcor Offices) and the Consort. Go into
    the office and talk to Xeltan. Pick the top option both times, as the
    'renegade' responses don't net you any points. Now head out of the
    Citadel: Xeltan Convinced//Complete
    Paragon +2
    32) As you head down the stairs you'll find Samesh Bhatia. If you
    listened to some of the stuff on the elevator, you might have heard
    about his wife.. Anyway, he wants you to try and help him get his
    wife's body back for cremation.
    Soo... take a detour to the Embassy Lounge and talk to Clerk Bosker.
    You have a number of approaches for this assignment. You can talk to
    Bosker and find out they're using the body for research, then tell the
    husband that you cant fix it. There's no reward for this path
    whatsoever, so it's not even worth doing. Alternatively you can talk to
    Bosker and charm/intimidate him into giving the body back. Finally, you
    can talk to Bosker, and go back to Bhatia and charm/intimidate him.
    Citadel: Homecoming//Talk with Diplomat
    Citadel: Homecoming//Make a Decision
    Citadel: Homecoming//Complete
    If you have 2 points of either charm or intimidate you can convince
    Bosker to release the body.
    If you have 3 points of either charm or intimidate you can get
    Bhatia to come to terms with the military using her body for research.
    Paragon +8 (Charm Bhatia/Bosker)
    Renegade +9 (Intimidate Bhatia/Bosker)
    33) Now go over to the Consort's Chambers and talk to Sha'ira. If you
    dealt with the Xeltan before coming here (you should have) you'll get
    a 'small trinket' that will come in handy later. Also, if you choose
    all the 'renegade' responses, you'll get an extra little treat as well.
    You might have heard about it, it was on FOX News.. anyway.. NOW it's
    time to see the council, so head on to the Tower. You know the way.
    Citadel: Asari Consort//Complete
    Paragon +2
    Renegade +2
    Citadel: Tower
    34) The tune is a little different with the Council this time. Long story
    short, the Council concedes Saren's complicity, while ignoring the
    Reapers. You play the maniac who knows the truth but isn't listened to.
    In any case, you become a Spectre (surprise..) and everybody is still
    annoyed with everybody else. You now have access to the Spectre
    Training talent, which is.. well, worth one rank, anyway. Also you
    gain a bonus rank into both Charm and Intimidate. You'll get this bonus
    every time you play through the game, but we shouldn't need a dozen
    play-throughs to max our Charm/Intimidate, should we?
    Citadel: Expose Saren//Speak to the Ambassador
    Paragon +2
    Renegade +2
    Citadel: Tower
    35) Now that you've progressed the story a bit, prepare to be burdened
    by more assignments. Head down the stairs and take a right to find
    Rear Admiral Kahoku. He basically asks you to abuse your newfound
    freedom as a Spectre to do work for him. This unlocks the Sparta System
    in the Artemis Tau cluster.
    UNC: Missing Marines//Find Recon Team
    36) Talk to Garoth and accept to look for his brother, unlocking the
    assignment "UNC: Privateers" as well as the Strenuus System in the
    Horse Head Nebula cluster. If you refuse to help him, you get renegade,
    and if you're super sweet and agree right off the bat, you get paragon.
    You can always refuse, then accept, so you don't really lose anything
    either way.
    UNC: Privateers//Go to the Strenuus System
    Paragon +2
    Renegade +2
    Citadel: Upper Wards
    37) Now it's time to pay Emily Wong a visit. Take the elevators down to
    the Wards. You might hear some reports on the elevators that give you
    even more assignments. All the better if you do. On the way from the
    elevator from the Presidium to the elevator to the Wards, head into
    the first room on the left and investigate the 'Signal Source'-one of
    the glowing blue things on the wall-to update the assignment "Citadel:
    Signal Tracking."
    When you finally get to the large room in the upper ward, talk to Emily,
    who is at the same spot she was originally at. You can choose to decline
    your previous deal, which will make Emily none too happy, but more
    importantly, yields no reward. You can also make good by delivering
    Fist's OSDs for a monetary reward. Of course, you can charm/intimidate
    her into giving you MORE credits, which is even better.
    Citadel: Reporter's Request//Complete
    Citadel: Signal Tracking//Follow Signal to the Presidium
    UNC: Hostage//Board Freighter
    UNC: Missing Survey Team//Find Missing Researchers
    If you have 1 measly rank in charm or intimidate, you can convince
    Emily to increase your reward. Either way, the reward is the same, plus
    some renegade points if you're mean.
    Renegade +2 (Intimidate Emily)
    38) Now we should go visit Dr. Michel, who has managed to get herself
    into trouble again. Agree to help her for the assignment 'Citadel:
    Doctor Michel. Head to the Lower Market.
    Citadel: Doctor Michel//Talk to Morlan
    Citadel: Lower Markets
    39) Talk to Morlan. He'll appear confused. A blackmailer will come up,
    leaving you with a couple of solutions. You could always kill him, but
    this isn't the best solution this time. I know, I'm saddened too.
    Alternatively you can charm/intimidate the blackmailer. Any other
    option results in a fight. When the blackmailer is dealt with, report
    back to Dr. Michel and ask about Banes.
    Citadel: Doctor Michel//Talk to Doctor Michel
    Citadel: Doctor Michel is Safe//Complete
    If you have at least 6 in charm, you can appeal to the krogan's sense
    of morality. Not surprisingly, it's harder to appeal to a krogan's
    good side than it is to threaten him.
    If you have at least 4 ranks in intimidate you can convince the
    blackmailer down an alternate path-one that doesn't end with a bullets
    in him.
    Paragon +8 (Charm Blackmailer)
    Renegade +9 (Intimidate Blackmailer)
    Citadel: Upper Wards
    40) Now I go visit Flux. On your way in, a naughty Salarian gets
    evicted.. with prejudice. Go talk to him and agree to help him cheat
    at Quasar. Go play some games. I'm not going to explain in depth, since
    it's simple odds and arithmetic. Suffice to say you want to get as near
    to a score of 20 as possible with going over or you'll bust. The closer
    you get, the more creds you win. Anything less than a 17 nets you a loss
    on that round. Win five rounds and you're good to go. Win seven games
    and Doran will confiscate the device. Of course you could always just
    give him the device for some creds. If there is honor among thieves,
    go talk to Schells when you have the device's quota. Now head back to
    the Presidium to wrap up "Signal Tracking."
    Citadel: Schells the Gambler//Speak to Schells
    Citadel: Schells the Gambler//Scan the Machines
    Citadel: Schells the Gambler//Speak to Schells
    Citadel: Schells has his Data//Complete
    Citadel: Presidium
    41) Go to the bank and investigate the electronics behind Barla Von. Now
    head over to the emporium and head to the back, going right this time.
    Investigate the 'signal source' to initiate dialogue with a rogue A.I.
    Whatever you do, the A.I. is dead-set on self-destructing, and taking
    you with it. When it does so, simply enter Y-X-Y-A-X-A-A to disarm it,
    and take its stolen credits for yourself.
    Citadel: Signal Tracking//Complete
    Primary- Technology//Computers: Artificial Intelligence (AI)
    42) Between the emporium and the bank you'll find Helena Blake, who
    wants you to eliminate two of her fellow criminals. If you're noble and
    refuse her, you still get the assignment, and a good bit of paragon to
    boot. If you choose the renegade option, you get a tid bit of renegade.
    Paragon +8
    Renegade +2
    Citadel: Docking Bay
    43) Now head to the Docking Bay, which is directly across from the
    elevator connecting C-Sec and the Presidium. You'll see Anderson and
    Udina outside the Normandy. Talk to them to find out Anderson has been
    sacked, and you now have control of the Normandy. You'll be given the
    lionshare of missions in the game, and sent upon your merry way to
    explore the galaxy.. Finally! After all that, you finally get into the
    meat of the game. Talk to Anderson before you head out to get some
    more info on Banes, and two Codexes. Following this guide, you should
    have been rewarded with the Scholar Achievement at this point. Also
    check the exterior of the Normandy in dock for some more Codexes.
    Citadel: Expose Saren//Complete
    Find Liara T'Soni//Go To Artemis Tau
    Noveria: Geth Interest//Go To Noveria
    Feros: Geth Attack//Go to Feros
    Paragon +2
    Renegade +2
    Primary- Aliens: Non-Council Races//Batarians
    Primary- Planets and Locations//Uncharted Worlds
    Primary- Weapons, Armor, and Equipment//Mass Accelerators
    Secondary- Ships and Vehicles//Weapons: Ablative Armor
    44) You now have a great bit of space you can explore, and exploring will
    invariably only open up more systems and assignments. You can go to
    either Feros, Noveria, or the Artemis Tau cluster to continue the story.
    To finish up your party, the Artemis Tau cluster is the most obvious
    stop, and it is what I will do first (story-wise). Of course, there are
    a number of planets to explore, resources to find, and fights to pick.
    You can find assignments/exploration information later on in the guide,
    if you wish to simply cruise about space. Honestly, after all that
    story and leashed gameplay, I can't wait to go scope out some planets,
    and it is what I do next (chronologically). For organizational
    purposes, however, I will continue the FAQ with the Artemis Tau cluster.
    Regardless, the next step is to head into the Normandy. You get to make
    a little speech, and then it's time to explore a bit.
    Paragon +4
    Renegade +4
    45) Search to the left of Joker and 'Look Outside' for a Codex. Talk to
    Joker for a few more Codexes. As you head up near the Galaxy Map,
    you'll trigger another Codex.
    Primary- Citadel and Galactic Government//Citadel Space
    Primary- Ships and Vehicles//Normandy
    Secondary- Planets and Locations//Stations: Arcturus Station
    Secondary- Ships and Vehicles//FTL Drive: Appearance
    46) Now head down the stairs into the Quarters and search the computer in
    the Captain's Office for a Codex. Examine one of the Sleeping Pods for
    another, and Shepard's Locker for the final one on this level.
    Secondary- Humanity and the Systems Alliance//Systems Alliance: Military
    Secondary- Humanity and the Systems Alliance//Systems Alliance: N7
    Secondary- Ships and Vehicles//Starships: Crew Considerations
    47) Take the elevator down to Engineering. Talk to Wrex, Tali, and
    Engineer Adams, all of whom have Codexes for you. Now head up to the
    Command Deck, talk to Pressly for another Codex, and activate the
    Galaxy Map. You have access to the Serpent Nebula (the Citadel's
    location), the Horse Head Nebula (Noveria), Attican Beta (Feros), and
    Artemis Tau (Liara's Dig Site). Also the following optional areas
    should be open to you: Exodus cluster, Argos Rho, Gemini Sigma,
    Hades Gamma, Voyager Cluster, Armstrong Nebula, Kepler Verge, and
    Hawking Eta. While you're exploring, you may pick up the following
    Codexes: when you scan your first planet, when you get your first
    Prothean Data Disk, when you find your first Turian Clan Insignia,
    when you find your first League of One Medallion. You'll also get some
    new exploration-based assignments relating to the resources and
    artifacts you find. I highly suggest exploring, unless you are renting
    the game, or borrowing it, or for some other reason are just too busy to
    handle the 'meat' of the game. For more information about exploration,
    look towards the beginning of the guide in the 'exploration' section.
    UNC: Asari Writings
    UNC: Prothean Data Discs
    UNC: Valuable Minerals
    Primary- Ships and Vehicles//FTL Drive
    Primary- Ships and Vehicles//Military Ship Classifications
    Secondary- Aliens: Council Races//Salarians: League of One
    Secondary- Aliens: Council Races//Turians: The Unification War
    Secondary- Aliens: Non-Council Races//Krogan: Genophage
    Secondary- Aliens: Non-Council Races//Quarian: Economy
    Secondary- Aliens: Non-Council Races//Quarian: Government
    Secondary- Aliens: Non-Council Races//Quarian: Migrant Fleet
    Secondary- Humanity and the Systems Alliance//Human Diplomatic
    Secondary- Humanity and the Systems Alliance//Systems Alliance:
    	   Geological Survey
    Secondary- Aliens: Extinct Races//Protheans: Data Disks
    |								       |
    |			     Artemis Tau 			       |
    |			       					       |
    Sequence of Events:						{WLK003}
    		1) Touching Down on Therum
    		2) Refinery
    		3) Enroute to the Ruins
    		4) Battle at the Ruins
    		5) One Way Trip
    		6) Misusing Mining Equipment
    		7) Escaping the Mine
    		8) Normandy, Post-Therum
    		9) Back to the Cidatel
    Therum, Surface
    1) Head over to the Attican Beta Cluster, Knossos System, and land on
    the planet Therum. You'll do a good bit of the groundwork in the Mako.
    Just follow the.. well.. the only path you can take and avoid the lava.
    Along the way you'll hear/see a geth dropship pass overhead and leave
    you some company. As always, killing things out of the Mako nets you
    more experience. You'll also get a Codex on geth armatures, which if
    you're like me, you've slaughtered by the dozen by now. You'll have
    to fight a pair of armatures initially, which is no big deal, no matter
    how you go about killing them.
    Secondary- Aliens: Non-Council Races//Geth: Armatures
    2) After a ways you'll come across a Refinery, the front gate of which
    is guarded by a trio of turrets. The game wants you to head up the wrap
    around to the north-which you have to do anyway. If you're gutsy, you
    can kill the turrets anyway, and head around. This path is guarded by
    one measly turret. Inside the Refinery grounds you'll fight numerous
    geth troopers and a few destroyers. Kill them all and search the
    buildings for loot, and to open the gates to continue on.
    3) Once done, get back in the mako and continue north past the Refinery.
    A quartet of armatures and some geth ground forces lie ahead of you.
    The armatures can effectively snipe at you while being for all intents
    and purposes out of your range. Get close to them and eliminate them.
    As with most things, I feel being on foot is easier than fighting in
    the Mako. It's just a bigger, less maneuverable target than Shepard
    personally. Also by this point in the game, my firepower out-classes
    the Mako too, but that might just be me. In any event, I just use
    the Mako to get close to the fight, mop up on foot, and drive to the
    next skirmish. Even After you reach the ledge the final two of the
    four armatures are on you still have a bit of fighting to go. To the
    south lie rocket troopers and a geth colossus, which are solely intended
    to cause life to be hell for the Mako. They largely succeed, but being
    on foot makes you a difficult target for them. Drive through the tunnel
    and kill the geth on the other sides. Go into another tunnel,
    exterminate the geth, and out the other side, where yet more geth await
    Therum: Ruins
    4) Immediately up ahead, the path becomes too narrow for your old Mako.
    Good riddance. Continue on foot and dispatch a group of geth. Continue
    on to find more geth, this time with sniper support. Continue up until
    you reach the Mining Camp. When you get to the Mining Camp, you'll get
    a little cutscene introducing geth stalkers.. essentially fast-moving
    snipers. Another geth dropship will come and leave you some company,
    including an armature. If you're not up to a full-strength assault,
    head to the opposite side of the building from the geth (should be to
    your left from where the cutscene ends.) This should get you some cover
    from the geth armature, and split them up a bit. When all the geth are
    dead, head up into the mine shaft.
    Secondary- Aliens: Non-Council Races//Geth: Hoppers
    Therum: Ruins//Mines
    5) Head deeper into the mine, killing the troopers and sniper that lie
    in between you an the elevator. On route to the next elevator, you'll
    get attacked by a trio of assault drones. Take the next elevator down,
    but keep in mind-it's a one-way trip.
    6) Travel down the ruined walk way until Liara T'soni initiates
    dialogue. Talk to her to find out you need to get past the barrier she's
    trapped in to shut it off. Easy as goblin pie. Go the opposite direction
    from Liara and exterminate any geth in the way. Go to the 'Mining Laser
    Controls' and enter the following sequence: A, X, B, Y, to get it to
    fire. Now the way to Liara is clear.
    7) Go down the ramp you created, operate the lift, and go up to Liara.
    She  insists in speaking to you again. Set her free and more talking
    ensues.  Go up the elevator, and when you reach the top, you've got some
    geth,  and a krogan to deal with. Note that if you do not pick the
    paragon option the first time he speaks to you, "This ruin's coming
    down", you will lose out on a fairly sizable chunk of experience. He can
    be pretty tough at lower levels, focus on the geth first, and use
    whatever biotics/techs you have to disable him. After he's dead Shepard
    and company make a run for it to escape the collapsing mine.
    Normandy: Post-Artemis Tau
    8) You'll get to chat it up with the crew for a bit. After that's done,
    Joker will ask if you want to be patched through to the council. None
    of your choices here matter to your alignment, which is sort of silly,
    so answer however you please.
    Secondary- Aliens: Extinct Races//Protheans: Cipher
    Anyway, search the terminals near Navigator Pressly to pick up a
    Codex, and check the two 'Heat Load Monitors' on your way to the
    cockpit for more. Inside the cockpit, search the 'Gunnery Station'
    for another Codex.
    Primary- Ships and Vehicles//Space Combat
    Secondary- Ships and Vehicles//Space Combat: Combat Endurance
    Secondary- Ships and Vehicles//Starships: Heat Management
    Secondary- Ships and Vehicles//Weapons: GARDIAN
    In the Quarters, you can talk to Liara to learn more about the Asari.
    (Mmmm.. Codexes..) Kaiden will also give you a Codex on this level.
    Secondary- Aliens: Council Races//Asari: Culture
    Secondary- Technology//Biotics: Training
    Now it's time to head to Engineering. I'm sure you can access some of
    these Codexes earlier, but for the sake of organization, lets just
    assume you did it here. Talk to Garrus again to learn more about him,
    C-Sec, Spectre candidacy.. blah blah blah, you get two Codexes from it.
    If you read up on it.. just as an asides, it's painfully obvious that
    the Turians were based around the idea of the Roman empire-post Marian
    reforms. Legions being reconstituted instead of replaced strikes similar
    to the Teutoburg Legions destroyed, XVII, XVIII, and XIX. Instead of
    being reformed, they were retired, Rome never again had Legions XVII,
    XVIII, or XIX. Also, Romans recorded their legion's histories
    individually, like the Turians. They were famously 'heavy infantry', and
    they-like the Turian Codexes say-relied on others (non-Romans) to
    provide auxiliary support, namely in the form of archers, light infantry,
    and cavalry. The Marian reforms allowed the recruitment of non-patricians
    into the military, serving for a period of time. After non-Roman legions
    retired, they were given land, and made Roman citizens. Sounds awfully
    close, eh? Now if the Turians had Eagles.. Anyway, you can also get
    Garrus to talk about a past incident at C-Sec that needs resolving.
    Ashley and Wrex also have a Codexes for you. Go into the engine room and
    check out the 'Core Charge Status'.
    Garrus: Find Dr. Saleon
    Secondary- Aliens: Council Races//Turians: Biology
    Secondary- Aliens: Council Races//Turians: Culture
    Secondary- Aliens: Council Races//Turians: Military Doctrine
    Secondary- Humanity and the Systems Alliance//Terra Firma Party
    Secondary- Aliens: Non-Council Races//Krogan: Culture
    Secondary- Aliens: Ships and Vehicles//FTL Drive: Drive Charge
    9) Once you're done pestering folks in the Normandy, it's time to head
    to your next destination. I prefer to tackle Feros next, so if you're
    looking just to get through the story, head there. Before I do any more
    story, however, I make a return trip to the Citadel, and take care of
    some business there.
    |								       |
    |		     More Sidequests on the Citadel			       |
    |			     					       |
    Sequence of Events:						{WLK004}
    		1) Inspection
    		2) Interview
    		3) Intercession
    		4) Investigation
    		5) Intervention
    		6) Infatuation
    		7) Interjection
    		8) Normandy
    1) As soon as you get out of the Normandy, you'll see Rear Admiral
    Mikhailovich standing around, just waiting to cause trouble. He wants
    to 'inspect' the Normandy, essentially stepping on your toes a bit.
    This is a somewhat interesting scenario, if you think about it from a
    story-line perspective. The Normandy is an Alliance vessel (created
    with help from the council) and therefore is technically under Alliance
    jurisdiction. Shepard too is an Alliance officer, and the rank of Rear
    Admiral is at least three ranks above Shepard's (assuming Lieutenant
    Commander.) But as a Spectre, you really have some merit for not
    allowing Mikhailovich to assert his authority over you. What it comes
    down to is whether you consider your Shepard to place more authority
    with the Alliance, or with the Council.. or if you're just a Renegade
    for the hell of it, to use this technicality to tell a superior officer
    to shove off. Either way, there are a number of paragon/renegade options
    here. If you go renegade all the way and decide to not allow the Admiral
    to make his inspection, you'll gain a few points of renegade. If you
    allow him to inspect your ship, you'll get the option to
    charm/intimidate him.. always the best course of action.
    (about the 'inefficiency of the Normandy's design..)
    If you have at least 6 ranks in charm you can defend the Turian logic
    behind the Normandy's design.
    If you have at least 6 ranks in intimidate you can tell the Admiral that
    your crew isn't inexperienced.
    (about the prohibitive cost of the Normandy..)
    If you have at least 5 ranks in charm you can point out the Normandy's
    If you have at least 5 ranks in intimidate you can insult the Admiral's
    lack of vision.
    (about the aliens onboard your ship..)
    If you have at least 7 ranks in charm
    If you have at least 7 ranks in intimidate you can defend your right to
    choose your crew.
    (any final remarks..)
    If you have at least 9 ranks in charm you can convince Mikhailovich that
    the Normandy is a sign of cooperation with the aliens, and makes the
    Alliance look good.
    If you have at least 9 ranks in intimidate you can tell Mikhailovich
    that the Normandy is another human innovation that will surprise the
    alien races.
    Paragon +2 (Charm Mikhailovich all four times)
    Renegade +2 (Intimidate Mikhailovich all four times)
    Renegade +2 (Refuse to let Mikhailovich inspect the Normandy)
    2) Head up the elevator to C-Sec. When you get out, you'll be bothered
    by a reporter named Khalisah Al-Jilani, who wants an interview. If you
    flat-out turn her down, you get nothing but a journal update. If you
    belt the reporter, you'll get some renegade. In any event, more
    charm/intimidate options ahead. She'll try to sway whatever you say
    negatively.. against aliens, anyhow. If you're renegade, that should
    suit you fine. If you walk out of the interview, you'll get some
    paragon. You'll get more experience and creds if you charm/intimidate,
    but you can get those anywhere. Don't play along with the reporter.
    Citadel: The Fourth Estate
    (about placing the Citadel's needs before the needs of Earth..)
    If you have at least 2 ranks in charm you can defend the council's
    If you have at least 2 ranks in intimidate you can defend your loyalty
    to humanity.
    (about the Normandy..)
    If you have at least 3 ranks in charm you can mention the Turian's
    involvement in the Normandy's design.
    If you have at least 4 ranks in intimidate you can ignore the input of
    the Turians into the Normandy's design.
    (about handing Earth's most advanced warship over to the citadel..)
    If you have at least 6 ranks in charm you can defend that the Normandy
    is still commanded and crewed by humans. (This skips the option below.)
    If you have at least 5 ranks in intimidate you can assert your-and
    the Alliances-command over the Normandy. (This skips the option below.)
    (This option pops up only if you answered neutral on the question
    (about humanity getting the respect it deserves from the galactic
    If you have at least 8 ranks in charm you can say humanity will gain
    respect when it earns it.
    If you have at least 7 ranks in intimidate you can remark that the way
    to gain the respect of the galaxy is to do so through military prowess.
    Paragon +2
    Renegade +2
    3) Head up to the Presidium, near the bank. A man named Michael will be
    arguing with a lady named Rebekah (I hate when they spell it with a
    'k'...) Anyway, talk to them. Michael wants the lady to get gene
    therapy for her baby to possibly prevent a genetic heart defect the
    babies now-deceased father had. Rebe-KAH is worried that the therapy
    might hurt the baby. Listen to the argument, and choose either her side
    or Michael's. Do whatever you wish, Michael is easier to charm, Rebe-KAH
    is easier to intimidate. Just make sure you get that juicy bonus to
    paragon/renegade, whatever you choose.
    Citadel: Family Matter
    If you have at least 2 ranks in charm you can convince Michael that it
    is Rebe-KAH's decision.
    If you have at least 3 ranks in intimidate you can tell Michael that
    yelling isn't solving anything.
    If you have at least 3 ranks in charm to convince Rebe-KAH to give the
    baby a better chance than the father had.
    If you have at least 2 ranks in intimidate you can tell Rebe-KAH to
    not endanger the baby.. doesn't SOUND very renegade, now does it? But,
    you do point your finger at Rebe-KAH in a very menacing and overly
    aggressive sort of way.. so, I guess.
    Paragon +8 (charm Michael or Rebe-KAH)
    Renegade +9 (intimidate Michael or Rebe-KAH)
    Secondary- Humanity and the Systems Alliance//Genetic Engineering
    4) Now take a trip to the Citadel Tower. Near the stairs leading up to
    the council chamber, you'll find your old friend Emily Wong. This time
    she wants you to plant a bug in the Citadel Traffic Control Station,
    which you can reach via C-Sec. Agree to help (or not) to start the
    assignment. You get nothing for not accepting.. so you might as well.
    After you've accepted the assignment, you can talk to her again and
    decide to charm/intimidate her. Each response will have the benefit of
    completing the quest, getting you the reward, and nabbing you a hefty
    bit of Paragon/Renegade. It is, as usual, the best choice, but if you
    don't have enough ranks you can always just do the mission for her..
    Head back to C-Sec and into the Traffic Control room. You can plant
    the bug in the upper-right corner of the room, in an 'Inconspicuous
    Location.' Go back to Emily and talk to her. Don't pick the renegade
    option and you'll score some paragon points for your 'good deed.'
    Again, I was informed of this possibility via E-mail, so I could only
    test it with my second-run Shepard. Therefore I don't know the exact
    amounts of Charm/Intimidate it took, but I can at least tell you two
    scores that work for sure.
    If you have at least 7 ranks in charm you can tell Emily there is no
    story, and that she's not trying to help anybody, she's just fishing for
    If you have at least 6 ranks in intimidate you can lie and tell Emily
    that you already planted the bug.
    Citadel: Planting a Bug
    Paragon +2
    Paragon +8 (Charm Emily)
    Renegade +9 (Intimidate Emily)
    5) Take the elevator on the Presidium down to the Wards. In the area
    'Citadel: Flux and Wards Access' you'll find a man named Zabaleta.
    He'll hit you up for some money. If you don't give him any, you'll
    get some renegade points. If you give him the money, you'll get some
    paragon. Either way, this starts up an assignment. Oh boy!
    Citadel: Old, Unhappy, Far-Off Things
    Paragon +2 (give Zabaleta money)
    Renegade +2 (call him a drunk)
    6) Our old friend Conrad is back again, if you want to move the
    assignment, Citadel: The Fan further. It will be covered in the side
    quest section.
    7) Since I've done every side-quest available up until now, my Shepard
    is crazily wealthy, all my characters in play have Spectre weapons, and
    I am able to purchase the Kassa Fabrication license from the
    Requisitions Officer in C-Sec, and the Geth Armory license from Morlan
    in the Lower Market. I do so while on the Citadel and when I head back
    to the Normandy. I save in front of the Quarter Master and reload until
    he gives me what I want.. a suit of Colossus Heavy Armor. It's only
    Colossus IX, but this is vastly, enormously, even stupidly more powerful
    than my Onyx IV. I shell out 600,000 credits and put on what will likely
    be the best armor I find in this play through.. Now I have Spectre VII
    weapons, and Colossus IX armor.. and I haven't even gone to Feros or
    Noveria, much less Virmire! Needless to say, I shouldn't have any trouble
    from anything from here on out.
    Just for kicks, lets compare what I was wearing, to what I will wear for
    the rest of this playthrough:
    			(Previously)	(Currently)
    Armor			Onyx IV		Colossus IX
    			Heavy Armor	Heavy Armor
    Damage Protection: 	39		78
    Shields:		126		420
    Tech/Biotic Protection	0		16
    Yeah.. Taking cover is now optional. You know, for when I want to feel
    like I'm playing a shooter. Pew! Pew!
    8) Now head back to the Normandy. If you want to continue the
    assignment with Zabaleta, go into the comm room to talk to mom. It will
    be covered more in the side-quest section. Otherwise, it's time for
    |								       |
    |			         Feros				       |
    |			     					       |
    Sequence of Events:						{WLK005}
    		1) Heading to Zhu's Hope
    		2) Clearing the Tower
    		3) Talking to the Blakes'
    		4) Food Problem
    		5) Power Problem
    		6) Water Problem
    		7) Talking Around Town
    		8) To the Tunnels
    		9) Through the Tunnels
    		10) Geth in the Tunnels
    		11) Meating some Varren
    		12) Ian and Back Again
    		13) Making Zhu's Hope Whole
    		14) To the Weigh Station
    		15) Upper Weigh Station
    		16) To ExoGeni
    		17) ExoGeni Main Level
    		18) ExoGeni Midden
    		19) Infiltrating ExoGeni
    		20) ExoGeni Upper Level
    		21) Back to the Weigh Station
    		22) Back to Zhu's Hope
    		23) Combating the Thorian
    		24) Normandy, Post-Feros
    1) Head out of the Normandy and talk with a man named David. He'll tell
    you that the colony's leader, Fai Dan, wants to speak with you. As soon
    as he's done talking, he gets wasted by a geth missile, and it's time
    for some shooting. Waste the largely ineffectual geth ahead of you.
    Continue on ahead (there's really no way to get lost) until you reach
    some stairs. You'll get attack by some geth stalkers. Keep going and
    you'll reach the colony of Zhu's Hope. Move through the colony until
    you reach Fai Dan.. none of the colonists have anything particularly
    interesting to say just yet anyway. You'll find Fai Dan arguing with
    a lady named Arcelia Silva Martinez. Talk to him and you'll be shortly
    attacked by more inept Geth.
    2) Since nobody will talk further until the geth are gone, head on to
    the north and clear the tower of geth. Your destination is marked on
    your map with an '!'. Go north, up the stairs, and then to the west,
    killing geth as you go. When you get to the large open room marked as
    your destination, you'll come under attack from shock troopers, recon
    drones, and snipers. After they're dead, more troopers and a destroyer
    will drop in. After that the dropship above leaves, and it's time to
    report back to Fai Dan. Chat Fai Dan up and he'll reveal a number of
    problems in Zhu's Hope, along with the location of the geth HQ. You can
    get some paragon/renegade points depending on how you respond to Fai
    Dan. (Saying you don't care about the colonists is probably not a
    paragon response, eh?)
    Feros: Geth in the Tunnels
    Paragon +2
    Renegade +2
    3) Now that the initial fighting is done, it's time to explore Zhu's
    Hope. If you're expecting to find an interesting city.. well, not so
    much, but there are assignments to pick up, and a place to drop off
    your loot. We'll cover everything there is to do in Zhu's Hope at this
    point here. Head east from where Fai Dan is and go into the structure
    labeled 'Zhu's Hope'. What a crappy city. Go into the room on the right
    with the Blakes' inside (no relation to Helena, I presume.) Talk to
    Calantha, how you respond determines whether you get Renegade, Paragon,
    or no alignment points. Her husband has little of interest to say.
    Search the 'Public Extranet Terminal' for a Codex.
    Paragon +2
    Renegade +2
    Secondary- Technology//Communications: Methodology
    4) Head east some more within the structure to find Davin Reynolds.
    He'll tell you about the colony's food problem, and a somewhat primitive
    way to neutralize it.
    Feros: Varren Meat
    Primary- Aliens: Non-Sapient Creatures//Varren
    5) Continue east out of the structure, and head as though you're going
    back to your ship. Talk to May O'Connell, who is tinkering with
    Feros: Power Cells
    6) Head down a little ways from May to talk to Macha Doyle, who is
    monitoring a terminal attached to a pipe. She'll tell you about the
    colony's water problem.
    Feros: Water Restoration
    7) Now head back up around the structure. There's a Salarian merchant
    named Ledra that you'll go past, but he has little of interest to sell.
    If you do not already have the top of the line Spectre Gear, some of the
    Haliat weaponry can be pretty good.. still, not good enough to buy a
    license for it, and in any event, unless you jumped right into the story
    you're probably well on your way to getting to 1,000,000 credits anyhow.
    Go up around the structure instead of taking the stairs and going around
    to Fai Dan and talk to Hana Murakami. Now go around and talk to Fai Dan
    if you want to talk to him about the colonist's strange behavior. You
    know, the focusing single-mindedly on a problem they can't resolve, or
    always referring you to Fai Dan when you ask about the colony. That
    stuff. His answer will leaving you wanting, so head off to complete your
    Feros: Tunnels
    8) If you look at your map, find the yellow arrows furthest north named
    'Stairs down to Tunnels'. That's where you're heading. You'll fight some
    geth before you reach the tunnels, nothing you can't handle though.
    9) Head across the bridge and go into the side-tunnel with all the
    conveniently placed concrete barriers. Just in case somebody gets into
    a fire fight here. Kill the geth and activate the first two Water
    Valves, one at the beginning of the tunnel, and the other at the end,
    both near the stairs out.
    10) Head down the tunnel some more until you get to a bridge on your
    right, which you should take. A door is in front of you. Immediately
    after the door opens aim up, as two geth snipers are waiting on a ledge
    to ruin your day. There is also a trooper ready to shower you with death
    directly opposite your position, and there are no good places to take
    cover (with the exception of retreating out the door.)
    Continue down the hallway and into a room where three Krogans await you.
    From now on, there's a tactic for dealing with Krogan-do not take cover.
    Krogan are not stationary fighters, and tend to charge your position.
    They are also fond of shotguns, regenerating health, using immunity, and
    getting up close to melee, which shields DO NOT AFFECT. Keep moving, and
    try to keep your distance. Krogan Battlemasters are just about the only
    thing that can kill you in later levels on higher difficulties.. aside
    from geth colossi, that is. Once they're dead, shoot up the geth
    Feros: Geth in the Tunnels//Inform Fai Dan
    11) Now head back and take the door opposite the bridge (look at your
    map, it's there.) You'll get a cutscene introducing you to Varren. Take
    them all out, and head up the ramp to find and eliminate the Varren
    Alpha. Loot the place. The vehicle at the top of the ramp (one of the
    two things on fire in this room) has a 'Fuel Compartment' you can
    scavenge power cells from. Two birds, eh?
    Feros: Power Cells//Deliver Cells to May O'Connell
    Feros: Varren Meat//Inform Davin Reynolds
    12) Go back to the tunnels and head north, into another side-tunnel with
    geth friends. This time a sniper and a destroyer join the fun. The last
    Water Valve is right next to the stairs, which you'll probably run past
    in your slavering quest to annihilate the geth. Make sure to get it
    though. Exit the tunnels, head north, and talk to Ian Newstead. He's uh,
    a little strange. Geth will interrupt your little conversation, and Ian
    will resort to babbling from then on out. Now head back, exterminate any
    geth you encounter that have taken up residence behind you, and return
    to Zhu's Hope.
    Feros: Water Restoration//Inform Macha Doyle
    13) Talk to everybody who set you out on a task, leaving Fai Dan for last.
    Tell Davin Reynolds the Alpha is dead for some Paragon, and some loot.
    Demand more loot for some Renegade, and of course, more loot. Next give
    May the power cells for more goodies. Then it's Macha Doyle's turn. Now
    talk to Fai Dan. That's a buttload of Paragon you just got (with a
    sprinkling of Renegade.) Don't worry if you're playing a Renegade
    character.. it's not bad to get some good points if you make money while
    doing it, eh? Now it's time to head up to the Prothean Skyway.. you
    know, a highway in the sky? Ugh. It's the elevator before the stairs to
    the Tunnels.
    Paragon +8 (Tell Gavin the Alpha is dead)
    Paragon +8 (Giving May O'Connell the Power Cells)
    Paragon +8 (Talk to Macha Doyle)
    Paragon +8 (Tell Fai Dan about the Transmitter)
    Renegade +2 (Demanding more loot from Gavin)
    Feros: Prothean Skyway
    14) As soon as you exit the elevator, there will be trouble. Kill the
    paltry geth attacking, and get in your Mako. How it got there is beyond
    me.. I personally will do my fighting outside of the Mako, and just use
    the old hunk of junk to get from place to place. Oh, and don't be cute
    and drive off the ledge. Apparently plummeting hundreds of feet counts
    as a critical mission failure. Who knew? This includes jumping off the
    road to land on another road below it. Why the hell would you put a road
    you can land on, if it kills you to land on it? Who knows. There will be
    all kinds of geth blocking your way. Armatures, rocket troopers, the
    usual. There are also tunnels that can be accessed on the sides of the
    roads, which contain a few more geth and some loot.
    Feros: Upper Weigh Station
    15) When you reach the end of the skyway you'll go through a Mako-sized
    door and you will receive some radio chatter that bears investigating.
    Exit the Mako  and head down a ramp to find some Exo-Geni stragglers. A
    lady named  Juliana Baynham and a corporate jerk named Ethan Jeong will
    converse with you. Juliana wants you to look for her daughter, Lizbeth,
    Ethan want to be a jerk. There's also a man playing by a computer named
    Gavin Hossle, who wants you to get some data for him. Agree to help him
    if you don't suck.
    Feros: Data Recovery.
    Feros: ExoGeni Approach
    16) Continue on to the second part of the Skyway and kill the geth
    baddies you find. Halfway up the geth will break out some of their
    bigger boys, including some juggernauts and an armature. The road
    eventually ends near the ExoGeni headquarters.
    Feros: ExoGeni Main Level
    17) Exit the Mako and head inside, killing geth as you go. Head up a ramp
    and go to a decrypted door. Inside is a lootable, and a geth armature,
    which is playing possum. If you haven't been making a practice of
    killing these guys outside the mako.. well, just have immunity on, use
    lift if it's high enough of a level, and try to not get hit by its
    Feros: ExoGeni Midden
    18) Opposite this room is a ledge you can drop down, one of your party
    members should chime in that it's a one-way trip. Kinda annoying. It's
    not so high that any of your party members couldn't realistically just
    reach up and grab the ledge.. but it's impossible to get back up.
    Really, you're a genetically enhanced elite marine, but if you have to
    scale an eight foot obstacle-it's over. Head down the only route
    available. As you enter the larger room, you'll be shot at by Lizbeth
    Baynham. Didn't expect to find her so soon, didja? Talk to her to find
    out there's a Thorian that the geth are after here, but you can't go
    back.. obviously, there's a humongous mountain of a wall blocking you-
    not like you're soldiers or something, or you don't have team-mates who
    can hoist you up-so you need to disable the energy barriers the geth
    put up, which is being powered by a geth ship. Again, it's not like you
    don't have your own ship-a state of the art Turian/human designed
    frigate which could easily out-class a geth dropship. But alas, you're
    trapped, and there's no way to contact your crew. Except for radios and
    whatnot that you've used before.. Okay, enough knifing the plot. Still,
    couldn't they have like, made you fall down a hole, or found some other
    excuse to make you run through this building? After the conversation,
    some Varren will attack. And where there are Varren, there are bound to
    be Krogan. Head south and through a door.
    Feros: ExoGeni Main Level
    19) You'll hear a Krogan Commander yelling at a VI as you go up the
    stairs. Waste him and talk to the VI, which will reveal a good deal of
    information about ExoGeni, Zhu's Hope, and the Thorian. Head around the
    corner, down another tunnel, up some more stairs, and into a room with
    a large number of cables in it. You'll have to drop down a ledge, and
    kill some geth. Head into a tunnel and follow it until it opens into a
    larger room, where some geth await. After the opposition is dispatched,
    you have two paths to follow, either head right, or left form the
    passage blocked by the energy field. The path to the right leads up some
    stairs to a sleeping area for some Krogan. Kill them, and loot the
    storage locker. Also, you'll find Gavin Hossle's Console here. Now head
    down the path to the left of the energy field.
    Feros: ExoGeni Upper Level
    20) Go up the stairs and follow the tunnel until you come into a larger
    room replete with geth to slaughter. After they're dead, hack into
    the ExoGeni terminal to get some confidential information, which gets
    you an assignment. Note that by searching one of the Terminals you can
    get information about geth activity in the Armstrong Nebula, if you
    haven't already travelled there and been contancted by Admiral Hackett.
    Investigate Facility
    Head up the stairs and cross over to the other large room filled with
    geth. Seeing a pattern here? Kill them and loot. Investigate a 'Server
    Node' for a private log, which gets you yet another optional assignment.
    Of note, the Cerberus group is involved, which should particularly be
    interesting. Now you have to shut the Shuttle Bay Doors to sever one of
    the claws keeping the geth ship anchored to the building. If you read
    the repair bill, you'll get explanation enough. You need to get the
    doors PSI to between 31 and 34. You then get a number of valves, 5, 7,
    17, 11, and 13. Do a little math.. (ouch, my brain.. aches from under
    use..) And get the result 17+11+5=33, or 7+11+13=31. They even give you
    a little meter near your radar in case you are too moronic to add.
    Investigate Samples
    You'll get a little cutscene, and afterwards, a transmission from
    Joker. Now head back the way you came and go through where the energy
    barrier was. Lizbeth will be waiting for you, waiting to chat. Now there
    are geth repopulating the highways. Hey, Bioware might not have created
    a whole lot of game, but damned if they don't get a lot of use out of
    what they made.
    Paragon +2
    Renegade +2
    Feros: Upper Weigh Station
    21) On your way back, near the Weigh Station, you'll get a transmission
    from Juliana. Go down and investigate. Jeong seems to be going out of
    control, and he starts up a conversation with Shepard that is just
    the epitome of friendly. This can end a number of ways. Most gratifying
    is responding to Jeong with a bullet-in-the-brain, which is pretty much
    any response that isn't charm or intimidate. How you respond to Jeong
    doesn't matter for alignment, but accepting or refusing the anti-Thorian
    grenades does-either way, you end up with the grenades. As usual, you
    get much better rewards for using charm/intimidate. The only downside is
    that Jeong lives with charm/intimidate.. Oh, and it takes a WHOPPING
    number of ranks to sway him.
    If you have 12 ranks in charm you can convince him that there are
    promotional opportunities in the Feros situation.
    If you have at least 10 ranks in intimidate, you can convince Jeong that
    he's better off not risking his life screwing with the first human
    Paragon +2 (Accept the grenades)
    Renegade +2 (Refuse the grenades)
    Paragon +26 (Charm Jeong)
    Renegade +27 (Intimidate Jeong)
    Feros: Zhu's Hope
    22) Head back towards Zhu's Hope. You now have a fundamental decision to
    make about your alignment.. well, perhaps I'm over-hyping it a bit.
    Either disable the citizens of Zhu's Hope or kill them. This will
    greatly increase your Paragon/Renegade meter, so long as you stick to
    your guns.. or grenades. To disable the civilians, equip your grenades
    with the Anti-Thorian Gas I upgrades. After killing your first Thorian
    Creeper, your party members will talk to you. You have an opportunity
    here to tell them either to waste everything, or to try and keep the
    colonists alive. If you want to save the colonists, tell your party or
    you'll have to worry about them the whole way through the colony.
    When you go through the door, you'll see a number of Thorian Creepers
    waiting for you. These baddies work a lot like geth husks, as in they
    have to run up to you to do any damage.. Shotguns work nice, needless
    to say. By the barriers near the elevator are four colonists for your
    saving/slaughtering fun. Go through the colony, killing creepers and
    doing whatever with the colonists. Near where Fai Dan was you'll get
    an upgrade kit that will replenish your grenades, so you shouldn't
    have too much of a problem with running out of grenades. Run up to the
    creepers to activate them, and then move away from the colonists so you
    don't accidently shoot them. Of course, if you're trying to kill them
    all, this is a lot easier. Head over to the Freighter Crane Controls
    and activate it. This will move the ship and give you access to the
    Thorian. Fai Dan will come out from hiding and kindly save you the
    trouble of shooting him by doing it for you. Head down the stairs to
    the left of the terminal you just activated.
    Paragon +32 (+2 per colonist alive)
    Renegade +32 (+2 per colonist killed)
    Feros: Thorian Lair
    23) Okay, now that you've made your way through the geth and the
    colonists it's time to deal with the colonists. Head down the only path
    you can take, down the stairs until you find the Thorian. It'll shit out
    a Thorian Asari for you to chat with-she actually looks pretty imposing,
    too. Like, perhaps this is how the Asari should have looked in the first
    place.. Anyway, this conversation ends up with gunfire, as all good
    ones do. She's a vanguard with a shotgun, so be prepared to deal with
    her, some creepers, and whatever biotics she wants to throw at you.
    Once she's dead, head through a door to the right of the Thorian to find
    a Thorian Neural Node. Do the only natural thing and shoot the hell out
    of it. The Thorian screams, and you need to continue on. Get used to it.
    Head up some stairs and the Thorian will expel another Asari Clone.
    How does it keep giving her armor and guns? Oh well. Kill her, go down
    a hallway and take a door to the left. Go up a ramp and destroy another
    neural node. Another Asari clone comes out to get shot, and go through
    another door to the left. Follow the passage and kill a third neural
    node protected by a number of creepers which will gradually awaken to
    attack you. Just how are they invulnerable while they're crouching?
    Who knows. Magical bullet protection. Go through another doorway to
    the left.. the hell is this, NASCAR?.. and go up another ramp over
    which the fourth neural node hangs. When it's dead, a door at the top
    of the ramp will open and you'll get to kill the Asari again.
    Immediately head left and in the open doorway is the fifth neural node.
    Continue past where the node was and go up some stairs. Kill the Asari
    Clone again, go through a tunnel, and find her another time, guarding
    the sixth and final node. Once it's gone, the Thorian plummets, and the
    actual Asari escapes from a nasty Thorian pod. Of course she'll
    immediately become chatty. She'll give you the cipher, and you'll get a
    choice, whether to waste her, or let her go.
    Paragon +8 (Let Shiala go)
    Renegade +9 (Execute Shiala)
    Primary- Ships and Vehicles//Sovereign
    Secondary- Aliens: Council Races//Asari: Military Doctrine
    Normandy: Post-Feros
    24) Head back to the Normandy, where the crew will have another lovely
    sit down. Liara decides to be annoying and express concern for Shepard,
    which will end with her playing the damsel in distress again. Really,
    she's always getting woozy for no reason. So cliche.. Anyway, when
    that's done, you'll get to have another chat with the Council. This
    time, there's actually a point to talking to them. Every time you answer
    with a paragon response, you'll gain paragon points, every time you
    answer with a renegade response, you'll gain renegade points. Answer
    renegade the first time, and paragon the next two times for the best
    alignment score. (If you disconnect you get nothing.)
    Paragon +2, +4, or +6
    Renegade +2
    Now to do some things about the Normandy. Talk to Liara for a Codex.
    If you've talked to her enough, she might start seriously talking about
    a relationship. Ugh. Same goes for Ashley and Kaiden, but less ugh.
    Talk to Kaiden for another Codex. Head down to Engineering and talk
    to Wrex, Ashley, and Garrus for more Codexes.
    Secondary- Aliens: Council Races//Asari: Religion
    Secondary- Aliens: Council Races//Turians: Government
    Secondary- Aliens: Non-Council Races//Krogan: Military Doctrine
    Secondary- Humanity and the Systems Alliance//Systems Alliance: Military
    Secondary- Technology//Biotics: Life as a Biotic
    After you have all the Codexes you can get, you can either do
    sidequests, or head off to Noveria. If this is your 2nd story mission,
    nothing new will have happened at the Citadel (provided you did all
    the assignments available after Artemis Tau.) If you are skimping on
    sidequests, or you are doing story missions in a different order, you
    might have new assignments available in the Citadel. As for me, I
    decide to tackle the two new assignments you can pick up in Feros, which
    are located in the Maroon Sea Cluster. After that, it's Noveria.
    |								       |
    |			 	Noveria				       |
    |			   					       |
    After I've done the ExoGeni quests, I head to Noveria. Once again, you
    don't seem to be welcomed with opened arms. Everybody hates you, get
    used to it. Before I leave the Normandy, I visit the quartermaster and
    pick up a suit of Silverback X for Garrus.. it's not the best, but it's
    much better than the Silverback V he DID have. I also sell off my loot.
    Noveria: Port Hanshan Docking Bay
    Sequence of Events:						{WLK006}
    		1) Rent-a-Cop Shakedown
    		2) Giana Parasini
    		3) Merchant Opold
    		4) Administration
    		5) Lilihierax
    		6) Mallene Calis
    		7) Talking to Rafael
    		8) Lorik Qui'in
    		9) Synthetic Insights
    		10) Obtaining the Garage Pass
    		11) To the Garage
    		12) To Peak 15
    		13) Garage
    		14) Bugs
    		15) More Bugs
    		16) Mira
    		17) Landline
    		18) Reactor
    		19) Decontamination in Progress
    		20) Security
    		21) Medical Bay
    		22) Dr. Zev
    		23) The Quarantine Labs
    		24) Damned Asari..
    		25) No Good Deed..
    		26) Benezia
    		27) Genocide
    		28) The Hot Labs
    		29) Normandy, Post-Noveria
    1) Go to enter Noveria. On the way you'll be bothered by some rent-a-cop
    trying to exert her authority. Any Shepard with balls would bristle at
    this. No matter what you do, they'll try to secure your weapons.
    Obviously, this isn't going to go well. Luckily for them, Giana
    Parasini loves them, and saves them a bullet-related death.
    Paragon +2
    Renegade +2
    2) Head inside and go up the stairs, where Giana Parasini will talk to
    you. It doesn't matter what you say-you'll get information that our
    friend Matriarch Benezia is here. You know, blue chick, mother of Liara?
    Uh.. you saw her after Eden Prime?.. The only chick in the game with
    more than a B-cup? Even if they are scaley and gross.. anyway, if you
    don't have Liara in your party, one of your NPCs will suggest getting
    her. Either way, you have to get Anoleis to give you clearance to go
    after her. Continue down the stairs to the right and up the elevator.
    Noveria: Leave Port Hanshan//Administrator Anoleis
    Noveria: Matriarch Benezia//To Peak 15
    Noveria: Port Hanshan Plaza
    3) Go into the shop to the right and talk to the Hanar shopkeep named
    'Merchant Opold.' He'll ask you to bring an item through customs for
    him. Unlike some assignments, if you say 'no' he'll leave the offer
    open to you. Nice of him, eh? You can buy some crappy licenses here,
    which I wouldn't suggest, and a Medigel upgrade. He can also sell you
    some good non-human armors. (Colossus, Predator, for example.) so you
    might want to save/load to get him to stock some. Also, if you're doing
    Noveria early and you don't have any better gear.. his Titan IV armor
    for humans is worth considering. Yeah, I know I said not to buy
    anything, but it could be a long time before you find better armor, and
    ten to twenty thousand credits isn't a bad price to pay for the decent
    damage protection that armor has.
    If you accept the assignment, you can ask who the recipient is. You'll
    have to Charm/Intimidate the Hanar to get him to tell you though.
    There's no immediate reward for this, but if you DO Charm/Intimidate
    the Hanar, you can go to the Hotel and screw the Hanar over by selling
    directly to the buyer.. and then again, you can always turn the
    'evidence' over to Anoleis, which will be covered last of all the
    options below.
    If you have at least 6 ranks in Charm you can convince the Hanar that
    it would be stupid to help smuggle for a potential enemy.
    If you have at least 4 ranks in Intimidate you can threaten to not help
    if he doesn't tell you.
    Noveria: Smuggling//Retrieve the Package
    If you didn't Charm/Intimidate, you need to go pick up the package now,
    which is in a crate outside the Normandy handily named "Opold's
    Package." You can turn the package over to Opold now, decide to keep it
    for yourself (it's a random level-based weapon mod, the likes of which
    you've likely sold by the dozen by now) or if you found out who the
    buyer is, you can take it to them (see below.) If you give it to Opold,
    he'll give you a measly 250 credits. You can haggle for more with
    Charm/Intimidate.. but even then you only get 500 credits.
    If you have at least 5 ranks in Charm you can point out that the Hanar
    needed you to make any profit.
    If you have at least 6 ranks in Intimidate you can insult the Hanars'
    Head over to the Hotel, go up the stairs, and talk to a Krogan named
    Inamorda. He'll ask you to sell the package to him directly, bypassing
    Opold and getting more money. Bring the package back, and he'll offer
    you 500 credits. Charm/Intimidate him and he'll offer more.. up to 750
    credits. Any way you cut it, you'll get some Renegade points for
    cutting out Opold.
    If you have at least 6 ranks in Charm you can tell him it's worth more
    than 500 credits.
    If you have at least 4 ranks in Intimidate you can threaten him with
    bodily harm.
    Renegade +2
    Finally, if you give Anoleis the upgrade, he'll thank you, and give
    you 200 credits, and a pass to leave the port. I prefer to not help him,
    since I don't like him. And he puts conditions on your behavior with
    Benezia.. which doesn't do a damn thing, but still.. cocky little
    lizard.. Err.. But this is a way you can go about it. You can also
    Charm/Intimidate him into letting you keep the mod.
    If you have at least 7 ranks in Charm you can say you'll impound it..
    for safety and stuff.
    If you have at least 5 ranks in Intimidate you can say you can't leave
    the mod in the hands of a civilian.
    4) Go to the 'Administration Office' and ask Giana to let you see
    Anoleis. You can also question her about things, if you want. Anoleis
    will have some alternative quest options for you after you trigger them
    elsewhere. Namely, you can give him Opold's upgrade instead of various
    other alternatives (see above) and you can also bring Lorik's OSD to
    Anoleis instead of Lorik. Both of which are covered in their proper
    5) Now go to the elevator near 'Synthetic Insights' and talk to
    Lilihierax for another missions. When you're done talking to him go up
    to the 'Hotel' elevator.
    Noveria: Peak 15//Mysterious Rumors
    Noveria: Port Hanshan Mezzanine
    6) As soon as you enter the large room in front of you, an Asari will
    ask for a moment of your time. Fortunately, unlike most NPCs, she's not
    pushy enough to force you into a conversation. How considerate. She
    wants you to talk to a man representing Binary Helix named Rafael
    Vargas and plant a bug on him. Short story even shorter, she wants you
    to keep a conversation going with him long enough for her device to do
    its job. If you go all-Paragon, you'll get a large amount of Paragon
    Noveria: Espionage//Keep Him Talking
    Paragon +8 (Pick the option "Not this time" to forfeit the assignment.)
    Paragon +2 (Take the assignment, then quit, picking the "This is wrong
    Up the stairs you can listen to a Salarian Businessman talk about
    something fishy going on in Synthetic Insights. Uh. Okay.
    7) Now it's time to talk to Rafael.. if you accepted the assignment. Go
    over to him and initiate conversation. You can rat out Mallene. We'll
    cover that first. Go back to Mallene and either tell her the truth. She
    will ask why, after which you can either answer with a Paragon or
    Renegade response for a few points in either. If you lie to her, you'll
    get a good amount of Renegade, and then get the chance to
    Charm/Intimidate her.
    If you have at least 3 ranks in Charm you can get Mallene to give you
    more money for your dis-service.
    If you have at least 4 ranks in Intimidate you can threaten to rat
    her out to Vargas.
    OR... if you try to go through the conversation with Vargas, you'll
    have to succeed at a number charm/intimidate challenges to keep him
    talking long enough to succeed. If you don't succeed at enough and
    he catches on, you'll fail to accomplish your goal. If you succeed at
    two Charm/Intimidates, you can just talk through the rest. Claim your
    reward and Charm/Intimidate Mallene for more money.. and some Paragon
    and Renegade. Keep in mind that if you keep either Charming him or
    Intimidating him, the next Charm/Intimidate will be easier. For
    example, if you Charm him the first time, the second question will
    require a six Charm, whereas the second Intimidate will require
    eight Intimidate. I would like to point out that, no matter how
    satisfying it would be, you can't rat Mellena out AFTER you completed
    the assignment.. but then again, I guess there wouldn't be much point.
    About the Citadel having Salarians provide enhancements..
    If you have at least 3 ranks in Charm you can tell him you renegotiate
    terms yearly.. Blah.
    If you have at least 3 ranks in Intimidate you can tell him to stop
    wasting your time.
    When he's telling you the specs of the product..
    If you have at least 6 ranks in Charm you can say you never heard of a
    technique that reduces muscle degeneracy.
    If you have at least 6 ranks in Intimidate you can tell him that his
    product isn't good enough.
    When he tells you he can work in a sensor enhancement package..
    If you have at least 9 ranks in Charm you can ask him about
    If you have at least 9 ranks in Intimidate you can tell him not to try
    and rip you off.
    Renegade +9 (Lie to Mallene about telling Vargas)
    Renegade +2 (Complete the assignment and Charm/Intimidate Mallene.)
    8) A little ways further in you'll find a seated Turian named Lorik
    Qui'in. He'll tell you that Anoleis is corrupt, and his goons are
    ransacking his offices (Synthetic Insights) for the evidence Qui'in
    has on him. Wee. Head back down the elevator and take the elevator to
    Synthetic Insights. Note that you can go upstairs and decrypt a
    'Security Control Unit' and disable the Synthetic Insights Security.
    Noveria: Synthetic Insights Offices
    9) When you arrive, two ERCS Guards will try and stop you. If you don't
    use Charm/Intimidate, a fight ensues.. which isn't really a bad thing.
    Either way there's going to be fighting.. this just gives you a chance
    to get rid of some of your enemies peacefully.. and to get some
    Paragon or Renegade. You'll want to head upstairs to get to the computer
    that has the info you want. It'll be identified as 'Lorik Qui'in's
    Computer'. On your way out, Kaira Stirling-one of the hussies who was
    giving you trouble earlier-will come out. Answer her with either a
    Paragon or a Renegade response to get some alignment points. Wrex in
    particular has a good comeback for her.. Ah.. Wrex. Kill her cronies
    and leave.
    If you have at least 6 ranks in Charm you can call the Guards out on
    the fact that Anoleis paid them.
    If you have at least 8 ranks in Intimidate you can point out that
    you can kill them.
    Paragon +2
    Paragon +8 (Charm the Guards)
    Renegade +2
    Renegade +9 (Intimidate the Guards)
    10) Now you have some choices.. either give the OSD to Lorik, or to
    Anoleis. Considering I just shot up a dozen of his cronies, I'm more
    disposed towards Lorik. Gianna will be waiting for you outside of the
    elevator. She'll tell you to talk to her before you give the evidence
    to Qui'in.
    If you want to help Lorik, go find him. You have two options, get him
    to testify (like Gianna wants) or give him his evidence. If you get him
    to testify by Charm/Intimidate, you'll get a whopping amount to either
    your paragon or renegade scores, depending. If you just hand the
    evidence over you can Charm/Intimidate him into giving you more loot.
    (testify against Anoleis)
    If you have at least 5 ranks in Charm you can tell Qui'in he'll be a
    If you have at least 5 ranks in Intimidate you can threaten to turn
    the evidence over to Anoleis if Qui'in doesn't testify.
    (turn over the evidence)
    If you have at least 8 ranks in Charm you can tell him that he owes
    If you have at least 7 ranks in Intimidate you can tell Qui'in that
    you saved him from a nasty prison shower scene.
    Paragon +24 (Charm Qui'in into testifying)
    Renegade +25 (Intimidate Qui'in into testifying)
    If you decide to be Anoleis' crony, you can always give him the
    OSD for the pass you're after, and some substantial Renegade points.
    You don't get anything out of Charming him though.. in fact, you
    sacrifice what Renegade points you would have otherwise received. If
    you Intimidate him you get your pass AND you get to keep the evidence,
    which then lets you turn it over to Gianna, and get both the Renegade
    and Paragon rewards.
    If you have at least 4 ranks in Charm you can tell Anoleis that all
    you care about is finding Benezia.
    If you have at least 4 ranks in Intimidate you can threaten Anoleis,
    and keep the evidence.
    Paragon +8 (Give Lorik's Evidence to Gianna)
    Renegade +9 (Intimidate Anoleis)
    There is yet ANOTHER option, however. If you go tell Anoleis that
    Gianna is investigating him he'll 'fire' his secretary and you'll get a
    whopping bonus to your Renegade score. Go in after the.. firing.. and
    obtain Anoleis' hall pass. You can then go back to Lorik and haggle for
    a small reward from him, as well. My favorite solution is to go get
    Lorik's evidence, convince Lorik to testify against Anoleis, and then
    go leak Gianna's identity to Anoleis. It ends with an outstanding
    +50 to your Renegade total, two dead corporate assholes, a handful of
    credits from Lorik, and a bunch of paperwork for the legitimate
    authorities. What's not to like?
    Noveria: Leave Port Hanshan
    Noveria: Lorik Qui'in
    Renegade +25 (Reveal Gianna's identity to Anoleis)
    Regardless of how you get your pass, who you side with, when you get it
    head to the Garage.
    11) Shortly after entering you'll be ambushed by some geth. After they
    are slag, Maeko Matsuo will enter. Talk to her and get in the Mako.
    Time to go hunting old blue ladies.
    Noveria: Aleutsk Valley
    12) Okay.. I'm not going to go into detail over this area, really. We've
    done this too many times, you and I. Your goal: Get from point A to
    point B in the Mako, killing Geth as you go. Get out of the Mako to
    get more experience, and don't stay out too long.. Cold Hazard, and all.
    As you might expect from Artemis Tau and Feros, you'll have to deal
    with rocket troopers, armatures, turrets.. nothing you haven't faced
    before. You'll eventually reach a building with conveniently placed
    rubble in front of the door, forcing you to hoof it.
    Noveria: Peak 15 Garage
    13) Once you get inside you'll be attacked by some geth and Krogans. Kill
    them. Once they're dead, an announcement will broadcast telling you
    that the VI interface is offline until the reactor is started up again.
    Head up some stairs and through a door. One of your party members will
    mention some turrets facing the wrong way. Head into the Security Room.
    For some loot, then go up an elevator.
    Noveria: Peak 15 Administration
    14) Go through a door to the outside and kill some geth. When they're
    dead, you'll get a cutscene showing off some new foes.. the Rachni. What
    sci-fi game would be complete without bug aliens? In one of the rooms
    investigate a terminal called 'Gravitic Weapons Research' for a Codex.
    Go through some more doors and up another elevator.
    Secondary- Ships and Vehicles//Weapons: Disruptor Torpedoes
    Noveria: Peak 15 Mira Core
    16) Exit the elevator and blast the little bugs you see. Go further into
    the room, run around the round thingy, and access the Mira Core. The
    core will lower, giving you access to the memory core, which you can
    either repair manually, or by using 100 Omni-gel. To fix it manually,
    you have to play a little 'game' where you need to move all four of
    the blue blocks under the 'X' button to the ones under the 'Y' and 'B'
    One of my responders to this FAQ, Dragonskye, has given me a much better
    solution to this puzzle than my own (at least, she seems to understand
    HOW she solved it) so I'll go with what she said. I was able to use
    her solution right from the e-mail without even looking at the game, so
    I'd say it's a solid solution. Here's what she has for us:
    "This is a logic puzzle. The point is to move the blocks from column X
    to column B. The problem is that you can ONLY move a block that is
    smaller in a column onto a block that is larger than it. The easiest
    way is as follows:"
    You should see three columns on your screen, two are empty (Y and B)
    and one has a bunch of lit-up blocks of varying sizes in it (X).
    They are numbered here from smallest to largest (X-1 is the smallest
    block, X-4 is the largest, the X on the top is just for reference.)
    			|  X  |  Y  |  B  |
    			| X-1 | Y-1 | B-1 |
    			| X-2 | Y-2 | B-2 |
    			| X-3 | Y-3 | B-3 |
    			| X-4 | Y-4 | B-4 |
    Move the corresponding block on the left to the location on the right.
    (Or just hit the buttons in order from left to right.. the lazy  man's
     X,Y,X,B,Y,B,X,Y,B,X,B,Y,X,Y,X,B,Y,B,Y,X,B,X,Y,B,X,Y,X,B,Y,B. Whew!)
    			   X-1 ---> Y-1
    			   X-2 ---> B-2
    			   Y-1 ---> B-1
    			   X-3 ---> Y-3
    			   B-1 ---> X-1
    			   B-2 ---> Y-2
    			   X-1 ---> Y-1
    			   X-4 ---> B-4
    			   Y-1 ---> B-1
    			   Y-2 ---> X-2
    			   B-1 ---> X-1
    			   Y-3 ---> B-3
    			   X-1 ---> Y-1
    			   X-2 ---> B-2
    			   Y-1 ---> B-1
    ..or just use 100 Omni-gel. It's not like it's good for anything else.
    Now you get to talk to Mira, a VI. You'll eventually find out that you
    need to reactivate the tram to get over to where Benezia is. To do that,
    you'll need to reactive the reactor and the landlines. Anyway, talk to
    the VI all you want, then get to work. Turn around and head through the
    door, up some stairs, and into an elevator.
    Noveria: Peak 15
    Noveria: Peak 15 Roof
    17) Leave the elevator and continue until you reach an outdoor area. It's
    swarming with Rachni, so get to exterminating. When that's done,
    head towards the ! on your mini-map and activate the 'Landline.' Now
    head back to the main room and head into one of the previously-locked
    side doors, through some tunnels, and into an elevator. You'll probably
    get attacked by some Rachni on your way, but it's nothing serious.
    Noveria: Reconnect Landlines
    Noveria: Peak 15 Reactor Core
    18) Head out of the elevator into a small room and do some looting. You
    can go down either side tunnel, each takes you to the same place, and
    each has a geth destroyer waiting for you. In the more open area are
    some geth stalkers. Head to the middle and activate the reactor. Nobody
    said powering a Helium-3 reactor had to be hard.. unlike transferring
    memory logs for a VI. There is also a side-ramp that leads to a room
    up top where you can score some extra loot. Now head back to the main
    room again, and go into the formerly locked door across the room. You
    can expect another Rachni to pop up.. it almost seems like they were
    trying to be scary on Noveria.. I don't know, keep going until you
    reach.. another elevator.
    Noveria: Reactor Repair
    Noveria: Peak 15 Tram
    19) Off the elevator, go to the door on your right and access Mira.
    She'll tell you about some plasma jets that can make short work of the
    Rachni in the tunnel ahead. You can also ask about the Hot Labs and Rift
    Station. You have a couple of options now. You can open the door
    yourself (average decryption), activate the plasma jet failsafes (hard
    decryption), or get Mira to open the door for you. The best experience
    reward comes from using the failsafe, so I suggest doing that. Once
    done, head through decontamination and onto the tram.
    Noveria: Contamination
    Noveria: Rift Station Lower Level//Main Level
    20) Head through this area and find the elevator to the Science Station.
    Once there, you'll come across a security barricade, where a Captain
    Ventralis will be waiting. Talk to him, you can score some paragon or
    renegade points depending on your responses. When you're done talking
    to him, a pair of Rachni will attack. Dispose of them, and you can
    talk to Ventralis some more. When you're done, head north-east from
    the barricade and enter the 'Medical Bay'. Oh, you can skip the
    following parts (2-6) by heading past the area marked 'Security'. Of
    course, this bypasses some side quests, kills some NPCs, and is just
    lazy. For shame. You'll shoot your way through ERCS Guards and
    turrets on your way to the Secure Lab, and you can resume following
    the FAQ at Sequence #7.
    You can ask him about the security of Rift station, which makes him
    respond touchily. You can charm/intimidate for information on the
    security system, which may come in handy later. Either one you use,
    you get the same info, just different dialogue. At least three points
    of charm/intimidate should do it.
    Paragon +2
    Renegade +2
    21) There are lots of people you can talk to, including a taciturn
    Asari named Alestia Iallis, an Elcor named Petozi (who doubles as a
    merchant, should you need to unload some loot), and a Salarian named
    Dr. Palon. None of which do much besides add some flavor at this point.
    If you go into the 'Guard Barracks', you can snag some loot. Head to the
    west and go down some stairs.
    22) Talk to Dr. Zev Cohen and get him to spill the beans on the sick
    folks. He'll tell you the sickies were exposed to a toxin, and as
    usual you can charm/intimidate for more info. Of course, you don't get
    any points for anything, so it really doesn't matter.. You can also
    mess around with the Mira terminal, but she has little information to
    offer. After you're done with that, talk to Captain Ventralis again,
    who lets you have access to the Quarantine Lab with little fuss. If you
    return to Dr. Zev, you can try and charm/intimidate him to give you his
    maintenance pass. If you aren't able to do so, you'll just have to go
    save his buddies.. which will net you experience, so it's not all bad.
    Head to the elevator marker on your map labeled 'Elevator to Quarantine
    Noveria: Quarantine
    If you have at least 8 ranks in Charm or Intimidate, you can get
    Zev to spill the beans. For what good it does you.
    If you have at least 5 ranks in Charm, you can offer to protect them
    in exchange for the card.
    If you have at least 4 ranks in Intimidate, you can threaten to shoot
    your way into maintenance.
    23) You'll exit into the 'Scientist Barracks', within which you can find
    Han Olar. He'll provide more backstory, and tell you how to get into
    maintenance if you don't already know. To the north, you'll find
    maintenance, to the south, you'll find the Quarantine Lab. If you have
    the maintenance pass, you can skip the rest of this section, if not,
    go bug the ERCS Guard outside the door to the lab. He's impolite-to
    say the least-especially if you don't have the captain's permission to
    24) Enter the Quarantine Lab and go into the rooms to the right before
    you make the cure to pick up some loot. In the first room, in the
    far-left corner is a terminal that will allow you to 'Make Cure.' To
    make the cure, hit the highlighted button when the bar above fills to
    a point in between the two guide triangles. Once that's done, you'll be
    confronted by the Asari from downstairs. Leave the lab and head back to
    Dr. Cohen. Han Olar will chat with you along the way, and tell you the
    geth came from maintenance. Give the cure to Dr. Zev, and he'll thank
    you and give you the maintenance pass. You can try to extract more out
    of him via charm/intimidate. Either way, you get a whopping amount of
    Paragon for being such a nice guy/gal. As a note, this is where I
    unlocked the Completionist and Soldier Ally achievements.
    If you have at least 4 ranks in Charm, you can convince him to give you
    some Medi-gel.
    If you have at least 7 ranks in Intimidate, you can.. do the same thing
    you could've done with Charm, but more meanly.
    Paragon +24
    25) Now head back up to the Scientist Barracks and go north to reach
    the Secure Lab. En route you'll be attacked by a Rachni in a natural
    cave formation. You'll reach a junction where the route from the
    restricted access area and the maintenance tunnels link up, and yes,
    you can go back through the restricted area  to pick a fight with the
    ERCS Guards to milk this place for all its worth. Head to the 'Secure
    Lab' to move forward.
    26) You'll be confronted by Benezia when you reach the 'Secure Lab'.
    She'll characteristically tell you that her and Saren were breeding the
    Rachni to set them loose on their enemies. There is a bit more dialogue
    if you have Liara in your party, but a fight ensues nonetheless. Benezia
    is pretty much invulnerable as the fight begins. She'll use her 'Power
    Level' to summon bad guys, in multiple rounds. Don't waste your time
    shooting Benezia, instead waste her guards. She'll hit you with biotics
    and pistol fire during, but by this point in the game, it's more an
    annoyance than a threat. First she'll summon some Asari commandos. Next
    it will be some geth troopers, then some geth snipers. After they are
    dead, you'll chat with Benezia a bit more. She'll give you an OSD with
    the location of the Mu relay on it, then attack again. This time, you
    can-and should-hurt her. She'll have some more commandos come out, to
    help her, but once they're dead, the battle is over.
    27) Now you get to deal with the Rachni queen. This would be a bit of a
    fight, I imagine, if she wasn't sealed in a containment tube. As it is,
    the big bug is at your mercy. It'll do what all big ugly aliens do in
    this game, and take control of an Asari in order to speak to you. It'll
    tell you that the Rachni are rampaging because they were isolated and
    trained for warfare-as opposed to all the perfectly sane ones that
    nearly overran Citadel space two thousand years ago. The Rachni queen
    will ask to be released, but you're also in the position to eliminate
    her, and the Rachni race with her. No matter who you have in your party,
    one will always pick each side. Obviously a paragon/renegade choice
    here. Do what you will, but I for one, do not think the idea of Rachni
    on the loose bodes well for the sequel. Besides, it's not like you
    haven't-and won't later-encounter Rachni in space. You're not quite
    done with this place yet. Do some looting and head down the eastern
    side of the map, towards the area with two elevators. Take the elevator
    that leads to the 'Hot Lab.'
    Noveria: Death of a Matriarch
    Noveria: Rift Station
    Paragon +24 (release the Rachni Queen)
    Renegade +25 (terminate the Rachni Queen)
    28) Head into the room opposite the elevator to talk to Yaroslev
    Tartakovsky. He'll fill in more backstory, and tell you about setting
    off a neutron purge to destroy the remaining Rachni. Ask him about how
    to set off the purge, and a Rachni will waste him. Kill the Rachni and
    get the codes off of his body. Go into the room opposite the elevator
    and activate the Mira Terminal. Give her the code, which initiates a
    two-minute countdown. A horde of Rachni appear between you and the exit,
    but most of the bogies on your radar are for show. You can easily
    empty the room of Rachni and make it down the elevator in good time.
    If you stand in the doorway, you can simply pick them off without
    letting the bigger Rachni melee you. Head down the elevator and to the
    Noveria: The Hot Labs
    Normandy: Post-Noveria
    29) Back to the Normandy again, and another chance to wrangle with
    the council. Now.. if you happened to be pursuing a romance, you'll
    get encountered by the other two potential members of the love triangle,
    either Ashley or Kaiden and Liara. You've got to tell one of them off,
    so make your pick. This is one part of the game, I'll concede, is better
    if you're male Shepard. Unfortunately, he still finds a way to come off
    acting like a retarded teenager. In any case, make sure you pick the
    special friend you want. You won't get another chance.
    Go around talking to folks, you can delve deeper into some of their
    histories and get some more Codexes. You'll get the Codexes listed
    below by talking to the following characters, in order: Kaiden,
    Garrus, and Wrex. I find Wrex's new story to be particularly
    interesting.. Ah, Wrex. When you're done head to the galactic map and
    head to the Sentry Omega cluster, Hoc System, and land on Virmire.
    Secondary- Aliens: Council Races//Salarians: Biology
    Secondary- Aliens: Council Races//Turians: Religion
    Secondary- Aliens: Non-Council Races//Krogan: Biology
    |								       |
    |			   	Virmire				       |
    |			   					       |
    Now, provided you've done two of the following three events: Artemis
    Tau, Feros, or Noveria, the next time you go to your galactic map in the
    Normandy you'll get a message from the council, informing you about the
    situation on Virmire. After which, you can freely travel to Virmire at
    any point in time.. either before or after your last original story
    mission. Virmire is a bit more.. climactic than the other missions, so I
    save it for last.
    Virmire//Go to Virmire
    Race Against Time//Find the Conduit
    Paragon +2
    Renegade +2
    Primary- Planets and Locations//Planets: Virmire
    Secondary- Aliens: Council Races//Salarians: Special Tasks Group
    Virmire: Landing Zone
    Sequence of Events:						{WLK007}
    		1) The first Gatehouse
    		2) Gatehouse 2 and 3
    		3) The Salarian Camp
    		4) Disrupt Geth Communications
    		5) Take down the Satellite Uplink
    		6) Destroy the Refueling Bay
    		7) Infiltrate the Base
    		  8a) North Entrance
    		  9a) To the Security Office
    		  8b) South Entrance
    		  9b) To the Security Office
    		10) Detention Cells
    		11) The Lab
    		12) Speaking with Sovereign
    		13) Special Delivery
    		14) Martyrdom
    		15) Scuffle with Saren
    		16) Normandy, Post-Virmire
    1) You'll start out on the surface of Virmire beside the Mako, with an
    initial goal of taking out some AA towers so the Normandy can land.
    Sounds simple enough, get in the Mako and blast your way through the
    bad guys! Follow your map the only direction you can go, destroying
    enemies on the way to the gatehouse. Remember, smite your inorganic
    foes on foot for more juicy experience. Most of the enemies will be
    drones and troopers. When you reach the gatehouse, leave the Mako and
    search it, unless you don't like experience and loot.
    2) Leave the first gatehouse and head towards the next two. They'll
    throw some more serious geth at you en route, like colossi and
    armatures. They'll even be tricky-dicky and split the paths on you!
    Oh nos! Make sure you kill all the Geth biggun's for the experience.
    When you get to the gate, disembark and head up the stairs, smashing
    geth as you go. Head into a room across from the stairs and shut down
    the AA Gun Power Controls and activate the Gate Controls. Get in the
    Mako and head to the third gatehouse just down the way. Repeat the
    process with the third gatehouse and head to the Salarian Camp. You'll
    get a yummy reward when you reach there. As a progress note, here is
    where I officially hit level 50, and unlocked the 'Power Gamer'
    3) You'll disembark and get into a conversation with a Salarian named
    Captain Kirrahe, who will tell you that every AA gun within ten miles
    is now gunning for the Normandy. While you're grounded, you might as
    well help Kirrahe with his little problem. It seems Saren found a cure
    for the genophage, and is breeding an army of krogan. Needless to say,
    Saren can't have his army, and Wrex isn't too happy about the idea of
    destroying what cure there is. You can buy goodies from Commander
    Rentola, who has a Medigel upgrade for sale. When you're ready to move
    on, go talk to Wrex.
    Having done the armor quest I was able to save Wrex by just picking the
    topmost option every time (I had a measly three points into Charm at
    the time.) Hell, so long as you DON'T pick a renegade response, he will
    yield to reason. If you did NOT get Wrex's armor earlier just picking
    the Paragon responses will not work, you'll need to use charm/intimidate
    to save him. If you pick renegade responses to the point where the
    charm/intimidate option comes up, and shoot Wrex, it's game over for the
    krogan. If you wuss out at this point, Ashley does it for you. The
    option where you have three responses-two on the left, and one on the
    right-is the pivotal point of the conversation for Wrex's survival, play
    nice here, and you should be fine. Frankly, however, it's better to just
    have gotten his armor for him, and have talked to him after each story
    mission. Much better alignment rewards, and you get to keep your krogan.
    If you have at least 8 ranks in either Charm or Intimidate, you can
    get Wrex to back down.
    Paragon +2 (You kill Wrex, and pick the Paragon reposes following)
    		[This is in addition to the 25 Renegade points]
    Paragon +8 (Ashley kills Wrex, you choose Paragon responses following)
    Paragon +8 (You Charm Wrex)
    Paragon +28 (You talk Wrex out of insubordination)
    Renegade +9 (You Intimidate Wrex)
    Renegade +25 (You kill Wrex)
    when that's done, talk to Kirrahe. You'll need to infiltrate Saren's
    base with a small squad while Kirrahe provides a distraction. The goal?
    Use the Salarian's ships' drive core to function as a crude nuclear
    bomb. Translation? You and two other teammates shoot the hell out of
    everything you see. You'll need to send one of you human buddies to
    accompany the Salarians, so pick whichever one you're least attached
    to. Talk to the captain to gain some Codexes and continue when you're
    ready. The Salarian gives a little pep talk to his squad, and the
    assault commences.
    Virmire: Assault
    Virmire: Assisting Kirrahe's Team
    Secondary- Aliens: Council Races//Salarians: Government
    Secondary- Aliens: Council Races//Salarians: Military Doctrine
    Virmire: Base Approach
    4) Now you're back in control again, head to the north to the
    'Communications Tower'. Kill the geth in the way and disrupt the
    'Triangulation Tower'. This will help Kirrahe's team, and net you some
    paragon points.
    Paragon +2
    5) Now head west, fighting geth as you go. Your target is the
    Satellite Uplink Tower. The Satellite Uplink is on the roof of the
    overhang directly across from the ramp you took. Aim up, and shoot it
    to score more points for the good guys.
    Paragon +2
    6) You'll find yourself on a number of bridges. Head north for the
    Refueling Platform. Once there, blow up the fuel tank and the geth
    flyers to help out your Salarian buddies.
    Paragon +8
    7) Head on over to the west, the area marked on your map as the
    Research Facility. Kill the paltry defenders outside and head into
    the door to the north. Alternatively, there is a locked door you can
    enter to the south. Follow the 'A' paths if you go through the north
    entrance, and the 'B' paths if you go through the south. They both link
    up, so it doesn't really matter which you choose.
    8a) Go across some bridge until you reach a Security Console. Activate
    it and you'll be able to cut the alarms. You can also trigger the
    alarms to draw the bad guys to the Salarian squads. You'll get paragon
    points for leaving the guards in the base, and renegade points for
    luring them to the Salarians.
    Paragon +8
    Renegade +9
    9a) Now head into the room marked as Warehouse on your map. Kill the
    indoctrinated Salarians and geth inside as you move to Maintenance,
    and eventually down a hallway that leads to the Security Office. When
    you enter you'll get a status report from Kirrahe. If you got the base
    security on them, they'll be in trouble, if not, the captain tells
    Alenko to lay off so the enemies don't bunker up. In the Security Office
    search the 'Salarian Intel Report' for a Codex if you haven't gotten it
    from Kirrahe. You can also shut off the alarm if you lured the bad guys
    to the Salarians. You can go through the door that is marked 'To Labs'
    to explore the base area that leads to the south 'B' entrance (see
    sequence 5b for the back-track information.) Head through the door
    marked 'To Detention Cells' when you're ready (Sequence 7.)
    Secondary- Aliens: Council Races//Salarians: Military Doctrine
    8b) You'll head through what look like sewers and into the Maintenance
    Bay. You'll wax a couple of indoctrinated Salarians and get to a
    Security Console. Activate it and you'll be able to cut the alarms.
    You can also trigger the alarms to draw the bad guys to the Salarian
    squads. You'll get paragon points for leaving the guards in the base,
    and renegade points for luring them to the Salarians. Head through the
    now-unlocked door and kill two more indoctrinated. Search behind the
    stairs for a good bit of loot, then go up them to reach Virmire: Labs.
    Paragon +8
    Renegade +9
    Virmire: Labs
    9b) You are in a room called Cell Block B. Talk to one of the Salarian
    prisoners, who wants to be let loose. If you do so, all the prisoners
    are freed, and you'll get attacked by the ingrates. Still, it's paragon
    to free them, and renegade to leave them in there. Even though it's
    amusing to see the Salarian bust his face on the glass, paragon gives
    more points in this instance. Head down the stairs at the far end of
    the room and through a door. You're now in the Security Office (see
    sequence 6a for the back-track information.) Head through the door
    marked 'To Detention Cells' when you're ready (Sequence 7.)
    Paragon +8
    Renegade +2
    Virmire: Detainment Level
    10) Exit to the outside and take a right and go through the door. Talk
    to another captured Salarian. Again, it's paragon to let him go, and
    renegade to leave him inside. Once you decide, search another cell with
    four mindless Salarians inside. Again, paragon if you let them go,
    renegade to open up the door and put them out of their misery. Pretty
    ruthless too. Now, after they are dead, you can go back to the first
    cell and let the Salarian out after all. This way, you can net a total
    of renegade +20 and paragon +2. Not bad. Now head back and take the
    elevator up to 'The Lab.' Mind you, not the stairs to 'The Labs.' Meh.
    Renegade +9
    Renegade +11
    Paragon +2
    Paragon +4
    Virmire: Labs
    11) In the Genophage Labs are a number of husks in suspended animation.
    Go too far in and they'll be set free, and along with a krogan 'Dr.
    Droyas' they will attack. That's right, a krogan scientist found a cure
    for the genophage.. with help. Makes you think the Salarians just
    weren't really trying, eh? Head through the door in the room and across
    the bridges to reach the Security Office.. err.. the other one. Inside
    is an Asari named Rana Thanoptis. What the conversation comes down to..
    as usual.. is the decision to either spare her, or fill her head with
    bullets. Since you get nothing for being nice.. and since it's so much
    fun.. I introduce her to Shepard's pistol. Now exit the room, and go
    across a bridge. Keep going until you reach an elevator.
    Renegade +9
    Virmire: Communication Tower
    12) Head down the stairs and investigate the 'Communications Panel' to
    get another creepy flash-memory, like on Eden Prime. On your way out,
    you'll be introduce to Sovereign, public enemy #1. When it's done
    talking, it breaks a bunch of glass to show that it is scary, and the
    mission continues. Head back through the Security Room and onto the
    bridge, where a new path has been lowered.. just follow the bad guys.
    Virmire: Base Main Level
    13) Once you reach the 'Base Main Level' you can immediately go down
    some stairs and grab some loot. Continue until you reach the area marked
    Turret Control on your map. Kill the enemies and deactivate the turret
    controls. Kill more bad guys when they arrive and go up the elevator.
    You'll come to an open area with water on the ground, kill any get you
    see and keep going. The Normandy will land and drop off the nuke. Just
    as things seem to be going smoothly, Kaiden/Ashley will tell you they're
    pinned on the AA tower (whomever you weren't traveling with. The other
    will stay behind and set the nuke while you head to rescue the previous.
    So pick your two favorite aliens and get going.
    Virmire: Krogan Breeding Grounds/Base Main Level
    14) Head down the southern 'Breeding Trench' to reach the AA tower.
    Break through the krogan and geth in your way, and be wary of the krogan
    warlord. If he charges, use a biotic like throw, lift, or singularity
    to stall him. Get into the elevator and take it up to the Base Main
    Level. En route to your stranded squadmate, a geth dropship lands and
    reinforcements attack the nuke site, prompting your other squadmate to
    activate the nuke. You now have to make a choice, go on to the AA tower
    and save whomever is in there, or go back to the nuke site and save
    that NPC. You can only save one, so choose well. If you are nice to the
    person you condemn, you'll get paragon points, and if you choose the
    renegade response, you'll get renegade points. Don't forget to loot
    the crate nearby, either way. Because everybody cares, this is where
    I found my first suit of Colossus armor on my first playthrough. Of
    course, I simply bought it before Feros this time around, but I still
    remember the badassness this armor imposed when I first got it.
    Paragon +2
    Renegade +2
    15) In my game, this leaves Kaiden to die, even though he was my Shep's
    romantic interest. Maybe the next game will put forward a male NPC who
    is less of a weenie. I head back to the nuke site to rescue Ashley, a
    far more interesting and manly character. When you get back to the
    Breeding Grounds, you'll have to dispatch several rather hardy geth.
    After that's done, Saren shows up silver-surfer style and confronts you.
    A fight will eventually ensue, just shoot Saren up and dodge the rare
    rocket he sends at you. Saren will retreat when he takes enough damage.
    You grab your wounded comrade and head aboard the Normandy, which
    narrowly escapes the detonation.
    If you have at least 7 ranks in either charm or intimidate, you can try
    and reason with Saren, although the attempt is ultimately futile at
    this point. You'll net a tiny boost to your Renegade/Paragon score if
    you charm/intimidate him.
    Paragon +2 (Charm Saren)
    Renegade +2 (Intimidate Saren)
    Normandy: Post-Virmire
    16) The surviving member of your team feels guilty they survived, and
    Liara bothers you with more mind-melding, but manages to determine
    Saren's goal: Ilos. You can then access the council, they play the usual
    politics-good cop-bad cop-and ultimately don't believe you about the
    reapers. If you're disobedient with the council, you'll get some
    renegade. If you helped Kirrahe's team enough, him and some of his
    subordinates will be on the Normandy. If you didn't, Kirrahe will have
    died during the mission. By now the Requisitions Officer was selling me
    level X Spectre weapons, so I indulged myself. When you go to the
    galactic map, you'll get the good news that the council is sending in a
    fleet to Ilos, all you have to do is go back and meet with Udina at the
    Renegade +2
    |								       |
    |		   Even More Sidequests on the Citadel		       |
    |		  						       |
    Sequence of Events:						{WLK008}
    		1) Grounded
    		2) Terra Firma
    		3) Drugged Diplomat
    		4) Insubordination
    		5) The Last Ride
    		6) Virtual Rape
    1) You'll meet with the council one last time, and they'll reveal their
    true colors. Instead of sending you after Saren, they ground the
    Normandy. Fortunately Captain Anderson has a plan, all you have to do
    is go meet him in the club Flux. If you're saucy with the council and
    Udina, you can score some renegade. As you go through the Citadel,
    make sure to complete all side-quests you have left. You won't get
    another chance.
    Renegade +2
    Citadel: Upper Wards
    2) En-route to Flux, you'll run into a bunch of human protesters led by
    Charles Saracino. He's part of a political organization called the
    "Terra Firma" party, and he wants your support. Either accept or
    decline. Accepting to support him is a renegade action, denying is a
    paragon action.
    Citadel: Our Own Worst Enemy
    Paragon +2
    Renegade +2
    3) Just outside of flux will be a man named Elias Keeler, who wants you
    to fetch some stims for him. If you don't get him any, nothing happens,
    and he waits until you change your mind. Clearly the game wants you to
    help him dope himself. If you tell him he's an addict, you'll get a
    chance to charm/intimidate him, or get him the drugs. If you want to
    just go get him the drugs, pay your old friend Dr. Michel a visit. You
    can either get him a Depressant, or a Stimulant. While you're here, you
    might as well get her Medigel Upgrade, if you haven't already. When you
    get back to him, you can give him the stimulant he wants, or the
    depressant. Since you get some hefty renegade for doping him with a
    depressant, I give that to him. Besides, it's not like I need money
    Citadel: Negotiator's Request
    If you have at least 4 ranks in Charm, you can tell him he's the only
    one using drugs to negotiate.. which leads to another, more difficult
    charm/intimidate attempt.
    If you have at least 3 ranks in Intimidate, you can tell him he's not
    helping by risking arrest.. which leads to another, more difficult
    charm/intimidate attempt.
    (After charming or intimidating him the first time)
    If you have at least 8 ranks in Charm, you can tell him the negotiation
    isn't worth his life.
    If you have at least 7 ranks in Intimidate, you can strong arm him into
    Paragon +8 (Charm Keeler twice)
    Renegade +9 (Give Keeler the Depressant)
    Renegade +2 (Intimidate Keeler twice)
    Citadel: Flux and Wards Access
    4) Now that those distractions are out of the way-two assignments about
    human bigotry right after the council bones you-I finally get to Flux.
    Captain Anderson is sitting by one of the tables on the lower level.
    Talk to him. He knows a way to get you ungrounded, but it involves him
    either evading Citadel control, or hacking into Udina's computer. Once
    the decision is made, head down to the Normandy. The big difference as
    far as I can tell between the two options? If he goes after Citadel
    Control he'll take a bullet for the cause of good. If he goes after
    Udina's computer, we all get the satisfaction of seeing Udina get what's
    coming to him. Part of what's coming to him, in any event.
    Normandy: The Final Ride
    5) Go around and chat with everybody, it'll be your last time aboard the
    Normandy, and your last time talking to some of the NPCs. Make sure you
    check out the Styx cluster before you head off, too. There are two
    systems you can explore there to wrap up all the sidequests. When you're
    ready, travel to Ilos.
    6) Now is when the climatic scene of your romance will trigger, if
    you've maintained good relations with your significant other, and if
    you haven't nuked them at Virmire. If you don't turn them down, you'll
    get to see the raunchy, steaming, hardcore sex scene that had Fox News
    in a tissy over the alleged ‘sexxbox'. Ah.. conservatives.. Anyway,
    when you're done showing innocent children these scenes of repugnant
    rape, pick up your controller and get ready to head into the final
    stretch of game. And make sure you pick your squad wisely! You will not
    be changing it again.
    Ilos: Find the Conduit
    Primary- Planets and Locations//Planets: Ilos
    |								       |
    |			         Ilos				       |
    |			     					       |
    Sequence of Events:						{WLK009}
    		1) Plaza
    		2) Courtyard
    		3) Security Station
    		4) Vigil
    		5) Race to the Conduit
    Ilos: Upper and Lower Ruins
    1) An anti-climatic ending is avoided when Joker makes his impossible
    Mako drop practically on Saren's head. I know, I was surprised too.
    Unfortunately, Saren closes a door behind him, and you must open it.
    Hoof it to the south on your map towards an area marked 'Plaza'. Kill
    all the geth, and either head around the building towards the
    'Courtyard' or down a path north-west of the Plaza that leads to a
    'Trench', inside of which you'll find more geth, and an Armature Control
    console, which you can disable to make life easier.
    2) Head around a building south-west from the Plaza to reach the
    Courtyard. East of the Courtyard you can enter an elevator to get at
    some loot, but your destination is in the south-west corner of the
    map. When you get there, take the elevator and endure some intra-party
    Ilos: Security Station
    3) Your goal here is to head north through the geth, through the
    Armature Bay, and to the Security Room. In your way are some tough geth,
    although you can activate several Armature Repair Stations to get some
    of the dormant armatures on your side. Frankly however, it's probably
    easier to just gun down the existing geth. Head around to the side of
    the building marked Security Room and take a ramp up. Inside, you can
    activate a 'Security Panel' to watch a damaged hologram. Go down to
    the front of the building and head through a tunnel in the middle,
    which contains an elevator just for you.
    Ilos: Archives
    4) You'll find yourself back in the Courtyard. Head over to the Mako
    and drive into the bunker Saren fled into. Drive down shooting geth as
    you go until you hit a barrier. Get out of the Mako and head through a
    doorway to the left. Go down an elevator and talk to Vigil. He'll spill
    the beans about.. well.. pretty much every secret Mass Effect 1 has to
    hide. To be brief, the Conduit you've been searching for is a back door
    into the Citadel, and the Citadel is a trap set by the Reapers. You have
    to chase Saren through the Conduit and stop him before he can give
    control of the Citadel to Sovereign, who will use it to summon the
    Reaper armada. You can get some renegade points if you choose snippy
    dialogue options.
    Renegade +2
    Ilos: Trench Run
    There's a bit of gaming to do here, that's easy to explain. Drive in the
    Mako down the singular path available to you, and slag all the geth you
    see en route to the Conduit. When you get close, you'll see the Conduit
    in the distance. A cutscene will play, showing you Sovereign's assault
    on the Citadel. Serves them right. When the game goes back to you, you
    will have 40 seconds to reach the Conduit, which is plenty of time
    provided you ignore all the geth in your path. Reach the Conduit, and
    you're gold.
    |								       |
    |			    Showdown with Saren			       |
    |			     					       |
    Sequence of Events:						{WLK011}
    		1) Invasion
    		2) The Ascent
    		3) Saren's Fall
    		4) Irony
    		5) Natural Selection
    Citadel: The Presidium
    1) You'll make a dramatic entrance in the Citadel, and the Mako will
    prove exactly why it's an ATV, and not an aircraft of some sort. On that
    note, it would probably do just find as a cannon ball, and for Mass
    Effect 2, lets hope it is exactly that. Head over to the Avina Terminal
    to learn a bit about the situation. Saren is near the council chambers,
    which means you'll have to climb the Citadel Tower to get to him. Head
    up to the elevator and get prepared to ride to your final fight.
    Citadel Tower: Maintenance Shaft
    2) Or not. You really didn't think you'd get to sit in an elevator
    all the way to the top, did you? Your goal is to forge ahead through
    Saren's cronies and reach the top of the tower. You'll run into some
    geth infantry in a tunnel, and some bigger geth and a krogan warlord
    when you get back 'outside'. Head up a ramp and take a right, shooting
    as you go. Kill some more geth and you'll get to an area with some
    Citadel Defense Turrets. Activate them, as a geth dropship will show
    up with playmates for you, and the more turrets you have shooting at it,
    the faster it bites the dust. Continue on, dealing with some bigger geth
    and Krogans. You'll get to another large open area that has plenty of
    troopers and geth turrets. Getting hit by a turret is not suggested.
    Let your bullets pave the way as you reach the far end of the area,
    taking a left down a ramp which leads to a door.
    Citadel: Tower
    3) You're now inside the tower again, the council chamber is just a
    little ways ahead. Kill the handful of geth in your way and make your
    way to Saren. Saren will chat with you for a bit before any bullets
    fly. If your charm/intimidate is very high, you can talk Saren out of
    a fight here. You'll have to succeed at three consecutive
    charm/intimidate attempts, but they all have the same difficulty. If you
    can succeed at one, you can succeed at them all. Doing so will make Saren
    spare you a bullet by putting one through his own brain. If you can't
    talk him out of a fight, you'll have to do the job yourself, and it's
    pretty much the same thing you dealt with on Virmire-but with the added
    satisfaction of killing Saren. He'll throw some techs and rockets at you,
    but it's nothing that warrants any real dread or even the use of any
    special tactics. Once he bites the glass, activate the Control Panel.
    If you have at least 9 ranks in charm or intimidate you can convince
    Saren to redeem himself, break free of Sovereign's control, and do the
    right thing.
    Paragon +24 (Charm Saren)
    Renegade +25 (Intimidate Saren)
    4) Now you get the chance to screw over the council. Normandy and an
    Alliance fleet are within range of the Citadel, and you have three
    responses to give to Joker. Either save the council at the cost of
    Alliance lives, tell them to focus on stopping Sovereign, or to
    pointedly ignore the council. You get a whopping amount of Paragon for
    saving the council, a whopping amount of renegade for condemning them,
    and a bit of both if you're pragmatic.
    Paragon +8
    Paragon +28
    Renegade +9
    Renegade +29
    5) After the cutscene, Sovereign will take control of Saren's inorganic
    remains-which as it turns out is quite a bit of Saren, possibly more
    than even he knew. Now begins your final fight against Sovereign Saren,
    who for all intents and purposes functions like a geth stalker. He'll
    jump around a lot and shoot things at you. Pull out all your abilities
    to make this.. rather annoying.. fight go by faster. When you're done
    taking pot-shots at the little frog-bot that Saren became, sit back and
    watch the final cutscenes of the game.. and make a few final choices.
    |								       |
    |			       Side Quests 			       |
    |			      	{SDQ001}			       |
    After completing three of the four following missions (Feros, Liara's
    Dig Site, Noveria, or Virmire) you should tie up any loose ends.. which
    means it's side-quest time. If you've been exploring on your own, you've
    probably done a good bit of these, but in case you haven't.. Note that
    this listing will NOT include assignments that can be completed entirely
    before leaving the Citadel for the first time.. they are part of the
    main walkthrough, and you will find them covered in greater depth
    Citadel: Family Matter						{SDQ002}
    After completing one of the post-Citadel missions (Artemis Tau, Feros,
    or Noveria) return to the Citadel. Go to the Presidium, near the bank,
    and talk to Michael or Rebekah. Use either charm or intimidate to get
    the best results. Whose side you pick doesn't really matter.
    If you have at least 2 ranks in charm you can convince Michael that it
    is Rebe-KAH's decision.
    If you have at least 3 ranks in intimidate you can tell Michael that
    yelling isn't solving anything.
    If you have at least 3 ranks in charm to convince Rebe-KAH to give the
    baby a better chance than the father had.
    If you have at least 2 ranks in intimidate you can tell Rebe-KAH to
    not endanger the baby.
    Paragon +8 (charm Michael or Rebe-KAH)
    Renegade +9 (intimidate Michael or Rebe-KAH)
    Citadel: Old Friends
    (Note: This quest only triggers if you have the background 'Earthborn.')
    After completing one of the post-Citadel missions (Artemis Tau, Feros,
    or Noveria) return to the Citadel and go to Chora's Den. Outside, near
    the Citadel Rapid Transit you'll find a man named Finch, who claims to
    be an old buddy of yours from your young days in a gang. He'll ask you
    to get his buddy out of some drug trouble with the Turians.
    Head into the bar and talk to the 'Turian Guard'. If you rat out Finch
    you'll get a small boost to your Paragon and Finch will show up to
    threaten you some more. charm intimidate finch!! Or.. if you don't have
    enough ranks in charm/intimidate, you can always pay Finch off, which
    makes you look like an utter pansy (a point the Turian Guard will
    kindly point out). Then again, you can always shoot him, which is great
    fun! It saves you the trouble of bribing him, nets you some nice
    renegade points, and gets the Turian's approval.
    If you go try and get Curt freed from prison, you'll have to convince
    the guard by charm/intimidating him.
    If you have at least X ranks in charm you can
    If you have at least X ranks in intimidate you can
    If you have at least X ranks in charm you can
    If you have at least X ranks in intimidate you can
    Paragon +2 (Tell the Turian about Finch)
    Renegade +9 (Shoot Finch)
    Citadel: Old, Unhappy, Far-Off Things				{SDQ003}
    (Note: This quest only triggers if you have the background 'Spacer'.)
    After completing one of the post-Citadel missions (Artemis Tau, Feros,
    or Noveria) return to the Citadel and go to the area leading to the
    Wards from the Presidium ('Citadel: Flux and Wards Access') and talk to
    Zabaleta. He'll try and bum some money off of you.. your good deed or
    stinginess will get you some paragon or renegade.
    Paragon +2 (give Zabaleta money)
    Renegade +2 (call him a drunk)
    Go to the Normandy and talk to your mother via the Comm Room and learn
    more about this Zalabeta. By the way, your mother's name in Mass Effect
    is Hannah, in case you weren't looking. Just a bit of trivia I'm sure
    will never come up again. Now head back to the Citadel and find
    Zalabeta exactly where you left him. You can get some renegade by
    telling him off, or a whole lot of paragon by helping him out with
    money for food.. of course, there's always charm/intimidate. Normally
    I would intimidate him, but since there not much of a chance of me
    getting the required charm/intimidate on the first play through, I
    settle with buying him groceries.
    If you have at least 4 ranks in charm, you can tell him to go to the
    Veteran's Affairs Office.
    If you have at least 5 ranks in intimidate, you can tell him to stop
    Paragon +8 (give Zalabeta money for food or charm Zalabeta)
    Renegade +9 (intimidate Zalabeta)
    Renegade +2
    Citadel: The Fan						{SDQ004}
    You should have begun this assignment earlier (see the Citadel
    walkthrough.) Conrad will pop up from time to time (not randomly) after
    completing main story missions and spending time exploring. Being nice
    to him only encourages him.. but it continues the quest. Telling him off
    ends the assignment without any reward or consequence. The first time
    you talk to him, he asks for an autograph. After messing around in space
    a while, go back to continue the assignment. This time he asks to take a
    picture of you. To continue on with the quest, let him take it. I'm sure
    it'll make his 'wife' so happy. After Artemis Tau I head back again (if
    you didn't do plenty of sidequests, just check back after each major
    story mission for him.) Conrad has a great idea this time. He wants you
    to sign him on as a Spectre. Don't blow him off outright, or things will
    end badly for Conrad. Pick either the top or middle option, then
    charm/intimidate him. As usual, I find the best option to be
    intimidation, which gets you a good bit of renegade, and it teaches
    Conrad a lesson. Do whatever you feel is best.. as long as it involves
    charming or intimidating him. Either way, this assignment is over.
    If you have at least 2 ranks in charm, you can convince Conrad to go
    If you have at least 3 ranks in intimidate, you can put a gun to
    Conrad's face and show him the glamour of being a Spectre.
    Paragon +8 (charm Conrad)
    Renegade +9 (intimidate Conrad)
    Citadel: The Fourth Estate					{SDQ005}
    After completing one of the post-Citadel missions (Artemis Tau, Feros,
    or Noveria) return to the Citadel. Head up to C-Sec and talk to Khalisah
    Al-Jilani. You can either go through the interview (charming or
    intimidating to get the most experience/credits), leave the interview
    because of the reporters bias (to gain paragon) or punch the reporter
    for her 'snide insinuations' (to gain renegade).
    (about placing the Citadel's needs before the needs of Earth..)
    If you have at least 2 ranks in charm you can defend the council's
    If you have at least 2 ranks in intimidate you can defend your loyalty
    to humanity.
    (about the Normandy..)
    If you have at least 3 ranks in charm you can mention the Turian's
    involvement in the Normandy's design.
    If you have at least 4 ranks in intimidate you can ignore the input of
    the Turians into the Normandy's design.
    (about handing Earth's most advanced warship over to the citadel..)
    If you have at least 6 ranks in charm you can defend that the Normandy
    is still commanded and crewed by humans. (This skips the option below.)
    If you have at least 5 ranks in intimidate you can assert your-and
    the Alliances-command over the Normandy. (This skips the option below.)
    (This option pops up only if you answered neutral on the question
    (about humanity getting the respect it deserves from the galactic
    If you have at least 8 ranks in charm you can say humanity will gain
    respect when it earns it.
    If you have at least 7 ranks in intimidate you can remark that the way
    to gain the respect of the galaxy is to do so through military prowess.
    Paragon +2
    Renegade +2
    Garrus: Find Dr. Saleon						{SDQ006}
    After doing plenty of side-quests, or after one of the post Citadel
    story missions, talk to Garrus in the Normandy. He'll tell you about one
    Dr. Saleon, whom he is eager to find. Head to the Kepler Verge, Herschel
    System. Board the MSV Fedele and make your way through the ship. One of
    the games' few enemies will be onboard, named 'Test Subjects'. Kill
    them and head into the back of the ship. When you find Dr. Saleon.. or
    Dr. Heart, as it may be, conduct the conversation as you see fit. The
    good Doctor ends up dead, and Garrus learns a lesson.. good or bad.
    There's plenty of looting to be done in this room before you leave.
    Investigate Facility						{SDQ007}
    You can get this assignment in Feros, while exploring the Exo-Geni
    building. (See the Feros section of the walkthrough for more
    information.) This assignment will be replaced by UNC: ExoGeni Facility
    when you scan the planet Nodacrux in the Vostok System of the Maroon
    Sea Cluster. It will be completed under the UNC: ExoGeni Facility
    heading below.
    Investigate Samples						{SDQ008}
    You can get this assignment in Feros, while exploring the Exo-Geni
    building. (See the Feros section of the walkthrough for more
    information.) It turns into UNC: Colony of the Dead while performing
    the assignment, and will be covered under that heading below.
    Tali and the Geth						{SDQ009}
    That data you found after finishing UNC: Geth Incursions are of some
    interest to Tali. After finding it, the next convo with her will concern
    that data. You really have two choices here, give her the data, or don't.
    You get a measly amount of paragon for giving her the data, and a measly
    amount of renegade for denying her.
    Paragon +1
    Renegade +2
    UNC: Asari Diplomacy						{SDQ010}
    After completing one of the story missions you may get a transmission
    from a Nassana Dantius, who will ask you to meet her in the Embassy
    Lounge on the Presidium level of the Citadel. I rarely get her message,
    however, as I typically do all the sidequests possible before hitting
    any of the major story missions.
    On the planet Sharjila in the Artemis Tau Cluster, Macedon System,
    head to the north to find a 'Stronghold.' Unfortunately everything in
    the galaxy except Shepard is immune to environmental hazards, so you'll
    have to kill the forces outside. Head inside and kill the pirates and
    the 'Asari slaver.' Go upstairs and search the computer to find out that
    the Asari, posthumously named Dahlia Dantius is related to a diplomat on
    the Citadel named Nassana. You can just tell her, gaining a few paragon
    or renegade points, but as always the best route it to use charm or
    intimidate. This gets you more credits, and the Armali Council license.
    For some reason, you don't seem to get any paragon/renegade for using
    charm/intimidate in this situation. Oh well.
    If you have at least 3 ranks in charm, you can convince Nassana to
    give you a little something extra.
    If you have at least 4 ranks in intimidate, you can bully Nassana to
    shell out the goods.
    Paragon +2
    Renegade +2
    UNC: Besieged Base						{SDQ011}
    If you have a full Paragon meter, you'll be contacted by Admiral Hackett
    upon entering a new solar system. He'll tell you that some biotics have
    drugged some researchers on a medical station and are using them as
    human shields. Head over to the Hades Gamma cluster, the Cacus system,
    and land on the planet Chohe. Head to the south-eastern corner of
    the map to find the Science Base. Inside are a number of pain-in-the-ass
    biotics who love to spam their powers and keep you on the ground.
    Drugged-up scientist meander about the entire time, just begging to get
    caught in the crossfire, which is exactly what you're supposed to avoid.
    Engaging in a fire-fight in the middle of the complex and having your
    party shoot at will is certain to end in unwanted casualties, so leave
    your party by the entrance and head inside the base. Shoot to get the
    attention of the terrorists and run back to the tunnel connecting the
    entrance/antechamber to the large central complex. The terrorists
    should follow you down the tunnel, where you should have much less
    trouble slaughtering them while avoiding your scientists. You may have
    to do this several times to lure them all. Your biggest problem will be
    biotics being thrown about and all the exploding devices lying about,
    which serve no real purpose other than to kill the scientists milling
    about. Once they're all dead you'll get a reward. Loot and leave. You'll
    get a glowing review from Hackett back on the Normandy if you manage to
    save all the civilians, but other than that, I can't say.
    UNC: Cerberus							{SDQ012}
    After completing the assignment UNC: Missing Marines, head anywhere
    from the Citadel, and Kahoku should contact you, prompting this quest.
    Head to the Voyager Cluster, Yangtze System, and land on the planet
    Binthu. You'll have a number of 'Research Bases' marked on your map, one
    to the north and slightly west, one to the east and slightly north, and
    one to the south. Each one will have two turrets outside, a force of
    various Cerberus troops inside, and some odd beasties, whom you will be
    facing en masse during either Feros or Noveria. Eliminate all Cerberus
    presence, and search the body of Kahoku when you find him. Once Binthu
    lies silent, you'll get another assignment.
    UNC: Hades' Dogs
    UNC: Colony of the Dead						{SDQ013}
    This assignment is originally obtained in Feros, and is listed in your
    journal as "Investigate Samples". When you approach the 'Civilian
    Structure' on Chasca, the assignment will update, and turn into
    UNC: Colony of the Dead.
    Head to the planet Chasca, in the Matano System of the Maroon Sea
    Cluster. When on Chasca, drive the Mako to the south-west to find a
    'Civilian Structure', upon nearing your journal should update to the
    above assignment heading. Go inside the structure and kill all the husks
    within. There's a good bit of loot about, especially upstairs.
    There's another 'Civilian Structure' south-east of the northern-most
    one, so head there next. Pretty much the same thing, too. Kill the
    husks, loot, and leave.
    Now head south-west some more to reach a 'Science Facility'. Outside
    you'll find.. more husks to kill. Go inside and.. *sigh*.. you know
    what's going to be in here.. more husks. Kill them, head to the back,
    loot, and activate the terminal. Cerberus will pay for this. Grr.. and
    stuff.. You're done.
    UNC: Dead Scientists 						{SDQ014}
    Travel to the Kepler Verge, Newton System. On the way you'll receive
    a transmission from Admiral Hackett, telling you about some dead
    scientists. Accept the mission and land on planet Ontarom.
    UNC: Dead Scientists//Find the Scientist
    Primary- Aliens: Non-Sapient Creatures//Thresher Maws
    Head to the south-east to find a 'Science Station', kill the mercenaries
    outside and enter. Kill more mercenaries and make your way to the back.
    You'll come across a 'Corporal Toombs' threatening to shoot a scientist.
    More dialogue options! You can shoot Toombs by picking the renegade
    option both times, and this is the most obvious renegade solution. If
    you try to get more information, you get the option to kill the
    scientist yourself (intimidate) or to let Toombs kill him. If you choose
    the paragon option twice (or try to go neutral) Toombs will kill the
    scientist, and then himself. In any event, if Toombs kills the
    scientist, he'll kill himself. The best solutions lie in finding out
    more information, then either taking the paragon or renegade option.
    UNC: Dead Scientists//Report to Hackett
    If you have at least 10 ranks in charm you can tell Toombs that he
    isn't like the scientists, and convince him not to sully his name by
    becoming a murderer like them.
    If you have at least 8 ranks in intimidate, you can shoot the
    scientist yourself, and abuse your Spectre immunity a bit. This is by
    far my favorite choice, and in the grand scheme of things, the most
    (Since the game goes to a load screen after the conversation, it's
    hard for me to tell what points you actually get, but I'll take my
    best guess..)
    Paragon +8 (Charm Toombs)
    Renegade +9 (Intimidate Toombs)
    UNC: Distress call						{SDQ015}
    When you scan the planet Metgos, in the Argos Rho Cluster, Hydra
    Galaxy, you'll receive a distress call from planetside. Be a good
    Shepard and investigate. Head south-east to find the source. When you
    get near it, you'll get ambushed by get armatures, rocket drones,
    and rocket troopers. This can be a bit much at earlier levels, but if
    you're tough, you can manage without the mako. Just make sure to
    retreat and find a place to park that's out of the line of fire. Once
    they're all gone, this assignment is over.
    UNC: Espionage Probe						{SDQ016}
    Travel to the Voyager Cluster, Amazon System to get a transmission from
    5th fleet's Admiral Hackett. Accept to do this assignment and your
    journal will update.
    UNC: Espionage Probe
    Land on Agebinium and head to the 'Alliance Homing Beacon', north-west
    of center. Exit the Mako and head into the mineshaft. Continue down
    until you find the bomb-get trapped in the tunnel with it-and have a
    nice chat with an angry outlaw. Regardless what you do, the end results
    are the same, leaving you in a mine with a nuke set to detonate in 10
    seconds. All you can really do is disarm the thing yourself. You have
    to play a slower version of the button-press mini-game and disable
    three hardpoints, 10 presses per hardpoint. I didn't know disarming
    nukes was so easy! Anyhow, after that's done, exit the mine to the
    outside. Haliat and his goons are waiting at the bottom of a cliff, and
    running in there is rough with a low-level poor-gear character. If you
    have any points into sniper rifles, the task becomes almost childishly
    easy. After they are dead, explore, and head back to the Normandy.
    UNC: ExoGeni Facility						{SDQ017}
    This assignment is originally obtained in Feros, and is listed in your
    journal as "Investigate Facility". When you scan the planet Nodacrux in
    the Vostok System of the Maroon Sea Cluster it will change to UNC:
    ExoGeni Facility. When you scan the planet Nodacrux, you'll get a
    transmission from Joker telling you that the Normandy is picking up a
    distress beacon from planetside. Land on Nodacrux and go to the 'Science
    Facility' in the south-east. Instead of androgynous, characterless husks,
    you'll be fighting.. Thorian creepers.. *sigh*. Oh well, go in and kill
    all the creepers. Go in one of the rooms in the back, and some ExoGeni
    scientists will thank you for rescuing them. I might be playing a 'bad'
    Shepard, but she's also a Shepard who likes to put bullets in the brains
    of people that are bad. You know, like an anti-hero. They reveal they were
    working on samples from the Thorian, and had devised a way to turn victims
    into docile slaves. You have a number of ways to resolve this situation.
    If you pick the paragon or neutral option, she tries to bribe you. Going
    Paragon again will provoke a fight, and get you a healthy bonus to your
    Paragon rating. If you take the Renegade option, you'll get a good
    bonus to your Renegade points. Of course, if you accept the bribe.. you'll
    get some cash. I can get credits anywhere, and if you allow yourself to
    get bribed, you wont be able to loot the room. Simply put, you get more
    money-and some alignment rating-if you kill them. Plus, people who turn
    other people into plant-slaves deserves some shotgun love.
    Paragon +8
    Renegade +9
    UNC: Geth Incursions						{SDQ018}
    One of the larger side-quests, aside from the affair with Cerberus,
    head to the Armstrong Nebula to get a transmission from Hackett telling
    you about Geth incursions. Each of the four systems in the Armstrong
    Nebula (Gagarin, Hong, Vamshi, Tereshkova) are part of this assignment.
    Having four planets with geth to kill makes this a fairly good source
    of bonus experience. Go in whatever order you wish, I will go
    alphabetically by system.
    UNC: Geth Incursion//Eliminate Geth Outposts
    First stop is Rayingri in the Gagarin System. When you land head south
    and navigate up the mountains to the 'Overrun Research Base.' Inside
    you'll have plenty of husks to kill. When they die, the real geth
    show up. Kill them too, loot, and leave. More geth are waiting outside.
    Format them and leave the planet.
    Next it's time to head to the Hong System and land on planet Casbin.
    In the north-west corner you'll find an 'Anomalous Signal' which is
    guarded by three geth armatures, and three geth turrets, each of which
    is capable of killing a moderately well-equipped and leveled Shepard
    in one shot. If you want the extra experience, whittle them down a bit
    with the Mako, then pop out and finish them off. The next geth position
    is east of the center, conveniently listed as 'Geth Outpost' on your
    map. Find a position in the hills and snipe the geth from their towers.
    After the garrison is dead, a geth dropship will arrive and unload some
    good old troopers for you to take pot-shots at. Destroy the dropship
    to stop reinforcements, or take your time picking off geth until the
    dropship leaves. Either way, when all the get are gone, you're done
    Next stop is the planet Antibaar in the Tereshkova System. Your prey
    is in the north-east, and they mean business. Take position in the
    hills where you can get cover from the geth, and snipe the bastards
    thin. The Geth Colossus, on the other hand, is a pain. He's going to
    be hard to bring down with conventional weapons. Soften him up with
    the Mako, and you'll manage. Once all those geth are gone, a dropship
    comes and lets loose some troopers, and a pair of geth prime. Suffice
    to say you don't want to be anywhere near the geth prime.. snipe all
    the troopers, and wear the prime down with the mako before engaging
    them. Once all that is over with, it's time to head off to your fourth
    Finally, there's Maji. Go north and slightly west to find some geth
    heavy turrets. Once again, if you soften them up with the Mako and
    destroy them on foot, you'll gain a good bit more experience. Destroy
    them all and head to the geth outpost. Kill the geth in the towers.
    When they're all dead, a colossus will drop. Whack it and you'll find..
    there's another outpost. Yay. You now have access to the Grissom System
    in the Armstrong Nebula.
    UNC: Geth Incursions//Eliminate Geth Bunker
    Once on Solcrum head over to the east a bit. You'll come across a
    bunker guarded by three geth in towers, and two colossi. Destroy them,
    and enter the complex. Don't rush into the main room. You're going to
    want to use the door as cover. There are a number of geth stalkers,
    destroyers, and a juggernaut inside. The stalkers should be your
    first targets, since they're the most aggressive. Just so long as you
    don't rush in and avoid the missiles the destroyers and juggernaut
    shoot at you, you should be fine. In fact, this is probably the easiest
    fight of this whole assignment. Loot the place, particularly to get
    the info on the first floor-Tali will want this.
    UNC: Tali and the Geth
    Now for an asides. At this point in the game my Shepard is level 21
    (I've not logged a single kill in the Mako) and I finally get my first
    dose of mid-level gear. You'll know it when you see it-guns that
    out fire your old ones by 10-20 points in every category, that sort
    of thing. To keep track on how the leveling process is going, check
    the 'my progress' section later in the guide to see if you're on track.
    UNC: Hades' Dogs						{SDQ019}
    Head to the Voyager Cluster, Columbia System, and land on planet
    Nepheron. Head over to the south to find an 'Underground Facility.'
    Outside of the facility are snipers and anti-tank units.. rockets. Go
    inside and kill all the Cerberus troops, investigate the terminal in
    the back, and you're done. When you get to the Normandy and go to
    leave, you'll be contacted by an agent of the Shadow Broker, who wants
    copies of that Cerberus data you have. Of course, this is technically..
    well, literally.. treason. You know, giving away information about
    humanities rogue spec-ops group conducting illicit experiments in order
    to create super soldiers? Anyway, it's a purely paragon or renegade
    UNC: Hostage							{SDQ020}
    Head to the Hades Cluster, Farinata System, and board the MSV Ontario.
    This is going to be a biotic slug-out, so if you can, make sure your
    armor is up to snuff with physics threshold and biotic resistance.. or
    make sure your gun is good. I really don't recommend this until you
    start getting mid-level gear (see my level 21 Shepard, later in the
    Go inside, and as soon as the shooting begins, you'll get a 3:00
    countdown before the hostage is shot. This shouldn't matter too much,
    as the biotics are rather aggressive. Either you'll mop them up
    fairly quickly, or they'll kill you, either way, the timer shouldn't
    matter much. They LOVE to spam their biotics, and they can keep you
    on the ground fairly continuously if you don't have some protection.
    Once you get to the Chairman, you'll have a chat with the Biotic Leader.
    You can choose to fight them right away (which gets your Chairman
    killed) or you can try and be a nice guy (which still gets the Chairman
    killed.) The only way to save the Chairman is to charm/intimidate the
    biotic leader. Meh. What you say after the charm/intimidate doesn't
    really matter. The leader is actually fairly tough-he's not an adept,
    that's for sure. He'll use immunity, and does fair weapon damage.
    That combined with his two biotic buddies knocking you down could be
    bad news. If the shooting starts, back out of the room and take cover
    by the door. Kill his two biotics, and he shouldn't be too much
    trouble alone. Don't forget to loot around when the problem is
    If you have at least 6 ranks in Charm, you can convince the leader
    that the biotics need the Chairman.
    If you have at least 5 ranks in Intimidate, you can convince the
    leader that he's making all biotics look at terrorists.
    Paragon +2
    Renegade +2
    Paragon +8 (Charm the leader)
    Renegade +9 (Intimidate the leader)
    UNC: Hostile Takeover						{SDQ021}
    This old quest, from back in the Citadel, can be a bit of a pain. But
    if you were up for the Geth Incursions, this should be cake. Head over
    to the Gemini Sigma Cluster, Han System, and land on Mavigon. Head to
    the south-east corner of the map to find a Syndicate Hideout. Destroy
    the turrets and head inside. Destroy the crimelord, and you're off to
    another ice planet to find crimelord #2. Or #1. Hey, do 'em in whatever
    order you wish.
    Your next destination is the Hades Gamma Cluster, Dis System, to the
    lovely iceberg of Klensal. Find the Syndicate Hideout and kill this
    crimelord much like the last one.. or much like you WILL kill the NEXT
    one. Now that they're dead, Helena awaits.
    Travel to the Horsehead Nebula Cluster, Fortuna System, and land on
    Amaranthine. Head south from center to find an Engineering Outpost.
    Go through the door to be put into a conversation with Helena. You
    can go the renegade route and let her go for some credits, or you can
    go paragon and try and arrest her. If you charm/intimidate her, she'll
    say some extra dialogue but still come to the conclusion that she'd
    rather die than go to prison. You net more paragon/renegade for using
    charm/intimidate, but the core decision remains the same. The options
    are simple: arrest her, or take the bribe. Note that if you
    charm/intimidate her, and then let her go, you can come back and loot
    as you wish. Typically, I choose to fight Helena.
    If you have at least 10 ranks in charm you can convince Helena that
    her band has been tainted by their past activities.
    If you have at least 7 ranks in intimidate, you can try to get Helena
    to disband the group.. unsuccessfully, but it does net you a large
    amount of renegade points.
    Paragon +2 (arrest Helena)
    Paragon +8 (charm Helena)
    Renegade +9 (intimidate Helena)
    UNC: Listening Post Alpha					{SDQ022}
    Head to the Styx cluster, Erebus system and land on Nepmos. When you get
    near the Listening Post, you'll have swarms of Rachni to compete with.
    When you get a chance, talk to Lieutenant Durand. She'll tell you a lot
    of "I don't knows", but the key is, she needs the bases automated
    defenses back up. Investigate the Generator, which will prompt you to
    use the Mako to power up the turrets, under the proviso that you can't
    use the Mako while it's charging. Who needs it anyway? Connect the Mako
    to the generator and go bust some Rachni faces. When they are dead, talk
    to Durand again to find the main source of the Rachni, at a 'Rachni
    Infested Mine' to the west. when you get there, leave the Mako and enter
    the mine. Kill all the Rachni inside until a pop-up notifies you that
    you've slain the Rachni on Nepmos. Do some looting around here, you
    might just get something nice. I happened to get a suit of Colossus X
    light armor in these mines. In any case, the assignment is over.
    UNC: Listening Post Theta					{SDQ023}
    After Noveria, head to the Styx cluster, Archeron system and land on
    Altahe. Head south from the center of the map to find the 'Listening
    Post'. Exterminate the Rachni inside and out and search the terminal
    in the back of the post to discover the location of the last supply
    drop the post received.
    UNC: Listening Post Alpha
    UNC: Lost Freighter						{SDQ024}
    Travel to the Gemini Sigma Cluster, Ming System. Locate the MS
    Worthington and board the sucker. Inside you'll have to go through a
    room that has booby traps. After that, head into the Crew Quarters and
    listen to a recording. Next check out the Cockpit for another
    recording, and finally stop off in the Medical Bay. After listening to
    the last recording, you'll get attack by a biotic lady. Put her down,
    unplug her man, and leave.
    UNC: Lost Module						{SDQ025}
    Head to the Attican Beta Cluster, Hercules System to get contacted by
    Admiral Hackett. He wants you to recover a downed spy probe before the
    geth reach it. Head on over to Eletania and get to business. You can
    find your probe to the east, however, the data you're after seems to
    have be stolen by some indigenous monkey creatures. Fun. Head south
    to find the first colony of monkeys. If you kill any, you'll get a
    bonus to your renegade score (one time bonus). If you decide to not be
    the cause of the Eletania Monkey Scourge just search them instead. The
    colony you're looking for is north and slightly to the east. Head up
    inside the mine and search the monkeys in one of the lower tunnels to
    get the module. If you didn't kill a single monkey, you'll get a nice
    paragon bonus. After you get the data some geth will ambush you. Note
    that there's absolutely nothing that prevents you from going through
    the quest as a monkey friend, gaining the Paragon bonus, and as soon
    as you have that module, dusting off a monkey for the Renegade bonus
    as well. It's good to be complex.
    Check out the Eletania Glitch in the Alignment section of this FAQ
    {CHR046} for info on how to max out your Paragon meter on this quest.
    Or be a snooty purist and ignore the opportunity.
    Paragon +6
    Renegade +4
    UNC: Major Kyle *Incomplete*					{SDQ026}
    When you enter the Hawking Eta, Century System, you'll get a
    transmission from everybody's favorite Alliance taskmaster-Admiral
    Hackett. Apparently your CO from Torfan has gone cultist and Hackett
    believes he has murdered some Alliance officials. Head to the moon
    Presrop to investigate.
    UNC: Major Kyle//Investigate Major Kyle's Compound
    Go up to the large structure, where a door jockey will talk with you.
    Telling him you served with Kyle in Torfan is one way to go if you're
    trying to avoid (or at least delay) a fire fight. If you mention that
    'Alliance officers are dead' you'll get a chance to charm/intimidate.
    If you want the straight-forward method, say whatever you wish to the
    guard, hack your way in, kill everybody around, and unlock the bunker
    with a terminal on the first floor. Note that if you get them to
    unlock the bunker, you can go inside the compound and loot it. Just
    make sure not to shoot anything.
    If you have at least 3 ranks in charm, you can convince the guard to
    let you in.
    If you have at least 5 ranks in intimidate, you can threaten the door
    Paragon +2 (charm the door guard)
    Renegade +2 (intimidate the door guard)
    UNC: Major Kyle//Talk to the Major
    Now head into the bunker across the way. If you started a fire-fight in
    the compound, you'll have hostiles here, too. Make your way to the back
    to have a chat with Kyle. The only way to peacefully resolve this quest
    is to have a high enough charm/intimidate to get Kyle to do the right
    thing. Otherwise it ends with Shepard putting a bullet in Kyle's head..
    which in most cases I think is the best way for a quest to end. Still,
    you get more points if you charm/intimidate. You can always
    charm/intimidate and then pick renegade responses to kill Kyle (and
    his followers) anyway.
    If you have at least 7 ranks in charm, you can convince Kyle that his
    followers will suffer if he doesn't give himself up.
    If you have at least 8 ranks in intimidate you can threaten to kill all
    of his followers if he doesn't cooperate.
    Paragon +8 (Charm Kyle)
    Renegade +9 (Intimidate Kyle)
    Paragon +2 (Kill Kyle//Paragon)
    Renegade +2 (Kill Kyle//Renegade)
    UNC: Missing Marines						{SDQ027}
    Head to the planet Edolus in the Artemis Tau Cluster, Sparta System.
    Go north to find the distress beacon, as well as an alliance
    transport that was sacked by a thresher maw. Destroy the thresher maw,
    examine the marine, and report the bad news to Kahoku. He'll head off
    to go 'do his part.'
    UNC: Missing Marines//Speak to Kahoku
    UNC: Missing Survey Team					{SDQ028}
    Head to the Hades Gamma, Antaeus System and land on the planet Trebin.
    Just north of center you'll find a Research Base. Search the computer
    in one of the trailers (not forgetting to loot!) for some information.
    Head into the excavation site and kill the husks inside.
    UNC: Privateers							{SDQ029}
    After getting this assignment from Garoth in the Citadel Tower, head
    to the Horse Head Nebula, Strenuus System, and scan the MSV Majesty,
    and land on planet Xawin. Head to the north-east corner of the map
    to find a 'Mercenary Base.' Kill the snipers and turrets outside,
    then kill all the baddies inside. Be careful, as there are a number of
    Krogans amongst them that can be pretty strong. Go upstairs into the
    back room and check the terminal for a codex, and search the body to
    discover that it is of one Captain Willem. No happy ending for Garoth.
    Depending on how you tell him, you stand to gain some paragon or
    UNC: Privateers//Talk to Garoth
    Paragon +2
    Renegade +2
    Secondary- Ships and Vehicles//Space Combat: General Tactics
    UNC: Rogue VI							{SDQ030}
    On your way to the Grissom System (see the assignment UNC: Geth
    Incursion) you'll be contacted by.. you guessed it, Admiral Hackett. He
    wants you to head to luna and manually disable a military VI that has
    gone rogue. This mission unlocks an entire talent tree for Shepard, so
    it's a little worth doing.
    Head over to the Local Cluster, Sol System, to get to good 'ol Earth.
    Make sure you check out our home planet for a codex, and swing by Mars
    for another, then land on Luna.
    Primary- Humanity and the Systems Alliance//Earth
    Secondary- Aliens: Extinct Races//Protheans: Mars Ruins
    There are some groups of turrets hanging around the map (one to the
    east, one to the south west, and one group to the west around the
    'Alliance Training Ground.') that should be killed. By now my Shepard
    is strong enough to just get out and circle-strafe until they die. And
    remember, you get twice the experience.. more even.. if you kill them
    out of the Mako.
    Anyway, you have three bunkers which to explore. Do so in any order,
    the assignment isn't done until all the VI Conduits are destroyed. The
    conduits are located in the back, you'll have to fight your way through
    some drones to get at them. The assault drones are nothing, but the
    rocket drones can be a pain, especially when they cluster up and get
    aggressive. Be sure to search the 'Data Port' in one of the bunkers.
    When you destroy the third and final set of drones you'll get a
    message that says you've achieved a 'specialization class.' This
    replaces your 'career' talent tree, such as soldier, and is in
    every way beneficial. As a soldier I have two options: Shock Trooper
    or Commando. Shock Trooper increases health, damage protection,
    Immunity or Barrier, and Adrenaline Rush. All of which are absolutely
    great improvements. On the other hand, Commando increases my damage
    with all weapons, Immunity, Marksman, and Assassination. Frankly, I'm
    going to choose Adrenaline Rush (which make me able to use ALL my
    abilities more often) over Marksman (which sucks considering, I already
    have an Assault Rifle) and Assassination.. it might be nice, but with
    Shepard imminently becoming a tank, I shouldn't have to rely on my
    sniper rifles as much any more. I suppose if you're an infiltrator,
    Commando would be nice, since it makes your pistols nearly as good as
    assault rifles.. but for me, I'm going with Shock Trooper. Anyway,
    you now have twelve ranks of your specialty class (instead of six)
    your seventh rank gives you a good bonus to either damage or damage
    reduction. So make sure to get up to at least rank 7, as there aren't
    too many talents out there that will be a better buy.
    Secondary- Ships and Locations//Vehicles: Combat Drones
    UNC: The Negotiation						{SDQ031}
    When you have a maxed out Renegade meter, Admiral Hackett should
    contact you. He'll ask you to negotiate with a raider named Darius.
    Given your track record, the Alliance is essentially sending you down
    to kill the man, since obviously (due to your Renegade level) peaceful
    negotiations and following the rules aren't your forte. Head over to
    the Hades Gamma cluster, Plutus System, and land on the planet Nonuel.
    Head to the North-east and enter the 'Warlord's Outpost'. Inside you'll
    encounter Lord Darius. If you let him speak, he'll tell you the Alliance
    funded him so he could take over the region. If you pick Renegade
    dialogue options, you'll end up in a fire fight soon enough. However,
    if you pick all the Paragon options and swallow your pride, you can
    resolve the matter without a fight, as unholy as that outcome would be.
    If you don't kill Darius, Hackett will honor your treaty, but you can
    get him to spill the beans about the fact that the whole meeting was
    a set-up, and that you were really supposed to kill Darius. Admiral
    Hackett is a Renegade, too! Groovy.
    Wrex: Family Armor						{SDQ032}
    You should really do this before heading to Virmire. Go to the Argos
    Rho cluster, Phoenix System and land on Tuntau. In the south-west
    corner of the map you'll find a 'Hidden Structure'. Go inside, and Wrex
    will inform you about the guy here (if he's in your party.) Apparently
    Wrex wants his armor back.
    Wrex: Family Armor
    Go through the door, kill everybody, head upstairs, grab the armor,
    and you're done. This will allow you to get through a conversation with
    Wrex later in the game without having to rely on charm/intimidate.
    |								       |
    |			    Galactic Locations 			       |
    |			     	  {GLC001}			       |
    Below I have listed all the galactic locations in Mass Effect, organized
    by cluster and system. Underneath that heading I have information
    detailing any planets, comets, ships, or whatnot that have some interest
    to the player.. Basically if it can be landed on, boarded, or scanned
    for resources. These intra-system objects are listed by their proximity
    to the star (planets on the first orbital ring will be listed first.)
    Planets that can be landed on or ships that can be boarded will have
    an asterisk (*) before the name. The descriptive text is mainly there
    to point out enemies, and to mirror (with brevity) the quests. Note
    that I might call Rare Elements Rare Earths, and vise-versa, because
    the game itself refers to them by the two different names. Same with
    Prothean Data Discs/Disks. I've tried to streamline behind what the
    quest section says, but if I missed a few, you know what I mean.
    |			Argos Rho: Hydra			       |
    *Metgos			(Level 2 Heat Hazard)
    When selected, you'll get a distress call from a party on Metgos. Head
    south-east to find the source. It's actually a geth trap. Smite the
    geth and explore.
    Crashed Probe ->>> North-west of center.
    Heavy Metal ->>> South-west of center.
    Rare Earth ->>> South-east of center.
    Turian Insignia ->>> North-east of center.
    Canrum			Survey: Turian Insignia
    Syba			Survey: Gas Deposit
    |			Argos Rho: Phoenix			       |
    Patashi			Survey: Rare Earth
    Carbonaceous Asteroid	Survey: Prothean Data Disc
    On Tuntau you can start the assignment "Wrex: Family Armor" by heading
    to the 'Hidden Structure' in the lower right corner of the map. Kill a
    bunch of pirates, loot the place, and get Wrex his armor back.
    Crashed Probe ->>> North-west corner.
    Heavy Metal ->>> North of center
    Light Metal ->>> West of center.
    Matriarch's Writings ->>> North-east corner.
    Vebinok			Survey: Light Metal
    |			Armstrong Nebula: Gagarin		       |
    Junthor			Survey: Matriarch's Writings
    Just south of center you'll find the geth you're looking for, in the
    'Overrun Research Base'. Kill them, head back outside and kill the geth
    who show up.
    Crashed Probe ->>> East and slightly north of center.
    Heavy Metal ->>> North and slightly east of center.
    League of One Medallion: South-west corner.
    Rare Earth ->>> South-east of center.
    Rare Earth ->>> South-west of center.
    Antirumgon		Survey: Light Metal
    |			Armstrong Nebula: Grissom		       |
    Benda			Survey: League of One Medallion
    Zaherux			Survey: Light Metal
    Head to the east to find the geth you're after. Kill them, go inside
    the bunker, and kill the geth in there, too.
    Crashed Probe ->>> South of center.
    Light Metal ->>> South-east of center.
    Matriarch's Writings ->>> South-west of center.
    Rare Earth ->>> North of center.
    Rare Earth ->>> North-east of center.
    Rocky Asteroid		Survey: Rare Earth
    |			Armstrong Nebula: Hong			       |
    There are geth in the north-west corner for you to destroy, and geth to
    the east. The geth presence in the north-west is centered around an
    'Anomalous Signal', whose guardians represent a significant challenge
    even for the Mako. In the west, you've got a number of ground troops
    that are better picked off on foot than by the Mako. Once those two
    spots are dead and the planet is searched, you're gold.
    Crashed Probe ->>> East and slightly north of center.
    Heavy Metal ->>> Just north of center.
    Rare Earth ->>> East and slightly south of center.
    Rare Earth ->>> South-west from center.
    Salarian ID Tags ->>> West of center.
    Matar			Survey: Matriarch's Writings
    Treagir			Survey: Light Metal
    |			Armstrong Nebula: Tereshkova		       |
    Carbonaceous Asteroid	Survey: League of One Medallion
    There are some anomalies to the west that are guarded by a Thresher
    Maw, if you're in the mood for some squealin', circle-strafin', and
    experience gainin'. Anyway, the geth you want are to the north-east.
    Again, sniping is your friend. After you've killed enough geth,
    reinforcements will show up, led by a geth prime. You'll be glad
    you're out of reach from this guy.
    Crashed Probe ->>> North-west of center.
    Heavy Metal ->>> South-west of center.
    Light Metal ->>> South-east corner.
    Light Metal ->>> Just north-west of center.
    Prothean Data Disc ->>> West of Center.
    Patamalrus		Survey: Heavy Metal
    Thegeuse		Survey: Heavy Metal
    |			Armstrong Nebula: Vamshi		       |
    North and slightly west of center you'll find the path leading to the
    geth outpost, naturally lined with turrets. Destroy them, and head to
    the outpost. De-geth it, and explore.
    Crashed Probe ->>> South-east corner.
    Light Metal ->>> Just north of center.
    Light Metal ->>> Just south-east of center.
    Rare Earth ->>> South and slightly west of center.
    Turian Insignia ->>> South and slightly east of center.
    Pregel			Survey: Turian Insignia
    |			Artemis Tau: Athens			       |
    Proteus			Survey: Gas Deposit
    Circe			Survey: Gas Deposit
    Pharos			Survey: Turian Insignia
    |			Artemis Tau: Knossos			       |
    Metallic Asteroid	Survey: Heavy Metal
    *Therum			(See Liara's Dig Site in the main walkthrough)
    Archanes		Survey: Gas Deposit
    |			Artemis Tau: Macedon			       |
    *Sharjila		(Level 1 Pressure Hazard)
    Just north of center is a 'Stronghold' surrounded by a number of
    enemies. Kill them, and the ones inside, and download the information
    about Nassana from the terminal.
    Light Metal ->>> South and slightly west of center.
    Matriarch's Writings ->>> West and slightly north of center.
    Rare Earth ->>> North and west of center.
    Rare Earth ->>> South-west corner.
    Porolan			Survey: Matriarch's Writings
    Metallic Asteroid	Survey: Light Metal
    Fargeluse		Survey: Gas Deposit
    |			Artemis Tau: Sparta			       |
    Asteroid Cluster	Survey: Prothean Data Disc
    Head north to find the distress beacon-and a thresher maw. Kill it and
    examine one of the marines to discover that these are Rear Admiral
    Kahoku's boys.
    Crashed Probe ->>> East and slightly south of center.
    Light Metal ->>> South-east of center
    Heavy Metal ->>> South of center.
    Rare Element ->>> South-west of center.
    Salarian ID Tags ->>> North-east of center.
    Ontamalca		Survey: Gas Deposit
    Alsages			Survey: Rare Earth
    |			Attican Beta: Hercules			       |
    Syided			Survey: League of One Medallion
    *Eletania		(Level 1 Toxin Hazard)
    You can find your lost probe to the east. Afterwards, it's time to
    hunt for monkeys. Head to the colony north and slightly east of center
    and enter the mine. Search the monkeys, fight you way through some
    geth ambushers, and leave. Head over to the south-west corner to find
    an 'Anomaly'. If you got the gift from Sha'ira, you can use it now to
    find out a little more about Prothean-human history.
    Crashed Probe ->>> North and slightly west of center.
    Heavy Metal ->>> East and slightly south of center.
    Heavy Metal ->>> West of center.
    Zatorus			Survey: Heavy Metal
    |			Attican Beta: Theseus			       |
    *Feros			(See Feros in the main walkthrough)
    Sharring		Survey: Prothean Data Disc
    Quana			Survey: Light Metal
    |			Exodus cluster: Utopia 			       |
    No points of interest.
    |			Gemini Sigma: Han			       |
    Paravin			Survey: Matriarch's Writings
    *Mavigon		(Level 1 Cold Hazard)
    Okay, your real goal on this planet is to waste the crimelord here. In
    the south-eastern corner of the map you'll find the Syndicate Hideout.
    Enter, kill, loot, leave. Note that you'll get bonus XP if you kill
    the turrets out of the Mako.
    Crashed Probe ->>> South-western corner.
    Heavy Metal ->>> Just north of center.
    League of One Medallion ->>> Just east of center.
    Light Metal ->>> North-east corner.
    Patatanlis		Survey: Light Metal
    |			Gemini Sigma: Ming			       |
    *MS Worthington		Board
    Go around looting. When you get into the large central room, you'll find
    that various objects have been rigged to explode if you get too close.
    Shoot them to blow them up without getting too close.. they don't do
    much damage anyway. Go search the Crew Quarters first, then the
    Cockpit, and finally the Medical Bay. After reading the last log, Julia
    will attack. Put the deranged biotic down, and shut off Jacob's life
    support. Head back to the Normandy.
    Parag			Survey: Light Metal
    Altanorch		Survey: League of One Medallion
    |			Hades Gamma: Antaeus			       |
    Edmos			Survey: Gas Deposit
    Ploba			Survey: Matriarch's Writings
    There are a number of baddies near a crashed probe near the middle-left
    of the map. You can find the transmitter that is causing Exo-Geni's
    probes to crash in the top left corner of the map. The assignment
    "UNC: Missing Survey Team" can be completed by searching the Research
    Base (just north of center) and examining a computer for more
    information. Now head north to the Excavation Site and exterminate the
    husks within. Search the planet and head back to the Normandy. Be
    careful near the Turian Wreckage, as there is a Thresher Maw nearby.
    Rare Earth ->>> Just south-west of center.
    Rare Earth ->>> Just east of Excavation Site.
    Turian Insignia ->>> Right side of map, south of center.
    Vemal			Survey: Rare Earth
    |			Hades Gamma: Dis			       |
    Nearrum			Survey: Light Metal
    One of Helena Blake's accomplices is on this planet. These guys must
    like the snow, eh? Anyway, head over to the 'Syndicate Hideout' and
    exterminate him.
    Crashed Probe ->>> South-east of center.
    Heavy Metal ->>> East of 'Syndicate Hideout.'
    League of One Medallion ->>> South of center.
    Light Metal ->>> East of center.
    Metallic Asteroid	Survey: Light Metal
    Raysha			Survey: Turian Insignia
    |			Hades Gamma: Cacus			       |
    Zayarter		Survey: Heavy Metal
    If you have a full Paragon meter, you'll get the incentive to head to
    this planet. To the west, north-west are a group of mercenaries with
    heavy weapons and a corpse nearby. There's also a Thresher Maw by the
    Heavy Metal deposit in the south. In the north-east you'll find a shack
    with no less than three Matriarch's Writings in various containers. The
    base you're looking for is in the south-east, however. Kill as many
    terrorists as you can without shooting researchers.
    Crashed Probe ->>>> South-west corner.
    Heavy Metal ->>>> South of center.
    Matriarch's Writings ->>>> North-east of center.
    Matriarch's Writings ->>>> North-east of center.
    Matriarch's Writings ->>>> North-east of center.
    Rare Earth ->>>> North-west of center.
    Faringor		Survey: Rare Earth
    |			Hades Gamma: Farinata			       |
    Rocky Asteroid		Survey: Light Metal
    *MSV Ontario
    Board the Ontario, and take out the Biotics. Deal with the leader,
    diplomatically, or ammomatically, and loot.
    Juntauma		Survey: Prothean Data Disc
    Nepneu			Survey: Rare Earth
    |			Hades Gamma: Plutus			       |
    Mingito			Survey: Rare Earth
    Clocrolis		Survey: Rare Earth
    *Nonuel			(Level 1 Heat Hazard)
    In the north-western corner of the map you'll find a Light Metal
    deposit guarded by a Thresher Maw, just outside of the operational
    area. The fact that there's a Level 1 Heat Hazard doesn't make marking
    the resource or killing the Thresher Maw any easier. Darius's
    stronghold is in the north-east.
    Crashed Probe ->>>> West of center.
    League of One Medallion ->>>> South-west of center.
    Light Metal ->>>> North-western corner.
    Matriarch's Writings ->>>> South-west of center.
    Rare Earth ->>>> North-east of center, near the Warlord's Outpost.
    |			Hawking Eta: Century			       |
    Head over to the 'Biotic Compound' south-west of center and deal with
    Major Kyle and his gang. When searching the planet, beware the Thresher
    Maw to the north-east. Just south and east of center are a group of
    hostile mercenaries for your killing pleasure. Lots of experience points
    on Presrop. There's also an 'Abandoned Mining Camp north and slightly
    east of center that has some looties.
    Crashed Probe ->>> West of center.
    Rare Earth ->>> South-east of center.
    Heavy Metal ->>> South-west of center, by Biotic Compound.
    Turian Insignia ->>> Slightly north-west of center.
    Metallic Asteroid	Survey: Heavy Metal
    Canctra			Survey: Light Metal
    Tharopto		Survey: League of One Medallion
    |			Horse Head Nebula: Fortuna		       |
    Maganlis		Survey: Turian Insignia
    Therumlon		Survey: Rare Earth
    Helena Blake awaits you to the south, after you've dealt with her
    accomplices. Deal with her as well and explore.
    Crashed Probe ->>> west of center.
    Heavy Metal ->>> North and slightly west of center.
    Rare Earth ->>> East and slightly north of center.
    Rare Earth ->>> South-east of center.
    Turian Insignia ->>> Just south-west of center.
    |			Horse Head Nebula: Pax			       |
    *Noveria		(See Noveria in the main walkthrough)
    Veles			Survey: Matriarch's Writings
    |			Horse Head Nebula: Strenuus		       |
    Yunthorl		Survey: League of One Medallion
    Antitarra		Survey: Gas Deposit
    MSV Majesty
    *Xawin			(Level 1 Cold Hazard)
    Scan the MSV Majesty to get the ability to land on Xawin. In the north
    eastern corner there is another geth ambush waiting for you. You'll
    find a 'Mercenary Base' in the north west, replete with turrets and
    snipers outside that must be demolished. Kill everything inside and
    find the body of Captain Willem. Be careful near the crashed probe,
    as a thresher maw lurks nearby.
    Crashed Probe ->>> South-west of center.
    Heavy Metal ->>> North of center.
    Heavy Metal ->>> South-east corner.
    Light Metal ->>> North-east of center.
    Turian Insignia ->>> Just south of center.
    |			Kepler Verge: Herschel			       |
    *MSV Fedele
    Destroy the 'Test Subjects' and head to the south-eastern room. Once
    your confrontation with the good doctor is over, leave.
    Rocky Asteroid		Survey: Heavy Metal
    |			Kepler Verge: Newton			       |
    Head to the south-west to discover an underground facility. Kill the
    mercenaries outside, enter, and kill some more mercenaries. Resolve the
    conflict with Toombs and the scientist one way or another.
    Crashed Probe ->>> South-west of center.
    Heavy Metal ->>> South-west corner.
    Heavy Metal ->>> South-east corner.
    Turian Insignia ->>> Just north and slightly east of center.
    Klencory		Survey: Matriarch's Writings
    Juncro			Survey: Gas Deposit
    |			Local Cluster: Sol			       |
    Land on the planet and head west to find the 'Alliance Training Ground.'
    Kill the turrets and empty the three bunkers. There are also more
    turrets to the south-west and east that can be harvested for bonus
    Crashed Probe ->>> North-west of center
    |			Maroon Sea Cluster: Caspian		       |
    *MSV Cornucopia
    Board the ship and head into the crate-filled cargo area, which is
    crawling with husks. Kill them and head into the crew quarters for loot,
    and finish by heading into the cockpit and reading the captains log.
    Clotanca		Survey: Heavy Metal
    Farnuri			Survey: Heavy Metal
    Antida			Survey: Turian Insignia
    |			Maroon Sea Cluster: Matano		       |
    You have three areas of interest on Chasca, the two 'Civilian
    Structures' and the 'Science Facility', all of which are located in the
    south-western corner of the map. Go get 'em.
    Escape Pod ->>> South and west of center.
    Heavy Metal ->>> North of center.
    Light Metal ->>> Just south of center.
    Prothean Data Disc ->>> South-east of center.
    Rare Earth ->>> Far north of center.
    Metallic Asteroid	Survey: Heavy Metal
    Rocky Asteroid		Survey: Prothean Data Disc
    Supay			Survey: Light Metal
    |			Maroon Sea Cluster: Vostok		       |
    You'll get a message from Joker when you scan this planet, telling you
    the Normandy picked up a distress signal. To the north-west you'll find
    some Thorian creepers and a trailer with some loot. For the assignment,
    you'll find a Science Facility to the south east. Blast some Thorian
    creepers, enter the complex, kill, and loot.
    Engine Debris ->>> East of center
    Heavy Metal ->>> West and slightly north of center.
    Light Metal ->>> South and slightly west of center.
    Turian Insignia ->>> North-east corner.
    Metallic Asteroid	Survey: Heavy Metal
    Pataiton		Survey: Matriarch's Writings
    |			Pangaea Expanse: Refuge			       |
    *Ilos			(See Ilos in the main walkthrough)
    |			Sentry Omega: Hoc			       |
    *Virmire		(See Virmire in the main walkthrough)
    |			Serpent Nebula: Widow			       |
    This is where everybody's favorite Citadel is. The many, many
    assignments you can take on are covered in the walkthrough or the
    side quests sections above.
    |			Styx Theta: Acheron			       |
    You can land on Altahe after Noveria, but I tend to put it off for
    later. There are the common lootables around, but the main attractions
    are the hive clusters. There's one just south-east of center, each of
    which will consist of several hives, and each of those is protected by
    some Rachni warriors, and typically one brood warrior, a big Rachni
    that can use biotics. Take 'em out one at a time and you'll be fine.
    South of center you'll find a 'Listening Post' which is surrounded by
    hives. Go give it a bit of exploration love and search the terminals
    in the back.
    Crashed Probe ->>> North and east of center.
    Heavy Metal ->>> South and west of center.
    Matriarch's Writings ->>> South of center.
    Rare Earth ->>> North and west of center.
    Carbonaceous Asteroid	Survey: Turian Insignia
    Grosalgen		Survey: Light Metal
    |			Styx Theta: Erebus			       |
    You'll land on Nepmos ideally after getting an assignment to come here
    while exploring Alathe. Go to the Listening Post and kill Rachni until
    there are no more to kill. Your assignment will upgrade after talking
    to Durand, and you'll get more bugs to kill to the west at the
    'Rachni Infested Mine'.
    Crashed Probe ->>> South west corner.
    Heavy Metal ->>> South east of center.
    League of One Medallion ->>> West of center.
    Light Metal ->>> South west of center.
    Rare Earth ->>>> North eastern corner, near the Mining Camp.
    Quaji			Survey: Heavy Metal
    Wermani			Survey: Prothean Data Disc
    |			Voyager Cluster: Amazon			       |
    The main thing to do here is find the missing nuke, which can be found
    in a mineshaft north-west of center. Find the nuke in the mine and
    meet one of Shepard's many fans, a Batarians named Haliat. Disarm the
    nuke, leave the mine, kill Haliat, and finish exploring the planet as
    Light Metal ->>> South-west of center.
    Light Metal ->>> North-west corner.
    Rare Earth ->>> South of center.
    Turian Insignia ->>> North-east of center.
    Sonedma			Survey: Rare Earth
    Sybin			Survey: Turian Insignia
    Tremar			Survey: Gas Deposit
    |			Voyager Cluster: Columbia		       |
    Besides the obvious 'Underground Facility' of Cerberus' that needs
    destroying, there's a thresher maw guarding a trailer with some loot
    in the south-west. Oh, and do destroy the Cerberus presence, by the way.
    Crashed Probe ->>> South and slightly east of center.
    Heavy Metal ->>> East of center.
    Light Metal ->>> South and east of center.
    Rare Earth ->>> North and slightly east of center.
    Salarian ID Tags ->>> Just west of center.
    Ontaheter		Survey: Rare Earth
    Gromar			Survey: League of One Medallion
    |			Voyager Cluster: Yangtze		       |
    There are three 'Research Bases' on Binthu that need to be destroyed.
    Crashed Probe ->>> West of center
    Heavy Metal ->>> North of center.
    Prothean Data Disc ->>> South of center.
    Rare Earth ->>> South-east of center.
    Dregir			Survey: Light Metal
    Alrumter		Survey: Prothean Data Disc
    Patajiri		Survey: Rare Earth
    |								       |
    |			     Miscellaneous			       |
    |			     	{MSC001}			       |
    In this section I will record the progress of my Shepard when I feel it
    is significant, just to give you an idea of how I played through the
    game. This is entirely for reference, and since the drops are
    luck-based, don't fret if you've got worse gear.. and obviously, you'll
    be happy as a clam if you have better, right? I didn't include any info
    for before level 20, as you really don't have all that much variation
    in the gear you get until you start to level. When you get weapons and
    upgrades that are level III and IV, you know you're going to get new
    gear soon..
    Level 21 Shepard (my level after completing UNC: Rogue VI)	{MSC002}
    Pistols			0/12
    Shotguns		0/12
    Assault Rifles		8/12
    Sniper Rifles		3/12
    Combat Armor		7/12
    First Aid		0/12
    Assault Training	8/12
    Fitness			12/12
    Lift			1/12
    Soldier			1/12
    Charm			1/12
    Intimidate		2/12
    Spectre Training	1/12
    Unspent			8
    Health			312
    Creds			238735
    Weapons			Raptor IV	Striker IV
    			Assault Rifle	Sniper Rifle
    Damage			198		152
    Shots Before Overheat	49		1.5
    Accuracy Rating		31		59
    Armor			Onyx IV
    			Heavy Armor
    Damage Protection: 	39
    Shields:		126
    Tech/Biotic Protection	0
    Level 37 Shepard (my level after completing Artemis Tau)	{MSC003}
    Pistols			0/12
    Shotguns		0/12
    Assault Rifles		8/12
    Sniper Rifles		3/12
    Combat Armor		8/12
    First Aid		0/12
    Assault Training	12/12
    Fitness			12/12
    Lift			12/12
    Shock Trooper		12/12
    Charm			2/12
    Intimidate		2/12
    Spectre Training	1/12
    Unspent			11
    Health			555
    Creds			1431522
    Weapons			HMWA VII	HMWSR VII
    			Assault Rifle	Sniper Rifle
    Damage			336		278
    Shots Before Overheat	63		1.8
    Accuracy Rating		75		85
    Armor			Onyx IV
    			Heavy Armor
    Damage Protection: 	39
    Shields:		126
    Tech/Biotic Protection	0
    Level 43 Shepard (my level after completing Feros)		{MSC004}
    Pistols			0/12
    Shotguns		0/12
    Assault Rifles		8/12
    Sniper Rifles		3/12
    Combat Armor		8/12
    First Aid		0/12
    Assault Training	12/12
    Fitness			12/12
    Lift			12/12
    Shock Trooper		12/12
    Charm			3/12
    Intimidate		3/12
    Spectre Training	1/12
    Unspent			17
    Health			617
    Creds			1182527
    Weapons			HMWA VII	HMWSR VII
    			Assault Rifle	Sniper Rifle
    Damage			336		278
    Shots Before Overheat	63		1.8
    Accuracy Rating		75		85
    Armor			Colossus IX
    			Heavy Armor
    Damage Protection: 	78
    Shields:		420
    Tech/Biotic Protection	16
    Level 48 Shepard (my level after completing Noveria)		{MSC005}
    Pistols			0/12
    Shotguns		0/12
    Assault Rifles		8/12
    Sniper Rifles		3/12
    Combat Armor		8/12
    First Aid		0/12
    Assault Training	12/12
    Fitness			12/12
    Lift			12/12
    Shock Trooper		12/12
    Charm			3/12
    Intimidate		3/12
    Spectre Training	1/12
    Unspent			22
    Health			671
    Creds			5492343
    Weapons			HMWA VII	HMWSR VII
    			Assault Rifle	Sniper Rifle
    Damage			336		278
    Shots Before Overheat	63		1.8
    Accuracy Rating		75		85
    Armor			Colossus IX
    			Heavy Armor
    Damage Protection: 	78
    Shields:		420
    Tech/Biotic Protection	16
    Level 50 Shepard (my level heading to Ilos)			{MSC006}
    Pistols			0/12
    Shotguns		0/12
    Assault Rifles		12/12
    Sniper Rifles		3/12
    Combat Armor		12/12
    First Aid		0/12
    Assault Training	12/12
    Fitness			12/12
    Lift			12/12
    Shock Trooper		12/12
    Charm			3/12
    Intimidate		3/12
    Spectre Training	1/12
    Unspent			16
    Health			732
    Creds			6597091
    Weapons			HMWA X		HMWSR X
    			Assault Rifle	Sniper Rifle
    Damage			384		336
    Shots Before Overheat	77		2
    Accuracy Rating		77		86
    Armor			Colossus X
    			Heavy Armor
    Damage Protection: 	79
    Shields:		450
    Tech/Biotic Protection	18
    Level 60 Shepard (after beating the game on Hardcore & Insanity){MSC007}
    Pistols			4/12
    Shotguns		2/12
    Assault Rifles		12/12
    Sniper Rifles		12/12
    Combat Armor		12/12
    First Aid		0/12
    Assault Training	12/12
    Fitness			12/12
    Lift			12/12
    Shock Trooper		12/12
    Charm			12/12
    Intimidate		12/12
    Spectre Training	12/12
    Unspent			0
    Health			860
    Creds			9999999
    Weapons			HMWA X		HMWSR X
    			Assault Rifle	Sniper Rifle
    Damage			384		336
    Shots Before Overheat	77		2
    Accuracy Rating		77		86
    Armor			Colossus X
    			Heavy Armor
    Damage Protection: 	79
    Shields:		450
    Tech/Biotic Protection	18
    |								       |
    |			Updates/Thanks {UPD001}			       |
    |								       |
    Version 1.0 to 1.01 changes (5/5/2010)				{UPD002}
      o=o 	Added the multiple play-throughs and difficulties sections in
    	the introduction.
      o=o 	Added the romance sub-section in the NPC section of the guide.
      o=o	Updated Charm/Intimidate requirements for General Septimus.
      o=o	Updated Charm/Intimidate requirements for Chellick.
      o=o	Updated Charm/Intimidate requirements for Jahleed.
      o=o	Updated the interaction possibilities with the Warehouse
    	Workers during the assault on Chora's Den.
      o=o	Updated Charm/Intimidate requirements for Rear Admiral
      o=o	Updated Charm/Intimidate requirements for Jeong.
      o=o	Updated Charm/Intimidate requirements for Saren on Virmire and
    	in the Citadel Tower.
      o=o	Updated Charm/Intimidate requirements for Helena Blake
      o=o	Added the Sidequest UNC: Besieged Base and the corresponding
    	Cacus System.
      o=o	Added the Sidequest UNC: The Negotiation and the corresponding
    	Plutus System.
      o=o	Expanded the Index to include Sequence by Sequence sections
    	in the main walkthrough.
      o=o	Updated the Noveria Mira puzzle.
      o=o	Added information to Emily Wong's second quest.
      o=o	Added the Eletania infinite Paragon glitch.
      o=o	Included my ultimate Level 60 Shepard stats.
      o=o	Fixed many, many typographical errors. Still way too many
    	commas in the guide, but that's just my quirk. I love commas..
      o=o	Updated UNC: Dead Scientists Quest
      o=o	Updated UNC: Major Kyle
    Version 1.01 to 1.02 changes (5/17/2010)			{UPD003}
      o=o	Added information to the Mako section of the FAQ.
      o=o 	Added a note about the different versions of Predator Armor in
    	the Licenses section of the FAQ.
      o=o	Included class information for all specialization classes in
    	the Class section.
      o=o   Included the specialization talent bonuses in the Talents
      o=o 	Corrected the Sentinel talent information in the Talents
      o=o 	Corrected the Stasis talent information in the Talents section
    	of the FAQ.
      o=o   Minor updates to the Feros section of the main walkthrough.
      o=o 	Updated the quest on Noveria involving Anoleis, Gianna, and
    	Lorik Qui'in. In addition to making the section less wordy, I
    	added more solutions to the quest.
      o=o	Made several minor updates to the Citadel portion of the FAQ,
    	including the substitution of the name Chellick with Chaleche.
    	Ah, spellcheck. It's at least as harmful as it is helpful..
      o=o	Added the quests for the 'Colonist' and 'Earthborn' backgrounds.
      o=o	Added the Equipment Section to the FAQ.
    Version 1.02 to 1.03 changes (1/29/2012) (380,265 bytes)	{UPD004}
      o=o	Major reorganization of the guide to make it more like my
    	later, better guides. The number of Walkthrough sections have
    	been drastically reduced, resulting in fewer sections filled
    	with more 'Steps' in each Sequence of Events.
      o=o	Walkthrough search keys and the Sequence of Events headings are
    	now below each area transition they refer to, instead of
    	preceeding it. It simply makes more sense aesthetically.
      o=o 	Renamed many of the 'Sequence of Events' steps. Damn, were the
    	original ones bland. 'Head to Spaceport'. That might as well
    	have been the FAQ itself! What a butt-nutter.. anyways, they're
    	more vague and alliterative now, like they're supposed to be.
      o=o	Some 'Sequence of Event' numbers were followed by :, some were
    	followed by ). It was a wrenching, decisive decision, but I
    	ultimately decided to go with ), and homogonized the guide.
    	Curves are better than colons any day.
    Special Thanks to:						{UPD004}
      o=o	Dragonskye, for a much more elegant solution to the Mira
    	terminal puzzle on Noveria. Thanks for making this guide seem
    	more intelligent than it really is.
      o=o	Sverre, for telling me about charming/intimidating Emily Wong
    	during her second mission, and for telling me about the infinite
    	Paragon glitch on Eletania.
      o=o	Jordan, who informed me that if you're rude to Ashely throughout
    	Eden Prime, you can score some Regenade by talking to her on the
    	Normandy and continuing to be obtuse.
    			   ***END OF FILE***

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