_,'._,.. ,. ~.._ ',__,'. .'}_,' { { ' _,' '. ,'_,'-.'._,' _,' |――'――|―――|―――――――| {',-. { {_' ______ { ),'-, | ― |_ ―|_ ―| _, ) ,- _,' '._ '._,' { ___|_,_,_|_|_____|___|___ '-._ '-' _,' '._ ,'.-' | _| _| _ _| ___ _| } / \ ) | _| _ _| _| |_ | | ,-'.' / \ '.'_,'. |_____| |_| |_______| |_| '_.., ( ) ,.._,' } | | } , Spoiler-free FAQ & Walkthrough { ( ) ―'.-'{ by: Shotgunnova (Patrick Summers) ,--' \ / {―'.-'― { _,_ \ _/ / This walkthrough is intended for private ){ '. ―._ _,' (_, home use only, and may not be reproduced '-' _' __ '-.______.' ,'―'--' through electronic or commercial means { _,' '-.__ _,_ '., without the expressed written consent of \} ___} { '-.' the author (Patrick Summers). For further info {'-,-' ,' ,'} on legality and hosting permissions, see legality '-,~,--, ―'― { section at the bottom (quicklink LGLT). ^_______^ ―-'―'― I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Paragon/Renegade ............................................... PRRN Mako ........................................................... MKOO Shop Licenses .................................................. SHPL Tips N' Tricks ................................................. TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 00) Character Creation ......................................... WK00 01) Eden Prime ................................................. WK01 02) Citadel .................................................... WK02 03) Therum ..................................................... WK03 04) Feros ...................................................... WK04 05) Noveria .................................................... WK05 06) Virmire .................................................... WK06 07) Citadel [II] ............................................... WK07 08) Ilos ....................................................... WK08 09) Citadel [III] .............................................. WK09 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Uncharted Worlds ............................................... UNCH Class Overview ................................................. CLSO Assignments .................................................... ASSG Weapon List .................................................... WPLS Armor List ..................................................... ARMR Achievements ................................................... ACHV Tricks ......................................................... TRKS V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― I. CONTROLS [CNTR] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ___ ___ L. Trigger -> /___\___ ___/___\ <- R. Trigger L. Bumper -> /\___/ \___________/ \___/\ <- R. Bumper / ___ ___ _ \ / /,-.\ _ /_ _\ _ _(Y)_ \ <- Y-Button L. Analog -> / (( )) {_} ( _/_ ) {_) (X)―(B) \ X-Button ( \'-'/ \___/ ―(A)― ) A-Button | ――― _,-._ ___ ― | B-Button ( /_|―|_\ /,-.\ ) D-Pad -> \ (|_ _|) (( )) / <- R. Analog \ \ |_|_/ \'-'/ / \ ―'-'_,-------._――― / \ _,~'― ―'~._ / '-'― ―'-' L3 and R3 buttons are accessed by pressing the left and right analog sticks downward, respectively. Nonfunctional buttons aren't listed below. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |―――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | D-Pad | Command allies (L=Rally, U=Move, R=Target, D=Take Cover) | | Start | Bring up mission computer/main menu | | Select | Throw grenade | | Y-Button | Use a medigel on party (first aid) | | X-Button | Draw weapon | | A-Button | "Action" button, for inspecting things, taking items, etc. | | B-Button | Holster weapon | | R Bumper | (Hold down) Bring up party's ability wheel | | R Trigger | Unholster weapon / Fire weapon (if unholstered) | | R Analog | Controls camera | | R3 Button | Increase zoom (for sniper rifles) | | L Bumper | (Hold down) Bring up weapon select for party | | L Trigger | Bring up first-person POV (with drawn weapon) | | L Analog | Controls movement | |___________|_______________________________________________________________| Additionally, for uncharted worlds, the squad can pilot the Mako, a gigantic ATV with a tank cannon. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |―――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | Start | View mission computer | | Y-Button | Repair vehicle (uses omni-gel; can't attack/move during) | | X-Button | Return to the Normandy (only while in Mako -and- inert) | | A-Button | Use thrusters (boosts vehicle upwards with current momentum) | | B-Button | Exit Mako | | R Bumper | Fire cannon | | R Trigger | Fire machine-gun | | R Analog | Camera control | | L Trigger | First-person POV (for turret) | | L Analog | Movement control | |___________|_______________________________________________________________| _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― II. TH' BASICS [THBS] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― PARAGON/RENEGADE [PRRN] ―――――――――――――――――――――――――――――― The Paragon/Renegade gauges (which can be viewed in Shepard's equipment screen) affect many things in the game. Mass Effect's unique dialogue trees allow the player to pick certain choices to gain Paragon/Renegade points, which fill the corresponding gauges. Helpful, altruistic, or understanding choices give paragon points; self-serving, ruthless, and generally mean decisions give Renegade points. The "answer wheel" appears during dialogue and features all the current choices the player can pick. The NW and NE options are "paragon" by nature, while the SW and SE options are "renegade" by nature. The left/rightmost options show ambivalence and are considered "neutral," giving no points to either gauge. The leftmost neutral slot is also used for investigation purposes. [NOTE: Certain choices give the points; there isn't a for-sure way to get them without foreknowledge. Also, sometimes the conversation is geared toward one outcome and, say, the neutral choice may give P/R points.] Here's an fake example of an answer wheel: |――――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | Let me help you up. -. _________ ,- Are you alright? | | \//―――――――\\/ | | Investigate. --(( ))-- I'm good. | | /\\_______//\ | | [Shoot person.] -' ――――――――― '- Get outta my face! | |__________________________________________________________| Shepard's Charm/Intimidate options will directly affect if the NW/SW options appear. These special options will be colorized if they appear, grayed-out if the C/I talents are too low. Not only do these options typically give more Paragon/Renegade points than normal options, but some situations CANNOT be resolved in a happy manner unless one's C/I talents are at a certain level. An non-spoilerish example of this is a standoff on planet Virmire. The Paragon/Renegade gauges are broken down into chunks, which show up as a line through the bar at certain (uneven) intervals. When each gauge is 10%, 25%, or 75% full, it gives a free Charm/Intimidate point. MAKO [MKOO] ―――――――――――――――――――――――――――――― When exploring worlds, there's only one vehicle suited for the job: Mako! Not only is it an all-terrain six-wheeler, but it's equipped with a machine gun and cannon for fighting off hostiles. There are some things to know when using it, however. • Mako can climb mountains, freefall thousands of feet, and generally horse off on the planetscape without incurring any damage. However, there are some places it can't go, and that's too far outside the operation zone (the red marking on the minimap) and, in rare occurances, lava. Going in lava's instant death, obviously. • Some planets have such mountainous terrain that it's hard to get around. If you come to a sheer cliff, the vehicle can often slip down; however, by wiggling perpendicular to the slope, Mako can get some traction and perhaps slow-crawl up to the top. This doesn't always work but it's important to realize how much traction helps! • The trajectory of the cannon and machine gun can be off if not on level ground; they fire straight, not in arcs. If you want to snipe something from far away, make sure the thing isn't cresting a hill or on too uneven ground. • The vehicle can repair itself with the Y-button (uses omnigel) and how much HP is restored depends on the team's Electronics stat. Note that Mako can't fight back while in self-repair mode, so make sure to leave the battlezone (such as going around a hill for static targets) and doing it there. • Killing things with its weapons gives reduced XP than normal, so you may want to get out on foot. It's possible to weaken an enemy and then exit to "take the credit," which helps when fighting thresher maws and geth colossi. SHOP LICENSES [SHPL] ―――――――――――――――――――――――――――――― Although the world has many shops, chances are the one Shepard is near most is the one onboard the Normandy. This one starts out as just a basic shop, but when a license -- a unique item sold elsewhere -- is bought, the ship's quartermaster will gain the ability to sell that company's merchandise. Now, once bought, licenses don't appear in the inventory, cannot be bought/sold thereafter, and can only be bought once. Shops around the world carry 'em, but some don't appear until a set level is reached, for reference. Here's where they can be found (no spoilers): • Aldrin Labs -----------> Citadel Wards (C-Sec) • Ariake Technologies ---> Citadel Wards (C-Sec) • Armali Council --------> Vermire • Armax Arsenal ---------> Citadel Upper Wards, • Devlon Industries -----> Citadel Presidium • Elanus Risk Control ---> Citadel Lower Wards, Virmire • Elkoss Combine --------> Citadel Upper Wards, Noveria (Port Hanshan) • Haliat Armory ---------> Feros (Zhu's Hope) • Kassa Fabrication -----> Citadel Wards (C-Sec), Noveria (Peak 15) • Geth Armory -----------> Citadel Lower Wards • Rosenkov Materials ----> Noveria (Port Hanshan) • Serrice Council -------> Citadel Presidium • Sitta Foundation ------> Citadel Presidium, Noveria (Peak 15) There is no "Hahne-Kedar" or "Spectre - Master Gear" license to buy because the quartermaster will have them by default (the latter post-Citadel). It's worth mentioning that only storyline planets have shops on them, so these're the only locations where things can be bought/sold. TIPS N' TRICKS [TPST] ―――――――――――――――――――――――――――――― Mass Effect can be pretty brutal on those who like to run in Rambo style, so here's a compilation of tips and their ilk to get a leg up. Like usual, any reader who has a killer trick can send it my way, and if it's good 'nough (keep it germane and reproducible) I'll stick it here with credit. SAVING. A fundament of any game, saving is very important, and this applies even if auto-saves are turned on. As you'll soon find, auto-saving takes place only when going back to the Normandy, to a planet/location, or after certain storyline-based events. That leaves a whole lotta space in-between, and if the player isn't diligent about saving, it can get pretty annoying if things go south. The game keeps track of the # of saves, but it affects nothing so don't feel intimidated. • COVER YOURSELF. The enemy has no problem ganging up Commander Shepard, and unlike allies, if s/he dies, it's automatic game over. Sidling up to a flat (vertical) surface lets the commander back up to it, which not only provides cover and quick-fire opportunities around corners, but gives a safe vantage point to see enemies around without being pumped full of plasma. Just make sure your back/flank is cleared first or someone can just walk up to the team and play firing squad. [When tall back-to-back cover is unavailable, pressing L-Stick in will commence crouching, which lets Shepard use shorter things as cover, like cement embankments.] • BOTTLENECKING. No, not slide guitar! Some enemies will swamp the party on many sides, which is an obvious disadvantage. So what to do? Find a bottle- -neck, such as the access corridor the squad went in. By forcing the enemy into the tight space ("bottleneck"), it gives perfect firing opportunities by all allies and robs the enemy of any cover. This is not only a good all- -around tactic but can be used as leverage if the allies aren't equipped that well (which usually comes with being low-leveled). Note that not all enemies are going to bumrush a corridor, so sometimes Shepard will have to command allies to stay put and act as bait to draw enemies closer. Since many uncharted planets' bases are exactly the same structure-wise, this tactic will save a lot of grief. • TEAMMATE SKILLS. Since Shepard's cohorts have fixed jobs, this means that certain combinations may be good or bad (although all cna work technically). Some people -- like Wrex and Garrus -- are good at both weapons and biotics, and this balance reflects in their skills and armor. Others, like Kaidan & Liara, are best as support and aren't that useful in a straight-out fight. Since the player can pick which job Shepard is, it's wise to surround one- -self with allies who best compliment that setup. Either way, having someone around with First Aid, Decryption, and Electronics skills will be a good idea, so don't count those support units out yet. • INVENTORY MANAGEMENT. Along the course of the game, there's going to be a lot of items, weapons, armor, and upgrades obtained. To put that in perspective, imagine fueling a planet-sized economy with the amount of those commodities obtained. Yeah, it's that much! That's why it'll always be a good idea to prune the inventory in three main ways: (1) selling items for profit, which isn't always possible on uncharted planets but is the only method that increases the benjamins (2) turning items into omni-gel, which is essential for decryption and other such things (3) not pick it up in the first place, which is a good idea if your team is outfitted well already and 999 omni-gel is already obtained. Crewmembers not used very often can be outfitted on the Normandy by going to their belowdecks lockers. • CHOICES MATTER. Shepard can be played as an altruistic saint, a neutral fence-sitter, or a heartless bastard -- middle ground, however, gives no benefits. Doing good deeds and showing self-sacrifice will give points to the Paragon gauge, which adds points to the Charm stat and gives random bonuses at certain increments (health bonus, lower cooldown times). Treating fellow races like crap, showing disdain for others' plights, and acting like a loose cannon will give "Renegade" points, the flipside to the Paragon gauge. However, this doesn't mean this path is bad -- in fact, it gives bonuses to the Intimidate stat and extra bonuses as well (First Aid cooldown lowered, health regeneration, etc.) There is no wrong way to play the commander, but be warned: some situations can go awry unless Shepard's able to talk his/her way out of it! [In the early going, investing points in Intimidate/Charm can pay off later.] • EXPERIENCE THINGS. And by that, I meant experience (EXP) comes in all sorts of ways, not just blowing monsters' heads off. During downtime, Shepard's able to gain experience by doing miniquests, inspecting things, learning more about the Normandy crew, and so on. Since experience is shared with all allies -- including ones not in the main party -- this is a good way to nickel-and-dime the system into giving level-ups. Note that this is not as necessary when galaxy exploration becomes available, but hey, free EXP is still EXP, and maybe the commander can make a pretty penny out of some deals. _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 00) CHARACTER CREATION [WK00] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Before the main game takes place, the player has to build Commander Shepard from the ground up. The choice of gender, background, aesthetics, and job class are all up in the air! Default names for Shepard are John and Jane, respectively. NOTE: See class overview for particular information. I would recommend a newcomer play Shepard as a soldier the first time around, just since they get the best armor and weapon options. Most of this is self-explanitory, but y'may be wondering: does this have any relevance? Yes. The job class one picks cannot be changed throughout the game, while each gender allows for certain romantic interests. The chosen background affects certain dialogue options, which may in turn affect Paragon/Renegade gauges. The part about Shepard being a famous human war hero always remains, to wit. Depending on the choices, Shepard will start off with a certain amount of Paragon/Renegade points: Colonist + Ruthless ------> [+15R] Colonist + Sole Survivor -> [+10P, +10R] Colonist + War Hero ------> [+15P] Earthborn + Ruthless ------> [+20R] Earthborn + Sole Survivor -> [+15R, +05P] Earthborn + War Hero ------> [+10P] Spacer + War Hero ------> [+10P] Spacer + Ruthless ------> [+10R] Spacer + Sole Survivor -> [+05R, +15P] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 01) EDEN PRIME [WK01] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― A few notes before getting into the walkthrough. It's written on the default difficulty (Normal) so everything gathered in the document's based off that. Reply choices and how they affect the gauges will be listed as well, but only relevant ones are shown -- convo choices not put there don't affect anything. NORMANDY ―――――――― Before Eden Prime is visited, Shepard starts out in the Normandy's bridge with the pilot (Joker) and Kaiden Alenko, who'll we'll learn more about in a bit. There'll be some chit-chatting here and the first of many decisions that affect Shepard's growth. If you read the manual, you'll know that there are three types of answers: paragon, neutral, and renegade, which are listed in that respective order from top to bottom. Later, when the Charm/Intimidate skills are increased, more options (blue- or red-colored) appear on the "answer wheel"'s left side. For now, it's simple. [+2P] "I agree." [+2R] "Cut the chatter!" The captain will then want to see the commander at the other end of the ship, in the comm room. There's usually events that can be done in-between these story-forwarding exchanges, but for now, there's only one with the corporal and doctor talking near the galaxy map. [+2P] "Relax, Jenkins." [+2R] "Part of the job, Doc." In the comm room, Nihlus will be waiting. Although there's a long convo that takes place here, none of the options affect much. However, for those trying to get the Scholar achievement, Nihlus can namedrop the Protheans if the convo's swung in that direction, and that codex entry's (apparently) missable. And after that, it's down to the planet! EDEN PRIME ―――――――――― NOTE: Whatever difficulty this mission finishes on is secured for the rest of the game (can't be changed). People trying to get Hardcore achievements (etc.) on their new game plus files should keep this in mind. Beacon Bullets (•) denote chests _____|____ _ of any type (or kits!) |―|___/• \___|•| |• _____ • _____ | |_|__/____|__|__ •\__|_| ________ |_! ! !| _| _ • |####| |――――――――――| |― /__ )――――― |― !―| |― ―| Train -) ) ) |――― | |_ ―――| Station / ••/\ ―| |― | |― ( (―――Farmers |―― ―――――――――― ――| Ashley Williams ) \__ |_|―――|_________|――|_| \ ( ••• ) /――――――――\ \ _/\ The mission here is to retrieve the beacon, (• ••/―| \_/ / Camp and Shepard is backed up by our friend Kaidan ___) { (_ •) ) (Sentinel) and Corporal Jenkins (Soldier), /• / \ ― / both of which should have 2 spots for leveling \ /―――― /――― up their talents. I suggest putting some spots / \ Dig Site into Kaidan's First Aid and Assault Rifles for the ( ) corporal. If you haven't used any of Shepard's three \ / points, try putting 'em into your favorite weapon -- / ) _____ Assault Rifles are always good -- or Charm/Intimidate ( (_/ • ) for faraway payoffs. \___ (―― / ) ) Near the drop zone where some "gas bags" float Corpse (___/-Start aimlessly, look for a dead end which has a weapon Event upgrade. Up the path, after a rather sad event, shoot down some recon drones and inspect the corpse. [+2P] "He deserves a burial." [+2R] "Forget about him." Further up the road, past the upgrade kit, some more recon drones appear in the forest footpath. A [Medi-Gel] kit is along one of the small hills here, too. Near the other side here, a soldier named Ashley Williams will be getting attacked by some geth troopers, mere foot soldiers and some of the more common enemies in the game. [+2P] "Are you okay?" [+2R] "We're on a mission." Ashley Williams (soldier) will end up joining no matter what, and she's very good at her job despite having no biotics ability. I suggest improving her Assault Rifles ability and at least one point in 'Soldier,' which allows for minor health regeneration. There's a [Scorpion 1] light armor here and Kaidan needs it more than anyone, if yer feelin' altruistic. At the dig site, the beacon is missing but a few troopers are around. The game will say to crouch (press L-Stick in) behind small objects for cover, and that'll come in handy throughout the game. Geth are machines so remember to equip those Armor-Piercing Rounds found back a ways. Some weapon upgrades are near the investigatable beacon plinth, so don't forget 'em either. Since Kaidan can only use pistols, give him the one found...you can see how much babying must be done for some classes, huh? The camp is the next destination, and it's right nearby. Husks attack here, being ex-human machines that emit an area electrical attack at close range. Try to take 'em out from afar; the pistol has best accuracy at this point. When defeated, loot the open trailer and decrypt the other. How to decrypt? Just quickly follow the button input, three in all. If you screw up, use some omni-gel to get in. Inside said trailer is a survivor. [+2P] "You're safe." [+2R] "Tell me what happened." If Shepard's Intimidate skill is high enough, more options are available when talking to Manuel. [+9R] "Time for you to shut up!" Decking Manuel is probably the first blatantly rude thing to do in the game, but hey, it sure was fun! Down the road, at the train station, are some geth walking the platform. Bumrushing them is stupid, but there are a few ways to make this easier (waiting for them to come up the road, shooting explosive canisters near them, etc.). A few husks join the fray but are easy fodder. Nearby is a locked shed with some farmers inside. By using Charm/Intimidate options, they can be pressed for more information about the local smuggling ring. Cole gives the team a pistol [+2P] "It's safe." [+2R] "You're holding out on me." [+2P] "He may know something." [+2R] "Is he worth dying for?" On the platform, talk with Nihlus and a refugee (Powell) will appear from behind some crates. An investigative conversation plays here but won't impact the P/R gauges...unless you found out that Powell was part of the smuggling ring from Cole. Interrogating him in this fashion can make him give up a grenade upgrade. [+2P] "Let it go, Williams." [+2R] "You're lying." Shoot your way down to the walkway parallel to the train tracks, and use the knee-high barriers as cover while taking out the geth. Any ally who "dies" here will be automatically resurrected when all hostiles are neutralized. Operate the train controls when they're smoldering piles. When arriving at the train station, Saren's forces will have setup some bombs and there's a 5:00 running timer to defuse them all. Shepard is the only one who can do so (they look like flags on the mini-map) and can't fight back when doing so, so take out local foes first, or at least find cover. There are four in all. Watch out for rocket-firing shock troopers, which are basically a OHKO at this early stage. Following the demolition charges' deactivation, the other side of the train platform has a few more geth to clear out. Collect the items from the crates 'round here before inspecting the beacon to end the level. NORMANDY ―――――――― Shepard wakes up in the ship's medical bay, but nothing comes of the rather long dialogue portion that ensues. The destination is talking to Joker but wandering around can now be done in full. Remember that you can change unit equipment by inspecting lockers in the cargo bay, which is down the lift. • Kaiden and Ashley are in the mess hall, and both have conversations that can wind around to the following options. [+2P] "You helped." [+2R] "The mission failed." • Inspecting the Mako (cargo bay), a computer panel (by galaxy map) and the comm link (comm room) gives minute amounts of experience. • Inspecting Shepard's locker (by mess hall) gives a few weapons, randomly generated. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 03) CITADEL [WK03] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Citadel is the most complex city in the game, so don't take this as some kind of standard or anythin'. There are two main areas of here: the Presidium, where politics go on, and the Wards, where normal people hang out. That's how I will split up the section here. Once the do-nothing meeting with grumpy Ambassador Udina is done, walking around can be done. The destination will be the Citadel Tower, but since the Wards won't be open until after meeting with the Council, y'might as well do the mandatory stuff at the start. CITADEL TOWER [MANDATORY] ――――――――――――――――――――――――― This is accessible from the NW part of the Presidium -- check the map below or the one in-game to find it. Following a longtastic elevator ride, talk with Executor Pallin, which introduces a scene with Garrus Vakarian. Locate Cap'n Anderson across the lobby to start the councilors' meeting. [+2P] "Quit protecting him!" Afterwards, the goal becomes to locate Harkin in Chora's Den. This will be covered in "The Wards [Mandatory]" section below. There is one optional event in the citadel tower at the moment. • Talk with Chorban near the mezzanine's Keeper and talk with him until the option to help him scan the Keepers comes up. This begins the assignment "Citadel: Scan the Keepers". PRESIDIUM [OPTIONAL] ―――――――――――――――――――― Embassy Wards |―|-Lounge Volus/Elcor Office Citadel Access ) )_ |――――| \ Tower | / \_______| __|________|――――| | _|―|/ _ _ _|__|_ | _ |―| _,' ! |______(C-Sec| |― ―| | | \__| |__,' \ HQ ―| |―| |―――― | X _,'―――――\ \ \_____| X |_|_____| | |―――――\― / \ \ ! \ \ ( ( ) ) ) \_―――――――――――― / Udina's \ \ ( / / ) /―――――\―――― Office \ \ \/ / | | To C-Sec \ ―'._/ / | | Academy ―\ ( | ―| \/\! \ |― _| |――――――――――――――――――――――――――――| /\ \ ____ | | | X = Avina Location | Bank-( '.____/X /___| |__ | ! = Rapid Transit Terminal | \__\_ ! | |____________________________| / ―\ /――|―― | (――' /――――― | |―― Okay, first a little about the Citadel. ―\ .___/ |― ―――| There is a rapid transit service that'll _) / \ |_____ | immediately send Shepard and the crew to (__/ Emporium |_______| the desired location; the catch is it only / goes to previously visited areas, so one Consort's Chambers will have to do the legwork first. Avina Terminals are meant to give information on things, and aren't really necessary in the grand scheme of things. Now, for the Citadel's Overview. I'll skip currently unnecessary locations. • Udina's Office is the starting point, and has a decryptable laptop. Hack it to unlock the assignment "Unusual Readings," which can be done later. • Hack the laptop in Executor Pallin's office (in embassy) to unlock the "Strange Transmission" assignment that can be done later. • MINUTE EXPERIENCE GAINING: Learn about the volus/elcor ambassadors, speak with the embassy receptionist, inspect the diplomatic archives near the lounge; learn about Executor Pallin, get the Citadel lowdown from Avina terminals, chat with Barla Von at the bank; • Talk with Nelyna at the consort's chambers and after a conversation, the consort herself (Sha'ina) will want to see the commander. Agree to help her deal with a lie-spreading general in Chora's Den to unlock the "Asari Consort" assignment. THE WARDS [OPTIONAL] ―――――――――――――――――――― Chora's Den ____/ / _ \ ( (_) ――――――| Alleyway | ___/| |―| | \ | | |_ ― _| /―――――\_____|―|-To Wards Access Tunnel | ―| | |####|――――― | | |―\ ―| |― ――――| |――――――――――| | | ) | | | | To | | Clinic |― ――|\― ―――\ (――――― ――/\ Flux | | \ To C-Sec |_____| \ Lower \ \ | |―\/ \_|―|_| |____ __/――――――| Academy / \Markets) ) |_|_/ / ' \ __|―| | Fist's \ ( | Emily Wong \_ _) | |―| Office \_____\ \________,_____________,__________/ | | # # # __| |__ ########## ###############|__ \ \____/ • Talk with Jahleed in the C-Sec building's west wing and agree to help him out against Chorban, who's apparently trying to kill him. This opens the "Citadel: Jahleed's Fears" mission. • Emily Wong will be standing near the stairway to the Flux casino. Talk to her and agree to help her with some "investigative journalism". This will open up the assignment "Citadel: Reporter's Request". • Talk to Conrad Verner in the upper markets and agree to give him an autograph, which kickstards the "Citadel: The Fan" assignment. • In Flux, talk with Rita about her sister and agree to help. This begins the "Citadel: Rita's Sister" assignment. • MINUTE EXPERIENCE BONUSES: Inspect the console in the C-Sec parking lot, view the nebula from in front of the clinic office, check a terminal in the C-Sec traffic control room. THE WARDS [MANDATORY] ――――――――――――――――――――― So, you cleared as many assignments as possible and now yer itchin' to blow some heads off. Never fear -- that part is coming up. As said before, the mission is to find Harkin in Chora's Den, the shady lower-wards pub that has a bad reputation. • En route to Chora's Den, two assassins will open fire in the square-shaped walkway. One can shoot rockets, so remember to keep moving or use the concrete railing as cover (duck with L-Stick in). They're kinda weak in other categories, though. There are no enemies within Chora's Den afterwards, but a scene introduces the team to a krogan named Wrex, who certainly LOOKS like an enemy. Either way, if Shepard talked with the consort before, she can continue that mission by talking to General Septimus here. • Interrogate Harkin to learn that Garrus went to Dr. Michel's office, which is the medical clinic in the landing near Flux. • Enter the office to see some of Fist's thugs harrassing the doc. Garrus'll help out in the firefight here. For best effect, duck near the low-lying wall at the entrance, which gives a good vantage point at the enemies who hide behind the pillars. Following, talk with Garrus. [+2P] "It was a big risk." [+2R] "Nice shot." A little detail-searching learns that a wounded Quarian has info on Saren, and the local contact Fist is in his pocket. Garrus will join the party here, and notes that Wrex -- the Krogan from before -- is at C-Sec and could help out some. He'll have to join the party eventually, but getting him now can be a big help as he's the 2nd of two balanced officers. • Return to Chora's Den and a firing squad will be waiting. Some thugs and the bartender will fire back, and since there's little cover here, try to shoot as many as possible from the outer hallway. If you don't hold the allies back, they may rush in and be shot up. Through the door, there may be some warehouse workers who force an event, but the only points to get out of it relate to the Charm/Intimidate skill so far. [+2P] "Save yourselves." [+2R] "You're making a mistake." Loot the wall locker, and find Fist in his office. Two automated turrets will play backup but they're easy marks overall. Battle ends when they're broken, or if Fist was taken down before then. [+2R] "You don't deserve to live." (If Wrex isn't with) [+2R] "He deserved it." (If Wrex is with) Apparently the quarian is in the back alley near the entrance to the lower markets (marked on Wards map above if you're not sure of its location). The bar will have more thugs in it, so make your way through 'em and toward the set location. There's 4:00 before the quarian dies and that's plenty of time to get along. The quarian girl being harassed in the back alley will quickly be assaulted, and Shepard's team has to help dispose of the assassins. Watch out for their annoying biotics abilities and use cover. The girl (Tali'Zorah nar Rayya) will join the party afterwards. She's a biotics specialist and has some alright fighting skills, unlike Kaidan who only gets pistols. CITADEL TOWER [MANDATORY] ――――――――――――――――――――――――― Immediately following Tali's rescue, it's back to the tower to talk with Anderson again. This starts the 2nd Council meeting. [+2P] "It's the best solution." [+2R] "Quit holding us back!" Commander Shepard will be made a Spectre at this point, and gains the new ability set "Spectre Training" plus a free point in Charm/Intimidate. The new objective is to meet Udina at the docking bay (accessible from C-Sec elevator), although Anderson mentions the C-Sec requisitions officer will stock new items for the commander. • Talking with Rear Admiral Kahoku in the tower will unlock the "UNC: Missing Marines" mission. • Talking with Garoth in the tower will unlock the "UNC: Privateers" mission. [+2P] "I'll do it." [+2R] "Forget it." The Privateers mission should be the last optional assignment obtainable at this time, so it's off to the docking bay now! If you didn't get Wrex yet, you'll meet him at C-Sec academy's elevator and he can join up, as well as giving his down payment for tracking down Fist [36000c]. C-SEC DOCKING BAY / NORMANDY [MANDATORY] ―――――――――――――――――――――――――――――――――――――――― Udina and Anderson are here, and the Normandy will now be Shepard's to command at leisure. There are two leads on Saren, located in Noveria and Feros, respectively. [+2P] "I'll be careful." [+2R] "That's your job." Enter the Normandy now and Shepard will give a speech. [+2P] "Humanity must do its part." [+2R] "Nobody's going to help us." [+2P] "Everyone is counting on us." [+2R] "Humanity's in this alone!" At this point, Shepard can use the galaxy map to jetset around space, but there's one conversation with Pressly that's useful. [+2P] "They're on our side." [+2R] "You doubt my decisions?" There's some other minute XP-gathering things (inspect sleeper pod, captain's room manual, talk with crewmen, belowdecks monitor) but besides that, nothin'. Now, there's a ton of optional stuff to do and only two mandatory stops: Feros and Noveria. Which to do first? Noveria is undoubtedly harder and Feros ain't, so the choice should be obvious. HOWEVER, exploring the Traverse and getting into trouble (read: battles) is a good way to make cash, collect free items and equipment, and gain some levels along the way. This way, the mandatory sections won't be nearly as hard. There's no wrong way to proceed...well, unless you immediately go to Noveria. =p _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 03) THERUM [WK03] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Therum is the location where the final ally is obtained...but before that, it's traversin' time. In case you're wondering, Therum is located within the Knossos system of Artemis Tau -- the Milky Way map should have a note that says "Liara's Dig Site." This can be put off indefinitely but if you're trying to get the achievement that relates to Liara's party involvement, the sooner the better, eh? NOTE: If you haven't done some uncharted worlds to gain better equipment & cash, you may want to do that first. ONCE ON THE PLANET YOU CANNOT LEAVE UNTIL IT IS OVER. ____ |\ |_ Mining -| ) _|-To Prothean Camp |___ ) Ruins _,-.-._/ \ \ _/ ,_.____/___/ ( ( \ \_ \ Disembark \ \ Point ) ) / / /―\_ ( (_/― \___ Geth Geth \__ \_ \/――――――\/ ) _, _) | , \ (_/_) _/ ( ( ―\ ) (―――――\ (__ | ) ) / / ) )―) ) \_ | ___/ _/ / / / / ( ( | |_/ ___/ ,' ,' ( ( ) ) |____/ ( (____ | (_ _| | / | •• __ \ ( (― ―| | Colossus ( ••• \ ) \_ ( ( Start /\ • /――\ \/ ) ) \/ Refinery ――― \ / ( ) \___/\ ――― Geth This should be painfully obvious, but driving into the lava...will kill you. Using the Mako, hotfoot it down the burnt trail until a dropship drops a few soon-to-be destroyed geth. Near the refinery, the obvious path through has a shut gate and turrets; even if y'blow up the latter, the former will stand as an impedement. Take the side-path past some turrets and into camp, where the geth idiots have set up camp. Two of the three buildings here have a single enemy and a gate control, the latter of which is necessary to leave the refinery area. [There are some item crates behind some outdoor scenery.] Along the next rocky road, some geth armitures will act as obstacles, and further along, a large colossus and rocket troopers. Through the tunnels, the path will eventually narrow enough that the mako can't proceed [NOTE: This is how it's supposed to go, although there are ways to finaggle the vehicle past -- they won't be covered here.] On foot, some geth troopers're hanging out on the path leading up to the mining camp. Watch out for a few snipers when the road widens. Rocket troopers make the trek annoying, so don't be caught off-guard! Before approaching the mining camp proper, save! A large ambush appears here with a few armitures, mixed troopers, and a new enemy: ghosts. These super- -agile enemies jump around a lot and stick to any surface, but are physically weak -- the other allies can usually deal with 'em. Just remember to locate cover immediately after the cutscene or Shepard'll be sent home in chunks. Nearby is an entrance to the underground... PROTHEAN RUINS ―――――――――――――― There'll be more geth here on the catwalks downwards, so if you haven't equipped Tungsten Rounds (increases damage v. synthetics, which geth are) do so now. At the bottom of the elevator, jump down and meet with Liara and see what pickle she's gotten into. [If you do this late in the game, she'll have been here so long she thinks she's hallucinating!] Defeat a few geth at the bottom and look for the mine laser, which -- when hacked -- blows a hole in the floor. This can be used as a workaround, but remember to get any weapons lockers before jumpin' down. The laser code is: AXBY The elevator will take everyone up to Liara, who can then be freed. At the top of the shaft, the krogan and his geth flunkies will arrive. There's no sweet-talking to get the commander out of this one! The geth troopers aren't that big of an obstacle, but the krogan will bumrush its target and try to inflict melee damage (keep shields up!), and when defeated, regains some HP instead of dying immediately. You'll notice this trend with all krogans, actually. Liara won't help out during the fight but also doesn't need to be protected, luckily. WATCH OUT FOR THE KROGAN ROCKETS! Afterwards, enjoy the scene -- y'may never see a krogan hustle that fast again (if you brought Wrex). NORMANDY ―――――――― Liara can officially join the party here. Also: inspect the drivecore systems, a heat core monitor, and Joker's gunnery station/viewpoint for minute traces of XP. There will be some new Citadel-oriented assignments opened now (since it's the first plot world cleared outside of said area; this applies even if Noveria or Feros was done against the walkthrough's suggested order). _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 04) FEROS [WK04] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― NOTE: If you want a good "score" on something towards the end, make sure to have a lot of grenades. Some places in the Citadel should have provided some upgrades (at least two) by now, so pick 'em up. _|―|_ | |-Ian Newstead ―| |― ZHU'S HOPE |― |__ ―――――――――― | | __| _____ ____ | | | | _ | | | | |―| /―\ | |A| | | •| |_ | |――• / | |___| | •|_ _| |_____|\• _) | |_ |______|_ ________| \ _______ | _|-Elevator | | Geth /•_____ \_| |_ _ |― | Transmitter (•( \____ |_ _____| | | |_| ―― |_ | | ___ |-Normandy | | Fai Dan | | Zhu's |_ | | |____ | |―| ___\_| | Hope ___| | | START| |_ | ___ | _ _|_____|____/ ____| ―――――― | | |A | | | _ ___ ___ _ (_ _| |__|― _| | |_ | | | | / |_ ____| |___ |___|___|___| \ |_| \_ \ \ | _____________) ) |________________/ Upon exiting the Normandy, meet with David nearby -- a geth attack shortly follows the encounter. Now, it's possible to save the NPC by planting a grenade beforehand or through biotics trickery, but there's nothing gained by saving him 'cept a clearer conscience. In the nearby stairway, there is a small fight with a geth stalker, one of the quicker-moving geth types (they won't be a surprise if you've fought some uncharted worlds' bases). Through the hallway, it'll finally lead into the struggling colony of Zhu's Hope. Find Fai Dan at the end of the houses and after a little chit-chat, there'll be a geth attack from the nearby tower. Most are regular scrubs but there's one destroyer. When the dropship leaves, it's safe for awhile. ############################################################################ OPTIONAL: Lower Tunnels Shepard can get a head start on some of the assignments now. As a miniature spoiler, these CAN be obtained later but due some circumstances, may not be able to be completed. Now's a good time to square 'em away while the NPCs are in the best of health. The missions are: (1) Geth in the Tunnels (2) Varren Meat (3) Power Cells (4) Water Restoration. Ian Newstead is down there too, and acting strangely. [+2P] "Can I help him?" [+2R] "Kill him." ############################################################################# Return to Fai Dan after the dust settles. [+2P] "Happy to help." [+2R] "I didn't do it for you." If you haven't talked to Calantha Blake in the houses, now's a good time to get some easy points. [+2P] "What's wrong?" [+2R] "I hope you're not contagious." That'll be all the paragon/renegade choices for quite awhile. To exit this place and make for the ExoGeni Corporation building, enter the tower and find the elevator leading to the Prothean Skyway. Save a few colonists from a li'l drone and hope in the Mako to get goin'. PROTHEAN SKYWAY ――――――――――――――― I could map this sucker but it's such a straightforward location...I mean, it's a freakin' two-way road. It'll be covered with geth armaments and some rocket troopers, so use the perpendicular-to-the-trajectory trick to improve evasion. If you check the map while doing this part, eventually the squad'll reach a weigh station -- a journal entry here will talk about investigating the mysterious signal. Look for a ground-floor staircase (Mako can't go down) to find some isolated survivors of the geth assault. One's daughter, Lizbeth Baynham, will have been left at ExoGeni and the commander is saddled with the task of finding her. Talk with Hossle to get the "Data Recovery" mission, too. Other than that, ride the Mako up the rest of the skyway, taking out a few more geth groups. NOTE: There are tunnels underneath the highway (running parallel), and that is where some geth are hiding. You may wonder where they are on the map since they don't appear themselves; that's the place. There's some kits and chests down there too, even in places the geth aren't -- look for tiny doorways to enter! EXOGENI FACILITY ―――――――――――――――― Lizbeth _____ Baynham |_ • _||―――――――| ___\__ | |__( | | | | \ | | | |―― ) \ | | |_ |__ | | _ _ _| D| |D | | _|B| _|C| |C| |― _ ――| | | _ |• _| | _| |________| |B|__|*|___ | |•|_____|_ | | |______ _____| | | | | | | |______ |_ | _ |―――\ )―|A| _| | •―|―| | |_ |__| |_|___,___/ ―|_|-Start |_|___|_____| |___ | _ Hossle's Computer \ | • | |A|_________/_ Geth Ship Claw |____| | • | ――――――――――――― The skyway connects directly to the facility, so if you're lazy, feel free to use the Mako cannon to destroy any geth (stalkers mostly) from that access point. Disembark and enter properly, taking out the rocket trooper. If you check the map, you'll see that this ground floor has four exit points, but three are blocked off by a barrier (denoted on the map by: *). One exit door (marked "D" on map) is just a drop-down point to a lower level, and that's the only one that can be taken. A mandatory scene with Lizbeth Baynham results in her giving her own ID card to help Shepard's squad power down the geth barrier; after, save her from some snarling varren. The exit to the stairway ("C") is on the other side of the tunnel, leading up to an angry krogan commando trying to access the site VI. Take him out, talk with the VI to learn the power source is coming from the geth ship, then proceed down the hallway until finding two geth coupling a cable from a claw. Further on, the team can assault the geth guarding the barrier. ___________________________________________________________________________ OPTIONAL: Data Recovery If you talked with Hossle in the survivor's camp on the skyway, he'll have given this mission. His files are in the upper level's eastern section, accessible from the "A" path on the map. Three krogan mercenaries guard the area, however. ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― From the barrier area, take the left path upwards ("B") to a large garage crawling with geth. The room is divided into two parts with an arcing walkay connecting both sides. Each side has at least one destroyer, so be careful not to get a rocket up your tailpipe, eh? When the room is cleared, inspect a faraway server to get a repair ticket talking about the garage door. It turns into a guillotine if the PSI is in the 31-34 range, but works normally if lower. HMM! Turn on the 17, 11, and 5 PSI switches next to it, then try to operate the doors. Garage Door: 1, Geth Ship: 0. With the barrier gone, it's time to leave and find that dang Thorian. Our gal Baynham is waiting down there, too. [+2P] "I believe you." [+2R] "I don't care." The Thorian is under the Zhu's Hope colony, so it's time to make tracks back there! PROTHEAN SKYWAY [REVISITED] ――――――――――――――――――――――――――― Similar to last time with more geth reinforcements, except now the stop back in the isolated refugee area is mandatory. [+24P] "What about the big picture?" [+25R] "I'll kill you first." [+2P] "Sounds logical." [+2R] "Can't take that chance." [+2P] Accept the special grenades add-on [+2R] "No." Talk to Juliana Baynham before leaving to get some the "Anti-Thorian Gas 1". Even if you refuse the grenade add-on, it's still received anyway to cover all bases. ZHU'S HOPE [REVISITED] ―――――――――――――――――――――― Now, for the Zhu's Hope portion, the Thorian mindtrip the colonists are on has turned them against Shepard's team. The only way to save them is to detonate a grenade equipped with the Anti-Thorian Gas 1 add-on. There are sixteen (16) colonists to save in all, and they will either have specific names or a generic "Colonist." THORIAN CREEPERS ARE NOT COLONISTS so don't waste your grenades on 'em. Killing some specific colonists may prevent their assignments from being finished, so watch what yer doin', please. Also, try to keep your allies back or they'll give retaliating fire! Anyway, for best effect, try to get two colonists in each grenade blast. There is one grenade refill in Zhu's Hope, near the spot where Fai Dan and the "rent-a-cop" were standing before, right near the tower entrance. (Fαbio Maltempi de Souza has notified me that melee attacks can work in place of grenades, so make sure you don't accidentally neutralize 'em!) [+2P/per] Colonist saved [+2R/per] Colonist slain After the colonists are saved, or not, fire up the crane controls in the main camp to move part of the dwellings aside. THORIAN'S LAIR ―――――――――――――― This is a mostly straightforward area based around the "Thorian Pit," which is basically a multi-tier shaft with an interior path rimming upwards. Now, to defeat the Thorian, one must shoot its neural nodes. The plant in question can create creepers and asari commandos (biotics specialists, as you may have guessed) from inside itself, and there will be a lot of both on the way up. [+2R] "I'll destroy you." [+2P] "Let the colonists go." If you find you can't go up any farther (door blocked), it's because you didn't destroy a neural node somewhere below. After all have been messed up, the Thorian is dislodged and Shiala, the commando the clones were based off of, will be revealed. [+9R] "I can't let you live." Anyway, the mission is essentially over at this time and the Normandy can now leave at leisure. If you haven't done some of the sidemissions here, they can still be done now (except Fai Dan's, or any special colonist who was slain accidentally). NORMANDY ―――――――― Back on board, there'll be a crew meeting and then Shepard can report to the Council. [+2R] "Don't be stupid!" [+2P] "I understood it." [+2P] "I help everyone." There are new XP-gaining dialogues with all crewmembers aboard except Tali. If you're looking to romance Liara, make sure to talk about the mutual attraction there. It's around this time that Garrus will talk about an old case he had where a doctor was harvesting organs grown in civilians; this opens up the assignment "Find Dr. Saleon.". Inspect the galaxy map to get an urgent transmission to be taken in the comm room. The Council will give some information that opens up the planet Virmire _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 05) NOVERIA [WK05] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Mezzanine \ _|―――――|-Rafael Vargas |Mallene|_ | Calis _|################# |_ ___| # #######|―――| ___| | \ To Aleutsk # # |― | | | Lorik Valley # # |― ―| |_____| Qu'in | # # _| |―| |_ _|―|_ # # | ― | | | # Shopkeeper # ―――| |――― Synthetic | • | # __\__ # |――― | Insights |_ _| #_|―|_|―|_|_ _|―|_ # | |――― \_____ | |__ |_ __ |__ __ _|## | |___ ___ _| | |__ | \_/__| |__| |__\_| |START| |• | |_ _| | / _ __ _ \ ――――― | | • _| |_ |_ ( |_| |__| |_| )___ ___ |___|_ ___| |_ |_| _ __ _ | | | ___| | |_ | |_| | | |_| • |-Anoleis' Office | ••• |-Lorik's |________| |______|___|___| |_____| Files PORT HANSHAN DOCKING BAY [MANDATORY] ―――――――――――――――――――――――――――――――――――― After exiting the Normandy, meet the welcome wagon near the resort entrance. [+2P] "We'll cooperate." (1st time this appears, not 2nd) [+2R] "I'm keeping my gun." Meet with Gianna Parasini inside afterwards, learning that the administrator Anoleis is the only one who can authorize Shepard to get to Peak 15, where a certain asari matriarch is. One of the teammates will suggest bringing Liara along for the upcoming journey, although it's optional. Talking with Maeko afterwards has a cluster of unique (easily missable) dialogue: [+2P] "Forget about it." [+2R] "Humiliating, wasn't it?" The elevator is past the lobby. PORT HANSHAN [OPTIONAL] ――――――――――――――――――――――― • Agree to help the plaza shopkeep smuggle an item to start the assignment "Noveria: Smuggling". • On the hotel mezzanine, talk with Mallene Calis to start the assignment "Noveria: Espionage". PORT HANSHAN [MANDATORY] ―――――――――――――――――――――――― If you've snooped around the plaza and tried to enter the garage leading to Peak 15, you'll find that a Garage Pass is needed to continue. There are two ways to get a Garage Pass. • During the optional "Noveria: Smuggling" mission, after obtaining Opold's package, give it to administrator Anoleis, which gives a Garage Pass w/o any rigamarole. This is the quicker way but pretty boring. • The funner, bloodier way gets started by talking to administrator Anoleis, then leaving after his rude display. Gianna Parasini will comment on the way out that he's not the only one with a garage pass -- and after further dialogue -- says that the Lorik Qu'in at the hotel bar has one. Visit the mezzanine to find the despondant turrian, who says he'll give his garage pass in exchange for some files inside of his commandeered offices (Synthetic Insights). His pass will allow elevator function in the hallway en route to the garage. Some of Anoleis' goons will be standing in the lobby. [+8P] "You're here illegally." [+9R] "You can't take us." Charming/Intimidating them will make those two leave, but there are still others around the offices to take down -- piteous scrubs, every one of 'em! Lorik's files are in the 2F office. After downloading the files, there'll be a search party hanging about. [+2P] "They didn't give me a choice. [+2R] "Bring it on." No talkin' one's way out of this immensely satisfying bloodbath. Taking out lower enemies from the balcony helps too, generally. Return back to the plaza and speak with Gianna, who wants to have a drink with the commander before talking to Qu'in. She turns out to be an IA officer who wants the commander's help in making Qu'in testify against Anoleis. Talk with Lorik when ready. [+24P] "You'd be a hero." [+25R] "Damn right I will." If you can't convince him to testify, just trade the items for a garage pass and that's that! NOTE: There is a way to get max Paragon/Renegade points off Lorik's answers. After picking the "you should testify" option, use the Charm-based reply to get the points as stated above; after, stop the convo. Talk to him again and ask about the matriarch, which segues into the same conversation as before! Keep repeating this method to get as many points in either gauge as needed. • If you DID convince Lorik to testify, the garage pass is NOT received at once, and Shepard has to report back to Gianna back at the offices. There are two ways to get a garage pass out of this situation, and it depends on who is talked to first. - Talking to Anoleis before handing over evidence to Gianna will have its own devious outcome, in which the garage pass is on Anoleis' person after the cover-blowing event is chosen. [2280 XP] [+25R] "Gianna is investigating you." Shepard can then return the evidence to Lorik now that his threats are six feet under. If Shepard wants cash -- even though the need for the job is kaput -- the Charm/Intimidate options can be used to squeeze some dough outta the old turrian. [250c] - Talking to Anoleis before handing over evidence to Gianna, but without blowing her cover, can give a new blackmail angle. [2280 XP, 18600c] [+9R] "What do I get out of this?" - Talking to Gianna (without having tipped Anoleis off to her investigation) will hand over Lorik's evidence. After an arrest event, the garage pass automatically is in Shepard's possession. [+8P] "I convinced Qu'in." And there's an extra dialogue with Matsuo for taking the high road. [+2P] "He was a criminal." [+2R] "Your opinion doesn't matter." So, at long last, we have a garage pass! Use it to enter the garage, deal with the miniature geth ambush, then ride Mako out into the snowy... ALEUTSK VALLEY ―――――――――――――― It's more like the "Aleutsk Winding Road with Sheer Cliffs On One Side", but that's a mouthful. The road is winding but straightforward in design, with no deviations or side paths. Geth armatures and troopers will be on the road, but the most dangerous part are the long tunnels where some sections are cordoned off and the rocket launchers can try to snipe the Mako from afar. Evasion sucks in here, so the best way is to tough it out or "snipe" with the mako cannon even if the targets aren't in range (they can still be killed even if not visible, mind you). If y'wanna get fancy, the Mako thrusters can be used to jump over inbound projectiles -- very Evel Knievel! Besides that, there is a Lv1 Hazard outside, so don't stay out of the Mako too long! PEAK 15 ――――――― A hash mark (#) represents an elevator path. ENTER |―| ################# |――――| | # _ _____ # ############################### | _| |―| |•|___ |―| Admin # # _|_ _|_______| | |• | | Area # Reactor Core # | |• ___ | |_| |― | |___/ # __________/ # | | _|___) ) | | | | # | ______ •| # | _| | | •• / |• | | | |― | # | |_____ | | # | •| |___/ |_| | | | |_ | # | LINES||• ―|_|――| # | ―――| \ | |_________| # | |――――― | • ____| # ――|――――― Security |_| # | |______|• _| # # Garage Station #################### |__________| # # _____ |―|_ # After getting out of the blizzard, enter Peak | • |-Landline | | # 15's garage and find some foes who need hot |- -| Repair ―| | # lead to warm their circuits. Take out repair |_ _| | | # drones pronto to stop them from assisting the | | ______/―――\_/― ―\__# comrades' healing. Up the parallel catwalk, go |_|##|______CORE • _ | towards the security station (which has chests) \___/―\_ _/ |_| where an elevator is located -- this leads down | | to the administration section. When you arrive, ############ | | you'll quickly see it's been overrun by lower-level # ______ # _| | geth, and after taking them out, rachni. You may've ##| | ##|___| seen these spider-like enemies in some uncharted |――••| | planets' labs but they'll be here in full force now. |____| | Smaller workers will kamikaze themselves on allies, | |_____ while the soldiers have larger constitution, spit acid |___ _| for long-range attacks, and will bumrush their targets | | if all else fails. Before taking the elevator down to |___ | the core crossways, loot the nearby offices for their | | | goodies. | |-Tram |_|_| Further on, Shepard's crew can reach the damaged memory core, and can perform a manual repair or an omnigel repair (costs 100). It's easier to just do the latter, avoiding a rather stupid "minigame" which requires pushing in buttons and transferring them to other columns (one can fumble through that, but c'mon). When the core's reactivated, the station VI Mira will tell that the reactor, landlines and the tram systems are down. If you check the map, two passageways lead to the roof and reactor, respectively. I suggest going to the reactor first, since it's easy-peasy. Once there, the main path will wind down to the reactor, where the fuel lines can be repaired without much difficulty. A few stalkers and destroyers are in the area, so don't get hit with a rocket shell. Make sure to get the items on the upper observation deck before leaving for the roof area to find the landlines, which can be repaired with one console inspection [+800 XP] and a few dead rachni. The entrance to the trams should now be open. Visit the station with the salarian corpse and the option to repair the plasma purge, killing the rachni nearby. If you don't have someone who specializes in Electronics, simply open the tunnel doors and kill the rachni without compunction. The tram down the hall will lead to the Rift Station, which has been isolated since the matriarch arrived...spooky. RIFT STATION ―――――――――――― Ventilation __|___ _ | •| _ ___|D|_ |―――――| ___| |――| | _|D| | _____| | |- Hot / __| | |_______| ••| |_____ | |― ―| Labs / _| |_______ ___| | _____| |_ _| / / | | _| |_ |B| ( ( |――――― | -. |_ _| ― | ) | |― _| | | B's | |_________ | | | |―|• | |- Lab |_____ | | ) | | |_| | | ______| • |-Medical Bay | | | |___| | | | ____ | _____ |_ ) |_____ | -' | |_ | | _| |-Zev Cohen | |_|――――|____ | | |___|C | | C|_______| |___ BARR _ | | | ________| |_____ |ACKS |A | | | |A • • | |• • |――― ___| | ――――――――|_ _|_____| |― ―| |B ―| _________| | | • | |A|―| | _| ____ ___| |_____| ― |_ | | | | / | | |-Tram |_ | |-Ventralis' Quarantine Lab |___| |A|―|_|___| Office ― After arriving on the tram, there's only the elevators open, and the one down to the Hot Labs is shut for the moment -- thus, it's down to the main level. At the bottom, talk with Captain Ventralis, who ends up giving the hot labs pass for upstairs. [+2P] "I'll see what I can do." [+2R] "I'm not here to help." A rachni attack occurs mid-conversation. [+2P] "No problem." [+2R] Don't help the survivors fight the rachni, then return for "thanks" In the medical bay, go down the "C" path on the map and meet with Zev Cohen, who's attending to some scientists affected by a biowar weapon. He says his notes are locked down in the quarantine labs and that Ventralis won't let him go down there. Talk with the captain and agree to take the risk, then head down the elevator to said area. The guard down there will only let the commander in if she talks about Ventralis' permission. To make the virus cure, a gauge comes up with a pointer going from left to right. The two fixed points denote the "safe range" -- pressing the prompted button within that range will further the mixture. After four button presses, the cure's made and a traitor in the refugees' midst will force a showdown. When she's through, take the cure back to Zev. [+24P] Dr. Cohen gets the cure Cohen will also give the maintenance pass to get through the quarantined barracks, and that's the entire reason we helped the sick here (blah blah altruism, etc.) Using Charm/Intimidate can get some free medigels from the good doctor, too. ____________________________________________________________________________ NOTE: If you try to go north out of the medical bay, past the security, this will turn all the guards on the party (those ahead, and the three behind, plus Ventralis and his guards). ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Down in the hot labs, find Yaroslev Tartakovsky and talk to him about a neutron purge, which will rid the local area of its rachni infestation. Past the scene, get the purge codes from Yaroslev and put them in the Mira terminal at the back, which gives a timer of 120s. ____________________________________________________________________________ NOTE: If you have done the Hot Labs portion before fighting Benezia -- yes, it can be the very last thing done (if at all) -- there will be a fight with some traitors back in the med bay. If you think this seems like an odd battle, just put it together: Saren is a stockholder in Peak 15, he's used his influence to put some operatives within the normal group...that'll make more sense, no? The civilians disappear in this outcome, so if you want to buy something (etc.), don't do the Hot Labs stuff immediately. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Regardless, the main objective is in the lower area (with the quarantine lab, etc.). There may be a few rachni and soldiers down here but nothing too tough. Outside of Benezia's lab is a terminal that, when hacked, starts the "Missing Colony" mission. Head inside said lab to find the matriarch. There'll be a fight with her of course! She'll stay on the upper level near the rachni queen, firing her biotic projectiles -- unlike normal asaris, hers are especially powerful and the effects have long durations, so take cover immediately, preferably on something that can't be moved around by her biotics (like a railing, or go on the other side of the rachni queen cage!). As she summons cohorts into battle, her power level decreases. Make no mistake: if you get hit by one of the boss' projectiles, it can easily spell game over! There are four waves of enemies, interspersed with one dialogue event. Boss battle ends only when all foes are dead. [6625c, 1984 XP] Afterwards, the Rachni queen wants to be set free on the promise that she'll never attack humans again. [+24P] Let the queen leave. [+25R] Kill the queen Following the genocide or freeing, the only option left is returning to the tram station. Leave there to automatically appear back at... NORMANDY ―――――――― There'll be a scene and then a report back to the Council, although if the rachni queen was killed, these options won't be available. [+2P] "They won't." [+2R] "Should I guess?" [+2P] "Not these ones." It's usually this time where a confrontation over romance goes on, between Shepard, Liara, and the third love interest (who depends on the commander's gender). Shepard will have to choose who s/he's falling for, although the scene won't appear if the situation's so lop-sided that there isn't really a love triangle going on. This happens if you've ignored one person a lot, led someone else on more, etc. It's complicated! Following, there'll be new scenes with the crew (Liara in particular), so check 'em out. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 06) VERMIRE [WK06] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Vermire opens up after completing one plot world (Feros or Noveria); it's located in the Sentry Omega cluster. LANDING ZONE ―――――――――――― Kinda long but nonetheless straightforward, the Landing Zone is the watery canyon where the Normandy drops the Mako. The mission: take out the AA towers so the ship can get in closer! The gatehouses are marked on the in-game map, but before getting to them, there's geth, geth, and a little more geth. Need some geth? Y'got 'em. Most are normal types and armatures, but a colossus appears here and there. Anyway, the gatehouses are probably the most heavily fortified places, and the Mako often can't get through until the gates inside are raised (there is a sidestair for access). Get types, mostly rocket troopers and snipers, have set up camp. If your vehicle is hurting before arriving at one of these spots, heal up BEFORE going there. Why? Because you may experience what I did: the Mako gets heavily damaged in the crossfire, and as soon as you get in to leave, one more hit will spiral into a game over. After three gates, the team makes it to the salarian camp. SALARIAN CAMP ――――――――――――― As a temporary respite from the journey, it's the calm before the storm. It's Wrex who gets uncomfortable after some dialogue, and it's up to Shepard to settle him down. [+28P] "These are your people!" [+09P] "Don't be so naive." [+25R] [Signal Ashley to kill Wrex.] [+25R] "[Shoot Wrex.]" [+02P] "Damn it." NOTE: If you did Wrex's "Family Armor" mission, you may not get the Paragon or Renegade choices to appear! This is a turning point for the party, the first of two, really. If you can't persuade Wrex to curb his anger and get it through his head that the krogan being bred are drones, then Wrex will end up dying. You _MUST_ use the Charm or Intimidate options to keep him alive; if you didn't build them up to a satisfactory level, he'll be feeding the vultures. [NOTE: You get all his equipment back in the event he dies, for reference.] You don't get any renegade points if Wrex dies while you try the diplomatic approach, i.e. the Chief shoots him. NOTE: If you did Wrex' Family Armor sidequest earlier, Shepard can mitigate the potentially fatal situation by using that event as a substitute for Charm/Renegade points. After the situation is resolved, check out Rentola's meager shop (it'll have the Armali Council license if you missed it back on the Citadel) and then see Kerrahe. He'll ask for one of Shepard's men -- Kaidan or Ashley -- to join his team and help coordinate the assault. Either one can do it so the best way to pick is the one used least in the main party (assuming they're both not the mainstays). The person picked can't be on Shepard's squad, of course. After a rousing speech that would make Patton weep, it's time to rip a new hole in Saren's base. NOTE: If you want to hack the stuff in the salarian camp, Shepard needs to have an Electronics/Decryption skill innately. There's no running around with a team here, and you can never return! BASE APPROACH ――――――――――――― Refueling As Kerrahe says before beginning, /―――――\__/ Platform Comm if there's any way the team can ENTER / /―――\ \ Tower undermine the enemy's actions to | / / ) ) \ assist his team, do so! Helping |―|/\ ( ( /― / /――――\ them out will ensure they stay |_ •) ) ) / /――― _/ /\ • ) alive. There are three ways to / /____/ /__/ / _,'-.-' ( ) / help 'em, basically, and they'll ( ____ ( ,' ,__,._ \/ / be commented on by radio chatter \ ) ) ) \_____ ( / ) / if done right. |― | _/ /――――\_ _ •|_) ( / _ \ |• | |_ ( ___/ / |___ \ ( ( \ \ • COMM TOWER: Some snipers and a |___| \ \_/ / | '-._ ―'._' / \ \ destroyer are guarding this | \ __/\ \ Uplink '-.___/ \/ little facility. When they're ENTER ( ( / / Tower | dead, the triangulation device \ \_/ \ START can be shut down. [+2P] / • ) \ /\_ / • UPLINK TOWER: Whereas the comm \____,__/ tower was optional, this is a mandatory stop toward the facility. There's a geth and a single krogan warrior guarding the place. The optional part is destroying the satellite uplink beacon on top of the roof. [+2P] • REFUELING PLATFORM: The last (optional) stop is in the bend of a catwalk, and is where some geth drones have come to roost. Destroy the flyers for the last bit of assistance. [+8P] There's very little geth activity besides the three listed spots, although a destroyer and some cohorts are on the catwalks past the uplink tower. Near the facility itself are some krogan warriors, but the resistance is fairly light...makes y'wonder what kinda boogeymen Kerrahe's team is fighting. The facility can be entered in two ways: through the normal catwalk or down below, through a lower corridor. By taking the upper way, the entrance into the base will have a keypad that hacks the alarms. A teammate mentions that they could further divert enemies towards the salarians, giving themselves a better chance at success...but really giving their allies a hard time. [+8P] "They've got enough trouble." [+9R] "They can handle it." BASE ENTRY To AA Guns ―――――――――― | _ NOTE: THe map is skewed in order to better | _____ (―――)_____|C| draw it, and if I could connect floors | _|_ •_|| ― | together to make it look more like a |―| ___|| |――――――― whole, I have. It's less confusing this |___| |____| | |――――――|-Turret way, hopefully. |______ | | • C| Control | | |__――――| Nuke-(___) |__ | | | | Menos Avot ( (_| ___/ ___ |―――|-To Ganto Imness Rana Thanoptis _____) \ |―――|―|_| |_| •|_| | |____ _________ ____/_ ________| _ _ ) | • •• | |•|A| |/ _ _| | | • ' | |___/ |_ _| | ••|_____|_______| •Warehouse | |B|―――|___| |――――― | |― ――― |_____| _ _ _| ― _ _ ___| ―――――| |―――|-Beacon |_ |__ _____||_||_||_ |―|A| |•• ―――――| ―| | Tower |____ | | ____________| |__________| Labs•| |B| |_| |_| ―――――― ― \ / To: Base Approach NOTE: You can't get into the basement portion ("west" of Menos Avot's jail cell on map) unless you enter from there. It'll be locked coming in from the other side. In the warehouse will be some destroyers and "Indoctrinated" salarians, who are simply really weak foes and not worth mentioning further. When you get to the elevator area, there'll be a side door that leads outside and back to the cells just passed. A captured soldier (Ganto Imness) is imprisoned there. [+2P] "I think I can trust you." [+2P] "I'm letting you out." [+9R] "Too risky." If you let him out, he simply leaves -- no betrayal whatsoever! After the meeting, another door with some indoctrinated salarians can be inspected. [+2P] "Let them out." [+2R] "Open the door and kill them." Back near the elevator, the stairs lead up to another holding chamber, this one (Menos Avot) seeming a lot odder. [+8P] "All right. Let him out." [+2R] "No." [+2R] "Sorry. I can't risk it." This freak WILL turn traitor if released, although if left in, he runs into a window and dies. Worst death ever? Judges say yes. The lower elevator will take one down into the labs. Doctor Droygas and his cohorts will be trying to find the genophage cure down here, but turn hostile when approached -- time to pull the plug on the operation. This area also leads to the comm tower and toward the breeding labs; the former should be visited first. Rana Thanoptis is hiding in the lobby of the comm tower, and says she just wants to get out before things turn worse. She can be pumped for info and killed, if you're a nogoodnik. [+9R] "Too late." The comm tower has a Prothean beacon to inspect but besides that, there's nothing much to say about the conversation with Sovereign. Return to the walkway leading to the breeding facility, and the bridge will automatically connect to give passage. Also, the way BACK will be barred at this point. Take down the three krogans near the drawbridge and start heading for the turret control tower. Some krogans and geth ghosts will be at its base, so be prepared (for rocket drones, too). The AA guns can be shut off from that control tower, taking the heat off Kirrahe's squad. Dispose of the geth who come down the elevator and up the stair, then take said lift out. This will lead up toward the facility's breeding trenches. Past the first one's minor geth forces, the Normandy will touch down in the plaza and get ready to set the nuke. It's at this time Shepard gets a transmission from the ally sent to Kirrahe's team -- s/he is pinned down and needs help! The ally brought with to set the nuke will stay behind, so s/he can't be taken along. Anyway, to reach the second team, go through the 2nd breeding trench and onto the roof. Midway, a geth ship will bring reinforcements towards the nuke site. Shepard will have to make a choice of which ally to save: the one at the AA towers or the one fending off the nuke site's horde. Note that whoever is chosen to be saved lives, and whoever isn't...won't. [+2P] "I'm sorry." [+2R] "Of course it was." If Shepard goes to the nuke site to help, there'll be a huge geth force made up of juggernauts, destroyers, and even a rare prime. The same is basically the same at the AA site. The one constant is that Saren shows up wherever Shepard is, and there'll be a mini boss fight with him. He's pretty easy but can shoot rockets, so don't blink or you might die. [+2P] "Join me." [Only if Shepard went to the AA gun site.] [+2R] "Sovereign will betray you." [Only if Shepard went to AA gun site.] After the fight, Virmire is automatically evacuated. Note that you don't get the fallen comrade's equipment back...for obvious reasons. NORMANDY ―――――――― After a heart-wrenching conversation about the fallen comrade, and then a Council report can be given. [+2P] "You need proof?" [+2R] "Screw you!" [+2P] "You have to trust me." The repercussions of Virmire's events can be felt in the crew's new dialogue. After, it'll be time to visit the next planet, Ilos. Unfortunately, Ambassador Idiot--err, Udina calls and says he wants the team to visit the Citadel first. This is done automatically, mind you. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 07) CITADEL [II] [WK07] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― This is a rather short stop. CITADEL TOWER [MANDATORY] ――――――――――――――――――――――――― The ambassador plays the politics card and impounds the Normandy, grounding Shepard and the crew on the Citadel. [+2R] "You son of a bitch." Afterwards, Captain Anderson radios and says he wants the commander to meet him in Flux, the wards nightclub/bar/casino. WARDS [OPTIONAL] ―――――――――――――――― • At the stairway into Flux, there'll be man (Keeler) who wants Shepard's help for some upcoming negotiations. This opens the "Negotiator's Request" assignment. • Also near Flux, down in the lower mezzanine, Charles Saracino will be talking with an "Earth First" crowd. Talking with him starts the tiny "Our Own Worst Enemy" assignment. WARDS [MANDATORY] ――――――――――――――――― In Flux, Captain Anderson will want to assist Shepard in wiggly out from underneath Udina's thumb. The options are for the captain to either break into Udina's office and unlock the Normandy's grounding via computer, or to work some magic at Citadel control. Whichever path is taken -- they both lead to the same conclusion -- return to the Normandy and it'll be blastoff time. NOTE: You won't be able to get back to the Citadel after this event so clear any lingering assignments before going -- this includes quartermaster licenses, some of which are unavailable after this event (buy 'em all!). NORMANDY ―――――――― WARNING: Ilos is the "point of no return," and after the events start, there will be no way to leave for sidequests, get anything from shops, or other fun excursions. Do all that before going! There'll be some crew-related dialogue about the jailbreak but nothing that has lasting impact...until one heads to Ilos. Before landing, there will be a chance for Shepard to consummate a relationship with whichever crewmember was chosen as the romantic interest. Just pick the obvious answers and the room will be fogging up pretty soon. But work must come before playtime, and soon it's down to the planet... _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 08) ILOS [WK08] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― To Archive | |―――――|____ ____ _|―| | • \ | A|_ |-START | A |― \ |__――|_| |____ ――――― ―――\ \ | _/ ) ) ) | ( PLAZA | | | _____ |___•_ ___| | | | A| |A / B| | B| | |――― ―| /__――| ―― ___| |___ |――――― •( ___| After the close landing, the Archive's /Security \ | |―――| | | _| main entrance is closed, so the ruins'll ( |_____| ) | |_ _|_____|_ have to be scoured first. Head towards ]_Station_[ |_ | _ | the plaza to find some residual geth, ( _ _ ) ) __,___|_ | mostly weak troopers/snipers accompanied |_ _| (_/__| __| by a couple colossi. The plaza has two )_ _( | | stairways connected to a lower area (has \ / |COURTYARD|__ own map), containing weak resistance and \__| |__/ |_______| | a chest...whee. The plaza's elevator is | |___ _| |_| |__| out of order, so head 'round the corner | C | |C •| to find the next path. ――――― ―|_________| Through the ancient forest, geth shock troopers and a destroyer are holed up around the central courtyard. There's a small elevator nearby that connects to an upper ledge with a single chest, but hey, free stuff's free stuff. When the nearby geth sappers are defeated, take the "C" elevator to leave. This lower area is the ruins security station, which is basically one large chamber and the titular station, on the 2F up a ramp. But getting to it won't be that easy: it's crawling with geth: destroyers, some primes, and a few normal footmen. And they're not going to hide behind kinetic shields or anything -- they advance in a group, so be prepared with grenades or any sweet biotics. If you need help, the armature repair stations (hackable) can drop an armature in...only these ones are programmed to fight FOR you rather than AGAINST you. O, marvelous technology! View the security panel in the station, then leave via the 1F walkway -- this leads back to an elevator that returns to the plaza. Then it's down to Mako and the Archives! Now, the tunnel to the Archives is the definition of "long," and is the longest one in the game actually. There are a few geth patrols inside but for the most part, it's like a smooth ride down the Ventura Highway. Toward the end, there'll be a barrier erected and the only option is to ride a nearby elevator. Take it and find the VI control (Vigil) for the Archives. [+2P] "That's monstrous!" [+2R] "It was necessary." Down the main tunnel, the Water Ruins are accessible. Untrue to its name, there's no labyrinthine mazes to go through -- just more straightforwardness. Hydroplane through the trench run until the end (there's minor geth patrols en route) to find the Conduit, which links back to the Citadel. There'll be a small 0:40 timer to reach it in time, so just make sure to avoid enemies on the way. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 09) CITADEL [III] [WK09] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― R.I.P. Mako! The Presidium's seen better days to be sure. You'll want to loot the medkit at the tower's base, 'cause once the team goes up the elevator, it'll be stopped and it'll be time to moonwalk across the vertical side of the tower! MAINTENANCE SHAFT ――――――――――――――――― The first exterior section of this final level is basically a long series of interconnected, roofless rooms...or so it appears on the map. Geth troops on the way up consist of normal scrubs and rocket troopers, although there's an annoying bumrush tagteam of a krogan warlord and geth destroyer. EXHAUST PLAIN ――――――――――――― Similar bland layout to the maintenance shaft, but with a mixup in enemies. The same ones that appeared in the first outer section still do. Toward the halfway point, a geth dropship appears and starts to let some rocket troops and footmen in. Shepard can quickly maneuver to the disengaged defense turrets and put 'em back online (one requires the Electronics skill). This will send the dropship off faster, which means less foes to fight. Got a crappy Electronics skill? Then just defeat the entire crew of the ship first. [This area is a good place to save if y'haven't yet, since the next portion can kill a team, even if they have decent cover, and who wants to redo all this stuff again?] As a funny bonus, if you've never shot a charging enemy with Snowblind Rounds before, do it: they turn to ice and start sliding with their momentum, then explode! It's like a self-toboggan. EXTERIOR DEFENSE GRID ――――――――――――――――――――― The layout of the third and final portion is a little more complex, and the hardest of them all...although a properly equipped party won't have too much of a trial here. If you check the map, you'll see there's a large "turret field" on the left side and a smaller parallel corridor to the right. The turret area has...well, a bunch of turrets, four to be exact. Their shells can really perforate ally defenses, and a few hits will bring about KO time. Use the perpendicular trenches -- which usually have a few geth inside -- to get a foothold in the area, and take 'em out one by one. Should you not want to bother with the turrets, the eastern parallel corridor gives an easy out near the start. It's easier to navigate and has fewer foes: a couple of krogans. At the end of this area is the emergency hatch into the Council chambers! CITADEL TOWER ――――――――――――― The interior has been put through the ringer, but the tiered area works to Shepard's advantage. Each landing will have planters and other things that give easy cover, or if that doesn't work well, simply use the stairway. At the top near the council podiums...is Saren. [+24P] "That's not true." [+25R] "It's never too late!" There are two outcomes to the conversation with Saren. If you do it the regular way, there'll be a small fight with him flying around on his hover thing. The fight's rather easy, but he can still shoot rocket shells and use Overload (affects current weapon only). His health won't recharge but his shields certainly will. He won't move around as much if Shepard is right nearby, however. The alternative to the conversation is using the Charm/Intimidate options, which can persuade him to commit suicide and thus skip the battle listed above. It may be the preferred alternative, since the battle gives no XP, just a medigel after winning. When the battle's done, activate the control panel [+8P/+9R] "Concentrate on Sovereign" [+28P] "Save the Council." [+29R] "Let the Council die." FINAL BOSS: Geth Saren ―――――――――――――――――――――― No matter what happens after the conversation with Saren, he'll be reborn as a half-machine, half-turian, purebred murder machine! He's like a geth ghost on steroids, capable of pinballing around the room at lightning speed and popping off some rockets as quick as y'can blink. The most opportune time to attack is when he's attached to one place and firing off multiple salvoes of rockets; he won't move around for that. The cover in the pit is pretty thin, and there's no place to hide 100% of the time. When one-third of his health is gone, he will fire a rocket with each quick movement. If you want to stay alive, keep mobile! If you can't fire accurately while strafing, that's bad. If you're trying to strafe where there's little room, that's also bad. However, he becomes more predictable after the cutscene so finding cover (but not backing up to it) can be just fine. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) Repercussions of the attack on Sovereign can be felt afterwards, although nothing really important. Try saving the Council once, then throw 'em to the dogs the next. Following the credits, it's back to the main screen! However, when starting a new game, you can select the cleared ID and start with things previously obtained: credits, equipment, etc. Paragon/Renegade points DO NOT carry over, however, and abilities will have to be relearned (all talent points carry over, though; they just need to be allocated). _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― UNCHARTED WORLDS [UNCH] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― An uncharted world is any place that has no mandatory stop, such as locales that are uncivilized or ignored. Areas are broken down like so: Galaxy -> Cluster -> System -> Planet But since all places have the same galaxy (Milky Way), that part isn't of any real interest. Initial clusters already open are: • Serpent Nebula • Argos Rho • Gemini Sigma • Hawking Eta • Attican Beta • Kepler Verge • Horse Head Nebula • Armstrong Nebula • Voyager Cluster • Exodus Cluster • Hades Gamma • Artemis Tau Some places are unlocked during the course optional assignments, or during events on some planets (such as info consoles). Not all planets can be explored in the Mako, but some can be "surveyed" from the ship and special items gained because of it. This will be noted below. Citadel is the only thing in Widow system (Serpent Nebula) and not worth making a chart for. EXODUS CLUSTER ――|――――――――――― '-Utopia |- Xanadu |- Nirvana |- Zion |- Eden Prime '- Arcadia ARGOS RHO ――|―――――― |- Hydra | |- Syba -----> Helium-3 [+1 Gasses] | |- Canrum ---> Turian Insignia | |- Theyar | |- Metgos | | |-------> NE: Debris [+1 Turian Insignia] | | |-------> NW: Anomaly | | |-------> SE: Transponder Signal [Geth Ambush] | | |-------> SE: Thorium Deposit [+1 Rare Element] | | '-------> SW: Mercury Deposit [+1 Heavy Metal] | | | '- Varmalus | |- Phoenix | |- Vebinok --> Cobalt Deposit [+1 Light Metal] | |- Tuntau | | |- NW: Debris [crashed probe] | | |- NE: Anomaly [Matriarch's Writings] | | |- SE: Hidden Structure [ | | |- N : Mercury Deposit [+1 Heavy Metal] | | '- W : Lithium Deposit [+1 Light Metal] | | | |- Sylsalto | '- Patashi --> Samarium Deposit [+1 Rare Element] | '- Gorgon |- Slekton |- Sharblu |- Camaron |- Vectra '- Wuo GEMINI SIGMA ――|――――――――― |- Ming | |- Altanorch --> +1 League of One Medallion | |- Parag ------> Titanium [+1 Light Metal] | '- Antiroprus | '-- Han |- Patatanlis -> Beryllium Deposit [+1 Light Metal] |- Farcrothu |- Mavigon | |- SW: Debris [crashed probe] | |- SE: Syndicate Hideout | |- E : Gold Deposit [+1 Heavy Metal] | |- E : Mummified Salarian [Salarian ID Tag] | '- NE: Cobalt Deposit [+1 Light Metal] | |- Huningto '- Paravin ----> Matriarch's Writings The MSV Worthington can also be found in this sector, part of the "Lost Freighter" assignment. The Han system is inaccessible until the "Hostile Takeover" assignment's taken. HADES GAMMA ――|―――――――― |- Antaeus | |- Hunidor | |- Vemal ---> Uranium Deposit [+1 Rare Element] | |- Trebin | | |------> NW: Anomaly [transmitter] | | |------> W : Debris [crashed probe] | | |------> NE: Research Base | | |------> SE: Anomaly [+1 Turian Insignia] | | |------> W : Plutonium Deposit [+1 Rare Element] | | |------> NE: Mine Entrance | | |------> SE: Thresher Maw (by anomaly) | | '------> NE: Uranium Deposit [+1 Rare Element] | | | |- Ploba ---> Matriarch's Writing | |- Edmos ---> Hydrogen [+1 Gasses] | '- Ageko | |- Farinata | |- Nepneu ----> Thorium Deposit [+1 Rare Element] | |- Juntauma --> +1 Prothean Data Disc | '- Tunshagon | |- Cacus | |- Treyarmus | |- Faringor --> Polonium Deposit [+1 Rare Element] | |- Xamarri | |- Chohe | | |--------> NE: Anomalous Signal [Matriarch's Writings x3] | | |--------> SE: Science Base | | |--------> SW: Debris [crashed probe] | | |--------> NW: Plutonium Deposit [+1 Rare Element] | | |--------> W : Mercenaries | | |--------> W : Corpse | | |--------> S : Thresher Maw | | '--------> S : Mercury Deposit [+1 Heavy Metal] | | | '- Zayarter --> Mercury Deposit [+1 Heavy Metal] | |- Plutus | |- Veyaria | |- Nonuel | | |--------> NE: Warlord's Outpost | | |--------> W : Debris [crashed probe] | | |--------> SW: Anomaly [Matriarch's Writings] | | |--------> SW: Corpse [League of One Medallion] | | |--------> NW: Thresher Maw | | |--------> NW: Titanium Deposit [+1 Light Metal] | | |--------> NE: Samarium Deposit [+1 Rare Element] | | '--------> SE: Thresher Maw | | | |- Clocrolis -> Samarium Deposit [+1 Rare Element] | |- Maidla | '- Mingito ---> Uranium Deposit [+1 Rare Element] | '--- Dis |- Raysha --> Turian Insignia |- Gremar |- Klensal | |- S : Syndicate Hideout | |- S : Anomaly [League of One Medallion] | |- S : Debris [crashed probe] | |- S : Platinum Deposit [+1 Heavy Metal] | '- E : Beryllium Deposit [+1 Light Metal] | |- Nearrum -> Titanium Deposit [+1 Light Metal] '- Jartar Approaching Farinata starts the mission "UNC: Hostage" mission; the station (MSV Ontario) is already floating in space. There is also a rocky asteroid in one of the asteroid fields that contains magnesium [+1 Light Metal]. Cacus opens up during the "Besieged Base" assignment, while Plutus seems to be level-based. Nonuel has lava floes around the planet and they result in instant death, so be careful when trying to get to the southeast region. The Dis system opens up during the "Hostile Takeover" assignment. VOYAGER CLUSTER ――|―――――――――――― |- Amazon | |- Tremar ----> Hydrogen deposit [+1 Gasses] | |- Sybin -----> +1 Turian Insignia | |- Sonedma ---> Polonium deposit [+1 Rare Element] | |- Derneuca | '- Agebinium | |---------> NW: Alliance Homing Beacon | |---------> NC: Debris | |---------> NE: Anomaly [+1 Turian Insignia] | |---------> NE: Mercenary Camp | |---------> NE: Crashed Vehicle | |---------> S : Samarium Deposit [+1 Rare Element] | |---------> W : Magnesium Deposit [+1 Light Metal] | '---------> NW: Beryllium Deposit [+1 Light Metal] | |- Yangtze | |- Patajiri --> Thorium Deposit [+1 Rare Element] | |- Alrumter --> Prothean Data Disc | |- Dregir ----> Beryllium Deposit [+1 Light Metal] | |- Binthu | | |---------> W : Debris [crashed probe] | | |---------> S : Research Facility | | |---------> S : Anomaly [Prothean Data Disc] | | |---------> NE: Research Facility | | |---------> N : Research Facility | | |---------> N : Paladium Deposit [+1 Heavy Metal] | | '---------> SE: Uranium Deposit [+1 Rare Element] | | | '- Renshato | '- Columbia |- Gromar ----> League of One Medallion |- Ontaheter -> Samarium Deposit [+1 Rare Element] |- Nepheron | |- W : Anomaly [Salarian ID Tag] | |- S : Underground Facility | |- S : Debris [crashed probe] | |- N : Thorium Deposit [+1 Rare Element] | |- SE: Beryllium Deposit [+1 Light Metal] | |- E : Platinum Deposit [+1 Heavy Metal] | |- SW: Thresher Maw | '- SW: Abandoned Shack (not pictured on map) | '- Clojiia Approaching the Amazon system starts the "UNC: Espionage Probe" mission. To unlock the Columbia system, complete the mission "UNC: Cerberus". KEPLER VERGE ――|――――――――― |- Newton | |- Sesmose | |- Juncro ---> Hydrogen Deposit [+1 Gasses] | |- Klencory -> Matriarch's Writings | '- Ontarom | |- N : Anomaly [Turian Insignia] | |- SE: Debris [crashed probe] | |- SE: Underground Facility | |- SW: Gold Deposit [+1 Heavy Metal] | '- SW: Palladium Deposit [+1 Heavy Metal] | '- Herschel |- Clobaka |- Clugon |- Matol '- Tungel The Herschel system opens up by taking the "Find Dr. Saleon" assignment, given by Garrus. The MSV Fedele is orbiting around Clugon. HAWKING ETA ――|―――――――― '- Century |- Tharopto --> League of One Medallion |- Canctra ---> Cobalt Deposit [+1 Light Metal] |- Klendagon |- Presrop | |- W : Anomaly [Turian Insignia] | |- W : Debris [crashed probe] | |- SW: Biotic Compound | |- NE: Thresher Maw | |- E : Mercenaries (not marked on map) | |- SE: Uranium Deposit [+1 Rare Element] | |- SW: Gold Deposit [+1 Heavy Metal] | |- W : Wrecked Mining Vehicle | '- N : Abandoned Mining Camp | '- Tamahera A metallic asteroid in the cluster has a palladium deposit [+1 Heavy Metal]. ARMSTRONG NEBULA ――|――――――――――――― |- Gagarin | |- Antirumgon -> Cobalt Deposit [+1 Light Metal] | |- Sogelrus | |- Rayingri | | |- SW: Anomaly [+1 League of One Medallion] | | |- S : Overrun Research Outpost | | |- E : Debris [engine debris] | | |- NW: Scavenger Corpse | | |- W : Abandoned Scavenger Camp [not pictured until crate is opened] | | |- SW: Polonium Deposit [+1 Rare Element] | | |- SE: Thorium Deposit [+1 Rare Element] | | '- NE: Titanium Deposit [+1 Light Metal] | | | |- Pressha | '- Junthor ----> Matriarch's Writings | |- Hong | |- Treagir --> Lithium Deposit [+1 Light Metal] | |- Theshaca | |- Matar ----> Matriarch's Writings | |- Casbin | | |- E : Geth Outpost | | |- W : Anomaly [Mummified Salarian; +1 Salarian ID Tag] | | |- NW: Debris | | |- NW: Anamalous Signal [Geth Attack] | | |- SE: Samarium Deposit [+1 Rare Element] | | |- N : Gold Deposit [+1 Heavy Metal] | | '- E : Uranium Deposit [+1 Heavy Metal] | | | '- Pomal | |- Tereshkova -> | |- Mawinor | |- Solmarlon | |- Thegeuse ---> Mercury Deposit [+1 Heavy Metal] | |- Hunsalra | |- Patamalrus -> Iridium Deposit [+1 Heavy Metal] | '- Antibaar | |- W : Anomaly [+1 Prothean Data Disc] | |- NE: Geth Outpost | |- NE: Debris [Crashed Probe] | |- SE: Lithium Deposit [+1 Light Metal] | |- SW: Mercury Deposit [+1 Heavy Metal] | |- W : Thresher Maw | '- NW: Magnesium Deposit [+1 Light Metal] | |- Vamshi | |- Almos | |- Pregel -> Turian Insignia | '- Maji ---> | |- NW: Geth Outpost | |- S : Anomaly [Turian Insignia] | |- SE: Debris [engine debris] | |- SW: Thorium Deposit [+1 Rare Metal] | |- SE: Odd Skull | |- NW: Magnesium Deposit [+1 Light Metal] | '- E : Beryllium Deposit [+1 Light Metal] | |- Grissom |- Notanban |- Solcrum | |- SW: Anomaly [Matriarch's Writings] | |- S : Debris [crashed probe] | |- E : Geth Main Base | |- SE: Magnesium Deposit [+1 Light Metal] | |- NE: Uranium Deposit [+1 Rare Metal] | '- NW: Thorium Deposit [+1 Rare Metal] | |- Zaherux --> Beryllium Deposit [+1 Light Metal] '- Benda ----> League of One Medallion Approaching the Armstrong Nebula starts the "UNC: Geth Incursions" mission. A carbonaceous asteroid in Tereshkova has a League of One Medallion, too. The Grissom System is unlocked during the course of "UNC: Geth Incursions". Grissom also has a rocky asteroid with a polonium [+1 Rare Element] deposit. ARTEMIS TAU ――|―――――――― |- Sparta | |- Alsages ---> Plutonium Deposit [+1 Rare Element] | |- Ontamalca -> Hydrogen Deposit [+1 Gasses] | |- Altaaya | |- Edolus | | |- N : Distress Signal | | |- NE: Anomaly [Salarian ID Tag] | | |- E : Debris [crashed probe] | | |- S : Palladium Deposit [+1 Rare Metal] | | |- SW: Polonium Deposit [+1 Rare Element] | | |- N : Thresher Maw | | '- SE: Lithium Deposit [+1 Light Metal] | | | '- Tremanre | |- Macedon | |- Fargeluse -> Xenon Deposit [+1 Gasses] | |- Patavig | |- Porolan ---> Matriarch's Writings | '- Sharjila --> | |- W : Anomaly [Matriarch's Writings] | |- N : Stronghold | |- E : Debris [escape pod] | |- SW: Magnesium Deposit [+1 Light Metal] | |- NW: Thorium Deposit [+1 Rare Element] | '- SW: Uranium Deposit [+1 Rare Element] | |- Athens | |- Pharos ---> Turian Insignia | |- Circe ----> Helium-3 Deposit [+1 Gasses] | |- Nausicaa | |- Proteus --> Oxygen Deposit [+1 Gasses] | '- Salamis | '- Knossos |- Archanes -> Nitrogen Deposit [+1 Gasses] |- Armeni |- Zakros |- Therum ---> [SEE WALKTHROUGH] '- Phaistos Knossos has a metallic asteroid with platinum in it [+1 Heavy Metal], while Sparta has an asteroid cluster containing a Prothean Data Disc. HORSE HEAD NEBULA ――|―――――――――――――― |- Strenuus | |- Thesalgon | |- Xawin | | |- SW: Debris [crashed probe] | | |- N : Anomaly [Turian Insignia] | | |- SE: Anomaly [corpse] | | |- E : Abandoned Camp [disengaged generator] | | |- NW: Mercenary Camp | | |- NE: Anomaly [fake beacon/geth trap] | | |- SW: Thresher Maw | | |- SE: Iridium Deposit [+1 Heavy Metal] | | |- NE: Cobalt Deposit [+1 Light Metal] | | '- N : Paladium Deposit [+1 Heavy Metal] | | | |- Trelyn | |- Antitarra -> Helium-3 Deposit [+1 Gasses] | '- Yunthorl --> League of One Medallion | |- Pax | |- Veles ---> Matriarch's Writings | |- Morana | |- Noveria -> [SEE WALKTHROUGH] | '- Svarog | '- Fortuna |- Wentania |- Amaranthine | |- W : Debris [crashed probe] | |- SW: Anomaly [Turian Insignia] | |- S : Engineering Outpost | |- NW: Iridium Deposit [+1 Heavy Metal] | |- SW: Thorium Deposit [+1 Rare Element] | '- NE: Uranium Deposit [+1 Rare Element] | |- Therumlon ---> Plutonium Deposit [+1 Rare Element] '- Maganlis ----> Turian Insignia The MSV Majesty is in orbit near Trelyn, and must be scanned first to have access to Xawin. Turning on the eastern generator here will locate the rest of the mineral deposits. The Fortuna system opens during the "Hostile Takeover" mission. LOCAL CLUSTER ――|―――――――――― '- Sol |- Pluto |- Uranus |- Neptune |- Saturn |- Jupiter |- Mars |- Luna | |- NW: Debris [CCCP Luna 23] | '- SW: Alliance Training Ground | |- Earth |- Venus '- Mercury This cluster unlocks when Shepard hits Lv20. ATTICAN BETA ――|――――――――― |- Hercules | |- Zatorus ---> Gold Deposit [+1 Heavy Metal] | |- Eletania | | |- N : Debris [crashed probe] | | |- E : Downed Recon Probe | | |- SW: Anomaly [Prothean Ruin] | | |- E : Gold Deposit [+1 Heavy Metal\ | | |- NE: Monkey Colony | | |- NE: Monkey Colony [built out of entrance to mine shaft] | | |- NW: Monkey Colony | | '- W : Palladium Deposit [+1 Heavy Metal] | | | |- Syided ----> League of One Medallion | '- Xathorron | '- Theseus |- Logan |- Quana ----> Cobalt Deposit [+1 Light Metal] |- Sharring -> Prothean Data Disc |- Feros ----> [SEE WALKTHROUGH] '- Sytau MAROON SEA ――|――――――― |- Caspian | |- Antida ----> Turian Insignia | |- Almarcrux | |- Farnuri ---> Gold Deposit [+1 Heavy Metal] | '- Clotanca --> Iridium Deposit [+1 Heavy Metal] | |- Vostok | |- Pataiton --> Matriarch's Writings | |- Alko | |- Nodacrux | | |- NE: Anomaly [Turian Insignia] | | |- E : Debris [crashed probe] | | |- SE: Science Facility | | |- NE: Abandoned Trailer | | |- NE: Gold Deposit [+1 Heavy Metal] | | '- S : Cobalt Deposit [+1 Light Metal\ | | | '- Clomarthu | '- Matano |- Supay --> Magnesium Deposit [+1 Light Metal] |- Illipa |- Apo |- Chasca | |- S : Anomaly [Prothean Data Disc] | |- SW: Civilian Structure | |- SW: Civilian Structure | |- SW: Science Facility | |- SW: Debris [crashed probe] | |- S : Beryllium Deposit [+1 Light Metal] | '- N : Paladium Deposit [+1 Heavy Metal] | '- Inti The Maroon Sea becomes available after clearing Feros. The MSV Cornucopia floats in the Caspian system. The Matano system has two asteroids -- metallic and rocky -- that have a Heavy Metal deposit & a Prothean Data Disc, respectively. SENTRY OMEGA ――|――――――――― '- Hoc |- Prescyla |- Cloroplon |- Virmire ---> [SEE WALKTHROUGH] |- Nemata '- Jarfor This system opens up during the course of the storyline, after completing either Feros or Noveria. STYX THETA ――|――――――― |- Acheron | |- Imaneya | |- Grosalgen -> Magnesium Deposit [+1 Light Metal] | |- Altahe | | |- S : Listening Post | | |- NW: Samarium Deposit [+1 Rare Element] | | |- SW: Gold Deposit [+1 Heavy Metal] | | |- S : Asari Capsule [Matriarch's Writings] | | |- SE: Rachni Cluster | | '- NE: Debris [crashed probe] | | | '- Farthorl | '- Erebus |- Chofen |- Wermani -> Prothean Data Disc |- Quaji ---> Platinum Deposit [+1 Heavy Metal] '- Nepmos |- NE: Anomaly [Deserted Mining Camp] |- W : Anomaly [League of One Medallion] |- SW: Debris [crashed probe] |- SE: Listening Post [rachni ambushes] |- NE: Uranium Deposit [+1 Rare Element] |- E : Palladium Deposit [+1 Heavy Metal] |- SE: Rachni-Infested Mine '- SE: Titanium Deposit [+1 Light Metal] PANGAEA EXPANSE ――|―――――――――――― '- Refuge |- Zafe |- Ilos -----> [SEE WALKTHROUGH] '- Agetoton This system opens up after completing Virmire and the Citadel events that follow. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ASSIGNMENTS [ASSO] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Assignments are optional miniquests Shepard can get by talking with ordinary people on the street, and while the payoffs may be paltry compared to, say, surveying minerals on uncharted planets, they offer free experience when no fighting's to be found. They'll be listed in the (general) order they can be done in. I'm just giving an overview of the assignments; the in-game info gives a detailed play-by-play on every step, so it's hard to completely lose one's bearings. NOTE: Most EXP/credits rewards can vary slightly. UNC: DISTRESS CALL (STRANGE READINGS) ――――――――――――――――――――――――――――――――――――― Unlock: Scan Metgos in Argos Rho's Hydra cluster. The mission is initially received as "Strange Readings" by snooping around on one of Udina's laptops, and later changes to this mission title. Scanning the planet will show a distress signal, allowing the team to land on said planet. It has a Lv2 planetary hazard, though, which means staying out of the mako for too long will have drastic consequences. Go down and locate the transponder beacon (already marked on map) to find it's really a geth ambush! The mako's cannon should be able to dispose of the critters easily, but remember that XP payouts are less this way. CITADEL: ASARI CONSORT ―――――――――――――――――――――― Unlock: Talk with consort's attendant, then agree to help consort when she asks to see the commander. General Septimus is spreading lies about the consort, and he's found in the Wards bar "Chora's Den" drinking his sorrows away. Just keep picking the "northeast" decision on the answer wheel to make him get his act together. He'll then ask to have Shepard deliver a datapad to Xeltan in the Elcor embassy, which will exonerate Sha'ina of the slander. [This starts the assignment "Xeltan's Complaint." After successfully dissuading Septmius from his lies, return to the consort for the reward. [+2P] "Glad to help." [+2R] "Let's talk payment." The reward is 120 XP and credits, and if you answered "That's it?" there'll be an even sweeter surprise. Kinda. Maybe something happened? Also, no matter what, Sha'ira will give a trinket to the commander, which comes into play later. CITADEL: XELTAN'S COMPLAINT ――――――――――――――――――――――――――― Unlock: During course of "Asari Consort," agree to help Septimus out again Xeltan is the elcor worrying in the diplomat's office. If Septimus gave the "Evidence for Xeltan" over, which happens if Shepard agreed to be the delivery boy (or girl), just talk to him [+2P] "Don't worry." Reward is 12 XP and 30 credits. Yawn. CITADEL: SCAN THE KEEPERS ――――――――――――――――――――――――― Unlock: After the 1st Council meeting, talk with Chorban on the mezzanine, and agree to help him when the option arrives. Chorban is trying to gather readings from the Citadel's keepers, and if Shepard helps, a [Scanner] is received. There are twenty-one of the buggers around the station to find, and for each found, some XP and credits are obtained (minute amounts). To scan a keeper, simply approach it and use the option. #01 - [Citadel Tower] - Near where Shepard met Chorban #02 - [Citadel Tower] - Near where Rear Admiral Kohaku stands #03 - [Citadel Tower] - Mid-level, in a covered walkway on one side #04 - [Citadel Tower] - Top-level, side passage near Council platform #05 - [Presidium] ----- By an Avina terminal #06 - [Presidium] ----- Near Wards Access door #07 - [Presidium] ----- Room near Executor Pallin's office & embassy lounge #08 - [Presidium] ----- Isolated hallway stemming from embassy lounge #09 - [Presidium] ----- Volan/Elcor Embassy #10 - [Presidium] ----- Emporium's backroom #11 - [Presidium] ----- Near Emporium, on sidewalk #12 - [Presidium] ----- Near entrance to consort's chambers #13 - [Wards] --------- Requisition Officer's chamber #14 - [Wards] --------- C-Sec car lot (lower wards) #15 - [Wards] --------- Flux' casino #16 - [Wards] --------- Alley behind Flux #17 - [Wards] --------- Dead end by clinic #18 - [Wards] --------- Access tunnel #19 - [Wards] --------- C-Sec's traffic control room #20 - [Wards] --------- Upper market area #21 - [Docking Bay] --- On walkway near Normandy Sometimes the keeper in the Volus/Elcor embassy doesn't appear. Should this happen, advance a few mandatory events and retry (the mission can still be finished before leaving Citadel for the 1st time). CITADEL: PRESIDIUM PROPHET ―――――――――――――――――――――――――― Unlock: After 1st Council meeting, talk with C-Sec Officer by Preaching Hanar In the Presidium, near the Citadel Tower, there is a C-Sec officer arguing with a Hanar, who doesn't want to pay for an evangelical permit. Buying the Hanar said license (150 credits) resolves the dispute, although by putting off the confrontation and waiting until one's Charm/Intimidate skills are high enough, there are more useful options to select. [+8P] "This is unworthy of you." [+8R] "There's trouble anyway." [+8P] "It's not causing trouble." [+8R] "This is dangerous." The C-Sec Officer usually gives a [Medigel] for helping. CITADEL: JAHLEED'S FEARS / JAHLEED AND CHORBAN / JAHLEED SET FREE ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Unlock: Talk with Jahleed in the C-Sec building's west wing This Volus thinks his partner is trying to kill him, and after investigating a smidge, it's learned that he works with Chorban, the guy who asked Shepard to scan the keepers for him. If Shepard agreed to help, Chorban appears in the Wards' lower markets. Give him the third degree to learn Jahleed actually stole info instead of helping disseminate it. [+8P] "No more." (Only if Chorban was talked to previously) [+8R] "You're not leaving." (Only if Chorban wasn't talked to previously) Note that if Shepard didn't agree to help scan before, Chorban's armed thugs will attack here. Afterwards, it'll be up to Shepard to spare his life or take it one fell swoop. Either way, the last step is talking to Jahleed. [+8P] "Then do it legally." [+2R] "Take it back!" Note that Shepard can extort 150 Credits/100 EXP out of Jahleed by telling him to stop, sending away the C-Sec officer that snoops around, then saying s/he'll help scan. [The option to help Jahleed scan plays even if Chorban already gave one, but only if Shepard told Chorban to stop scanning.] Patching things up between Jahleed & Chorban, or turning Jahleed in, gives an inferior reward of 100 XP and 30 credits. CITADEL: REPORTER'S REQUEST ――――――――――――――――――――――――――― Unlock: Talk with Emily Wong near the stairway to Flux (Lower Wards) Emily is an investigative journalist and is looking around to unearth some corruption in the Citadel. Agree to help her in her cause to start the ball rolling. After defeating Fist, pick up the "Optical Storage Disc" laying on the floor and bring it back to Emily. [+2P] "I can offer more." [+2R] "You owe me more." Reward: 480 XP, 140c if the renegade/paragon path is chosen; 140 XP, 280c if the neutral path is chosen. CITADEL: RITA'S SISTER (IS SAFE) ―――――――――――――――――――――――――――――――― Unlock: Talk to Rita in Flux' bar and agree to talk sense into her sister Rita's sister Jenna is working in Chora's Den as a C-Sec informant, and Rita is awfully worried for her safety. Talk to Jenna in the Den, then talk with Chellick on the way out of the bar -- he says to meet him at C-Sec. Do so to learn Jenna's part of an undercover operation. [+2P] "You don't need her." [+2R] "Pathetic." Agree to help Chellick on the mod deal by going to the lower markets and meeting with the arms seller. [+8P] "Sure." [+9R] "You heard me!" Choosing to withhold Jax' payment will initiate a fight with him and his two bodyguards, so be prepared for that. Talk with Chellick afterwards to get the reward [210 XP, 280c if Jax died; +20 Omni-Gel, 224 XP, 280c, Phasic Rounds II if gotten legally.] Optionally, talk to Rita to see just how much she's enjoying her sister working alongside her... CITADEL: THE FAN ―――――――――――――――― Unlock: Talk to Conrad Vermer Conrad is standing in the hallway of the Wards' upper markets, and the mission is composed of three encounters. #1 - He wants an autograph. This is initially available #2 - He wants a photograph. Occurs after returning to Citadel after leaving #3 - He wants to join Spectre. Occurs after completing at least one plot world When the third encounter comes up, Conrad will say the he should be signed on as another Spectre to help Commander Shepard out. [+8P] "There are other fights." [+9R] "There are no good fights." Note that dismissing Conrad and making him storm off will actually get him killed -- just listen to an elevator news item about his attempted "proving". It's the type of thing that makes you wonder why anyone would let him have kids! The only way to keep him safe is to charm him (send him back to his family) or intimidate him with a gun (to simulate what battle was like). If he talks about standing up for humanity, he's not going to live that long... Successfully completing the mission gives a 560 XP reward. CITADEL: SCHELLS THE GAMBLER ―――――――――――――――――――――――――――― Unlock: Approach Flux after doing the Garrus/Michel event in the clinic Approach Flux to see Schells thrown out of the nightclub. Talk with him to learn Doran suspected him of cheating at quasar. Shepard can then agree to help him test his device. There are two ways to win this mission. #1 - Give the device to Doran. Ask for payment to get 160 XP and 280c, then talk with the cheater to end the mission with finality (as well as changing title to "Schells' Scanner Given Away"). #2 - Scan the machines for Schells. Five wins are needed to finish correctly, and a win is counted as winning more money than was bet. This means on low-stakes quasar, an 18-21 score is necessary to win. Bring it back to him afterwards to get the reward (160 XP, 280c). This changes the mission title to "Schells Has His Data". Note that if you attain seven wins with the device, Doran becomes suspicious enough to take back all Shepard's (meager) winnings and confiscate the li'l device. This changes the mission to "Schells' Scanner is Taken" and gives no reward. CITADEL: SIGNAL TRACKING ―――――――――――――――――――――――― Unlock: After meeting with Council for first time When access to the Wards casino is given, look for one that is marked as a "suspicious gambling machine". Someone in the party will start a trace, which leads to (1) the wards access corridor (2) the financial district bank (3) the emporium's backroom. Upon reaching the backroom, there'll be a sentient computer who initiates a self-destruct sequence. If Shepard runs away, s/he dies, so no, it's not bluffing. The disarm sequence is YXYAXAA. This gives 240c for not being blown to smithereens. CITADEL: HOMECOMING ――――――――――――――――――― Unlock: After Tali joins the party Samesh Bhatia is the man standing in front of the embassies, and he's irate that his wife's body (she died on Eden Prime) is being withheld by a man named Bosker, who hangs out in the embassy lounge. [+8P] "This isn't right." [+9R] "I'm releasing the body." [+8P] "This is important." [+9R] "This is war." The only way to resolve the issue is to have a Charm/Intimidate stat high enough (about five) so that the blue- and red-colored options appear on the answer wheel. Reward is 140 XP. UNC: MISSING MARINES ―――――――――――――――――――― Unlock: Talk with R.A. Kohaku after becoming a Spectre The rear admiral is in the Citadel Tower, and has been stonewalled by the bureaucracy on what happened to his men in the Artemis Tau cluster's Sparta System. Land on Edolus and find the distress beacon, only to find it's been placed near a thresher maw's nest. Defeat the maw (it can OHKO at close-range so keep your distance and use the Mako cannon) and examine a corpse, then report back to Kohaku to finish the mission. [400 XP, 1987c] UNC: PRIVATEERS ――――――――――――――― Unlock: Talk with Garoth after becoming a Spectre Like Kohaku, Garoth is also found in the Citadel's tower. His brother's ship disappeared and he needs help finding out Willem's whereabouts. [+2P] "I'll do it." [+2R] "Forget it." In the Horse Head Nebula's Strenuus system, look for the MSV Majesty hidden near planet Xawin; once it's scanned, said planet can be landed on. The base is already marked in the north and, expectedly, has outer defenses to take care of first. Defeat the motley cast of privateers inside and locate the corpse of Willem on the second floor. Now's the time to return to Garoth. [+2P] "This must be hard on you." [+2R] "You were fooling yourself." NOTE: You may be able to conclude this mission without first talking to Garoth, which can also be done during "Asari Diplomacy." UNC: HOSTILE TAKEOVER ――――――――――――――――――――― Unlock: Talk with Helena Blake after becoming a Spectre Helena Blake is standing near the Citadel's Presidium-district emporium. She is "well-acquainted" with some crime bosses and is ready to betray their trust if Shepard will kill them for her. [+8P] "No. I won't do this." [+2R] "I'll do it." [+2R] "Not a problem." Even if you agree not to take the job, you still get the coordinates, so no reason to not get some extra killing done! The two crime lords are found in yet-unopened locations: (1) Planet Mavingon in Gemini Sigma's Han system (2) Planet Klensal in Hades Gamma's Dis system. Mavigon's facility is in a Lv2 Cold Hazard, and is like a normal research facility; it has turrets guarding outside. Klensal's tundra base is actually a mine entrance guarded by some mercenaries. [966 XP, 57333c] With the two scumbags six feet under, it's time to meet Helena in the Horse Head Nebula's Fortuna system (planet Amaranthine), at the research outpost in the south. [+28P] "Walk away." [+09R] "Disband the group." [+02P] "You're under arrest." [+02R] "You better come clean." Using the Charm/Intimidate options convinces Helena to disband the newly-won syndicate, while telling her she's headed for jail then there's a shootout with her and her clan. She uses biotics but the rest are mostly scrubs with decent weaponry. [966 XP, 57333c] UNC: TURIAN INSIGNIAS ――――――――――――――――――――― Unlock: Find any one Turian Insignia These insignias are found throughout the Milky Way galaxy, either by doing a planetary scan from the Normandy or inspecting something on foot. If specific info isn't given below, it means a simple planetary scan is required. Finding thirteen completes the mission, but there are more around so it doesn't turn into too hard of a hunt. #01 - Argos Rho -> Hydra -> Canrum #02 - Argos Rho -> Hydra -> Metgos (planet's surface) #03 - Artemis Tau -> Athens -> Pharos #04 - Hawking Eta -> Century -> Presrop (planet's surface) #05 - Armstrong Nebula -> Vamshi -> Pregel #06 - Armstrong Nebula -> Vamshi -> Maji (planet's surface) #07 - Hades Gamma -> Antaeus -> Trebin (planet's surface) #08 - Hades Gamma -> Dis System -> Raysha #09 - Horse Head Nebula -> Fortuna -> Meganlis #10 - Horse Head Nebula -> Fortuna -> Amaranthine (planet's surface) #11 - Horse Head Nebula -> Strenuus -> Xawin (planet's surface) #12 - Maroon Sea -> Caspian -> Antida #13 - Maroon Sea -> Vostok -> Nodacrux (planet's surface) #14 - Kepler Verge -> Newton -> Ontarom (planet's surface) #15 - Voyager Cluster -> Amazon -> Cybin #16 - Voyager Cluster -> Amazon -> Agebinium (planet's surface) #17 - Styx Theta -> Acheron -> Carbonaceous Asteroid Note that asteroids do not appear on the map initially and must be scanned when the system reticle is moved around. They appear as 'unknown' and can be located by spying a faint twinkling on the map. UNC: VALUABLE MINERALS ―――――――――――――――――――――― Unlock: Survey any one light metal, heavy metal, rare earth, or gas. After becoming a Spectre and having the galaxy on a string, Shepard can go around and scan planets -- from afar or in the mako -- to claim resources for the Alliance. This is a very long sidequest but ultimately very rewarding, as many deposits can give gobs of credits (toward the end). There are four categories: light metals, heavy metals, rare earths, and gasses, sixty-six things to find in all. If more specific info on the minerals' location is not given, it means they are scanned from space. LIGHT METALS #01 - Gemini Sigma -> Ming -> Parag #02 - Hades Gamma -> Farinata -> Rocky Asteroid #03 - Voyager Cluster -> Amazon -> Agebinium (western magnesium deposit) #04 - Voyager Cluster -> Amazon -> Agebinium (northwest beryllium deposit) #05 - Armstrong Nebula -> Gagarin -> Antirumgon #06 - Armstrong Nebula -> Gagarin -> Rayingri [northeast titanium deposit] #07 - Armstrong Nebula -> Hong -> Treagir #08 - Armstrong Nebula -> Tereshkova -> Antibaar [southeast lithium deposit] #09 - Armstrong Nebula -> Tereshkova -> Antibaar [northwest magnesium depst] #10 - Armstrong Nebula -> Vamshi -> Maji [northwest magnesium deposit] #11 - Armstrong Nebula -> Vamshi -> Maji [eastern beryllium deposit] #12 - Armstrong Nebula -> Grissom -> Zaherux #13 - Armstrong Nebula -> Grissom -> Solcrum [southeast magnesium deposit] #14 - Hawking Eta -> Century -> Canctra #15 - Artemis Tau -> Sparta -> Elodus [southeast lithium deposit] #16 - Artemis Tau -> Macedon -> Sharjila [southeast magnesium deposit] #17 - Horse Head Nebula -> Strenuus -> Xawin [northeast cobalt deposit] #18 - Voyager Cluster -> Columbia -> Nepheron [southwest beryllium deposit] #19 - Attican Beta -> Theseus -> Quana #20 - Hades Gamma -> Plutus -> Nonuel [northwest titanium deposit] #21 - Maroon Sea -> Vostok -> Nodacrux [southern cobalt deposit] #22 - Maroon Sea -> Matano -> Supay #23 - Maroon Sea -> Matano -> Chasca [southern beryllium deposit] #24 - Argos Rho -> Phoenix -> Vebinok #25 - Argos Rho -> Phoenix -> Tuntau [western lithium deposit] #26 - Styx Theta -> Acheron -> Grosalgen #27 - Styx Theta -> Erebus -> Nepmos [southeastern titanium deposit] #28 - Gemini Sigma -> Han -> Patatanlis #29 - Gemini Sigma -> Han -> Mavigon [northeastern cobalt deposit] #30 - Hades Gamma -> Dis -> Nearrum #31 - Hades Gamma -> Dis -> Klensal [eastern beryllium deposit] HEAVY METALS #01 - Armstrong Nebula -> Hong -> Casbin [northern gold deposit] #02 - Argos Rho -> Hydra -> Metgos [mercury deposit] #03 - Gemini Sigma -> Han -> Mavigon [eastern gold deposit] #04 - Armstrong Nebula -> Tereshkova -> Thegeuse #05 - Armstrong Nebula -> Tereshkova -> Patamalrus #06 - Armstrong Nebula -> Tereshkova -> Antibaar [southwest mercury deposit] #07 - Kepler Verge -> Newton -> Ontarom [southwest gold deposit] #08 - Kepler Verge -> Newton -> Ontarom [southeast palladium deposit] #09 - Hawking Eta -> Century -> Metallic Asteroid #10 - Hawking Eta -> Century -> Presrop [southwest gold deposit] #11 - Artemis Tau -> Knossos -> Metallic Asteroid #12 - Artemis Tau -> Sparta -> Edolus (southern palladium deposit) #13 - Horse Head Nebula -> Strenuus -> Xawin (southeastern iridium deposit) #14 - Horse Head Nebula -> Strenuus -> Xawin (northern palladium deposit) #15 - Voyager Cluster -> Yangtze -> Dregir #16 - Voyager Cluster -> Yangtze -> Binthu [northern palladium deposit] #17 - Voyager Cluster -> Columbia -> Nepheron [east platinum deposit] #18 - Attican Beta -> Hercules -> Zatorus #19 - Attican Beta -> Hercules -> Eletania [eastern gold deposit] #20 - Attican Beta -> Hercules -> Eletania [western palladium deposit] #21 - Hades Gamma -> Cacus -> Zayarter #22 - Hades Gamma -> Cacus -> Chohe [southern mercury deposit] #23 - Maroon Sea -> Caspian -> Farnuri #24 - Maroon Sea -> Caspian -> Clotanca #25 - Maroon Sea -> Vostok -> Nodacrux [northeast gold deposit] #26 - Maroon Sea -> Matano -> Chasca [northern paladium deposit] #27 - Maroon Sea -> Matano -> Metallic Asteroid #28 - Argos Rho -> Phoenix -> Tuntau #29 - Styx Theta -> Acheron -> Altahe [southwestern gold deposit] #30 - Styx Theta -> Erebus -> Quaji #31 - Styx Theta -> Erebus -> Nepmos [eastern palladium deposit] #32 - Hades Gamma -> Dis -> Klensal [southern platinum deposit] #33 - Horse Head Nebula -> Fortuna -> Amaranthine [northwest iridium deposit] RARE ELEMENTS / RARE EARTHS #01 - Hades Gamma -> Farinata -> Nepneu #02 - Hades Gamma -> Antaeus -> Vemal #03 - Hades Gamma -> Antaeus -> Trebin (west-central plutonium deposit) #04 - Hades Gamma -> Antaeus -> Trebin (northeastern uranium deposit) #05 - Voyager Cluster -> Amazon -> Agebinium (southern samarium deposit) #06 - Voyager Cluster -> Amazon -> Sonedma #07 - Armstrong Nebula -> Hong -> Casbin [eastern uranium deposit] #08 - Armstrong Nebula -> Gagarin -> Rayingri (southwestern polonium deposit) #09 - Armstrong Nebula -> Gagarin -> Rayingri (southeastern thorium deposit) #10 - Armstrong Nebula -> Hong -> Casbin (southeastern samarium deposit) #11 - Armstrong Nebula -> Vamshi -> Maji [southwest thorium deposit] #12 - Armstrong Nebula -> Grissom -> Rocky Asteroid #13 - Armstrong Nebula -> Grissom -> Solcrum (northeast uranium deposit) #14 - Armstrong Nebula -> Grissom -> Solcrum (northwest thorium deposit) #15 - Hawking Eta -> Century -> Presrop (southeast uranium deposit) #16 - Artemis Tau -> Sparta -> Alsages #17 - Artemis Tau -> Sparta -> Edolus (southwest polonium deposit) #18 - Artemis Tau -> Macedon -> Sharjila (northwest thorium deposit) #19 - Artemis Tau -> Macedon -> Sharjila (southwest uranium deposit) #20 - Voyager Cluster -> Yangtze -> Patajiri #21 - Voyager Cluster -> Yangtze -> Binshu (southeast uranium deposit) #22 - Voyager Cluster -> Columbia -> Ontaheter #23 - Voyager Cluster -> Columbia -> Nepheron (northern thorium deposit) #24 - Hades Gamma -> Cacus -> Faringor #25 - Hades Gamma -> Cacus -> Chohe [northwest plutonium deposit] #26 - Hades Gamma -> Plutus -> Mingito #27 - Hades Gamma -> Plutus -> Clocrolis #28 - Hades Gamma -> Plutus -> Nonuel [northwest samarium deposit] #29 - Argos Rho -> Phoenix -> Patashi #30 - Styx Theta -> Acheron -> Altahe #31 - Styx Theta -> Erebus -> Nepmos [northeastern uranium deposit] #32 - Argos Rho -> Hydra -> Metgos (SE thorium deposit) #33 - Horse Head Nebula -> Fortuna -> Therumlon #34 - Horse Head Nebula -> Fortuna -> Amaranthine [southeast thorium deposit] #35 - Horse Head Nebula -> Fortuna -> Amaranthine [northeast uranium deposit] GASSES #01 - Argos Rho -> Hydra -> Syba #02 - Hades Gamma -> Antaeus -> Edmos #03 - Voyager Cluster -> Amazon -> Tremar #04 - Kepler Verge -> Newton -> Juncro #05 - Artemis Tau -> Knossos -> Archanes #06 - Artemis Tau -> Sparta -> Ontamalca #07 - Artemis Tau -> Macedon -> Fargeluse #08 - Artemis Tau -> Athens -> Circe #09 - Artemis Tau -> Athens -> Proteus #10 - Horse Head Nebula -> Strenuus -> Antitarra UNC: LOCATE SIGNS OF BATTLE ――――――――――――――――――――――――――― Unlock: Survey/Scan a League Medallion or Salarian ID Tag Ten medallions and three ID tags are needed to complete this assignment. #01 - Gemini Sigma -> Ming -> Altanorch #02 - Armstrong Nebula -> Gagarin -> Rayingri (SW anomaly) #03 - Armstrong Nebula -> Tereshkova -> Carbonaceous Asteroid #04 - Armstrong Nebula -> Grissom -> Benda #05 - Hawking Eta -> Century -> Tharopto #06 - Horse Head Nebula -> Strenuus -> Yunthorl #07 - Voyager Cluster -> Columbia -> Gromar #08 - Attican Beta -> Hercules -> Syided #09 - Hades Gamma -> Plutus -> Nonuel [southwest anomaly; merc corpse] #10 - Hades Gamma -> Dis -> Klensal [southern anomaly] #11 - Horse Head Nebula -> Fortuna -> Maganlis ID TAGS #01 - Armstrong Nebula -> Hong -> Casbin (western anomaly) #02 - Artemis Tau -> Sparta -> Edolus (northeastern anomaly) #03 - Voyager Cluster -> Columbia -> Nepheron (western anomaly) #04 - Gemini Sigma -> Han -> Mavigon [eastern mummified salarian] UNC: ASARI WRITINGS ――――――――――――――――――― Unlock: Locate any one of Matriarch Dilinaga's writings Ten are needed to complete the objective but like most fetchquest-like missions in ME, there are more available. #01 - Hades Gamma -> Antaeus -> Ploba #02 - Armstrong Nebula -> Gagarin -> Junthor #03 - Armstrong Nebula -> Hong -> Matar #04 - Armstrong Nebula -> Grissom -> Solcrum (SW anomaly) #05 - Kepler Verge -> Newton -> Klencory #06 - Artemis Tau -> Macedon -> Porolan #07 - Artemis Tau -> Macedon -> Sharjila (western anomaly) #08 - Horse Head Nebula -> Pax -> Veles #09 - Hades Gamma -> Cacus -> Chohe [northeast anomalous signal; in a crate] #10 - Hades Gamma -> Cacus -> Chohe [northeast anomalous signal; in a crate] #11 - Hades Gamma -> Cacus -> Chohe [northeast anomalous signal; wall safe] #12 - Hades Gamma -> Plutus -> Nonuel [southwest anomaly] #13 - Maroon Sea -> Vostok -> Pataiton #14 - Argos Rho -> Phoenix -> Tuntau #15 - Styx Theta -> Acheron -> Altahe [southern capsule] #16 - Gemini Sigma -> Han -> Paravin #17 - Horse Head Nebula -> Pax -> Veles UNC: PROTHEAN DATA DISCS ―――――――――――――――――――――――― Unlock: Locate any one disc There are seven Prothean artifacts located around the galaxy. #01 - Hades Gamma -> Farinata -> Juntauma #02 - Armstrong Nebula -> Tereshkova -> Antibaar (west anomaly) #03 - Artemis Tau -> Sparta -> Asteroid Cluster #04 - Voyager Cluster -> Yangtze -> Alrumter #05 - Voyager Cluster -> Yangtze -> Binthu (southern anomaly) #06 - Attican Beta -> Theseus -> Sharring #07 - Maroon Sea -> Matano -> Chasca (southern anomaly) #08 - Maroon Sea -> Matano -> Rocky Asteroid #09 - Styx Theta -> Erebus -> Wermani UNC: MISSING SURVEY TEAM ―――――――――――――――――――――――― Unlock: Listen to it play in a Citadel elevator Citadel elevators have news snippets, and sometimes they can start an assignment somewhere. This one is in Hades Gamma's Antaeus system, down on planet Trebin. Visit the research base to find it deserted, and look around for an excavation site. Inside, explore a little to find all the researchers were turned into husks by some ancient technology. Take 'em out! It's a lot easier if the team retreats into the entrance tunnel, forcing them into there as a bottleneck. More come from the two doors following. [550 XP, 110c] UNC: LOST FREIGHTER ――――――――――――――――――― Unlock: Board the MSV Worthington in the Gemini Sigma's Ming sector The ship is floating in orbit and can be boarded. There aren't any foes in the cargo hold but some canisters are booby-trapped, so shoot 'em from afar. Locate and read all three logs to make the crazed woman Julia appear; she attacks, naturally. Afterwards, the player can disconnect Jacob from his life support, or leave him as a vegetable, but it doesn't influence anything. UNC: HOSTAGE ―――――――――――― Unlock: Enter Hades Gamma's Farinata system The allied commander tells Shepard that the MSV Ontario is floating dead in space, and inside is a bunch of biotics holding a chairman hostage. Once inside, and battle is initiated, there'll be a 3:00 timer to defeat the biotics and find the hostage. FROM EXPERIENCE, I have learned that it's a bad idea to save once the timer starts because a high Charm/Intimidate skill is needed to save the chairman. [+2P] "You don't have to die." [+2R] "Take them down!" [+8R] "You need Burns!" [+9R] "Don't be stupid." (the Intimidate one, not the first one) Picking "You need Burns" or "Don't be stupid." will mitigate the situation and Burns won't die; any other option leads to Burns dying and the biotics leader and his two followers going for the jugular. There'll be a message next time the galaxy map is accessed, either praising or regretting the situation that unfolded. UNC: ESPIONAGE PROBE ―――――――――――――――――――― Unlock: Enter the Voyager Cluster's Amazon system The 5th Fleet general wants the commander to help locate and disarm a nuke that was sent up in a probe years ago, and it's down on Agebinium. Go down on the planet and find the mineshaft where the "homing beacon" is coming from. In a dead-end chamber, the nuke is found...but someone locks the team inside! Now, there's 0:10 before the nuke goes off, but Shepard can disable the three hardpoint sections by using the typical button-input panel that is used for surveys and the like -- this one is just twice as long. For people who suck at this, one can expend 100 omni-gel to do each part manually (but only if they fail once). After disabling the bomb, take the only way out onto the hillside. Elias and his followers will have stolen the Mako and brought it to their camp! There's an easy way to go about this and it's to go the roundabout way down to the ditch surrounding their camp, then enter the Mako and blow 'em all to kingdom come. Fighting on foot is possible too, but they have the advantage...and that ain't good. But one question remains: why be so close to a nuclear explosion in the first place? They're clearly idiots in the first place. UNC: GETH INCURSIONS ―――――――――――――――――――― Unlock: Visit the Armstrong Nebula Commander Hackett wants to enlist help to destroy four geth outposts on four separate planets in the nebula. Gagarin ----> Rayingri (Overrun Research Outpost) Hong -------> Casbin (Geth Outpost) Tereshkova -> Antibaar (Geth Outpost) Vamshi -----> Maji (Geth Outpost) The research has some husks in it, then the geth attack; after exiting, some more are there to take care of. Casbin's geth outpost is situated in a valley, which is good for sniping opportunities (even in Mako), although a dropship gives reinforcements. Antibaar's furious blizzard can make things difficult when aiming, so that may actually be the hardest of the four outposts to take down (it also has a colossus). Maji's outpost is actually a bunch of towers strung through a mountain range, and that's not too good for the vehicle's cannon trajectory. Either way, bring some omni-gel for healing purposes because a bunch of geth can still perforate the Mako if given the chance. When the 4th base is destroyed, a teammate picks up a signal originating from somewhere inside the star cluster. Go to the Grissom System (now opened) and find the Solcrum moon orbiting Notanban. The base here is in a valley and the colossi guarding it are easily avoided. The interior is fashioned like a grounded mercenary/pirate ship, not a typical base. Some rocket-slinging juggernauts are inside so proceed with caution! Following, hack the ground-floor terminal to get information on the geth. Talking with Tali on the Normandy will bring up an event where she wants to use the geth data on her Pilgrimage. [+1P] "All right" [+1P] "Take it." [+1R] "I can't take that risk." NOTE: The little piece with Tali is part of the "Tali's Pilgrimage" quest, which is so abrupt it doesn't really deserve its own section. UNC: DEAD SCIENTISTS ―――――――――――――――――――― Unlock: Visit the Kepler Verge Admiral Hackett informs the commander of some scientists who've been dying lately, and they're all connected to a specific project on Akuze. The last remaining scientist is supposedly on Ontarom... Break into the underground bunker there (mercs guard the outdoors) to find more hired help inside. This can be a HARD battle if the player is just starting out, and I remember the first time I played, I barely finaggled my way past. The key (for generally under-equipped, under-levelled people) is to force the enemy into the bottleneck corridor connecting the first room to the second. Did I mention that most of the enemies health regenerates? Yeah. In the back room, a mercenary is about to execute a scientist. [+2R] [Shoot him] [+8P] "This isn't justice." [+9R] "Let me do it." Note that you have to have a pretty high Charm/Intimidate stat to resolve the situation without both dying. If Toombs is given the chance to tell what happened to his unit, even if he dies, the scientist can still be arrested. UNC: FATHER KYLE ―――――――――――――――― Unlock: Visit Hawking Eta This mission is initially received as "Strange Transmission," from hacking one of the laptops in Executor Pallin's office within the Citadel embassies; or, hacking a terminal in Noveria's Peak 15 reactor area (upper level). Admiral Hackett will want Shepard to deal with an old acquaintance who has set up a cult of biotic followers in Hawking Eta. [+2P] "Maybe I can reason with him." Either way, down on the surface of Presrop (a moon), the biotic compound is marked. This is a fun mission, actually. • The compound is composed of a fixed trailer and an underground bunker. Approach the bunker and answer politely to be let into the bunker; answer angrily and hack the doorpad to start a fight with the cultists inside. [+2P] "He needs my help." [+2R] "He'll get you all killed!" • Down in the bunker is a bunch of cultists. They won't attack if Shepard's squad was invited in before, but they definitely will if any belligerent action had been taken previously. [If the base cultists were slain, the bunker is locked; open it by finding the console in the base.] Also, unlike some other places, the commander can fire upon the "good" biotics and they'll retaliate, rather than the commander being unable to fire completely. • At the back of the base is Father Kyle. [+8P] "You can't help them now." [+9R] "Surrender or they all die!" [+2P] "I tried to help you." [+2R] "Enough crazy talk." If Shepard had killed cultists previously, there's no hope for reconciliation I'm afraid! Picking "You can't help them now" will solve things peacefully, though. The rest of the cultists help fight if their leader dies (and they weren't killed before), so keep that in mind. Return to the Normandy and report to Hackett to end the mission, regardless of the outcome. [There'll be a Citadel elevator report about the events here.] ASARI DIPLOMACY ――――――――――――――― Unlock: Clear the stronghold on Sharjila There is another way to unlock this mission, and that's by clearing a story mission (post-Citadel); Nassana then contacts the Normandy to set up the rendezvous. However, the easiest way is to get a head start on finding Nassana's sister and just head to planet Sharjila, in Artemis Tau's Macedon system. The stronghold will be marked on the map, and after taking down the mercs outside and the pirates inside, take the data off the 2F computer and bring it back to Nassana. The truth is revealed at this time. [+2P] "I've got a better deal." [+2R] "Credits won't cut it." Normal reward ----------: 400 XP, 1987c Charm/Intimidate reward : 800 XP, 3974c, Access to special Asari mods The special reward is the 'Arsali License', normally obtained from someone on Virmire (pretty late in the game). UNC: ROGUE VI ――――――――――――― Unlock: Reach Lv20 and travel to a new location The Admiral's got another problem, and it involves a rogue VI somewhere on Luna, Earth's moon. [+2R] "Where have I heard that before?" [+2P] "Was anyone hurt?" Accepting gives access to the "Local Cluster," which is basically Earth's solar system. Once on Luna, the base is marked in the southwest area -- it has defense turrets naturally. There are three bunkers in a cluster here, and all have the same layout. It doesn't matter which ones are done first, but the enemies that appear and the VI traps have a definite order. BUNKER #1 - Enemies: Assault Drones, Rocket Drones - VI Trap: Poison Gas released (reduces potency of medigels) BUNKER #2 - Enemies: Assault Drones - VI Trap: Kinetic Barriers erected BUNKER #3 - Enemies: Assault Drones, Rocket Drones - VI Trap: Reinforcements summoned (room opposite current position) Poison gas will continuously decrease allies' health when activated (in all bunkers), EXCEPT if they have a helmet on. Rocket drones are especially dangerous, so make sure to save before each fight, and try to use the ol' bottleneck strategy to draw the drones into a corridor -- it's much easier going that way. A couple rooms have 'data ports' to inspect for mini-XP gains. Now, after the arduous task of neutralizing the three bunkers, Shepard will be able to change his/her base skill (such as the 'Soldier' ability, etc.) into an upgrade. See the class overview for more info. [NOTE: Sometimes the game freezes after choosing which upgrade, so make sure to save before destroying the last conduit.] CITADEL: DOCTOR MICHEL ―――――――――――――――――――――― Unlock: Return to clinic after leaving Citadel for first time. Talk with Chloe to overhear her being threatened by a blackmailer. Agree to help her and visit Morlan in the wards' lower markets to start a scene. [+8P] "You should reconsider." [+9R] "Talk and you're dead!" [+2P] "Let's work this out." [+2R] "Kill him." The special Charm/Intimidate skills will avoid a fight; anything else will result in a bloodbath. For successfully completing the mission, the good doc will give a discount on any supplies bought from her (which allows a method of "infinite" credits-gaining). [400 XP, 497c] Optionally, talk with Captain Anderson following the events and talk with him about Armistan Banes, learning that Admiral Kohaku's men discovered his corpse on a derelict scout ship. Kohaku can echo the information, unless the "Missing Marines" mission was already finished -- he'll be gone by then. UNC: CERBERUS ――――――――――――― Unlock: Travel somewhere in the Normandy (post-"Missing Marines") If said mission has already been finished, Kohaku should have left the Citadel (if you care) -- travelling somewhere in the Normandy will give a message that gives the Cerberus mission. [NOTE: You may be able to get this mission without hearing the message; I think it has something to do with visiting the Citadel?] Either way, the objective is to take out the Cerberus bases in the Voyager Cluster's Yangtze system (Binthu). The facilities' layouts are exactly the same, and they have some armaments outside to take care of. They enemies are mostly scientists with some biotic abilities. If you've been using the bottleneck strategy I've been harping about, they should'n't pose a problem whatsoever. Note that due to the layout, Shepard can sneak in and disable the forcefield in the center, setting whatever animal is loose around on the docs (and the experience gained goes to the allies!). Whichever one is third will contain a corpse; inspecting it starts the assignment "Hades' Dogs" and ends this one. UNC: HADES' DOGS ―――――――――――――――― Unlock: Complete "UNC: Cerberus" This mission is to destroy the final Cerberus base, located in the Voyager Cluster's Columbia system (planet Nepheron). The exterior is lightly guarded by commandos, and the interior has some commandos and snipers. Check the console at the back to end the mission [750 XP, 750c]. After trying to exit the system on the Normandy, there'll be an agent from the Shadow Broker who comes a-knockin' for info. [+8P] "I don't trust you." [+9R] "Sounds good." Giving the files over earns 9000 credits! UNC: BESEIGED BASE ―――――――――――――――――― Unlock: Unlocks after obtaining 'x' amount of Paragon points. Doing the infinite paragon trick during "Lost Module" can help open this. Hackett says there's a base in Hades Gamma's Cacus system (planet Chohe) that has been overrun by biotic fanatics on some kind of space acid trip, and the scientists are in danger. [+02R] "That's not my problem." Picking that would refuse the mission though, and that ain't any fun. Get to said system and disembark into the base. The civilian targets, also in a drug-addled state, will wander around and can get killed in crossfire, so it's important to use high-precision shooting (sniping, Overkill, etc.) and avoid explosions. Save beforehand, of course, and watch out for the leader who can shoot explosive rounds. Report to hacket to get the reward of paragon/renegade points: [+24P] No civilian casualties [+08P] Minimal casualties (1-4) incurred [+09R] Maximum casualties (5+) incurred UNC: LOST MODULE ―――――――――――――――― Unlock: Visit the Attican Beta cluster's Hercules system Hackett says the geth shot down a probe nearby and the data inside must be collected before it can be destroyed. Inspect the downed probe to find that the data module is missing; it's time to search those precocious monkeys' colonies! One in the NE is built into an abandoned mine shaft (not pictured on map), and in one of the dead-ends at the back, the item in question can be received. NOTE: There is a glitch here that allows for infinite Paragon points. Once the data module is discovered, save and reload the game, then search that same monkey again for the module. Keep searching it (just mash Y) to get as many Paragon points as y'need. [+6R] Find module w/o killing a space monkey [+2R] Kill a space monkey in any way (driving, shooting, explosion, etc.) There'll be a geth ambush in the main cavern after the module is located, so use the bottleneck strategy and try to lead them into a tunnel opening. Just report to Hackett afterwards to finish up. CITADEL: MIKHAILOVICH'S INSPECTION ―――――――――――――――――――――――――――――――――― Unlock: Return to Citadel after finishing Therum, Feros, or Noveria In the docking bay, there'll be a mandatory stop with R.A. Mikhailovich. He is quite an abrupt guy, which is why there's so many Renegade choices to give him. Charm/Intimidate options will determine just how good the Mikhailovich's report paints the Normandy, mind you. [The rewards differ based on this. [+2P] "We need to build bridges." [+2R] "We need to kick ass." [+2R] "I'm afraid so." [+2R] "Damn right I did." Note: This 'assignment' does not appear in the normal list, before or after. CITADEL: I REMEMBER ME ―――――――――――――――――――――― Unlock: Return to Citadel after finishing Therum, Feros, or Noveria. Shepard must have chosen the 'Colonist' background for his/herself. Leaving the Citadel's docking bay via the elevator will get a scene where the newest Spectre is asked to help deal with a situation involving a woman from Mindoir, Shepard's old colony. She's up in the docking bay and has taken a gun from one of the officers, threatening suicide. Lieutenant Gerard will be nearby and the commander can get a sedative from him. Now, Talitha will commit suicide if the commander's too forceful, so ask her about herself repeatedly and THEN take a step forward. If you pick all of the Charm options, three consecutive steps can be taken. After three steps, new options are available. [+8P] “[Give her the sedative.]” [+9R] “[Use the sedative]” If you walk away from the conversation, there's another option that can be given to Gerard. [+9R] “Shoot her. That’s an order.” Reward is generally around 540 XP and maybe a medigel. CITADEL: THE FOURTH ESTATE ―――――――――――――――――――――――――― Unlock: Return to Citadel after finishing Therum, Feros, or Noveria In the C-Sec building lobby is a reporter (Khalisah Al-Jilani) who wants to interview the commander for the folks back home on Earth. [+2P] "This interview is over." [+8P] "The turians helped build it." -> "The crew is still Alliance" [+2R] "Time for you to shut up." [+9R] "A great human innovation." -> "I command the Normandy." Reward is around 540 XP and 5000c. Giving uptight "party line" answers will not win Shepard any points, but giving some paragon answers will. How did your commander fare? You can find out by boarding the Normandy again; there should be a message from Hackett on Shepard's display. [Talking about Saren is frowned upon though; it's like a breach of investigation.] CITADEL: FAMILY MATTER ―――――――――――――――――――――― Unlock: Return to Citadel after finishing Therum, Feros, or Noveria Outside of Barla Von's office in the Presidium financial district, Rebekah & Michael Petrovsky are arguing (near the transportation terminal). The situation is that Rebekah's unborn child may have a congenital heart defect and Michael wants it to be tested via gene therapy. Leaning towards one argument or another will open up a specific Charm/Intimidate option. [+8P] "It's still her choice." [+9R] "You're not helping." [+8P] "It's worth it." [+9R] "Think of the child." Reward is 560 XP. CITADEL: PLANTING A BUG ――――――――――――――――――――――― Unlock: Return to Citadel after finishing Therum, Feros, or Noveria. Must've finished Emily Wong's previous assignment ("Reporter's Request"). Inside the Citadel Tower, right near the transportation terminal, stands our favorite reporter! Now, the Commander can either go to the C-Sec traffic control room and plant the bug (near the keeper) or feign effort and just tell Emily the bug was placed. [+2P] “It’s a good cause.” (Only if the bug was actually placed) [+2P] "I’ve changed my mind.” [+9R] “[LIE] I already did it.” Reward is 560-840 XP and 5000c. If it was completed "for real," there will be a news story about it during one of those heinously long elevator rides. FEROS: WATER RESTORATION ―――――――――――――――――――――――― Unlock: (1) Go into tunnels and turn on a water valve (2) clear Feros events and talk to Macha Doyle in Zhu's Hope, if she survived The town's water supply is dwindling and the only way to get things working right again is to find the kinks in the pipery. Geth have invested the lower tunnels (accessible from the elevator tower in the camp). The valves are bright-white panels and easily visible in the gloomy scenery. If there's any tips needed, just clear out all the geth first for an easier time. Report back to Macha to end the mission. [620 XP, 17600c] [+8P] Finish the mission. FEROS: GETH IN THE TUNNELS ―――――――――――――――――――――――――― Unlock: (1) Destroy Geth transmitter without being told (2) talk with Fai Dan after fending off raid on 1st raid on Zhu's Hope. Fai Dan will talk about a geth transmitter in the lower tunnels of Zhu's Hope, which is accessible from the far stairway in the elevator tower. There are a few scrubs (snipers, shock troopers) along the way and the transmitter itself is guarded by three krogan warriors. Destroying the transmitter will end the mission. Talk to Fai Dan to end the mission. FEROS: VARREN MEAT ―――――――――――――――――― Unlock: Defeat the Varren in Zhu's Hope's lower tunnels Davin Reynolds will talk about how hunting in the area has gone to pot due to the voracious varren, weird monsters that live in the lower tunnels. This is a rather easy mission to do, since it simply involves killing the varren pack that lives in one local part of the area. Report back to Davin to get the reward. [620 XP, 7400c] [+8P] "Goodbye." [+2R] "Just pay up." FEROS: POWER CELLS ―――――――――――――――――― Unlock: Talk to May O'Connell The colony's power supply is, frankly, pretty crappy, and May is looking for some old-timey power cells that will work with their generator. The answer, like most of the other assignments on this planet, are in the lower tunnels of Zhu's Hope. In the same place where the varren were holed up, there's a wrecked vehicle -- inspect it to get the cells, then return to where May's at for delivery. [540 XP, 8800c] [+8P] Finish the mission successfully. FEROS: DATA RECOVERY ―――――――――――――――――――― Unlock: Talk to Gavin Hossle on the Prothean Skyway After taking the roundabout route to bypass the barrier, there will be two stairways to the upper level. Take the "right" one of the two to find a small isolated hallway guarded by three krogan operatives. Kill them and hack the computer to obtain Hossle's OSD, then deliver it to him -- bingo bango! Reward is 560 XP/10200c no matter how it's sliced. If you finish the planet events before delivering the data, Gavin will have relocated to Zhu's Hope's main camp. GARRUS: FIND DR. SALEON ――――――――――――――――――――――― Unlock: Talk to Garrus aboard the Normandy (after clearing two plot worlds?) Garrus will chit-chat about an old case he had involving Dr. Saleon, a doc who was growing extra organs in subjects and harvesting them for cash. By pressing Garrus, he'll eventually give up the coordinates to the last-known whereabouts: the Herschel System in the Kepler Verge. Board the MSV Fedele and defeat all the Test Subjects in the main bay. They're basically Thorian Creepers that give up craploads of credits. The good doctor's in the medical bay. He ends up dying either way, so at least let Garrus send him to hell. UNC: COLONY OF THE DEAD ――――――――――――――――――――――― Unlock: In the ExoGeni Facility on Feros, find a server log expressing some concerns about Cerberus After clearing Feros, go to the Maroon Sea's Matano system, planet Chasca. The southeastern portion has three civilian structures (base), most filled with annoying clusters of Husks. Inside the underground base structure, the backroom logs suggest that Cerberus intentionally infected the colony. That ends the mission...whee. UNC: EXOGENI FACILITY ――――――――――――――――――――― Unlock: In the ExoGeni Facility on Feros, find a server log talking about a subject sent to a research facility. After completing Feros, travel to the Maroon Sea's Vostok system, planet Nodacrux. There'll be a scene en route where a distress beacon is coming from a facility there. Travel through the mountain region to the clifftop facility...and surprise, there's Thorian Creepers outside! And inside! The bottleneck strategy works well here, although since they're weak anyway, who cares? In the back there are some ExoGeni researchers who had been trapped by their own creations. They try to finaggle themselves out of being arrested by offering bribes (33000c), although if it's not accepted, they'll fight back in a weak fashion. [+8P] "I can't do that." [+9R] "I should kill you now!" NOVERIA: SMUGGLING ―――――――――――――――――― Unlock: Go to Noveria In the plaza area, the shopkeeper Opold wants Shepard to use the Spectre status to smuggle a package through customs. If Shepard agrees, the package will spawn down by the ship ("Opold's Package") and can be picked up. There will be no trouble bringing it through customs either, surprisingly. There three main routes to completing this mission. • METHOD #1: SHOPKEEPER: Bring the package back to Opold. Choosing to steal the package instead of giving it over gives a random weapons mode scaled to Shepard's team's average level. Doing the right thing and giving it to the Opold will get a reward of...250c and 750 XP. However, choosing the Charm/Intimidate options will give a better reward of 500c and 760 XP. If you choose to keep the package, you can still shop there, mind you, but the item stolen won't be that useful unless one's levels are high. • METHOD #2: INAMORDA : Inamorda is the buyer of the package, found on the hotel mezzanine. If you've agreed to pick up the package and made the hanar say who the buyer was (Charm/Intimidate required), Shepard can go to Inamorda and barter a deal that skips the middleman -- but only if Shepard hadn't picked up the package yet. Supposing the Spectre does give the item over to Inamorda, the profit is 1250c/760 XP; using Charm or Intimidate options bumps that up to 750c/760 XP [+2R] Sell the package to Inamorda directly, behind the hanar's back • METHOD #3: ANOLEIS : If you've picked up the package but haven't given it to anyone yet, talk to the administrator and show him said package (this is required as proof). Anoleis will give 200c and a Garage Pass for going through the trouble, although he can be Charmed/Intimidated into letting Shepard keep the weapon upgrade, too. [1900 XP] Choosing to keep the item will result in a fight with Inamorda inside the docking bay next time Shepard visits. NOVERIA: ESPIONAGE ―――――――――――――――――― Unlock: Go to Noveria Mallene Calis in the upper mezzanine area represents an asari biotics firm, and is trying to spy on a human rep from a rival company, who she thinks is trying to infringe on their copyrights. She wants to enlist Shepard's help to investigate this by uploading monitoring spyware onto Rafael Vargas' computer next time he logs into the company intranet. [+2P] Accept job from Asari but then choose to quit on principle [+8P] Refuse to help break the law from the get-go If Shepard accepts, she can learn that Rafael Vargas -- at the nearby bar -- is an impatient man, and when he rubs the back of his neck, that's the sign he's uncomfortable on the subject. Now, the commander gets one shot to bluff through the conversation, with the goal being to keep him talking long enough for the viruses to upload. The flow of conversation should be like this, with little deviation: - I'm an alliance marine. / I'm a Spectre. - If the price is right. - That's correct. / That's irrelevant [both are Charm/Intimidate REPLIES] - What about pain immunity? / Small improvements. - That seems high. - You seem guilty. - That's my comm unit. / I'm being paged. There are some other Charm/Intimidate replies (all are "good" for furthering conversation) but none that are mandatory besides the third series. Now, for the reward. If Shepard planted the viruses, return to Mallene and get the default reward of 500c/140 XP. Shepard can use the Charm/Intimidate skills to milk her reward up to 750c/140 XP. On the flipside, Shepard can choose "An asari asked me to spy" when talking to Vargas and blow the whole operation apart, then talk to Mallene who rushes to get offworld. This gives 140 XP and no credits. [+2P] Tell Rafael the Asari is trying to spy on him, then finish the mission [+2R] Plant the viruses on Vargas, then finish the mission. UNC: LISTENING POST THETA ――――――――――――――――――――――――― Unlock: Complete Noveria There are two ways to open this mission: (1) do "Listening Post Alpha" sidemission (2) visit planet below. In Styx Theta's Acheron galaxy (planet Altahe), visit the Listening Post to find rachni nests outside of it. Defeat them and enter inside, taking out the remaining critters who've overrun the outpost. Inspect the back terminal to learn a shipment came from Argos Rho two days prior. If you haven't done "Listening Post Alpha" yet, inspect the emergency com near the terminal to get the mayday call. UNC: LISTENING POST ALPHA ――――――――――――――――――――――――― Unlock: Complete Noveria There are two ways to open this mission: (1) do "Listening Post Theta" and hear the emergency broadcast near the terminal (2) arrive at the planet below. In Styx Theta's Erebus cluster (planet Nepmos), there is a listening post in the southeastern portion. Some soldiers are fending off rachni attacks, but their defense turret generator is gutted and they're almost through. The only way to make it operable is to connect the mako to it -- this gets the turrets to work, but the mako can't be used to run over or shoot the rachni until it is disconnected. Leave it connected and talk with Lieutenant Durand, agreeing to help her when asked. Defeat two waves of rachni on foot and speak with her again to learn the source is about 500m away, in an abandoned mine shaft (it appears on the map after the conversation). Once inside, use the "bottleneck" strategy and lure the many rachni toward a spot where it's easier to kill 'em. As a fun alternative, find a box to stand on and direct your team around the room to lure them out; then deal with 'em in your preferred fashion! When all are defeated -- a message will denote this -- the mission's over as well. [2990XP] UNC: DEPOT SIGMA-23 ――――――――――――――――――― Unlock: Finish "Listening Post Theta" In Argos Rho's Gorgon system, visit the Unidentified Space Facility floating in Camaron's orbit (it's already marked on map). The cargo bay will be a maze of rachni workers and a few larger ones, but it's nothing tactical playing can't overcome. At the back, listen to the terminal with Elena Flores' datalogs to learn about Cerberus. To finish the mission, prime the demo charge next to the terminal and get out of there before the station blows (1:10). Naturally some rachni appear on the way out. If you didn't get the crapload of chests here, do so before then! WREX: FAMILY ARMOR ―――――――――――――――――― Unlock: Told by Wrex after completing 3 worlds This mission can unlock after doing a bunch of storyline missions and having conversations with Wrex, or you can simply go to the destination: Tantau in Argos Rho's Phoenix cluster (southeastern hidden facility). If you walk in without any pretense and Wrex is with, he'll talk about how the guy inside (Tonn Actus) is a profiteer who stole heirloom armor that's been in his family for generations. Inside will be two hordes of pirates: ones that appear on the map initially and, after going to 2F, some more that appear. Now, these ones can actually be rather hard and have lots of HP in comparison to normal pirates. Tonn Actus is on 2F but can have his health whittled away by blowing up the 3 fuel tanks there. Crack the 2F wall safe to get the Krogan Armor along with some upgrades. NOTE: Doing this allows one to mitigate a potentially fatal situation on Virmire without the need for Charm/Renegade points, which would be mandatory otherwise (well, if you wanted so-and-so to live). VIRMIRE: KIRRAHE'S TEAM ――――――――――――――――――――――― Unlock: Mandatory After getting past the salarian camp on Virmire, the assault on the base will open this "assignment." Since there's two teams, the goal is to undercut the enemy's operations in order to take the heat off Kirrahe's team, which is outnumbered and dangeorusly close to dying where numbers are concerned. There are a few ways to help 'em out. Most of these places are marked on the map in-game, for reference. • Sabotage the comm tower during the base approach • Sabotage the satellite uplink (on a roof) during the base approach • Sabotage the geth flyers, which hover over the refueling station. • During the breakin, disable the alarm but don't send guards towards Kirrahe Sabotaging will give various amounts of Paragon points (see walkthrough). Finishing the world will automatically finish the mission, too. CITADEL: NEGOTIATOR'S REQUEST ――――――――――――――――――――――――――――― Unlock: Complete Virmire During some mandatory post-Virmire events, Shepard will have to meet Cap'n Anderson in Flux. Elias Keeler, a diplomat, is standing at the foot of the stair leading into there. This guy wants a stimulant drug in order to save face at upcoming salarian trade negotiations, but he's purchased his monthly limit... Should you want to avoid the hassle of helping him out, he can be talked out of his desire for stimulants with the charm/intimidate options. If you decide to help him, visit Dr. Michel's med bay to find two new items available: a Mental Stimulant and Depressant, all for under 100 credits. The commander can either give him the stimulant or switch it with the depressant, which turns Elias into a slack-jawed buffoon. [+8P] "You need help." --> 1449 XP [+2R] "No. You'll go now." --> 1449 XP [+9R] [Give him the depressant.] --> 966 XP, 66000c During an elevator ride, Shepard can hear of the negotiation's exploits, and what part Keeler had in 'em. Giving him the stimulant gives the same reward as if Shepard gave him the depressant, for reference. CITADEL: OUR OWN WORST ENEMY ―――――――――――――――――――――――――――― Unlock: Complete Virmire Back on the Citadel post-Virmire, in the lower wards near the entrance to Flux, there will be an "Earth First" protest led by Charles Saracino, an outspoken critic of the Alliance's policies towards aliens. He's attempting to run for political office. Supporting his narrow-minded policies, or rebuking them, will give a minute amount of Paragon/Renegade points. [33000c, 966 XP] [+2P] "I won't support you." [+2R] "You have my support." UNC: THE NEGOTIATION ―――――――――――――――――――― Unlock: 75% Renegade Gauge If you manage to get three-fourths of the renegade gauge filled through various devious actions (or the Noveria trick), Admiral Hackett should radio in aboard the Normandy with this mission. The objective is to find Darius, a warlord on planet Nonuel (in Hades Gamma's Plutus system) and make a treaty with him. [NOTE: You cannot get into his compound without taking this mission first!] Once inside, there are two ways to make the treaty: (1) appease Lord Darius by giving him everything he wants (2) kill Darius instead! Either way, report back to the Normandy to finish the mission. [+08P] Made peace treaty [+25R] Killed warlord & his men _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― CLASS OVERVIEW [CLSO] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Each playable character -- with the exception of Commander Shepard -- has a set class, which comes with its own set of specific, unchangeable abilities. I'll go over the abilities in-depth in a sec, but here's a general overview of what each class has. Notes: • Shepard's class is the only one that can learn Charm/Intimidate skills (by default) and, later, Spectre Training. • Asterisked (*) items denote skills not unlocked by default. __________________ | SOLDIER | USEABLE: Shepard, Ashley Williams |――――――――――――――――――| UPGRADE: Commando -or- Shock Trooper | Pistols | | *Shotguns | Arguably, soldiers are the most well-rounded class in the | Assault Rifles | game, getting a bevy of weapon options to start with, the | *Sniper Rifles | ability to equip heavy armor, and high health. For a | Combat Armor | first-time player, this is probably the best class to | *First Aid | make Shepard as since its flexability plays well to most | Assault Training | situations. The Commando upgrade focuses on powering-up | *Fitness | damage abilities while the Shock Trooper upgrade aims to | Soldier | make the unit stay alive longer through defensive skills. |__________________| Its main downside is lack of biotic abilities, obviously. __________________ | ENGINEER | USEABLE: Shepard |――――――――――――――――――| UPGRADE: Medic -or- Operative | Pistols | | *Basic Armor | Engineers aren't that useful in a pinch, but once the | First Aid | player realizes they're meant to be a support class (and | *Medicine | precautions are taken based off that) they're a lot more | Decryption | usable. Decryption is used to break into containers, and | *Hacking | Electronics is used to salvage crashed probes -- both're | Electronics | invaluable when exploring uncharted worlds. Since they | *Damping | only get weak equipment, giving their armor high shields | Engineer | and the best pistols helps 'em survive longer. |__________________| __________________ | ADEPT | USEABLE: Shepard |――――――――――――――――――| UPGRADE: Bastion -or- Nemesis | Basic Armor | | *Pistols | Adepts are biotics specialists who rely on specialties | Throw | instead of bullets, which explains their lack of weapon | *Lift | prowess and light armoring. When allies are packing heavy | Barrier | firepower, abilities like Singularity and Lift can really | *Stasis | expose the foes to the full brunt of it. The Bastion | Warp | upgrade will allow the class to attack enemies caught in | *Singularity | a stasis field (among other things), while the Nemesis'll | Adept | increase Warp/Lift's potency. Overall, the class may take |__________________| some work but it can definitely pay off. __________________ | INFILTRATOR | USEABLE: Shepard |――――――――――――――――――| UPGRADE: Commando -or- Operative | Pistols | | *Sniper Rifles | Infiltrators dabble in a little of everything, and they | Tactical Armor | may be a little more handy in a skirmish than Engineers; | *Fitness | the weapons they're trained in are some of the most | Decryption | accurate. Decryption and Electronics are vital to doing | *First Aid | interplanetary excursions, while the titular ability will | Electronics | reduce give a heat-dampening effect (lower overheat cost) | *Damping | and increase mine-based damage. The Commando upgrade is | Infiltrator | meant to increase weapon-based damage, while an Operative |__________________| upgrade is meant to reduce cooldown costs for techniques. __________________ | SENTINEL | USEABLE: Shepard, Kaidan Alenko |――――――――――――――――――| UPGRADE: Medic -or- Bastion | Barrier | | *Stasis | Sentinels are...kinda good. They specialize in supportive | Throw | and defensive abilities, and make decent medics (which is | *Lift | why they can specialize in it!). The obvious downside is | Decryption | they lack hardcore combat skills and, unless they're told | *Electronics | to wait in the back lines, they're probably the ones who | First Aid | die most often. Their mixture of biotics and essential | *Medicine | skills is...interesting though. Both upgrades reduce | Sentinel | cooldown times -- Medics for healing-oriented abilities |__________________| and Bastion for defensive-oriented ones. __________________ | VANGUARD | USEABLE: Shepard |――――――――――――――――――| UPGRADE: Nemesis -or- Shock Trooper | Pistols | | *Shotguns | Vanguards great weapons and armor abilities make them a | Throw | fan favorite with players, and for good reason: it's a | *Lift | cool blend of weapons function and biotic techs. There's | Assault Training | a gaping downside though...their biotics abilities are | *Tactical Armor | attack-oriented, so they can't be substitutes for those | Warp | support classes. The Nemesis upgrade gives biotic tech | *Barrier | damage bonuses, while the Shock Trooper boosts the unit's | Vanguard | survival ability through health boosts and defensive- |__________________| -oriented bonuses. __________________ | TURIAN AGENT | USEABLE: Garrus Vakarian |――――――――――――――――――| UPGRADE: --- | Assault Rifles | | *Sniper Rifles | Similar to an Infiltrator, Garrus' special class is more | Tactical Armor | geared towards attacking -- his innate use of assault | *Assault Training| rifles immediately makes him a great candidate for battle, | Decryption | and his useful Decryption/Electronics abilities only | *Damping | sweeten the pot. He's one of the few allies who is that | First Aid | balanced (Wrex is the other) in all fields. His unique | *Electronics | Turian Agent skill improves all weapons' accuracy as | Turian Agent | well as increasing rifle damage (any kind). Instead of an |__________________| Engineer/Sentinel, think about using this studmuffin. __________________ |QUARIAN MACHINIST | USEABLE: Tali'Zorah nar Rayya |――――――――――――――――――| UPGRADE: --- | Pistols | | *Shotguns | Tali's special class is like an Engineer with better | Basic Armor | weapons options. The Hacking skill gives her a great | *First Aid | long-range ability to screw with synthetic enemies, and | Electronics | she can blow off heads with shotguns up close. She still | *Damping | has the pitfalls of the class she mimics, though: poor | Decryption | armor options! Her machinist ability will improve tech | *Hacking | resistance and increase shield capacity, which will keep |Quarian Machinist | her alive more often than naught. Fun character to have |__________________| around, overall. ___________________ KROGAN BATTLEMASTER| USEABLE: Urdnot Wrex ―――――――――――――――――――| UPGRADE: --- Assault Rifles | *Shotguns | The very definition of a tank, Wrex has great weapons Combat Armor | abilities, useful attack biotics, and a titular ability *Fitness | that improves health regeneration and reduces physics Warp | damage (as well as upping melee damage). If you've fought *Throw | a krogan before, they're rather formidable -- Wrex ain't Barrier | any different. Like Garrus, his specialties are twofold *Stasis | and that flexibility makes him a great battle partner. Krogan Battlemaster| As an aside, he also seems to get excellent armor early ___________________| in the game, so there's also that! __________________ | ASARI SCIENTIST | USEABLE: Liara T'Soni |――――――――――――――――――| UPGRADE: --- | Throw | | *Lift | Liara is like an Adept but lacks any weapons abilities | Warp | whatsoever -- she's a purebred biotic user! With a variety | *Singularity | of those attacks at her command, she can be pretty dang | Barrier | potent. A few nitpicks though: Liara has Electronics but | *Stasis | no Decryption...it's kinda lame to split 'em up. Also, | First Aid | Liara can only have Stasis -OR- Overload; learning one | *Electronics | makes the other disappear! Her special skill improves all | Asari Scientist | biotics' cooldown time as well as giving an additional |__________________| boost to First Aid's healing, so she's excellent /there/. NOTE: Increases are not cumulative! For instance, if a pistol accuracy is raised from Lv1 to Lv2, it becomes +14%, not 24% (10+14). ############################# WEAPON ABILITIES ############################# _________ ____ _________________ _________________ _______________________/ PISTOLS |_ |――――|―――――――――――――――――|―――――――――――――――――|―――――――――――――――――――――――――――――――――――| | 01 | Pistol DMG +05% | Pistol ACC +10% | --------------------------------- | | 02 | Pistol DMG +08% | Pistol ACC +14% | --------------------------------- | | 03 | --------------- | --------------- | UNLOCK: Marksman | | 04 | Pistol DMG +10% | Pistol ACC +17% | UNLOCK: Shotguns [Soldier] | | 05 | Pistol DMG +12% | Pistol ACC +20% | UNLOCK: S. Rifles [Infiltrator] | | 06 | Pistol DMG +14% | Pistol ACC +22% | UNLOCK: Shotguns [Vanguard/Mach.] | | | | | UNLOCK: Basic Armor [Engineer] | | 07 | Pistol DMG +16% | Pistol ACC +24% | --------------------------------- | | 08 | --------------- | --------------- | UPGRADE: Advanced Marksman | | 09 | Pistol DMG +18% | Pistol ACC +26% | --------------------------------- | | 10 | Pistol DMG +19% | Pistol ACC +28% | --------------------------------- | | 11 | PistoL DMG +20% | Pistol ACC +30% | --------------------------------- | | 12 | --------------- | --------------- | UPGRADE: Master Marskman | |____|_________________|_________________|___________________________________| Default: Soldier, Engineer, Infiltrator, Vanguard, Quarian Machinist Unlock : Adept (Basic Armor L5) This skill will boost pistol damage and accuracy, which helps since said weapon has a comparatively bad rate of fire which affects damage output; however, their accuracy is great...just not in a sniper rifle's league. It also serves as a stepping stone for warrior classes' to open up better weapon options. The Marksman skill is similar to the "Overkill" ability in that it lets the user fire continuously while minimizing the likelihood of overheating. • Marksman - Pistol ACC +60%, +1 Rounds/Sec Fired, 30% Heat Reduction - Duration: 10s - Recharge: 45s • Advanced - Pistol ACC +60%, +1½ Rounds/Sec Fired, 40% Heat Reduction Marksman - Duration: 13s - Recharge: 45s • Master - Pistol ACC +60%, +2 Rounds/Sec Fired, 50% Heat Reduction Marksman - Duration: 16s - Recharge: 45s __________ ____ _______________ _______________ __________________________/ SHOTGUNS |_ |――――|―――――――――――――――|―――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | Damage +05% | Accuracy +10% | ------------------------------------- | | 02 | Damage +08% | Accuracy +14% | ------------------------------------- | | 03 | Damage +10% | Accuracy +17% | ------------------------------------- | | 04 | ----------- | ------------- | UNLOCK: Carnage | | 05 | Damage +12% | Accuracy +20% | ------------------------------------- | | 06 | Damage +14% | Accuracy +22% | ------------------------------------- | | 07 | Damage +16% | Accuracy +24% | ------------------------------------- | | 08 | ----------- | ------------- | UPGRADE: Advanced Carnage | | 09 | Damage +18% | Accuracy +26% | ------------------------------------- | | 10 | Damage +19% | Accuracy +28% | ------------------------------------- | | 11 | Damage +20% | Accuracy +30% | ------------------------------------- | | 12 | ----------- | ------------- | UPGRADE: Master Carnage | |____|_______________|_______________|_______________________________________| Default: --- Unlock : Soldier (Pistols L4), Vanguard (Pistols L6), Quarian Machinist (Pistols L6), Krogan Battlemaster (Assault Rifles L5) Shotguns are meant to be close-range monsters, not long-range sniping tools, which should be obvious to anyone who's tried the latter. This skillset will increase damage and accuracy, and allow access to it special skill: Carnage. Said skill actually lowers the damage of the next shot but gives its rounds a "splash" effect, damaging nearby enemies in the aftermath. • Carnage - Shotgun DMG +50%, 2m Radius Splash, Accuracy -40%, 45s Recharge • Advanced - Shotgun DMG +100%, 2m Radius Splash, Accuracy -40%, 45s Recharge • Master - Shotgun DMG +150%, 3m Radius Splash, Accuracy -40%, 45s Recharge ________________ ____ _______________ _______________ ____________________/ ASSAULT RIFLES |_ |――――|―――――――――――――――|―――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | ----------- | ------------- | UNLOCK: Overkill | | 02 | Damage +05% | Accuracy +10% | ------------------------------------- | | 03 | Damage +08% | Accuracy +14% | ------------------------------------- | | 04 | Damage +10% | Accuracy +17% | ------------------------------------- | | 05 | Damage +12% | Accuracy +20% | UNLOCK: Shotguns [Krogan Battlemastr] | | 06 | Damage +14% | Accuracy +22% | UNLOCK: Sniper Rifles [Turian Agent] | | 07 | Damage +16% | Accuracy +24% | UNLOCK: Sniper Rifles [Soldier] | | 08 | ----------- | ------------- | UPGRADE: Advanced Overkill | | 09 | Damage +18% | Accuracy +26% | ------------------------------------- | | 10 | Damage +19% | Accuracy +28% | ------------------------------------- | | 11 | Damage +20% | Accuracy +30% | ------------------------------------- | | 12 | ----------- | ------------- | UPGRADE: Master Overkill | |____|_______________|_______________|_______________________________________| Default: Soldier, Turian Agent, Krogan Battlemaster Unlock : --- The warrior's weapon of choice, and one of the best reasons to use Garrus, Wrex, and Ashley. The assault rifle is a mid-range weapon and has a high rate of fire, making it an excellent piece to defeat meddling geth and any other baddy. Although the damage and accuracy boosts as the skillset is learned, the high rate of fire can still be a problem, especially if the overheating limit is rather low on the weapon. Thus, it's always good to have some kind of heat dampening add-on to put more oomph in its power. The Overkill tech will keep the reticle small and provide accuracy boosts to ensure the mark doesn't get out alive. • Overkill - Rifle ACC +20%, 40% Heat Reduction, 10s Duration, 45s Recharge • Advanced - Rifle ACC +30%, 50% Heat Reduction, 12s Duration, 45s Recharge • Master - Rifle ACC +40%, 60% Heat Reduction, 15s Duration, 45s Recharge _______________ ____ _____________________________________________________/ SNIPER RIFLES |_ |――――|―――――――――――――――――|―――――――――――――――――|―――――――――――――――――――――――――――――――――――| | 01 | Sniper DMG +05% | Sniper ACC +10% | --------------------------------- | | 02 | Sniper DMG +08% | Sniper ACC +14% | --------------------------------- | | 03 | --------------- | --------------- | UNLOCK: Assassination | | 04 | Sniper DMG +10% | Sniper ACC +17% | --------------------------------- | | 05 | Sniper DMG +12% | Sniper ACC +20% | --------------------------------- | | 06 | Sniper DMG +14% | Sniper ACC +22% | --------------------------------- | | 07 | Sniper DMG +16% | Sniper ACC +24% | --------------------------------- | | 08 | --------------- | --------------- | UPGRADE: Advanced Assassination | | 09 | Sniper DMG +18% | Sniper ACC +26% | --------------------------------- | | 10 | Sniper DMG +19% | Sniper ACC +28% | --------------------------------- | | 11 | Sniper DMG +20% | Sniper ACC +30% | --------------------------------- | | 12 | --------------- | --------------- | UPGRADE: Master Assassination | |____|_________________|_________________|___________________________________| Default: --- Unlock : Soldier (Assault Rifles L7), Infiltrator (Pistols L5), Turian Agent (Assault Rifles L6) Sniper rifles can boost high power but are often unwieldly early on due to their high overheat limit and low skill accuracy. Later on, though, they're great for sniping faraway targets (aware or not), and the Assassination tech only improves its usefulness, often being able to OHKO its marks. It's strictly a long-range weapon, though, so it's not that good in a close- -quarters skirmish. • Assassination - + 50% DMG, 20s Duration, 45s Recharge • A. Assassination - +125% DMG, 20s Duration, 45s Recharge • M. Assassination - +225% DMG, 20s Duration, 45s Recharge __________________ ____ __________________________________________________/ ASSAULT TRAINING |_ |――――|――――――――――――――――|―――――――――――――――――――|――――――――――――――――――――――――――――――――――| | 01 | Melee DMG +30% | Weapon Damage +1% | -------------------------------- | | 02 | Melee DMG +35% | Weapon Damage +2% | -------------------------------- | | 03 | -------------- | ----------------- | UNLOCK: Adrenaline Burst | | 04 | Melee DMG +40% | Weapon Damage +3% | -------------------------------- | | 05 | Melee DMG +44% | Weapon Damage +4% | UNLOCK: Fitness [Soldier] | | | | | UNLOCK: Tactical Armor [Vanguard]| | 06 | Melee DMG +48% | Weapon Damage +5% | -------------------------------- | | 07 | Melee DMG +52% | Weapon Damage +6% | -------------------------------- | | 08 | -------------- | ----------------- | UPGRADE: Advanced Adrenaline Burst | 09 | Melee DMG +56% | Weapon Damage +7% | -------------------------------- | | 10 | Melee DMG +60% | Weapon Damage +8% | -------------------------------- | | 11 | Melee DMG +64% | Weapon Damage +9% | -------------------------------- | | 12 | -------------- | ----------------- | UPGRADE: Master Adrenaline Burst | |____|________________|___________________|__________________________________| DEFAULT: Soldier, Vanguard UNLOCK : Turian Agent (Tactical Armor L5) Melee damage comes into play when an enemy is too close to fire accurately at, and improving all types of weapons damage is always a plus. However, the main reason to invest in this class is "Adrenaline Burst," which makes any and all currently recharging abilities instantly usable (resets cooldown times, basically). By default, it's got the worst charge time in the game so there's reason to keep investing in the ability despite its main function never changing. • Adrenaline Burst - Resets all cooldown times, -30% Accuracy - Duration --- - Recharge: 120s (90s Advanced, 45s Master) ######################### DEFENSE-RELATED ABILITIES ######################## _____________ ____ _______________________________________________________/ BASIC ARMOR |_ |――――|――――――――――――――|――――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | Defense +05% | Hardening +05% | ------------------------------------- | | 02 | Defense +08% | Hardening +08% | ------------------------------------- | | 03 | ------------ | -------------- | UNLOCK: Shield Boost | | 04 | Defense +10% | Hardening +10% | ------------------------------------- | | 05 | Defense +12% | Hardening +12% | UNLOCK: Pistol (Q. Machinist) | | | | | UNLOCK: First Aid (Adept) | | 06 | Defense +14% | Hardening +14% | ------------------------------------- | | 07 | Defense +16% | Hardening +16% | ------------------------------------- | | 08 | ------------ | -------------- | UPGRADE: Advanced Shield Boost | | 09 | Defense +18% | Hardening +18% | ------------------------------------- | | 10 | Defense +19% | Hardening +19% | ------------------------------------- | | 11 | Defense +20% | Hardening +20% | ------------------------------------- | | 12 | ------------ | -------------- | UPGRADE: Master Shield Boost | |____|______________|________________|_______________________________________| Default: Adept, Quarian Machinist Unlock : Engineer (Pistols L6) Basic Armor is just like it sounds: the lowest denominator of armor skillsets usable. Adepts, Engineers, and Tali can only equip light armor and the DEF bonuses here help keep 'em alive longer. The ever-useful Shield Boost will instantly recharge some or all of the user's shields, especially helpful for Tali whose Quarian Machinist special ability improves her max shields. • Shield Boost - Shield regen 30%/sec, ACC -30%, 2s Duration, 4s Recharge • Advanced SB - Shield regen 40%/sec, ACC -30%, 2s Duration, 4s Recharge • Master SB - Shield regen 50%/sec, ACC -30%, 2s Duration, 4s Recharge ________________ ____ ____________________________________________________/ TACTICAL ARMOR |_ |――――|――――――――――――――|――――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | Defense +05% | Hardening +05% | ------------------------------------- | | 02 | Defense +08% | Hardening +08% | ------------------------------------- | | 03 | ------------ | -------------- | UNLOCK: Shield Boost | | 04 | Defense +10% | Hardening +10% | ------------------------------------- | | 05 | Defense +12% | Hardening +12% | UNLOCK: Assault Training (Turian Ag.) | | 06 | Defense +14% | Hardening +14% | UNLOCK: Fitness (Infiltrator) | | 07 | Defense +16% | Hardening +16% | UNLOCK: Can now equip medium armor | | 08 | ------------ | -------------- | UPGRADE: Advanced Shield Boost | | 09 | Defense +18% | Hardening +18% | ------------------------------------- | | 10 | Defense +19% | Hardening +19% | ------------------------------------- | | 11 | Defense +20% | Hardening +20% | ------------------------------------- | | 12 | ------------ | -------------- | UPGRADE: Master Shield Boost | |____|______________|________________|_______________________________________| Default: Infiltrator, Turian Agent Unlock : Vanguard (Assault Training L5) Tactical Armor is a step up from Basic Armor, eventually allowing its users the chance to equip medium armor. The DEF/Hardening abilities, as well as the Shield Boost ability, are still around as well. Combining better armor options and a shield-recharge ability is the recipe for battle success! • Shield Boost - Shield regen 30%/sec, ACC -30%, 2s Duration, 4s Recharge • Advanced SB - Shield regen 40%/sec, ACC -30%, 2s Duration, 4s Recharge • Master SB - Shield regen 50%/sec, ACC -30%, 2s Duration, 4s Recharge ______________ ____ ______________________________________________________/ COMBAT ARMOR |_ |――――|――――――――――――――|――――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | Defense +05% | Hardening +05% | ------------------------------------- | | 02 | Defense +08% | Hardening +08% | ------------------------------------- | | 03 | ------------ | -------------- | UNLOCK: Shield Boost | | 04 | Defense +10% | Hardening +10% | UNLOCK: Fitness [Krogan Battlemaster] | | 05 | Defense +12% | Hardening +12% | ------------------------------------- | | 06 | Defense +14% | Hardening +14% | UNLOCK: First Aid [Soldier] | | 07 | Defense +16% | Hardening +16% | UNLOCK: Heavy Armor can now be equipt | | 08 | ------------ | -------------- | UPGRADE: Advanced Shield Boost | | 09 | Defense +18% | Hardening +18% | ------------------------------------- | | 10 | Defense +19% | Hardening +19% | ------------------------------------- | | 11 | Defense +20% | Hardening +20% | ------------------------------------- | | 12 | ------------ | -------------- | UPGRADE: Master Shield Boost | |____|______________|________________|_______________________________________| Default: Soldier, Krogan Battlemaster Unlock : --- The cream of the crop when it comes to armoring, soldiers and Wrex get to equip the heavy stuff, improving their DEF and shields and allowing them to be even more flexible tanks. The DEF/Hardening boosts, as well as the Shield Boost ability, help them wreak unparalleled havoc on the battlefield without much of a scratch (especially when coupled with the Immunity ability). • Shield Boost - Shield regen 30%/sec, ACC -30%, 2s Duration, 4s Recharge • Advanced SB - Shield regen 40%/sec, ACC -30%, 2s Duration, 4s Recharge • Master SB - Shield regen 50%/sec, ACC -30%, 2s Duration, 4s Recharge _________ ____ _____________ _____________________________________________/ FITNESS |_ |――――|―――――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | Health +10% | ------------------------------------------------------- | | 02 | Health +14% | ------------------------------------------------------- | | 03 | Health +17% | ------------------------------------------------------- | | 04 | ----------- | UNLOCK: Immunity | | 05 | Health +20% | ------------------------------------------------------- | | 06 | Health +22% | ------------------------------------------------------- | | 07 | Health +24% | ------------------------------------------------------- | | 08 | ----------- | UPGRADE: Advanced Immunity | | 09 | Health +26% | ------------------------------------------------------- | | 10 | Health +28% | ------------------------------------------------------- | | 11 | Health +30% | ------------------------------------------------------- | | 12 | ----------- | UPGRADE: Master Immunity | |____|_____________|_________________________________________________________| Default: --- Unlock : Soldier (Assault Training L5), Infiltrator (Tactical Armor L6), Krogan Battlemaster (Combat Armor L4) Fitness improves one's health, and that's always a good thing. But it's the Immunity ability that really shows its worth, letting its executor halve damage (or better) for a set duration. For tank characters like Wrex, who get high HP and defense options, this basically makes them an invincible angel of death on whoever's around. • Immunity - DEF +50%, -30% Accuracy, 10s Duration, 60s Recharge • Advanced I. - DEF +60%, -30% Accuracy, 15s Duration, 45s Recharge • Master I. - DEF +80%, -30% Accuracy, 20s Duration, 30s Recharge ___________ ____ _______________________ _________________________________/ FIRST AID |_ |――――|―――――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――| | 01 | + 40 HP from Medigels | --------------------------------------------- | | 02 | + 50 HP from Medigels | --------------------------------------------- | | 03 | + 60 HP from Medigels | --------------------------------------------- | | 04 | + 70 HP from Medigels | UNLOCK: Electronics [Asari Scientist] | | 05 | + 80 HP from Medigels | UNLOCK: Medicine [Engineer, Sentinel] | | 06 | +100 HP from Medigels | --------------------------------------------- | | 07 | +110 HP from Medigels | UNLOCK: Electronics [Turian Agent] | | 08 | +120 HP from Medigels | --------------------------------------------- | | 09 | +130 HP from Medigels | --------------------------------------------- | | 10 | +140 HP from Medigels | --------------------------------------------- | | 11 | +150 HP from Medigels | --------------------------------------------- | | 12 | +180 HP from Medigels | --------------------------------------------- | |____|_______________________|_______________________________________________| Default: Engineer, Sentinel, Turian Agent, Asari Scientist Unlock : Soldier (Combat Armor L6), Infiltrator (Decryption L7), Quarian Machinist (Basic Armor L5) A medigel will heal the entire team 'x' amount of health, meaning that it's always good to have a specialist in this area (it doesn't matter if it's Shepard or not, mind you). Better healing? Yes, please! __________ ____ __________________________________________________________/ MEDICINE |_ |――――|―――――――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――――――――――| | 01 | ----------------------- | UNLOCK: Neural Shock | | 02 | First Aid Recharge -10% | ------------------------------------------- | | 03 | First Aid Recharge -14% | ------------------------------------------- | | 04 | First Aid Recharge -17% | ------------------------------------------- | | 05 | First Aid Recharge -20% | ------------------------------------------- | | 06 | First Aid Recharge -22% | ------------------------------------------- | | 07 | ----------------------- | UPGRADE: Advanced Neural Shock | | 08 | First Aid Recharge -24% | ------------------------------------------- | | 09 | First Aid Recharge -26% | ------------------------------------------- | | 10 | First Aid Recharge -28% | ------------------------------------------- | | 11 | First Aid Recharge -30% | ------------------------------------------- | | 12 | ----------------------- | UPGRADE: Master Neural Shock | |____|_________________________|_____________________________________________| Default: --- Unlock : Engineer (First Aid L5), Sentinel (First Aid L5) The foil skill to "First Aid," it's mostly meant to be supplementary and reduce its recharge time. If you've ever been in a scrape and have had to retreat due to the longtastic waiting time, this investment is well worth it. The Neural Shock (projectile) ability knocks out a target for 'x' amount of time, preventing them from attacking and allowing them to be attacked w/o repercussion. Enemy biotics users LOVE to spam this ability, so being able to return the favor's always nice. • Neural Shock - 1s Knockout, 40 toxic damage, ACC -60%, 45s Recharge • Advanced NS - 3s Knockout, 80 toxic damage, ACC -60%, 45s Recharge • Master N.S. - 5s Knockout, 120 toxic damage, ACC -60%, 45s Recharge ############################### TECH ABILITIES ############################# ____________ ____ ________________________________________________________/ DECRYPTION |_ |――――|――――――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | ------------------ | UNLOCK: Sabotage | | 02 | Tech Mine DMG +10% | ------------------------------------------------ | | 03 | Tech Mine DMG +14% | ------------------------------------------------ | | 04 | Tech Mine DMG +18% | UNLOCK: Electronics (Sentinel), Damping (TAgent) | | 05 | ------------------ | UPGRADE: Advanced Sabotage | | 06 | Tech Mine DMG +20% | ------------------------------------------------ | | 07 | Tech Mine DMG +22% | UNLOCK: First Aid (Infiltrator) | | | | UNLOCK: Hacking (Engineer, Quarian Machinist) | | 08 | Tech Mine DMG +24% | ------------------------------------------------ | | 09 | ------------------ | UPGRADE: Master Sabotage | | 10 | Tech Mine DMG +26% | ------------------------------------------------ | | 11 | Tech Mine DMG +28% | ------------------------------------------------ | | 12 | Tech Mine DMG +30% | ------------------------------------------------ | |____|_______________________________________________________________________| Default: Engineer, Sentinel, Infiltrator, Turian Agent, Quarian Machinist Unlock : --- The Decryption ability is used to hack storage lockers and crates throughout the game, and given how many of them there are -- and how it's the most consistant source of items -- it'd be foolish to _not_ have a specialist in this category. The Sabotage ability relates to the "tech mine" damage, and its usefulness improves over time. • Sabotage - 50 DMG, 6m Radius, 2 DMG/sec, ACC -60%; Decrypt Easy objects - Duration: 15s - Recharge: 45s • Advanced - 100 DMG, 8m Radius, 3 DMG/sec, ACC -60%; Decrypt Med. objects Sabotage - Duration: 20s - Recharge: 45s • Master - 150 DMG, 10m Radius, 4 DMG/sec, ACC -60%; Decrypt hard objects Sabotage - Duration: 25s - Recharge: 45s _________ ____ ___________________________________________________________/ HACKING |_ |――――|―――――――――――――――――――――――――――――――――――――――――|―――――――――――――――――――――――――――――| | 01 | --------------------------------------- | UNLOCK: AI Hacking | | 02 | Overload/Sabotage/Damping Recharge -06% | --------------------------- | | 03 | Overload/Sabotage/Damping Recharge -09% | --------------------------- | | 04 | Overload/Sabotage/Damping Recharge -12% | --------------------------- | | 05 | Overload/Sabotage/Damping Recharge -15% | --------------------------- | | 06 | Overload/Sabotage/Damping Recharge -18% | --------------------------- | | 07 | --------------------------------------- | UPGRADE: Advanced AI Hacking| | 08 | Overload/Sabotage/Damping Recharge -21% | --------------------------- | | 09 | Overload/Sabotage/Damping Recharge -24% | --------------------------- | | 10 | Overload/Sabotage/Damping Recharge -27% | --------------------------- | | 11 | Overload/Sabotage/Damping Recharge -30% | --------------------------- | | 12 | --------------------------------------- | UPGRADE: Master AI Hacking | |____|_________________________________________|_____________________________| Default: --- Unlock : Engineer (Decryption L7), Quarian Machinist (Decryption L7) Hacking is a special ability for Engineers and Tali, letting them hack into nearby machine-type enemies (namely the geth) and make them fight amongst themselves, which can easily turn a poor situation into an easily-won one. Even if y'don't plan to use hacking too often, the skillset lowers three skills' recharge times and those are definitely worth using. • AI Hacking - Hacks basic enemies, -80% ACC, 20s Duration, 60s Recharge • Advanced - Hacks strong enemies, -80% ACC, 25s Duration, 60s Recharge • Master - Hacks strongest enemies, -80% ACC, 30s Duration, 60s Recharge _____________ ____ ______________ ________________________________________/ ELECTRONICS |_ |――――|――――――――――――――|――――――――――――――――――――――|―――――――――――――――――――――――――――――――――| | 01 | ------------ | -------------------- | UNLOCK: Overload | | 02 | Shields + 30 | Mako HP Repair + 400 | ------------------------------- | | 03 | Shields + 60 | Mako HP Repair + 600 | ------------------------------- | | 04 | Shields + 90 | Mako HP Repair + 900 | UNLOCK: Damping (Egnr/Inf/QMch) | | 05 | ------------ | -------------------- | UPGRADE: Advanced Overload | | 06 | Shields +120 | Mako HP Repair +1200 | ------------------------------- | | 07 | Shields +150 | Mako HP Repair +1400 | ------------------------------- | | 08 | Shields +180 | Mako HP Repair +1600 | ------------------------------- | | 09 | ------------ | -------------------- | UPGRADE: Master Overload | | 10 | Shields +210 | Mako HP Repair +2000 | ------------------------------- | | 11 | Shields +240 | Mako HP Repair +2200 | ------------------------------- | | 12 | Shields +270 | Mako HP Repair +2400 | ------------------------------- | |____|______________|______________________|_________________________________| Default: Engineer, Infiltrator, Quarian Machinist Unlock : Sentinel (Decryption L4), Turian Agent (First Aid L7), Asari Scientist (First Aid L4) A companion to the Decryption ability, a high Electronics level will let the team salvage wrecked probes [etc.] in uncharted worlds. Since this directly affects the completion of some side missions, it's always good to have someone get to Lv9 in it. Additionally, the Mako vehicle will be healed more from the same amount of omni-gel if a skilled Electronics specialist is in the party, and it can really pay off in the long run. • Overload - 50 DMG, 6m Radius, 200 Shield DMG, -20% Foe DEF (10s), ACC -60% - Can open easy electronic locks - Duration: Instant - Recharge: 60s • Advanced - 100 DMG, 8m Radius, 400 Shield DMG, -25% Foe DEF (25s), ACC -60% Overload - Can open medium electronic locks - Duration: Instant - Recharge: 50s • Master - 150 DMG, 10m Radius, 600 Shield DMG, -30% Foe DEF (30s), ACC -60% Overload - Can open hardened electronic locks - Duration: Instant - Recharge: 40s _________ ____ ___________________________________________________________/ DAMPING |_ |――――|―――――――――――――――――――――――――――――――――――――――|―――――――――――――――――――――――――――――――| | 01 | ------------------------------------- | UNLOCK: Damping | | 02 | Sabotage/Overload/Damping Radius +10% | ----------------------------- | | 03 | Sabotage/Overload/Damping Radius +14% | ----------------------------- | | 04 | Sabotage/Overload/Damping Radius +18% | ----------------------------- | | 05 | Sabotage/Overload/Damping Radius +20% | ----------------------------- | | 06 | ------------------------------------- | UPGRADE: Advanced Damping | | 07 | Sabotage/Overload/Damping Radius +22% | ----------------------------- | | 08 | Sabotage/Overload/Damping Radius +24% | ----------------------------- | | 09 | Sabotage/Overload/Damping Radius +26% | ----------------------------- | | 10 | Sabotage/Overload/Damping Radius +28% | ----------------------------- | | 11 | Sabotage/Overload/Damping Radius +30% | ----------------------------- | | 12 | ------------------------------------- | UPGRADE: Master Damping | |____|_______________________________________|_______________________________| Default: --- Unlock : Engineer, Infiltrator, Turian Agent, Quarian Machinist (Electronics L4 for all listed) Damping is an area attack that can stun foes, leaving them open to attacks from allies -- in essence, it can make battles much, much shorter. As one invests time in it, stronger foes can be affected by the skills as well. Of course, the attack radius broadens due to the skillset's secondary effect, too. • Damping - 50 DMG, 6m Radius, Foe Recharge +30%, 3s Stun Weak Foes, ACC -60% - Duration: Instant - Recharge: 60s • Advanced - 100 DMG, 8m Radius, Foe Recharge +45%, 3s Stn Med. Foes, ACC -60% Damping - Duration: Instant - Recharge: 50s • Master - 150 DMG, 10m Radius, Foe Rechrge +60%, 3s Stun Hrd Foes, ACC -60% Damping - Duration: Instant - Recharge: 40s ############################# BIOTIC ABILITIES ############################# _______ ____ _____________________________________________________________/ THROW |_ |――――|――――――――――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――| | 01 | Newtons of Force + 600 | UNLOCK: Throw | | 02 | Newtons of Force + 650 | -------------------------------------------- | | 03 | Newtons of Force + 700 | -------------------------------------------- | | 04 | Newtons of Force + 750 | -------------------------------------------- | | 05 | Newtons of Force + 800 | -------------------------------------------- | | 06 | Newtons of Force + 850 | UNLOCK: Lift (Adept, Asari Scientist) | | 07 | Newtons of Force + 900 | UNLOCK: Lift (Sentinel, Vanguard) | | 08 | Newtons of Force +1000 | UPGRADE: Advanced Throw | | 09 | Newtons of Force +1050 | -------------------------------------------- | | 10 | Newtons of Force +1100 | -------------------------------------------- | | 11 | Newtons of Force +1150 | -------------------------------------------- | | 12 | Newtons of Force +1250 | UPGRADE: Master Throw | |____|________________________|______________________________________________| Default: Adept, Sentinel, Vanguard, Asari Scientist Unlock : Krogan Battlemaster (Warp L7) The Throw ability is isolated in some biotics/specialist classes, so if yer a fan of balanced allies (like Garrus or Wrex), this isn't an option. Just the same, the throw ability will send enemies flying backwards and deal some minute damage as well. The higher skill level, the harder the enemies are flung...pretty basic concept. Note that environmental hazards, like pits and lava, can be used to one's advantage with this skill. • Warp - 600 Newtons Force, 4m Radius, ACC -60%, 60s Recharge • A. Warp - 1000 Newtons Force, 5m Radius, ACC -60%, 50s Recharge • M. Warp - 1250 Newtons Force, 6m Radius, ACC -60%, 40s Recharge ______ ____ ______________________________________________________________/ LIFT |_ |――――|――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | 6.0s Duration | UNLOCK: Lift (4m Radius, ACC-80%, 60s Recharge) | | 02 | 6.4s Duration | ---------------------------------------------------- | | 03 | 6.8s Duration | ---------------------------------------------------- | | 04 | 7.2s Duration | ---------------------------------------------------- | | 05 | 7.6s Duration | ---------------------------------------------------- | | 06 | 8.0s Duration | ---------------------------------------------------- | | 07 | 9.0s Duration | UPGRADE: Advanced Lift (5m Radius, ACC-60%, 50s Rch) | | 08 | 9.4s Duration | ---------------------------------------------------- | | 09 | 9.8s Duration | ---------------------------------------------------- | | 10 | 10.2s Duration | ---------------------------------------------------- | | 11 | 10.6s Duration | ---------------------------------------------------- | | 12 | 12.0s Duration | UPGRADE: Master Lift (4m Radius, ACC-40%, 40s Rchrg) | |____|________________|______________________________________________________| Default: --- Unlock : Adept and Asari Scientist (both Throw L6); Sentinel and Vanguard (both Throw L7) Pretty easy concept to understand, no? The target is lifted into the air. It does no damage by itself but works well when used in conjunction with other abilities, namely those that improve firepower/accuracy (Assassination or Overkill) and fun biotics like Throw (which can improve distance tossed). _________ ____ ___________________________________________________________/ BARRIER |_ |――――|――――――――――――――|―――――――――――――――|――――――――――――――――――――――――――――――――――――――――| | 01 | ------------ | ------------- | UNLOCK: Barrier | | 02 | Shields +420 | 10.5 Duration | -------------------------------------- | | 03 | Shields +440 | 11.0 Duration | -------------------------------------- | | 04 | Shields +460 | 11.5 Duration | -------------------------------------- | | 05 | Shields +480 | 12.0 Duration | UNLOCK: Stasis (Adept/Sentinel/AsariS) | | 06 | Shields +500 | 12.5 Duration | UNLOCK: Stasis (Krogan Battlemaster) | | 07 | ------------ | ------------- | UPGRADE: Advanced Barrier | | 08 | Shields +720 | 17.0 Duration | -------------------------------------- | | 09 | Shields +740 | 17.5 Duration | -------------------------------------- | | 10 | Shields +760 | 18.0 Duration | -------------------------------------- | | 11 | Shields +780 | 18.5 Duration | -------------------------------------- | | 12 | ------------ | ------------- | UPGRADE: Master Barrier | |____|______________|_______________|________________________________________| Default: Adept, Sentinel, Krogan Battlemaster, Asari Scientist Unlock : --- Not much to say on this end: Barrier erects a barrier, and improving the skillset increases the temporary shields amount and its duration. Although it's good on any class that can learn it, it's especially useful on weaker biotics-geared classes and Wrex, which makes him even more of a tank than he already is. • Barrier - Shields +400, 10.0s Duration, ACC -80%, 60s Recharge • A. Barrier - Shields +700, 16.5s Duration, ACC -80%, 50s Recharge • M. Barrier - Shields +1000, 23.0s Duration, ACC -80%, 40s Recharge ______ ____ ______________________________________________________________/ WARP |_ |――――|――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | 7s Duration | UNLOCK: Warp (6 DMG/sec, DEF -50%, 4m Radius) | | 02 | 8s Duration | ------------------------------------------------------ | | 03 | 9s Duration | ------------------------------------------------------ | | 04 | 10s Duration | UNLOCK: Barrier (Vanguard) | | 05 | 11s Duration | ------------------------------------------------------ | | 06 | ------------ | UPGRADE: Advanced Warp (8 DMG/sec, DEF-60%, 5m Radius) | | 07 | 14s Duration | UNLOCK: Singularity (Adept, Asari Scientist) | | | | UNLOCK: Throw (Krogan Battlemaster) | | 08 | 15s Duration | ------------------------------------------------------ | | 09 | 16s Duration | ------------------------------------------------------ | | 10 | 17s Duration | ------------------------------------------------------ | | 11 | 18s Duration | ------------------------------------------------------ | | 12 | 20s Duration | UPGRADE: Master Warp (10 DMG/sec, DEF-75%, 6m Radius) | |____|______________|________________________________________________________| Default : Adept, Vanguard, Krogan Battlemaster, Asari Scientist Unlock : --- Recharge: 60s (default), 50s (Advanced), 40s (Master) Warp is a great ability, in that it reduces the enemy's defense and deals continuous damage. It's cool in and of itself, sure, but also stops enemies regenerating abilities (or at least counteracts them somewhat). Some people extolled its greatness for higher difficulty play, and for good reason! ________ ____ ____________________________________________________________/ STASIS |_ |――――|――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | 12.5s Duration | UNLOCK: Stasis (ACC -80%, 60s Recharge) | | 02 | 13.0s Duration | ---------------------------------------------------- | | 03 | 13.5s Duration | ---------------------------------------------------- | | 04 | 14.0s Duration | ---------------------------------------------------- | | 05 | 14.5s Duration | ---------------------------------------------------- | | 06 | 17.0s Duration | UPGRADE: Advanced Stasis (ACC -80%, 50s Recharge) | | 07 | 17.5s Duration | ---------------------------------------------------- | | 08 | 18.0s Duration | ---------------------------------------------------- | | 09 | 18.5s Duration | ---------------------------------------------------- | | 10 | 19.0s Duration | ---------------------------------------------------- | | 11 | 19.5s Duration | ---------------------------------------------------- | | 12 | 21.0s Duration | UPGRADE: Master Stasis (ACC -80%, 40s Recharge) | |____|________________|______________________________________________________| Default: Adept, Sentinel, Krogan Battlemaster, Asari Scientist Unlock : --- Stasis...well, locks a target in stasis: they can't move but also can't be damaged. It's more of a way to just get some foes out of the way, generally. While it's more of a stopgap for normal classes, if the user specializes in the 'Bastion' class upgrade, they gain the ability to kill Stasis-ed targets. It's like Final Fantasy Tactics, where you can inflict Stop on someone with Shadow Stitch and then just beat the crap out of them without any fuss! _____________ ____ _______________________________________________________/ SINGULARITY |_ |――――|――――――――――――――|―――――――――――――|――――――――――――――――――――――――――――――――――――――――――| | 01 | 4.00m Radius | 4s Duration | UNLOCK: Singularity (ACC-80%, 60s Rchrg) | | 02 | 4.25m Radius | ----------- | ---------------------------------------- | | 03 | 4.50m Radius | ----------- | ---------------------------------------- | | 04 | 4.75m Radius | ----------- | ---------------------------------------- | | 05 | 5.00m Radius | ----------- | ---------------------------------------- | | 06 | 5.25m Radius | ----------- | ---------------------------------------- | | 07 | 6.25m Radius | 6s Duration | UPGRADE: Advanced Singularity (", 50s R) | | 08 | 6.50m Radius | ----------- | ---------------------------------------- | | 09 | 6.75m Radius | ----------- | ---------------------------------------- | | 10 | 7.00m Radius | ----------- | ---------------------------------------- | | 11 | 7.25m Radius | ----------- | ---------------------------------------- | | 12 | 8.00m Radius | 8s Duration | UPGRADE: Master Singularity (", 40s Rch) | |____|______________|_____________|__________________________________________| Default: --- Unlock : Adept and Asari Scientist (both Warp L7) Singularity is a cool biotic tech. When placed, it uses a small gravitational field to suck in nearby enemies, rendering them helpless for the duration of the ability and letting the allies get in some potshots. Investing in the class will improve its radius and charge time. ########################## SHEPARD-ONLY ABILITIES ########################## There are a few skills only the commander can get, and they'll appear on any class s/he becomes. __________________ ____ __________________________________________________/ CHARM/INTIMIDATE |_ |――――|―――――――――――――――――――――――――――――――|―――――――――――――――――――|―――――――――――――――――――| | 01 | Opens up new dialogue options | ----------------- | ----------------- | | 02 | Opens up new dialogue options | ----------------- | ----------------- | | 03 | Opens up new dialogue options | ----------------- | ----------------- | | 04 | Opens up new dialogue options | 2% Store Discount | +2% Selling Price | | 05 | Opens up new dialogue options | ------------------| ----------------- | | 06 | Opens up new dialogue options | ------------------| ----------------- | | 07 | Opens up new dialogue options | ------------------| ----------------- | | 08 | Opens up new dialogue options | 5% Store Discount | +5% Selling Price | | 09 | Opens up new dialogue options | ------------------| ----------------- | | 10 | Opens up new dialogue options | ------------------| ----------------- | | 11 | Opens up new dialogue options | ------------------| ----------------- | | 12 | Opens up new dialogue options | 8% Store Discount | +8% Selling Price | |____|_______________________________|___________________|___________________| The Charm and Intimidate skills are available only to whichever class the commander chooses, and they both have one main function: changing dialogue options, which can directly affect the outcomes of some main events and assignments. A peculiarity about this skillset is that more Charm/Intimidate levels are gained by having 'x' amount filled in the Paragon and Renegade gauges, which themselves are filled by getting 'x' amount of Charm/Intimidate points. It's a cyclic symbiotic relationship, y'see. NOTE: A free point in Charm/Intimidate is reached when the gauges are filled 10%, 25%, and 75% of the way. Also, when Shepard becomes a Spectre, each gets a free point. Now, each ability has a certain kickback at stores. A high Charm level will give a store discount anywhere in the world, while a high Intimidate stat can coerce shopkeeps into paying more for sold items. __________________ ____ __________________________________________________/ SPECTRE TRAINING |_ |――――|――――――――――|――――――――――――――――――――|――――――――――|――――――――――――――――――――――――――――| | 01 | ACC +02% | ACC Regen +0.4/sec | HP +5.0% | Skill DMG/Duration +1.0% | | 02 | ACC +03% | ACC Regen +0.6/sec | HP +5.5% | Skill DMG/Duration +1.5% | | 03 | ACC +04% | ACC Regen +0.8/sec | HP +6.0% | Skill DMG/Duration +2.0% | | 04 | -------- | ------------------ | -------- | UNLOCK: Unity | | 05 | ACC +05% | ACC Regen +1.0/sec | HP +6.5% | Skill DMG/Duration +2.5% | | 06 | ACC +06% | ACC Regen +1.2/sec | HP +7.0% | Skill DMG/Duration +3.0% | | 07 | ACC +07% | ACC Regen +1.4/sec | HP +7.5% | Skill DMG/Duration +3.5% | | 08 | -------- | ------------------ | -------- | UPGRADE: Advanced Unity | | 09 | ACC +08% | ACC Regen +1.6/sec | HP +8.0% | Skill DMG/Duration +4.0% | | 10 | ACC +09% | ACC Regen +1.8/sec | HP +8.5% | Skill DMG/Duration +4.5% | | 11 | ACC +10% | ACC Regen +2.0/sec | HP +9.0% | Skill DMG/Duration +5.0% | | 12 | -------- | ------------------ | -------- | UPGRADE: Master Unity | |____|__________|____________________|__________|____________________________| Expectedly, the Spectre Training ability is one of the best in the game, improving health, overall accuracy, accuracy regeneration, and all abilities' damage and duration. The special "Unity" ability can automatically revive fallen comrades, who would otherwise normally revive after the enemies are all dead. It has a heinous reload time though, so either plan to get battles over quickly or not die whatsoever! • Unity - KO'd allies revive w/ 15% HP, 40% shields; ACC -40%; 150s Rechrg • A. Unity - KO'd allies revive w/ 20% HP, 60% shields; ACC -40%; 120s Rechrg • M. Unity - KO'd allies revive w/ 30% HP, all shields; ACC -40%; 90s Rechrg ############################## CLASS ABILITIES ############################# Class abilities are unique to each job and unlocked by default. _________ ____ _____________ _____________ _______________________________/ SOLDIER |_ |――――|―――――――――――――|―――――――――――――|―――――――――――――――――――――――――――――――――――――――――――| | 01 | Health +04% | HP +3.0/sec | ----------------------------------------- | | 02 | Health +06% | HP +3.5/sec | ----------------------------------------- | | 03 | Health +08% | HP +4.0/sec | ----------------------------------------- | | 04 | Health +10% | HP +4.5/sec | ----------------------------------------- | | 05 | Health +12% | HP +5.0/sec | ----------------------------------------- | | 06 | Health +14% | HP +5.5/sec | ----------------------------------------- | |____|_____________|_____________|___________________________________________| __________ ____ __________________________________________________________/ ENGINEER |_ |――――|―――――――――――――――――――――――――|―――――――――――――――|―――――――――――――――――――――――――――――| | 01 | Tech Recharge Time -04% | Tech DEF +06% | --------------------------- | | 02 | Tech Recharge Time -06% | Tech DEF +09% | --------------------------- | | 03 | Tech Recharge Time -08% | Tech DEF +12% | --------------------------- | | 04 | Tech Recharge Time -10% | Tech DEF +15% | --------------------------- | | 05 | Tech Recharge Time -12% | Tech DEF +18% | --------------------------- | | 06 | Tech Recharge Time -14% | Tech DEF +21% | --------------------------- | |____|_________________________|_______________|_____________________________| _______ ____ _____________________________________________________________/ ADEPT |_ |――――|――――――――――――――――――――――――――――|―――――――――――――――――|――――――――――――――――――――――――| | 01 | Biotics Recharge Time -04% | Biotic DEF +06% | ---------------------- | | 02 | Biotics Recharge Time -06% | Biotic DEF +09% | ---------------------- | | 03 | Biotics Recharge Time -08% | Biotic DEF +12% | ---------------------- | | 04 | Biotics Recharge Time -10% | Biotic DEF +15% | ---------------------- | | 05 | Biotics Recharge Time -12% | Biotic DEF +18% | ---------------------- | | 06 | Biotics Recharge Time -14% | Biotic DEF +21% | ---------------------- | |____|____________________________|_________________|________________________| _____________ ____ _______________________________________________________/ INFILTRATOR |_ |――――|―――――――――――――――――――――――――――――――――――――――――|―――――――――――――――――――――――――――――| | 01 | Pistol/Sniper Rifle Generated Heat -05% | Tech Damage +05% | | 02 | Pistol/Sniper Rifle Generated Heat -06% | Tech Damage +07% | | 03 | Pistol/Sniper Rifle Generated Heat -07% | Tech Damage +09% | | 04 | Pistol/Sniper Rifle Generated Heat -08% | Tech Damage +11% | | 05 | Pistol/Sniper Rifle Generated Heat -09% | Tech Damage +13% | | 06 | Pistol/Sniper Rifle Generated Heat -10% | Tech Damage +15% | |____|_________________________________________|_____________________________| __________ ____ __________________________________________________________/ SENTINEL |_ |――――|――――――――――――――――――――――――――――|―――――――――――――――――|――――――――――――――――――――――――| | 01 | Biotics/Tech Recharge -03% | Pistol DMG +02% | Pistol Accuracy +04% | | 02 | Biotics/Tech Recharge -05% | Pistol DMG +04% | Pistol Accuracy +07% | | 03 | Biotics/Tech Recharge -07% | Pistol DMG +06% | Pistol Accuracy +10% | | 04 | Biotics/Tech Recharge -09% | Pistol DMG +08% | Pistol Accuracy +13% | | 05 | Biotics/Tech Recharge -11% | Pistol DMG +10% | Pistol Accuracy +16% | | 06 | Biotics/Tech Recharge -13% | Pistol DMG +12% | Pistol Accuracy +19% | |____|____________________________|_________________|________________________| __________ ____ __________________________________________________________/ VANGUARD |_ |――――|―――――――――――――――――――――――――|―――――――――――――――――|―――――――――――――――――――――――――――| | 01 | Pistol/Shotgun DMG +05% | Biotic DEF +06% | ------------------------- | | 02 | Pistol/Shotgun DMG +06% | Biotic DEF +09% | ------------------------- | | 03 | Pistol/Shotgun DMG +07% | Biotic DEF +12% | ------------------------- | | 04 | Pistol/Shotgun DMG +08% | Biotic DEF +15% | ------------------------- | | 05 | Pistol/Shotgun DMG +09% | Biotic DEF +18% | ------------------------- | | 06 | Pistol/Shotgun DMG +10% | Biotic DEF +21% | ------------------------- | |____|_________________________|_________________|___________________________| ______________ ____ ________________ _____________________________________/ TURIAN AGENT |_ |――――|――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――――――――――――――| | 01 | Accuracy +04% | Assault Rifle & Sniper Rifle damage +04% | | 02 | Accuracy +07% | Assault Rifle & Sniper Rifle damage +05% | | 03 | Accuracy +10% | Assault Rifle & Sniper Rifle damage +06% | | 04 | Accuracy +13% | Assault Rifle & Sniper Rifle damage +07% | | 05 | Accuracy +16% | Assault Rifle & Sniper Rifle damage +08% | | 06 | Accuracy +19% | Assault Rifle & Sniper Rifle damage +09% | |____|________________|______________________________________________________| ___________________ ____ _________________ _________________ _____________/ QUARIAN MACHINIST |_ |――――|―――――――――――――――――|―――――――――――――――――|―――――――――――――――――――――――――――――――――――| | 01 | Resistance +10% | Shields UP + 60 | --------------------------------- | | 02 | Resistance +15% | Shields UP + 90 | --------------------------------- | | 03 | Resistance +20% | Shields UP +120 | --------------------------------- | | 04 | Resistance +25% | Shields UP +150 | --------------------------------- | | 05 | Resistance +30% | Shields UP +180 | --------------------------------- | | 06 | Resistance +35% | Shields UP +210 | --------------------------------- | |____|_________________|_________________|___________________________________| _____________________ ____ _____________ _________________ _______________/ KROGAN BATTLEMASTER |_ |――――|―――――――――――――|―――――――――――――――――|―――――――――――――――――――――――――――――――――――――――| | 01 | +3.0 HP/sec | Melee DMG + 50% | 25% resistance to physics forces | | 02 | +3.5 HP/sec | Melee DMG + 75% | 30% resistance to physics forces | | 03 | +4.0 HP/sec | Melee DMG +100% | 35% resistance to physics forces | | 04 | +4.5 HP/sec | Melee DMG +125% | 40% resistance to physics forces | | 05 | +5.0 HP/sec | Melee DMG +150% | 45% resistance to physics forces | | 06 | +5.5 HP/sec | Melee DMG +17%% | 50% resistance to physics forces | |____|_____________|_________________|_______________________________________| _________________ ____ ___________________________________________________/ ASARI SCIENTIST |_ |――――|――――――――――――――――――――――――――――|――――――――――――――――――――――――――――――――――――――――――| | 01 | Biotics Recharge Time -04% | First Aid Heals +20, FA's Recharge -01% | | 02 | Biotics Recharge Time -06% | First Aid Heals +30, FA's Recharge -02% | | 03 | Biotics Recharge Time -08% | First Aid Heals +40, FA's Recharge -03% | | 04 | Biotics Recharge Time -10% | First Aid Heals +50, FA's Recharge -04% | | 05 | Biotics Recharge Time -12% | First Aid Heals +60, FA's Recharge -05% | | 06 | Biotics Recharge Time -14% | First Aid Heals +70, FA's Recharge -06% | |____|_______________________________________________________________________| ############################## CLASS UPGRADES ############################## Class upgrades are available to any normal class, but only Shepard's chosen profession can get 'em. They provide all the normal boosts of their base job as well as additional ones. To get the upgrade, complete the "Rogue VI" side mission. Each upgrade has two base classes, so the specialized skills may differ slightly depending on which was chosen (this will be written vertically alongside the table, unless each upgrade has the same growth). __________ ____ __________________________________________________________/ COMMANDO |_ |――――|―――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――――| | 07 | Weapons Damage +06% | ----------------------------------------------- | | 08 | Weapons Damage +09% | ----------------------------------------------- | | 09 | Weapons Damage +12% | OPENS: Immunity Specialization | | 10 | Weapons Damage +15% | ----------------------------------------------- | | 11 | Weapons Damage +18% | ----------------------------------------------- | | 12 | Weapons Damage +21% | OPENS: Assassin Specialization | |____|_____________________|_________________________________________________| Usable By: Soldier, Infiltrator • Immunity Specialization - Immunity Recharge -25% • Assassin Specialization - Marksman/Assassination Recharge -25% _______________ ____ _____________________________________________________/ SHOCK TROOPER |_ |――――|―――――――――――――|――――――――――――――――|――――――――――――――――――――――――――――――――――――――――|S | 07 | Health +18% | Hardening +06% | -------------------------------------- |O | 08 | Health +20% | Hardening +08% | -------------------------------------- |L | 09 | Health +22% | Hardening +10% | OPENS: Immunity Specialization |D | 10 | Health +24% | Hardening +12% | -------------------------------------- |I | 11 | Health +26% | Hardening +14% | -------------------------------------- |E | 12 | Health +28% | Hardening +16% | OPENS: Adrenaline Burst Specialization |R |____|_____________|________________|________________________________________| |――――|―――――――――――――|――――――――――――――――|――――――――――――――――――――――――――――――――――――――――|V | 07 | Health +04% | Hardening +06% | -------------------------------------- |A | 08 | Health +06% | Hardening +08% | -------------------------------------- |N | 09 | Health +08% | Hardening +10% | OPENS: Barrier Specialization |G | 10 | Health +10% | Hardening +12% | -------------------------------------- |U | 11 | Health +12% | Hardening +14% | -------------------------------------- |A | 12 | Health +14% | Hardening +16% | OPENS: Adrenaline Burst Specialization |R |____|_____________|________________|________________________________________|D Usable By: Soldier, Vanguard • Immunity Specialization - Immunity Recharge -25% • A. Burst Specialization - A. Burst Recharge -25% • Barrier Specialization - Barrier Power/Duration +25%, Regenerate 40/per s. _________ ____ ___________________________________________________________/ BASTION |_ |――――|―――――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――――――――――――| | 07 | Biotics Recharge -18% | --------------------------------------------- | | 08 | Biotics Recharge -20% | --------------------------------------------- | | 09 | Biotics Recharge -22% | OPENS: Barrier Specialization | | 10 | Biotics Recharge -24% | --------------------------------------------- | | 11 | Biotics Recharge -26% | --------------------------------------------- | | 12 | Biotics Recharge -28% | OPENS: Stasis Specialization | |____|_______________________|_______________________________________________| Usable by: Adept, Vanguard • Barrier Specialization - Barrier Power/Duration +25%, Regenerate 40/per s. • Stasis Specialization - Enemies affected by Stasis can be damaged! _______ ____ _____________________________________________________________/ MEDIC |_ |――――|―――――――――――――――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――| | 07 | Medical Abilities Recharge -06% | ----------------------------------- | | 08 | Medical Abilities Recharge -09% | ----------------------------------- | | 09 | Medical Abilities Recharge -12% | OPENS: Neural Shock Specialization | | 10 | Medical Abilities Recharge -15% | ----------------------------------- | | 11 | Medical Abilities Recharge -18% | ----------------------------------- | | 12 | Medical Abilities Recharge -21% | OPENS: First Aid Specialization | |____|_________________________________|_____________________________________| Useble by: Engineer, Sentinel • N.S. Specialization - Toxic Damage +40, Recharge -25% • F.A. Specialization - Medigels give +80 HP, revive allies, Ignore Toxic DMG ___________ ____ _________________________________________________________/ OPERATIVE |_ |――――|――――――――――――――――――――――――――――――――――――――|――――――――――――――――――――――――――――――――| | 07 | Ovrload/Dmping/Sbotage Recharge -04% | ------------------------------ | | 08 | Ovrload/Dmping/Sbotage Recharge -06% | ------------------------------ | | 09 | Ovrload/Dmping/Sbotage Recharge -08% | OPENS: Overload Specialization | | 10 | Ovrload/Dmping/Sbotage Recharge -10% | ------------------------------ | | 11 | Ovrload/Dmping/Sbotage Recharge -12% | ------------------------------ | | 12 | Ovrload/Dmping/Sbotage Recharge -14% | OPENS: Sabotage Specialization | |____|______________________________________|________________________________| Usable by: Engineer, Infiltrator • Overload Spec. - Overload radius +2m, Explosion DMG +50, Shield DMG +500, Foe DEF -5% More, Tech Recharge -8% • Sabotage Spec. - Sabotage radius +2m, Explosion DMG +50, +1 DMG/sec, Duration +5s, Tech Rechage -12% _________ ____ ___________________________________________________________/ NEMESIS |_ |――――|―――――――――――――――――――――――|――――――――――――――――|――――――――――――――――――――――――――――――| | 07 | Biotics Duration +04% | Throw DMG +04% | ---------------------------- | | 08 | Biotics Duration +06% | Throw DMG +06% | ---------------------------- | | 09 | Biotics Duration +08% | Throw DMG +08% | OPENS: Warp Specialization | | 10 | Biotics Duration +10% | Throw DMG +10% | ---------------------------- | | 11 | Biotics Duration +12% | Throw DMG +12% | ---------------------------- | | 12 | Biotics Duration +14% | Throw DMG +14% | OPENS: Lift Specialization | |____|_______________________|________________|______________________________| • Warp Specialization - Radius +2m, DMG +25 • Lift Specialization - Radius +4m _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― WEAPONS LIST [WPLS] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Equipment is what the characters equip for weapons and armor, so it's essential for survival. A theoretical weapon "set" will have ten pieces, from one to ten (I-X) in strength. Armor "sets" also have ten pieces but may be doubled or tripled to accomodate heavy/medium/light armor types. So, a soldier may have three different Scorpion IV armors to equip, while a Quarian -- which can only equip Light armor -- will have fewer options. DMG ----- Base damage for weapon OVR ----- Number of successive shots until weapon overheats ACC ----- Base accuracy for weapon SHL ----- Base shields (armor only) TBP ----- Tech/Biotic Production value (armor only) # ------- Number of enhancement slots available to piece COST ---- Default cost of equipment piece COMPANY - Company that makes equipment piece (useful for buying licenses) All weapons will have at least two enhancement slots: one for the weapon, one for the ammunition. Better types will have three slots, two for the weapon and one for ammo. Armor pieces always have at least one slot and have specific add-ons. _________________ _____ _____ _____ ___ _______________________ | PISTOLS | DMG | OVR | ACC | # | COMPANY | |―――――――――――――――――|―――――|―――――|―――――|―――|―――――――――――――――――――――――| | HMWP X | 294 | 29 | 88 | 3 | Spectre - Master Gear | | Karpov X | 276 | 26 | 75 | 3 | Rosenkov Materials | | Karpov IX | 264 | 25 | 74 | 3 | Rosenkov Materials | | Razer X | 258 | 28 | 77 | 3 | Kassa Fabrication | | HMWP VII | 256 | 24 | 87 | 3 | Spectre - Master Gear | | Karpov VIII | 252 | 23 | 73 | 3 | Rosenkov Materials | | Razer IX | 246 | 26 | 76 | 3 | Kassa Fabrication | | Karpov VII | 240 | 22 | 73 | 3 | Rosenkov Materials | | Brawler X | 239 | 31 | 79 | 3 | Armax Arsenal | | Stiletto X | 239 | 23 | 65 | 3 | Haliat Armory | | Razer VIII | 235 | 25 | 75 | 3 | Kassa Fabrication | | Brawler IX | 229 | 28 | 78 | 3 | Armax Arsenal | | Stiletto IX | 229 | 22 | 64 | 3 | Haliat Armory | | Razer VII | 224 | 23 | 75 | 3 | Kassa Fabrication | | Raikou X | 221 | 24 | 68 | 3 | Ariake Technologies | | Brawler VIII | 218 | 26 | 77 | 3 | Armax Arsenal | | Stiletto VIII | 218 | 21 | 63 | 2 | Haliat Armory | | Raikou IX | 211 | 23 | 67 | 3 | Ariake Technologies | | Brawler VII | 208 | 25 | 77 | 3 | Armax Arsenal | | Stiletto VII | 208 | 19 | 62 | 3 | Haliat Armory | | Stinger X | 202 | 26 | 71 | 3 | Devlon Industries | | Raikou VIII | 202 | 22 | 66 | 3 | Ariake Technologies | | Stiletto VI | 198 | 19 | 61 | 2 | Haliat Armory | | Stinger IX | 194 | 25 | 70 | 3 | Devlon Industries | | Raikou VII | 192 | 21 | 66 | 3 | Ariake Technologies | | Stiletto V | 187 | 18 | 60 | 2 | Haliat Armory | | Stinger VIII | 185 | 23 | 69 | 3 | Devlon Industries | | Edge X | 184 | 19 | 49 | 3 | Elkoss Combine | | Raikou VI | 182 | 20 | 65 | 2 | Ariake Technologies | | Stiletto IV | 177 | 17 | 60 | 2 | Haliat Armory | | Stinger VII | 176 | 22 | 69 | 3 | Devlon Industries | | Edge IX | 176 | 18 | 48 | 3 | Elkoss Combine | | Raikou V | 173 | 19 | 64 | 2 | Ariake Technologies | | Edge VIII | 168 | 18 | 47 | 3 | Elkoss Combine | | Stinger VI | 167 | 21 | 68 | 2 | Devlon Industries | | Striker X | 166 | 20 | 57 | 3 | Elanus Risk Control | | Raikou IV | 163 | 18 | 63 | 2 | Ariake Technologies | | Edge VII | 160 | 17 | 45 | 3 | Elkoss Combine | | Stinger V | 158 | 20 | 67 | 2 | Devlon Industries | | Striker IX | 158 | 19 | 56 | 3 | Elanus Risk Control | | Edge VI | 152 | 16 | 44 | 2 | Elkoss Combine | | Striker VIII | 151 | 18 | 55 | 3 | Elanus Risk Control | | Stinger IV | 150 | 19 | 66 | 2 | Devlon Industries | | Kessler X | 147 | 22 | 61 | 3 | Hahne-Kedar | | Striker VII | 144 | 18 | 54 | 3 | Elanus Risk Control | | Edge V | 144 | 16 | 43 | 2 | Elkoss Combine | | Kessler IX | 141 | 20 | 60 | 3 | Hahne-Kedar | | Striker VI | 137 | 17 | 53 | 2 | Elanus Risk Control | | Edge IV | 136 | 15 | 42 | 2 | Elkoss Combine | | Kessler VIII | 134 | 19 | 59 | 3 | Hahne-Kedar | | Stinger II | 132 | 17 | 65 | 2 | Devlon Industries | | Striker V | 130 | 16 | 52 | 2 | Elanus Risk Control | | Kessler VII | 128 | 19 | 58 | 3 | Hahne-Kedar | | Edge III | 128 | 14 | 40 | 2 | Elkoss Combine | | Kessler VII | 122 | 18 | 57 | 2 | Hahne-Kedar | | Striker IV | 122 | 16 | 51 | 2 | Elanus Risk Control | | Edge II | 120 | 14 | 39 | 2 | Elkoss Combine | | Kessler V | 115 | 17 | 56 | 2 | Hahne-Kedar | | Striker III | 115 | 15 | 49 | 2 | Elanus Risk Control | | Edge I | 112 | 13 | 38 | 2 | Elkoss Combine | | Kessler IV | 109 | 16 | 55 | 2 | Hahne-Kedar | | Striker II | 108 | 14 | 48 | 2 | Elanus Risk Control | | Kessler III | 102 | 16 | 54 | 2 | Hahne-Kedar | | Striker I | 101 | 14 | 47 | 2 | Elanus Risk Control | | Kessler II | 96 | 15 | 53 | 2 | Hahne-Kedar | | Kessler I | 90 | 14 | 52 | 2 | Hahne-Kedar | |_________________|_____|_____|_____|___|_______________________| _________________ _____ _____ _____ ___ _______________________ | SHOTGUNS | DMG | OVR | ACC | # | COMPANY | |―――――――――――――――――|―――――|―――――|―――――|―――|―――――――――――――――――――――――| | HMWSG X | 378 | 7.0 | 91 | 3 | Spectre - Master Gear | | Sokolov X | 354 | 5.8 | 80 | 3 | Rosenkov Materials | | Sokolov IX | 336 | 5.5 | 79 | 3 | Rosenkov Materials | | Armageddon X | 330 | 6.6 | 81 | 3 | Kassa Fabrication | | HMWSG VII | 320 | 5.8 | 90 | 3 | Spectre - Master Gear | | Sokolov VIII | 318 | 5.3 | 79 | 3 | Rosenkov Materials | | Armageddon IX | 314 | 6.1 | 81 | 3 | Kassa Fabrication | | Avalanche X | 307 | 7.5 | 83 | 3 | Armax Arsenal | | Tornado X | 307 | 4.8 | 72 | 3 | Haliat Armory | | Sokolov VII | 300 | 5.0 | 78 | 3 | Rosenkov Materials | | Armageddon VIII | 297 | 5.8 | 80 | 3 | Kassa Fabrication | | Avalanche IX | 291 | 6.9 | 82 | 3 | Armax Arsenal | | Tornado IX | 291 | 4.6 | 71 | 3 | Haliat Armory | | Katana X | 283 | 5.3 | 75 | 3 | Ariake Technologies | | Armageddon VII | 280 | 5.5 | 80 | 3 | Kassa Fabrication | | Avalanche VIII | 276 | 6.5 | 82 | 3 | Armax Arsenal | | Tornado VIII | 276 | 4.4 | 70 | 3 | Haliat Armory | | Katana IX | 269 | 5.0 | 74 | 3 | Ariake Technologies | | Avalanche VII | 260 | 6.1 | 81 | 3 | Armax Arsenal | | Firestorm X | 260 | 5.8 | 77 | 3 | Devlon Industries | | Tornado VII | 260 | 4.3 | 69 | 3 | Haliat Armory | | Katana VIII | 254 | 4.8 | 73 | 3 | Ariake Technologies | | Firestorm IX | 246 | 5.5 | 76 | 3 | Devlon Industries | | Tornado VI | 244 | 4.1 | 69 | 2 | Haliat Armory | | Katana VII | 240 | 4.6 | 72 | 3 | Ariake Technologies | | Scimitar X | 236 | 3.8 | 60 | 3 | Elkoss Combine | | Tornado V | 229 | 4.0 | 68 | 2 | Haliat Armory | | Katana VI | 226 | 4.5 | 71 | 2 | Ariake Technologies | | Scimitar IX | 224 | 3.7 | 58 | 3 | Elkoss Combine | | Firestorm VII | 220 | 5.0 | 75 | 3 | Devlon Industries | | Tornado IV | 213 | 3.9 | 67 | 2 | Haliat Armory | | Firestorm X | 212 | 4.0 | 66 | 3 | Elanus Risk Control | | Scimitar VIII | 212 | 3.6 | 57 | 2 | Elkoss Combine | | Katana V | 211 | 4.3 | 70 | 2 | Ariake Technologies | | Firestorm VII | 207 | 4.8 | 74 | 2 | Devlon Industries | | Hurricane IX | 202 | 3.9 | 65 | 2 | Elanus Risk Control | | Scimitar VII | 200 | 3.5 | 56 | 2 | Elkoss Combine | | Katana IV | 197 | 4.2 | 70 | 2 | Ariake Technologies | | Firestorm V | 194 | 4.6 | 73 | 2 | Devlon Industries | | Hurricane VIII | 191 | 3.8 | 64 | 3 | Elanus Risk Control | | Storm X | 189 | 4.4 | 69 | 3 | Hahne-Kedar | | Scimitar VI | 188 | 3.4 | 55 | 2 | Elkoss Combine | | Firestorm IV | 180 | 4.5 | 72 | 2 | Elkoss Combine | | Hurricane VII | 180 | 3.7 | 63 | 2 | Elanus Risk Control | | Storm IX | 179 | 4.2 | 68 | 3 | Hahne-Kedar | | Scimitar V | 176 | 3.4 | 53 | 2 | Elkoss Combine | | Storm VIII | 170 | 4.1 | 67 | 3 | Hahne-Kedar | | Hurricane VI | 169 | 3.6 | 62 | 2 | Elanus Risk Control | | Scimitar IV | 164 | 3.3 | 52 | 2 | Elkoss Combine | | Hurricane V | 158 | 3.6 | 60 | 2 | Elanus Risk Control | | Scimitar III | 152 | 3.2 | 51 | 2 | Elkoss Combine | | Storm V | 150 | 3.9 | 65 | 2 | Hahne-Kedar | | Hurricane IV | 148 | 3.5 | 59 | 2 | Elanus Risk Control | | Storm IV | 141 | 3.5 | 64 | 2 | Hahne-Kedar | | Scimitar II | 140 | 3.2 | 49 | 2 | Elkoss Combine | | Hurricane III | 137 | 3.4 | 58 | 2 | Elanus Risk Control | | Storm III | 131 | 3.7 | 63 | 2 | Hahne-Kedar | | Scimitar I | 128 | 3.1 | 38 | 2 | Elkoss Combine | | Hurricane II | 126 | 3.3 | 57 | 2 | Elanus Risk Control | | Storm III | 122 | 3.6 | 62 | 2 | Hahne-Kedar | | Hurricane I | 115 | 3.3 | 56 | 2 | Elanus Risk Control | | Storm II | 112 | 3.5 | 61 | 2 | Hahne-Kedar | | Storm I | 102 | 3.4 | 60 | 2 | Hahne-Kedar | |_________________|_____|_____|_____|___|_______________________| __________________ _____ _____ _____ ___ _______________________ | ASSAULT RIFLES | DMG | OVR | ACC | # | COMPANY | |――――――――――――――――――|―――――|―――――|―――――|―――|―――――――――――――――――――――――| | HMWAR X | 384 | 77 | 77 | 3 | Spectre - Master Gear | | Kovalyov X | 360 | 69 | 50 | 3 | Rosenkov Materials | | Kovalyov IX | 345 | 65 | 48 | 3 | Rosenkov Materials | | Breaker X | 336 | 74 | 53 | 3 | Kassa Fabrication | | HWMA VII | 336 | 63 | 75 | 3 | Spectre - Master Gear | | Kovalyov VIII | 330 | 61 | 46 | 3 | Rosenkov Materials | | Breaker IX | 322 | 69 | 52 | 3 | Kassa Fabrication | | Pulse Rifle X | 322 | 36 | 81 | 3 | Geth Armory | | Kovalyov VII | 315 | 57 | 45 | 3 | Rosenkov Materials | | Crossfire X | 312 | 81 | 57 | 3 | Armax Arsenal | | Thunder X | 312 | 60 | 30 | 3 | Haliat Armory | | Breaker VIII | 308 | 65 | 51 | 3 | Kassa Fabrication | | Pulse Rifle IX | 308 | 33 | 81 | 3 | Geth Armory | | Crossfire IX | 299 | 74 | 56 | 3 | Armax Arsenal | | Thunder IX | 299 | 57 | 28 | 3 | Haliat Armory | | Breaker VII | 294 | 61 | 49 | 3 | Kassa Fabrication | | Pulse Rifle VIII | 294 | 31 | 80 | 3 | Geth Armory | | Tsunami X | 288 | 64 | 36 | 3 | Ariake Technologies | | Crossfire VIII | 286 | 69 | 55 | 3 | Armax Arsenal | | Thunder VIII | 286 | 54 | 26 | 3 | Haliat Armory | | Pulse Rifle VII | 280 | 29 | 80 | 3 | Geth Armory | | Tsunami IX | 276 | 60 | 34 | 3 | Ariake Technologies | | Crossfire VII | 273 | 65 | 53 | 3 | Armax Arsenal | | Thunder VII | 273 | 51 | 24 | 3 | Haliat Armory | | Katana IX | 269 | 05 | 74 | 3 | Ariake Technologies | | Raptor X | 264 | 69 | 42 | 3 | Devlon Industries | | Tsunami VIII | 264 | 57 | 32 | 3 | Ariake Technologies | | Thunder VI | 260 | 49 | 21 | 3 | Haliat Armory | | Raptor IX | 253 | 65 | 40 | 3 | Devlon Industries | | Tsunami VII | 252 | 54 | 30 | 3 | Ariake Technologies | | Thunder V | 247 | 46 | 19 | 2 | Haliat Armory | | Raptor VIII | 242 | 61 | 38 | 3 | Devlon Industries | | Tsunami VI | 240 | 51 | 28 | 2 | Ariake Technologies | | Avenger X | 240 | 51 | 01 | 3 | Elkoss Combine | | Thunder IV | 234 | 44 | 17 | 2 | Haliat Armory | | Raptor VII | 231 | 57 | 36 | 3 | Devlon Industries | | Avenger IX | 230 | 48 | 01 | 3 | Elkoss Combine | | Tsunami V | 228 | 49 | 26 | 2 | Ariake Technologies | | Avenger VIII | 220 | 46 | 01 | 2 | Elkoss Combine | | Raptor VI | 220 | 54 | 34 | 2 | Devlon Industries | | Banshee X | 216 | 54 | 15 | 3 | Elanus Risk Control | | Tsunami IV | 216 | 46 | 24 | 2 | Ariake Technologies | | Avenger VII | 210 | 44 | 01 | 2 | Elkoss Combine | | Raptor V | 209 | 51 | 33 | 2 | Devlon Industries | | Banshee IX | 207 | 51 | 12 | 2 | Elanus Risk Control | | Avenger VI | 200 | 42 | 01 | 2 | Elkoss Combine | | Raptor IV | 198 | 49 | 31 | 2 | Devlon Industries | | Banshee VIII | 198 | 48 | 09 | 3 | Elanus Risk Control | | Lancer X | 192 | 57 | 23 | 3 | Hahne-Kedar | | Avenger V | 190 | 41 | 01 | 2 | Elkoss Combine | | Banshee VII | 189 | 46 | 06 | 3 | Elanus Risk Control | | Lancer IX | 184 | 54 | 20 | 3 | Hahne-Kedar | | Banshee VI | 180 | 44 | 04 | 2 | Elanus Risk Control | | Avenger IV | 180 | 39 | 01 | 2 | Elkoss Combine | | Lancer VIII | 176 | 51 | 17 | 3 | Hahne-Kedar | | Banshee V | 171 | 42 | 01 | 2 | Elanus Risk Control | | Avenger III | 170 | 37 | 01 | 2 | Elkoss Combine | | Lancer VII | 168 | 49 | 15 | 3 | Hahne-Kedar | | Banshee IV | 162 | 41 | 01 | 2 | Elanus Risk Control | | Lancer VI | 160 | 46 | 13 | 2 | Hahne-Kedar | | Avenger II | 160 | 36 | 01 | 2 | Elkoss Combine | | Banshee III | 153 | 39 | 01 | 2 | Elanus Risk Control | | Lancer V | 152 | 44 | 10 | 2 | Hahne-Kedar | | Avenger I | 150 | 35 | 01 | 2 | Elkoss Combine | | Lancer IV | 144 | 42 | 07 | 2 | Hahne-Kedar | | Banshee II | 144 | 38 | 01 | 2 | Elanus Risk Control | | Lancer III | 136 | 41 | 05 | 2 | Hahne-Kedar | | Banshee I | 135 | 36 | 01 | 2 | Elanus Risk Control | | Lancer II | 128 | 39 | 03 | 2 | Hahne-Kedar | | Lancer I | 120 | 38 | 01 | 2 | Hahne-Kedar | |__________________|_____|_____|_____|___|_______________________| _________________ _____ _____ _____ ___ _______________________ | SNIPER RIFLES | DMG | OVR | ACC | # | COMPANY | |―――――――――――――――――|―――――|―――――|―――――|―――|―――――――――――――――――――――――| | HMWSR X | 336 | 2.0 | 86 | 3 | Spectre - Master Gear | | Volkov X | 315 | 1.8 | 69 | 3 | Rosenkov Materials | | Volkov IX | 297 | 1.7 | 68 | 3 | Rosenkov Materials | | Harpoon X | 294 | 1.5 | 71 | 3 | Kassa Fabrication | | Volkov VIII | 279 | 1.7 | 67 | 3 | Rosenkov Materials | | HMWSR VII | 278 | 1.8 | 85 | 3 | Spectre - Master Gear | | Harpoon IX | 277 | 1.8 | 70 | 3 | Kassa Fabrication | | Punisher X | 273 | 2.0 | 74 | 3 | Armax Arsenal | | Equalizer X | 273 | 1.5 | 57 | 3 | Haliat Armory | | Volkov VII | 261 | 1.6 | 66 | 3 | Rosenkov Materials | | Harpoon VIII | 260 | 1.8 | 70 | 3 | Kassa Fabrication | | Punisher IX | 257 | 2.0 | 73 | 3 | Armax Arsenal | | Equalizer IX | 257 | 1.5 | 56 | 3 | Haliat Armory | | Naginata X | 252 | 1.6 | 61 | 3 | Ariake Technolgoies | | Harpoon VII | 244 | 1.7 | 69 | 3 | Kassa Fabrication | | Punisher VIII | 242 | 1.9 | 72 | 3 | Armax Arsenal | | Equalizer VIII | 242 | 1.5 | 55 | 3 | Haliat Armory | | Naginata IX | 238 | 1.6 | 60 | 3 | Ariake Technologies | | Punisher X | 231 | 1.8 | 64 | 3 | Devlon Industries | | Punisher VII | 226 | 1.8 | 72 | 3 | Armax Arsenal | | Equalizer VII | 226 | 1.5 | 54 | 3 | Haliat Armory | | Naginata VIII | 223 | 1.6 | 59 | 3 | Ariake Technologies | | Striker IX | 218 | 1.7 | 63 | 3 | Devlon Industries | | Equalizer VI | 211 | 1.4 | 52 | 2 | Haliat Armory | | Reaper X | 210 | 1.3 | 38 | 3 | Elkoss Combine | | Naginata VII | 209 | 1.5 | 58 | 3 | Ariake Technologies | | Striker VIII | 205 | 1.7 | 62 | 3 | Devlon Industries | | Reaper IX | 198 | 1.3 | 36 | 2 | Elkoss Combine | | Equalizer V | 195 | 1.4 | 51 | 2 | Haliat Armory | | Naginata VI | 194 | 1.5 | 57 | 2 | Ariake Technologies | | Striker VII | 191 | 1.6 | 61 | 3 | Devlon Industries | | Hammer X | 189 | 1.4 | 47 | 3 | Elanus Risk Control | | Reaper VIII | 186 | 1.3 | 34 | 3 | Elkoss Combine | | Naginata V | 180 | 1.5 | 56 | 2 | Ariake Technologies | | Equalizer IV | 179 | 1.4 | 50 | 2 | Haliat Armory | | Striker VI | 178 | 1.6 | 60 | 2 | Devlon Industries | | Hammer IX | 178 | 1.3 | 46 | 3 | Elanus Risk Control | | Reaper VII | 174 | 1.3 | 33 | 3 | Elkoss Combine | | Avenger X | 168 | 1.4 | 52 | 3 | Hahne-Kedar | | Hammer VIII | 167 | 1.3 | 45 | 3 | Elanus Risk Control | | Naginata IV | 166 | 1.5 | 55 | 2 | Ariake Technologies | | Striker V | 165 | 1.6 | 60 | 2 | Devlon Industries | | Reaper VI | 162 | 1.2 | 31 | 2 | Elkoss Combine | | Avenger IX | 158 | 1.4 | 51 | 3 | Hahne-Kadar | | Hammer VII | 157 | 1.3 | 43 | 3 | Elanus Risk Control | | Striker IV | 152 | 1.5 | 59 | 2 | Devlon Industries | | Reaper V | 150 | 1.2 | 30 | 2 | Elkoss Combine | | Avenger VIII | 149 | 1.4 | 50 | 3 | Hahne-Kedar | | Hammer VI | 146 | 1.3 | 42 | 2 | Elanus Risk Control | | Avenger VII | 139 | 1.4 | 48 | 3 | Hahne-Kedar | | Reaper IV | 138 | 1.2 | 28 | 2 | Elkoss Combine | | Hammer V | 135 | 1.3 | 41 | 2 | Elanus Risk Control | | Avenger VI | 130 | 1.4 | 47 | 2 | Hahne-Kedar | | Reaper III | 126 | 1.2 | 27 | 2 | Elkoss Combine | | Avenger V | 120 | 1.3 | 46 | 2 | Hahne-Kedar | | Reaper II | 114 | 1.2 | 25 | 2 | Elkoss Combine | | Hammer IV | 113 | 1.3 | 38 | 2 | Elanus Risk Control | | Avenger IV | 110 | 1.3 | 45 | 2 | Hahne-Kedar | | Hammer II | 103 | 1.2 | 37 | 2 | Elanus Risk Control | | Reaper I | 102 | 1.2 | 24 | 2 | Elkoss Combine | | Avenger III | 101 | 1.3 | 44 | 2 | Hahne-Kedar | | Hammer I | 92 | 1.2 | 35 | 2 | Elanus Risk Control | | Avenger II | 91 | 1.3 | 42 | 2 | Hahne-Kedar | | Avenger I | 82 | 1.3 | 41 | 2 | Hahne-Kedar | |_________________|_____|_____|_____|___|_______________________| _______________ ――――――――――――――― WEAPON UPGRADES _______________ ――――――――――――――― ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | ACCURACY UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――― | 05 | 07 | 09 | -- | -- | -- | -- | -- | -- | -- | Improved Sighting |____|____|____|____|____|____|____|____|____|____| Although other upgrades give accuracy bonuses, this is the only type made specifically for that purpose. Extra accuracy is always a plus, but since there are no better upgrades past Lv3, it's wiser to find a different add-on that gives an accuracy bonus (often better) plus another function. Not too bad early on, though. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | COOLDOWN UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――― | 10 | 12 | 14 | -- | -- | -- | -- | -- | -- | -- | Heat Sink | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | Frictionless Materials | -- | -- | -- | -- | -- | -- | -- | 05 | 06 | 07 | |____|____|____|____|____|____|____|____|____|____| Cooldown upgrades reduce overheat costs, which can extend the firing span of crappy weapons or great weapons with ammo that generates much heat. All of these give a decent heat-dampening effect, but the Frictionless Materials'll also give a minute damage bonus, too. Very useful for people who like to use High Explosive Rounds (500% heat generation!). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | DAMAGE UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――― | 10 | 12 | 14 | -- | -- | -- | -- | -- | -- | -- | High Caliber Barrel | 20 | 20 | 20 | -- | -- | -- | -- | -- | -- | -- | | 20 | 20 | 20 | -- | -- | -- | -- | -- | -- | -- | | -- | -- | -- | 20 | 23 | 26 | 29 | -- | -- | -- | Rail Extension | -- | -- | -- | 20 | 20 | 20 | 20 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 20 | 23 | 26 | Scram Rail | -- | -- | -- | -- | -- | -- | -- | 10 | 10 | 10 | |____|____|____|____|____|____|____|____|____|____| Damage upgrades are made specifically to increase killing power, but will have accuracy penalties (HC Barrel) or heat-dampening penalties (all). As one can see, the accuracy penalty is dropped on the upgrade but the Scram Rail will provide less power upgrades than the Rail Extension. Upgrades that'll counteract the heat penalty go hand in hand with these. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | ENEMY SCANNERS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――― | 01 | 02 | 03 | 04 | 05 | 06 | 07 | -- | -- | -- | Combat Sensor/Scanner | -- | -- | -- | -- | -- | -- | -- | 08 | 09 | 10 | Combat Optics | -- | -- | -- | -- | -- | -- | -- | 15 | 18 | 21 | |____|____|____|____|____|____|____|____|____|____| Scanning upgrades will override the geth's jamming equipment, which prevents them from showing up on the mini radar. As we all know, this generally isn't that important since it does nothing to VISUAL identification; however, the Combat Optics also give an accuracy bonus so those aren't too shabby if there's nothing else laying around. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | STABILITY UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――― | 10 | 12 | 14 | -- | -- | -- | -- | -- | -- | -- | Recoil Damper | -- | -- | -- | 15 | 18 | 21 | 24 | -- | -- | -- | Kinetic Stabilizer | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | Kinetic Coil | -- | -- | -- | -- | -- | -- | -- | 05 | 06 | 07 | |____|____|____|____|____|____|____|____|____|____| Stability upgrades reduce recoil, which is very useful for assault rifles (recoil will increase the reticle's size). Combined with a heat-dampening upgrade, you can make a weapon that rarely overheats and has great accuracy. This is one of the most useful upgrades, to be honest. ___________________ ――――――――――――――――――― AMMUNITION UPGRADES ___________________ ――――――――――――――――――― All weapons will have one innate slot for ammo upgrades, which can improve damage versus one type of enemy, increase knockback, etc. Any gun can equip any type of this upgrade. Most types come in groups, with one upgrade being available earlier and the next later on. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | DAMAGE VS. ORGANICS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――― | 15 | 20 | 25 | -- | -- | -- | -- | -- | -- | -- | Anti-Personnel Rounds | -- | -- | -- | 25 | 30 | 35 | 40 | -- | -- | -- | Shredder Rounds |____|____|____|____|____|____|____|____|____|____| Organic creates end up being a minority in this game, as any creature that isn't a machine (such as turrets) or geth. Organics typically end up as human, asari, krogan, and salarian mercenaries seen in bases and ships throughout the galaxy. Generally these rounds are overkill against everything but krogan (who can bumrush for melee damage) but having some around can help if y'get in a pickle. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | RADIOACTIVE ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――― | 15 | 18 | 21 | -- | -- | -- | -- | -- | -- | -- | TGT Cooldown Penalty |____|____|____|____|____|____|____|____|____|____| Radioactive Rounds are "unique" in that they have no real upgrade type. Their main function is to reduce targets' tech/biotic cooldown times, so obviously they're best used against targets who CAN use such things (i.e. not geth). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | DAMAGE VS. SYNTHETICS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――― | 15 | 20 | 25 | -- | -- | -- | -- | -- | -- | -- | Armor Piercing | -- | -- | -- | 25 | 30 | 35 | 40 | -- | -- | -- | Tungsten Rounds |____|____|____|____|____|____|____|____|____|____| Synthetics are non-organic creatures, so basically robots. This means these types of rounds are super-effective against geth, and since that type is the most abundant in the game, it always pays to have Tungsten Rounds on hand. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | HIGH EXPLOSIVE ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――― | -- | -- | -- | -- | -- | -- | -- |4.0 |4.1 |4.2 | Blast Radius Increase (+#) | -- | -- | -- | -- | -- | -- | -- |500 |500 |500 | Heat Generated (+%) | -- | -- | -- | -- | -- | -- | -- |500 |500 |500 | Weapons Force (+%) | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | Damage Increase (+%) |____|____|____|____|____|____|____|____|____|____| High Explosive Rounds are deadly indeed, doing explosive damage to the target which can easily take down enemies. The downside: 500% heat generated! This can make a top-notch assault rifle's shots-before-overheat stat drop into the low single digits! Whichever the case, accurate small-burst fire with some kind of overheat-dampening ability (Overkill?) can help make the most out of the rounds. Note that the damage increases stack with other abilities, so combining these with a mastered Assassination skill can be uber-lethal to even top-tier geth. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | BURN-DAMAGE ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――― | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | Incendiary Rounds | -- | -- | -- | 05 | 05 | 05 | 05 | -- | -- | -- | | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 15 | 18 | 20 | Inferno Rounds | -- | -- | -- | -- | -- | -- | -- | 05 | 05 | 05 | | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | |____|____|____|____|____|____|____|____|____|____| These types of rounds have three stats: damage bonuses, duration (constant), and accuracy penalties for the target (%). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | TOXIC-DAMAGE ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――― | 30 | 35 | 40 | -- | -- | -- | -- | -- | -- | -- | Chemical Rounds | 05 | 06 | 07 | -- | -- | -- | -- | -- | -- | -- | | 05 | 05 | 05 | -- | -- | -- | -- | -- | -- | -- | | -- | -- | -- | 40 | 45 | 50 | 55 | -- | -- | -- | Polonium Rounds | -- | -- | -- | 05 | 06 | 07 | 08 | -- | -- | -- | | -- | -- | -- | 05 | 05 | 05 | 05 | -- | -- | -- | |____|____|____|____|____|____|____|____|____|____| These rounds have three stats: toxic damage, damage/sec, and the effect's duration (the latter is constant for both types). Toxic damage is most effective against organic-type enemies, which makes sense since synthetics can't be poisoned, etc. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | SHIELD-BYPASSING ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――――― | 20 | 25 | 30 | -- | -- | -- | -- | -- | -- | -- | Phasic Rounds | 30 | 30 | 30 | -- | -- | -- | -- | -- | -- | -- | | -- | -- | -- | 40 | 45 | 50 | 55 | -- | -- | -- | Proton Rounds | -- | -- | -- | 20 | 20 | 20 | 20 | -- | -- | -- | |____|____|____|____|____|____|____|____|____|____| Barrier-piercing rounds have two stats: Shield Bypass and Damage Reduction. The former raises as the upgrade's level rises, but the latter remains the constant. Phasic/Proton rounds, as suggested, can bypass enemy barriers, often quickening their death. The downside to this would-be broken ability is the damage reduction, which undermines the speed of death. Still cool to have, though. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | IMPACT ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――― | 20 | 25 | 30 | -- | -- | -- | -- | -- | -- | -- | Hammerhead Rounds | -- | -- | -- | -- | -- | -- | -- | 40 | 45 | 50 | Sledgehammer Rounds | -- | -- | -- | -- | -- | -- | -- | 40 | 45 | 50 | | -- | -- | -- | -- | -- | -- | -- | 20 | 20 | 20 | |____|____|____|____|____|____|____|____|____|____| Both of these types increase weapons force on the target, which can knock over or unbalance whoever's hit. Sledgehammer Rounds get additional stats (Toxic Damage, Overheat Penalty) to increase their lethality. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | "COLD" ROUNDS |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――― | -- | -- | -- | 10 | 14 | 18 | 22 | -- | -- | -- | Cryo Rounds | -- | -- | -- | 20 | 25 | 30 | 35 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | Snowblind Rounds | -- | -- | -- | -- | -- | -- | -- | 40 | 40 | 40 | | -- | -- | -- | -- | -- | -- | -- | 20 | 24 | 28 | |____|____|____|____|____|____|____|____|____|____| These two types are joined by their "cold" ability, which causes enemies to freeze upon death and explode into ice chunklets. Cryo Rounds have two stats (Shield Bypass, Target ACC Penalty) while Snowblind Rounds one-up them ( Damage Bonus, ROF Penalty, Target ACC Penalty). Snowblind Rounds are very, very fun to use and if used on an assault rifle, the ROF (rate of fire) penalty is rather negligible. If you shoot a charging enemy, they snap-freeze and slide along the ground like a frozen toboggan -- classic! ________________ ―――――――――――――――― GRENADE UPGRADES ________________ ―――――――――――――――― Why do these get a special section? Because Stone Cold said so! Also, only Shepard can equip these demolition devices. S/he begins with five but through upgrades, can double that amount. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | CRYO EXPLOSIVE |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――― | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | Accuracy Penalty (%) |____|____|____|____|____|____|____|____|____|____| Cryo Explosives work just like Snowblind/Cryo Rounds, snap-freezing targets they hit. Most of the time the effect comes when the enemy dies, and that's not too useful in-and-of-itself (unless you kill an HP-regenerating krogan). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | FUSION EXPLOSIVE |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――― | 20 | 25 | 35 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | Toxic Damage (%) | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | # Damage/Sec |____|____|____|____|____|____|____|____|____|____| These upgrades damage and give targets radiation poisoning, doing consistant damage (all 5s duration). It can't compete with the Incendiary Explosive's power but it's not a bad alternative if nothing else is available. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | HIGH EXPLOSIVE |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――― | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | Damage Bonus (%) | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | Weapons Force (%) | 50 | 60 | 70 | 80 | 90 | 100| 110| 120| 130| 140| Radius Increase (+cm) |____|____|____|____|____|____|____|____|____|____| Probably the best upgrade to get, these provide no additional effect...just sweet and utter destruction power. A High Explosive X upgrade is downright mindblowing! Things go flying, people go flying, body parts go flying...you get the idea. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | INCENDIARY EXPLOSIVE |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――――― | 15 | 19 | 23 | 27 | 31 | 35 | 39 | 43 | 47 | 51 | # Damage/Sec |____|____|____|____|____|____|____|____|____|____| If you're not interested in just explosing enemies with the upgrade listed above this one, Incendiary Explosives are a great alternative. Not only do they do massive damage to the target, but the thermite inside will give the target severe burns, inflicting additional damage after the blast! [Duration for burn is always 5s]. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ARMOR LIST [ARMR] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ########################################################################## Major thanks to the Mass Effect wiki for some armor info, and etjester for being a good sport and letting me use some of his armor info, too. Him and warfreak influenced how I made my charts, which is a whole lot better than what I was doing (see my failure here: tinyurl.com/dm2meg). ########################################################################## Unfortunately, there are so many armors in the game that they'd make a list like those above three times as long as normal, and that's just crappy on the whole. So, instead, it'll be broken down by each type. Not as good a format for making comparisons but thems the breaks... I'll put abbreviations for each class: H = Human K = Krogan Q = Quarian T = Turian There is no Asari category because Liara wears human armor. ___________ ――――――――――― HEAVY ARMOR ___________ ――――――――――― Heavy armor is equippable by soldiers and Krogan Battlemasters (Wrex), but none can do it innately (both require L7 Combat Armor). Assassin -----> Elkoss Combine Battlemaster -> Geth Armory Berserker ----> Geth Armory Colossus -----> Kassa Fabrication Duelist ------> Elanus Risk Control Explorer -----> Devlon Industries Gladiator ----> Elkoss Combine ____ _____ _____ _____ Guardian -----> Elanus Risk Control | ## | DMG | SHL | TBP | Hydra --------> Aldrin Labs |――――|―――――|―――――|―――――| Liberator ----> Devlon Industries | 10 | 58 | 210 | --- | Mantis -------> Hahne-Kedar | 09 | 46 | 196 | --- | Mercenary ----> Ariake Technologies | 08 | 54 | 182 | --- | Onyx ---------> Aldrin Labs | 07 | 52 | 168 | --- | Phoenix ------> Sirta Foundation | 06 | 50 | 154 | --- | Predator -----> Hahne-Kedar | 05 | 48 | 140 | --- | Predator H ---> Armax Arsenal | 04 | 46 | 126 | --- | Rage ---------> Geth Armory | 03 | 44 | 112 | --- | Scorpion -----> Hahne-Kedar | 02 | 42 | 98 | --- | Survivor -----> Devlon Industries | 01 | 04 | 80 | --- | Titan --------> Rosenkov Materials |____|_____|_____|_____| Ursa ---------> Hahne-Kedar | Assassin [H] | Warlord ------> Elanus Risk Control ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 75 | 420 | 51 | | 10 | 75 | 420 | 51 | | 10 | 79 | 450 | 18 | | 09 | 74 | 392 | 50 | | 09 | 74 | 392 | 50 | | 09 | 78 | 420 | 16 | | 08 | 72 | 364 | 48 | | 08 | 72 | 364 | 48 | | 08 | 77 | 390 | 14 | | 07 | 71 | 336 | 47 | | 07 | 71 | 336 | 47 | | 07 | 76 | 360 | 12 | | 06 | --- | --- | --- | | 06 | --- | --- | --- | | 06 | --- | --- | --- | | 05 | --- | --- | --- | | 05 | --- | --- | --- | | 05 | --- | --- | --- | | 04 | --- | --- | --- | | 04 | --- | --- | --- | | 04 | --- | --- | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Battlemaster [K] | | Berserker [K] | | Colossus [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 48 | 300 | --- | | 10 | 51 | 240 | 02 | | 10 | 58 | 210 | --- | | 09 | 46 | 280 | --- | | 09 | 49 | 224 | --- | | 09 | 56 | 196 | --- | | 08 | 44 | 260 | --- | | 08 | 47 | 208 | --- | | 08 | 54 | 182 | --- | | 07 | 42 | 240 | --- | | 07 | 45 | 192 | --- | | 07 | 52 | 168 | --- | | 06 | 40 | 220 | --- | | 06 | 43 | 176 | --- | | 06 | 50 | 154 | --- | | 05 | 38 | 200 | --- | | 05 | 41 | 160 | --- | | 05 | 48 | 140 | --- | | 04 | 36 | 180 | --- | | 04 | 39 | 144 | --- | | 04 | 46 | 126 | --- | | 03 | 34 | 160 | --- | | 03 | 37 | 128 | --- | | 03 | 44 | 112 | --- | | 02 | 32 | 140 | --- | | 02 | 35 | 112 | --- | | 02 | 42 | 98 | --- | | 01 | 30 | 120 | --- | | 01 | 33 | 96 | --- | | 01 | 40 | 80 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Duelist [H] | | Explorer [H/K] | | Gladiator [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 48 | 300 | --- | | 10 | 51 | 210 | 10 | | 10 | 51 | 240 | --- | | 09 | 46 | 280 | --- | | 09 | 49 | 196 | 08 | | 09 | 49 | 224 | --- | | 08 | 44 | 260 | --- | | 08 | 47 | 182 | 05 | | 08 | 47 | 208 | --- | | 07 | 42 | 240 | --- | | 07 | 45 | 168 | 03 | | 07 | 45 | 192 | --- | | 06 | 40 | 220 | --- | | 06 | 43 | 154 | 01 | | 06 | 43 | 176 | --- | | 05 | 38 | 200 | --- | | 05 | 41 | 140 | --- | | 05 | 41 | 160 | --- | | 04 | 36 | 180 | --- | | 04 | 39 | 126 | --- | | 04 | 39 | 144 | --- | | 03 | 34 | 160 | --- | | 03 | 37 | 112 | --- | | 03 | 37 | 128 | --- | | 02 | 32 | 140 | --- | | 02 | 35 | 98 | --- | | 02 | 35 | 112 | --- | | 01 | 30 | 120 | --- | | 01 | 33 | 84 | --- | | 01 | 33 | 96 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Guardian [H/K] | | Hydra [H] | | Liberator [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 58 | 360 | 18 | | 10 | 58 | 390 | 10 | | 10 | 51 | 210 | 10 | | 09 | 56 | 336 | 16 | | 09 | 56 | 364 | 08 | | 09 | 49 | 196 | 08 | | 08 | 54 | 312 | 14 | | 08 | 54 | 338 | 05 | | 08 | 47 | 182 | 05 | | 07 | 52 | 288 | 12 | | 07 | 52 | 312 | 03 | | 07 | 45 | 168 | 03 | | 06 | 50 | 264 | 10 | | 06 | 50 | 284 | 01 | | 06 | 43 | 154 | 01 | | 05 | 48 | 240 | 08 | | 05 | 48 | 260 | --- | | 05 | 41 | 140 | --- | | 04 | 46 | 216 | 06 | | 04 | 46 | 234 | --- | | 04 | 39 | 126 | --- | | 03 | 44 | 192 | 04 | | 03 | --- | --- | --- | | 03 | 37 | 112 | --- | | 02 | 42 | 168 | 02 | | 02 | --- | --- | --- | | 02 | 35 | 98 | --- | | 01 | 40 | 144 | --- | | 01 | --- | --- | --- | | 01 | 33 | 84 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Mantis [H/K] | | Mercenary [H/K] | | Onyx [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 48 | 210 | 18 | | 10 | 58 | 360 | 18 | | 10 | 58 | 540 | 35 | | 09 | 46 | 196 | 16 | | 09 | 56 | 336 | 16 | | 09 | 56 | 504 | 33 | | 08 | 44 | 182 | 14 | | 08 | 54 | 312 | 14 | | 08 | 54 | 468 | 31 | | 07 | 42 | 168 | 12 | | 07 | 52 | 288 | 12 | | 07 | --- | --- | --- | | 06 | 40 | 154 | 10 | | 06 | 50 | 264 | 10 | | 06 | --- | --- | --- | | 05 | 38 | 140 | 08 | | 05 | 48 | 240 | 08 | | 05 | --- | --- | --- | | 04 | 36 | 126 | 06 | | 04 | 46 | 216 | 06 | | 04 | --- | --- | --- | | 03 | 34 | 112 | 04 | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | 32 | 98 | 02 | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | 30 | 84 | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Phoenix [H/K] | | Predator [H/K] | | Predator H [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 75 | 420 | 51 | | 10 | 58 | 360 | 18 | | 10 | 51 | 240 | 02 | | 09 | 74 | 392 | 50 | | 09 | 56 | 336 | 16 | | 09 | 49 | 224 | --- | | 08 | 72 | 364 | 48 | | 08 | 54 | 312 | 14 | | 08 | 47 | 208 | --- | | 07 | 71 | 336 | 47 | | 07 | 52 | 288 | 12 | | 07 | 45 | 192 | --- | | 06 | --- | --- | --- | | 06 | 50 | 264 | 10 | | 06 | 43 | 176 | --- | | 05 | --- | --- | --- | | 05 | 48 | 240 | 08 | | 05 | 41 | 160 | --- | | 04 | --- | --- | --- | | 04 | 46 | 216 | 06 | | 04 | 39 | 144 | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 03 | 37 | 128 | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | 35 | 112 | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | 33 | 96 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Rage [K] | | Scorpion [H/K] | | Survivor [H/K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 66 | 300 | 18 | | 10 | 58 | 360 | 18 | | 10 | 48 | 300 | --- | | 09 | 65 | 280 | 16 | | 09 | 56 | 336 | 16 | | 09 | 46 | 280 | --- | | 08 | 64 | 260 | 14 | | 08 | 54 | 312 | 14 | | 08 | 44 | 260 | --- | | 07 | 62 | 240 | 12 | | 07 | 52 | 288 | 12 | | 07 | 42 | 240 | --- | | 06 | 60 | 220 | 10 | | 06 | 50 | 264 | 10 | | 06 | 40 | 220 | --- | | 05 | 58 | 200 | 08 | | 05 | 48 | 240 | 08 | | 05 | 38 | 200 | --- | | 04 | 57 | 180 | 06 | | 04 | 46 | 216 | 06 | | 04 | 36 | 180 | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Titan [H/K] | | Ursa [H/K] | | Warlord [K] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____________ ―――――――――――― MEDIUM ARMOR ____________ ―――――――――――― Any class that can equip heavy armor can equip medium armor, and any special ally (save Kaidan/Tali) can do so as well. Vanguards can unlock the Tactical Armor ability with L5 Assault Training. Agent ------> Aldrin Labs Onyx -------> Aldrin Labs Assassin ---> Elkoss Combine Phoenix ----> Sirta Foundation Colossus ---> Kassa Fabrication Predator ---> Hahne-Kedar Duelist ----> Elanus Risk Control Predator M -> Armax Arsenal Explorer ---> Devlon Industries Scorpion ---> Hahne-Kedar Gladiator --> Elkoss Combine Silverback -> Hahne-Kedar Guardian ---> Elanus Risk Control Survivor ---> Devlon Industries Hydra ------> Aldrin Labs Thermal ----> Devlon Industries Liberator --> Devlon Industries Titan ------> Rosenkov Materials Mantis -----> Hahne-Kedar Ursa -------> Hahne-Kedar Mercenary --> Ariake Technologies ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 35 | 189 | 21 | | 10 | 42 | 189 | 06 | | 10 | 71 | 405 | 28 | | 09 | 33 | 175 | 19 | | 09 | 40 | 175 | 04 | | 09 | 70 | 365 | 26 | | 08 | 31 | 161 | 16 | | 08 | 38 | 161 | 01 | | 08 | 69 | 345 | 24 | | 07 | 29 | 147 | 14 | | 07 | 36 | 147 | --- | | 07 | 68 | 315 | 22 | | 06 | 27 | 133 | 12 | | 06 | 34 | 133 | --- | | 06 | --- | --- | --- | | 05 | 25 | 119 | 10 | | 05 | 32 | 119 | --- | | 05 | --- | --- | --- | | 04 | 23 | 105 | 08 | | 04 | 30 | 105 | --- | | 04 | --- | --- | --- | | 03 | 21 | 91 | 05 | | 03 | 28 | 91 | --- | | 03 | --- | --- | --- | | 02 | 19 | 77 | 03 | | 02 | 26 | 77 | --- | | 02 | --- | --- | --- | | 01 | 17 | 63 | 01 | | 01 | 24 | 63 | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Agent [T] | | Assassin [H] | | Colossus [H,K,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 32 | 270 | 06 | | 10 | 35 | 216 | 14 | | 10 | 42 | 189 | 06 | | 09 | 30 | 250 | 04 | | 09 | 33 | 200 | 11 | | 09 | 40 | 175 | 04 | | 08 | 28 | 230 | 01 | | 08 | 31 | 184 | 09 | | 08 | 38 | 161 | 01 | | 07 | 26 | 210 | --- | | 07 | 29 | 168 | 06 | | 07 | 36 | 147 | --- | | 06 | 24 | 190 | --- | | 06 | 27 | 152 | 04 | | 06 | 34 | 133 | --- | | 05 | 22 | 170 | --- | | 05 | 25 | 136 | 02 | | 05 | 32 | 119 | --- | | 04 | 20 | 150 | --- | | 04 | 23 | 120 | --- | | 04 | 30 | 105 | --- | | 03 | 18 | 130 | --- | | 03 | 21 | 104 | --- | | 03 | 28 | 91 | --- | | 02 | 16 | 110 | --- | | 02 | 19 | 88 | --- | | 02 | 26 | 77 | --- | | 01 | 14 | 90 | --- | | 01 | 17 | 72 | --- | | 01 | 24 | 63 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Duelist [H/T] | | Explorer [H,K,T] | | Gladiator [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 32 | 270 | 06 | | 10 | 35 | 189 | 21 | | 10 | 35 | 216 | 14 | | 09 | 30 | 250 | 04 | | 09 | 33 | 175 | 19 | | 09 | 33 | 200 | 11 | | 08 | 28 | 230 | 01 | | 08 | 31 | 161 | 16 | | 08 | 31 | 184 | 09 | | 07 | 26 | 210 | --- | | 07 | 29 | 147 | 14 | | 07 | 29 | 168 | 06 | | 06 | 24 | 190 | --- | | 06 | 27 | 133 | 12 | | 06 | 27 | 152 | 04 | | 05 | 22 | 170 | --- | | 05 | 25 | 119 | 10 | | 05 | 25 | 136 | 02 | | 04 | 20 | 150 | --- | | 04 | 23 | 105 | 08 | | 04 | 23 | 120 | --- | | 03 | 18 | 130 | --- | | 03 | 21 | 91 | 05 | | 03 | 21 | 104 | --- | | 02 | 16 | 110 | --- | | 02 | 19 | 77 | 03 | | 02 | 19 | 88 | --- | | 01 | 14 | 90 | --- | | 01 | 17 | 63 | 01 | | 01 | 17 | 72 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Guardian [H,T] | | Hydra [H] | | Liberator [H,K,Q,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 42 | 324 | 28 | | 10 | 42 | 351 | 21 | | 10 | 35 | 189 | 21 | | 09 | 40 | 300 | 26 | | 09 | 40 | 325 | 19 | | 09 | 33 | 175 | 19 | | 08 | 38 | 276 | 24 | | 08 | 38 | 299 | 16 | | 08 | 31 | 161 | 16 | | 07 | 36 | 252 | 22 | | 07 | 36 | 273 | 14 | | 07 | 29 | 147 | 14 | | 06 | 34 | 228 | 20 | | 06 | 34 | 247 | 12 | | 06 | 27 | 133 | 12 | | 05 | 32 | 204 | 18 | | 05 | 32 | 221 | 10 | | 05 | 25 | 119 | 10 | | 04 | 30 | 180 | 16 | | 04 | 30 | 195 | 08 | | 04 | 23 | 105 | 08 | | 03 | 28 | 156 | 14 | | 03 | --- | --- | --- | | 03 | 21 | 91 | 05 | | 02 | 26 | 132 | 12 | | 02 | --- | --- | --- | | 02 | 19 | 77 | 03 | | 01 | 24 | 108 | 10 | | 01 | 24 | 117 | 01 | | 01 | 17 | 63 | 01 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Mantis [H,K,T] | | Mercenary [H,K,T] | | Onyx [H,K,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 32 | 189 | 28 | | 10 | 42 | 324 | 28 | | 10 | 42 | 486 | 42 | | 09 | 30 | 175 | 26 | | 09 | 40 | 300 | 26 | | 09 | 40 | 450 | 41 | | 08 | 28 | 161 | 24 | | 08 | 38 | 276 | 24 | | 08 | 38 | 414 | 39 | | 07 | 26 | 147 | 22 | | 07 | 36 | 252 | 22 | | 07 | 36 | 378 | 38 | | 06 | 24 | 133 | 20 | | 06 | 34 | 228 | 20 | | 06 | --- | --- | --- | | 05 | 22 | 119 | 18 | | 05 | 32 | 204 | 18 | | 05 | --- | --- | --- | | 04 | 20 | 105 | 16 | | 04 | 30 | 180 | 16 | | 04 | --- | --- | --- | | 03 | 18 | 91 | 14 | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | 16 | 77 | 12 | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | 14 | 63 | 10 | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Phoenix [H,K,T] | | Predator [H,K,T] | | Predator M [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 42 | 324 | 28 | | 10 | 42 | 324 | 28 | | 10 | 35 | 216 | 14 | | 09 | 40 | 300 | 26 | | 09 | 40 | 300 | 26 | | 09 | 33 | 200 | 11 | | 08 | 38 | 276 | 24 | | 08 | 38 | 276 | 24 | | 08 | 31 | 184 | 08 | | 07 | 36 | 352 | 22 | | 07 | 36 | 252 | 22 | | 07 | 29 | 168 | 06 | | 06 | 34 | 228 | 20 | | 06 | 34 | 228 | 20 | | 06 | 27 | 152 | 04 | | 05 | 32 | 204 | 18 | | 05 | 32 | 204 | 18 | | 05 | 25 | 136 | 02 | | 04 | 30 | 180 | 16 | | 04 | 30 | 180 | 16 | | 04 | 23 | 120 | --- | | 03 | --- | --- | --- | | 03 | 28 | 152 | 14 | | 03 | 21 | 104 | --- | | 02 | --- | --- | --- | | 02 | 26 | 132 | 12 | | 02 | 19 | 88 | --- | | 01 | --- | --- | --- | | 01 | 24 | 108 | 10 | | 01 | 17 | 72 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Scorpion [H,K,T] | | Silverback [H,T] | | Survivor [H,K,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 35 | 216 | 14 | | 10 | 54 | 270 | 28 | | 10 | 42 | 324 | 28 | | 09 | 33 | 200 | 11 | | 09 | 52 | 250 | 26 | | 09 | 40 | 300 | 26 | | 08 | 31 | 184 | 09 | | 08 | 50 | 230 | 24 | | 08 | 38 | 276 | 24 | | 07 | 29 | 168 | 06 | | 07 | 49 | 210 | 22 | | 07 | 36 | 252 | 22 | | 06 | 27 | 152 | 04 | | 06 | 47 | 190 | 20 | | 06 | 34 | 228 | 20 | | 05 | 25 | 136 | 02 | | 05 | 46 | 170 | 18 | | 05 | 32 | 204 | 18 | | 04 | 23 | 120 | --- | | 04 | 44 | 150 | 16 | | 04 | 30 | 180 | 16 | | 03 | 21 | 104 | --- | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | 19 | 88 | --- | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | 17 | 72 | --- | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Thermal [T] | | Titan [H,K,T] | | Ursa [H,K,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ___________ ――――――――――― LIGHT ARMOR ___________ ――――――――――― Agent ------> Aldrin Labs Assassin ---> Elkoss Combine Every race (except Wrex) can equip Colossus ---> Kassa Fabrication light armor, and every human class Duelist ----> Elanus Risk Control can do so by default. Some classes Explorer ---> Devlon Industries can never learn to equip anything Gladiator --> Elkoss Combine better than it, however! Guardian ---> Elanus Risk Control ____ _____ _____ _____ Hydra ------> Aldrin Labs | ## | DMG | SHL | TBP | Liberator --> Devlon Industries |――――|―――――|―――――|―――――| Mantis -----> Hahne-Kedar | 10 | 23 | 175 | 32 | Mercenary --> Ariake Technologies | 09 | 21 | 161 | 30 | Onyx -------> Aldrin Labs | 08 | 19 | 147 | 27 | Phantom ----> Serrice Council | 07 | 17 | 133 | 25 | Phoenix ----> Sirta Foundation | 06 | 15 | 119 | 23 | Predator ---> Hahne-Kedar | 05 | 13 | 105 | 21 | Predator L -> Armax Arsenal | 04 | 11 | 91 | 19 | Scorpion ---> Hahne-Kedar | 03 | 09 | 77 | 16 | Silverback -> Hahne-Kedar | 02 | 07 | 63 | 14 | Survivor ---> Devlon Industries | 01 | 05 | 49 | 12 | Thermal ----> Devlon Industries |____|_____|_____|_____| Titan ------> Rosenkov Materials | Agent [T] | Ursa -------> Hahne-Kedar ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 30 | 175 | 19 | | 10 | 67 | 375 | 38 | | 10 | 20 | 250 | 19 | | 09 | 28 | 161 | 17 | | 09 | 65 | 345 | 36 | | 09 | 18 | 230 | 17 | | 08 | 26 | 147 | 14 | | 08 | 63 | 315 | 34 | | 08 | 16 | 210 | 14 | | 07 | 24 | 133 | 12 | | 07 | 61 | 285 | 32 | | 07 | 14 | 190 | 12 | | 06 | 22 | 119 | 09 | | 06 | --- | --- | --- | | 06 | 12 | 170 | 09 | | 05 | 20 | 105 | 06 | | 05 | --- | --- | --- | | 05 | 10 | 150 | 06 | | 04 | 18 | 91 | 04 | | 04 | --- | --- | --- | | 04 | 08 | 130 | 04 | | 03 | 16 | 77 | 01 | | 03 | --- | --- | --- | | 03 | 06 | 110 | 01 | | 02 | 14 | 63 | --- | | 02 | --- | --- | --- | | 02 | 04 | 90 | --- | | 01 | 12 | 49 | --- | | 01 | --- | --- | --- | | 01 | 02 | 70 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Assassin [H,T] | | Colossus [H,Q,T] | | Duelist [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 23 | 200 | 26 | | 10 | 30 | 175 | 19 | | 10 | 20 | 250 | 19 | | 09 | 21 | 184 | 23 | | 09 | 28 | 161 | 17 | | 09 | 18 | 230 | 17 | | 08 | 19 | 168 | 21 | | 08 | 26 | 147 | 14 | | 08 | 16 | 210 | 14 | | 07 | 17 | 152 | 18 | | 07 | 24 | 133 | 12 | | 07 | 14 | 190 | 12 | | 06 | 15 | 136 | 16 | | 06 | 22 | 119 | 09 | | 06 | 12 | 170 | 09 | | 05 | 13 | 120 | 14 | | 05 | 20 | 105 | 06 | | 05 | 10 | 150 | 06 | | 04 | 11 | 104 | 11 | | 04 | 18 | 91 | 04 | | 04 | 08 | 130 | 04 | | 03 | 09 | 88 | 09 | | 03 | 16 | 77 | 01 | | 03 | 06 | 110 | 01 | | 02 | 07 | 72 | 06 | | 02 | 14 | 63 | --- | | 02 | 04 | 90 | --- | | 01 | 05 | 56 | 04 | | 01 | 12 | 49 | --- | | 01 | 02 | 70 | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Explorer [H,Q,T] | | Gladiator [H] | | Guardian [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 23 | 175 | 32 | | 10 | 23 | 200 | 26 | | 10 | 30 | 300 | 38 | | 09 | 21 | 161 | 30 | | 09 | 21 | 184 | 23 | | 09 | 28 | 276 | 36 | | 08 | 19 | 147 | 27 | | 08 | 19 | 168 | 21 | | 08 | 26 | 252 | 34 | | 07 | 17 | 133 | 25 | | 07 | 17 | 152 | 18 | | 07 | 24 | 228 | 32 | | 06 | 15 | 119 | 23 | | 06 | 15 | 136 | 16 | | 06 | 22 | 204 | 30 | | 05 | 13 | 105 | 21 | | 05 | 13 | 120 | 14 | | 05 | 20 | 180 | 28 | | 04 | 11 | 91 | 19 | | 04 | 11 | 104 | 11 | | 04 | 18 | 156 | 26 | | 03 | 09 | 77 | 16 | | 03 | 09 | 88 | 09 | | 03 | 16 | 132 | 24 | | 02 | 07 | 63 | 14 | | 02 | 07 | 72 | 06 | | 02 | 14 | 108 | 22 | | 01 | 05 | 49 | 12 | | 01 | 05 | 56 | 04 | | 01 | 12 | 84 | 12 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Hydra [H,Q,T] | | Liberator [H,T,Q] | | Mantis [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 30 | 325 | 32 | | 10 | 23 | 175 | 32 | | 10 | 44 | 350 | 63 | | 09 | 28 | 299 | 30 | | 09 | 21 | 161 | 30 | | 09 | 42 | 322 | 62 | | 08 | 26 | 273 | 27 | | 08 | 19 | 147 | 27 | | 08 | 41 | 294 | 60 | | 07 | 24 | 247 | 25 | | 07 | 17 | 133 | 25 | | 07 | 39 | 266 | 59 | | 06 | 22 | 221 | 23 | | 06 | 15 | 119 | 23 | | 06 | --- | --- | --- | | 05 | 20 | 195 | 21 | | 05 | 13 | 105 | 21 | | 05 | --- | --- | --- | | 04 | 18 | 169 | 19 | | 04 | 11 | 91 | 19 | | 04 | --- | --- | --- | | 03 | --- | --- | --- | | 03 | 09 | 77 | 16 | | 03 | --- | --- | --- | | 02 | --- | --- | --- | | 02 | 07 | 63 | 14 | | 02 | --- | --- | --- | | 01 | --- | --- | --- | | 01 | 05 | 49 | 12 | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Mercenary [H,T] | | Onyx [H,Q,T] | | Phantom [T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 20 | 175 | 38 | | 10 | 30 | 300 | 38 | | 10 | 30 | 450 | 50 | | 09 | 18 | 161 | 36 | | 09 | 28 | 276 | 36 | | 09 | 28 | 414 | 49 | | 08 | 16 | 137 | 34 | | 08 | 26 | 252 | 34 | | 08 | 26 | 378 | 47 | | 07 | 14 | 133 | 32 | | 07 | 24 | 228 | 32 | | 07 | 24 | 342 | 46 | | 06 | 12 | 119 | 30 | | 06 | 22 | 204 | 30 | | 06 | --- | --- | --- | | 05 | 10 | 105 | 28 | | 05 | 20 | 180 | 28 | | 05 | --- | --- | --- | | 04 | 08 | 91 | 26 | | 04 | 18 | 156 | 26 | | 04 | --- | --- | --- | | 03 | 06 | 77 | 24 | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | 04 | 63 | 22 | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | 02 | 49 | 20 | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Phoenix [H,Q,T] | | Predator [H,T] | | Predator L [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 30 | 300 | 38 | | 10 | 30 | 300 | 38 | | 10 | 23 | 200 | 26 | | 09 | 28 | 276 | 36 | | 09 | 28 | 276 | 36 | | 09 | 21 | 184 | 23 | | 08 | 26 | 252 | 34 | | 08 | 26 | 252 | 34 | | 08 | 19 | 168 | 21 | | 07 | 24 | 228 | 32 | | 07 | 24 | 228 | 32 | | 07 | 17 | 152 | 18 | | 06 | 22 | 204 | 30 | | 06 | 22 | 204 | 30 | | 06 | 15 | 136 | 16 | | 05 | 20 | 180 | 28 | | 05 | 20 | 180 | 28 | | 05 | 13 | 120 | 14 | | 04 | 18 | 156 | 26 | | 04 | 18 | 156 | 26 | | 04 | 11 | 104 | 11 | | 03 | 16 | 132 | 24 | | 03 | 16 | 132 | 24 | | 03 | 09 | 88 | 09 | | 02 | 14 | 108 | 22 | | 02 | 14 | 108 | 22 | | 02 | 07 | 72 | 06 | | 01 | 12 | 84 | 20 | | 01 | 12 | 84 | 20 | | 01 | 05 | 56 | 04 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Scorpion [H,T] | | Silverback [H,T] | | Survivor [H,Q,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | | ## | DMG | SHL | TBP | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 23 | 200 | 26 | | 10 | 44 | 250 | 38 | | 10 | 30 | 300 | 38 | | 09 | 21 | 184 | 23 | | 09 | 42 | 230 | 36 | | 09 | 28 | 276 | 36 | | 08 | 19 | 168 | 21 | | 08 | 41 | 210 | 34 | | 08 | 26 | 252 | 34 | | 07 | 17 | 152 | 18 | | 07 | 39 | 190 | 32 | | 07 | 24 | 228 | 32 | | 06 | 15 | 136 | 16 | | 06 | 38 | 170 | 30 | | 06 | 22 | 204 | 30 | | 05 | 13 | 120 | 14 | | 05 | 36 | 150 | 28 | | 05 | 20 | 180 | 28 | | 04 | 11 | 104 | 11 | | 04 | 34 | 130 | 26 | | 04 | 18 | 156 | 26 | | 03 | 09 | 88 | 09 | | 03 | --- | --- | --- | | 03 | --- | --- | --- | | 02 | 07 | 72 | 06 | | 02 | --- | --- | --- | | 02 | --- | --- | --- | | 01 | 05 | 56 | 04 | | 01 | --- | --- | --- | | 01 | --- | --- | --- | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Thermal [T] | | Titan [H,T] | | Ursa [H,T] | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ___________ ――――――――――― BIOTIC AMPS ___________ ――――――――――― Biotic amps are equippable by any class that can use biotics (obviously). They give Duration, Power, and Cooldown bonuses, and they're listed in that same respective order in the charts. ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | DUR | PWR | CLB | | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 35 | 40 | 40 | | 10 | 35 | 10 | 30 | | 10 | 25 | --- | 40 | | 09 | 35 | 40 | 38 | | 09 | 35 | 10 | 28 | | 09 | 25 | --- | 38 | | 08 | 35 | 40 | 37 | | 08 | 35 | 10 | 27 | | 08 | 25 | --- | 37 | | 07 | 35 | 40 | 35 | | 07 | 35 | 10 | 25 | | 07 | 25 | --- | 35 | | 06 | 35 | 40 | 33 | | 06 | 35 | 10 | 23 | | 06 | 25 | --- | 33 | | 05 | --- | --- | --- | | 05 | 35 | 10 | 22 | | 05 | 25 | --- | 32 | | 04 | --- | --- | --- | | 04 | 35 | 10 | 20 | | 04 | 25 | --- | 30 | | 03 | --- | --- | --- | | 03 | 35 | 10 | 18 | | 03 | 25 | --- | 28 | | 02 | --- | --- | --- | | 02 | 35 | 10 | 17 | | 02 | 25 | --- | 27 | | 01 | --- | --- | --- | | 01 | 35 | 10 | 15 | | 01 | 25 | --- | 25 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Savant | | Polaris | | Prodigy | | Serrice Council | | Kassa Fabrication | | Armali Council | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 15 | 05 | 15 | | 10 | 05 | 10 | 05 | | 10 | --- | 05 | 30 | | 09 | 15 | 05 | 13 | | 09 | 05 | 10 | 05 | | 09 | --- | 05 | 28 | | 08 | 15 | 05 | 12 | | 08 | 05 | 10 | 05 | | 08 | --- | 05 | 27 | | 07 | 15 | 05 | 10 | | 07 | 05 | 10 | 05 | | 07 | --- | 05 | 25 | | 06 | 15 | 05 | 08 | | 06 | 05 | 10 | 05 | | 06 | --- | 05 | 23 | | 05 | 15 | 05 | 07 | | 05 | 05 | 10 | 05 | | 05 | --- | 05 | 22 | | 04 | 15 | 05 | 05 | | 04 | 05 | 10 | 10 | | 04 | --- | 05 | 20 | | 03 | 15 | 05 | 03 | | 03 | 05 | 10 | 08 | | 03 | --- | 05 | 18 | | 02 | 15 | 05 | 02 | | 02 | 05 | 10 | 07 | | 02 | --- | 05 | 17 | | 01 | 15 | 05 | --- | | 01 | 05 | 10 | 05 | | 01 | --- | 05 | 15 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Unity Amp | | Solaris | | Gemini Amp | | Sirta Foundation | | Aldrin Labs | | Armax Arsenal | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ __________ | ## | SHL | TCB | MRB | ―――――――――― |――――|―――――|―――――|―――――| OMNI-TOOLS | 10 | 35 | 52 | 25 | __________ | 09 | 35 | 50 | 25 | ―――――――――― | 08 | 35 | 48 | 25 | | 07 | 35 | 45 | 25 | Omni-tools are equippable by tech specialists, so | 06 | 35 | 43 | 25 | people like Infiltrators and Engineers can equip | 05 | --- | --- | --- | them (as well as special classes similar to 'em, | 04 | --- | --- | --- | like Quarian Machinist and Garrus). | 03 | --- | --- | --- | | 02 | --- | --- | --- | They give Shield, Tech, and Cooldown bonuses, and | 01 | --- | --- | --- | that's the order they're listed in on the charts, |____|_____|_____|_____| respectively. | Savant | | Serrice Council | ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | 25 | 20 | 25 | | 10 | 15 | 50 | 15 | | 10 | 05 | 30 | 15 | | 09 | 25 | 18 | 25 | | 09 | 15 | 48 | 15 | | 09 | 05 | 28 | 15 | | 08 | 25 | 16 | 25 | | 08 | 15 | 46 | 15 | | 08 | 05 | 26 | 15 | | 07 | 25 | 13 | 25 | | 07 | 15 | 43 | 15 | | 07 | 05 | 23 | 15 | | 06 | 25 | 11 | 25 | | 06 | 15 | 41 | 15 | | 06 | 05 | 21 | 15 | | 05 | 25 | 09 | 25 | | 05 | 15 | 39 | 15 | | 05 | 05 | 19 | 15 | | 04 | 25 | 07 | 25 | | 04 | 15 | 37 | 15 | | 04 | 05 | 17 | 15 | | 03 | --- | --- | --- | | 03 | 15 | 34 | 15 | | 03 | 05 | 14 | 15 | | 02 | --- | --- | --- | | 02 | 15 | 32 | 15 | | 02 | 05 | 12 | 15 | | 01 | --- | --- | --- | | 01 | 15 | 30 | 15 | | 01 | 05 | 10 | 15 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Logic Arrest Tool | | Nexus Tool | | Polaris | | Ariake Technologies | | Armali Council | | Kassa Fabrication | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ____ _____ _____ _____ ____ _____ _____ _____ ____ _____ _____ _____ | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | | ## | SHL | TCB | MRB | |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| |――――|―――――|―――――|―――――| | 10 | --- | 30 | --- | | 10 | 15 | 15 | --- | | 10 | 05 | 20 | 05 | | 09 | --- | 28 | --- | | 09 | 15 | 13 | --- | | 09 | 05 | 18 | 05 | | 08 | --- | 26 | --- | | 08 | 15 | 11 | --- | | 08 | 05 | 16 | 05 | | 07 | --- | 23 | --- | | 07 | 15 | 08 | --- | | 07 | 05 | 13 | 05 | | 06 | --- | 21 | --- | | 06 | 15 | 06 | --- | | 06 | 05 | 11 | 05 | | 05 | --- | 19 | --- | | 05 | 15 | 04 | --- | | 05 | 05 | 09 | 05 | | 04 | --- | 17 | --- | | 04 | 15 | 02 | --- | | 04 | 05 | 07 | 05 | | 03 | --- | 14 | --- | | 03 | 15 | --- | --- | | 03 | 05 | 04 | 05 | | 02 | --- | 12 | --- | | 02 | 15 | --- | --- | | 02 | 05 | 02 | 05 | | 01 | --- | 10 | --- | | 01 | 15 | --- | --- | | 01 | 05 | --- | 05 | |____|_____|_____|_____| |____|_____|_____|_____| |____|_____|_____|_____| | Chameleon Tool | | Cipher | | Bluewire Tool | | Sirta Foundation | | Elkoss Combine | | Aldrin Labs | ―――――――――――――――――――――― ―――――――――――――――――――――― ―――――――――――――――――――――― ______________ ―――――――――――――― ARMOR UPGRADES ______________ ―――――――――――――― ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | ANTI-TOXIN UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――― | 30 | 40 | 50 | -- | -- | -- | -- | -- | -- | -- | Toxic Seals |____|____|____|____|____|____|____|____|____|____| These seals shave a percentage off toxic damage, which can come from certain gasses and radiation. No idea what I'm talking about? That's how useful they are -- very little. In fact, there's no reason to equip these if you've got something better. Throw your toxic seals in the garbage if you just don't care... Aww yeah. =p ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | COOLDOWN UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――― | 05 | 07 | 09 | -- | -- | -- | -- | -- | -- | -- | Stimulant Pack |____|____|____|____|____|____|____|____|____|____| Some upgrades may reduce cooldown time, but this is the only one geared for this particularly. It reduces biotic/tech cooldown times -- that's all! ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | DAMAGE-DAMPENING UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――――――― | 05 | 07 | 09 | -- | -- | -- | -- | -- | -- | -- | Armor Plating | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | Ablative Coating | -- | -- | -- | -- | -- | -- | -- | 15 | 19 | 23 | Energized Plating |____|____|____|____|____|____|____|____|____|____| These upgrades increase the user's Hardening stat, which basically cuts a percentage of damage from each hit. These can be very useful and only get better as each new type arrives. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | HARDENING UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――― | 10 | 11 | 12 | -- | -- | -- | -- | -- | -- | -- | Hardened Weave |____|____|____|____|____|____|____|____|____|____| These weaves increase Hardening, which reduces damage from tech/biotic attacks. Pretty useful early on but there's no additional upgrades, so it wears thin. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | HEALTH REGEN UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――― | 01 | 1½ | 02 | -- | -- | -- | -- | -- | -- | -- | First Aid Interface | -- | -- | -- | 2.3| 2.7| 03 | 3.3| -- | -- | -- | Medical Interface | -- | -- | -- | 30 | 40 | 50 | 60 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 3½ | 04 | 4½ | Medical Exoskeleton | -- | -- | -- | -- | -- | -- | -- | 50 | 65 | 80 | | -- | -- | -- | -- | -- | -- | -- | 15 | 19 | 23 | |____|____|____|____|____|____|____|____|____|____| These interfaces increase health regeneration (the fractional ones), while the upgrades have percentage toxic resistance and the Medical Exoskeleton has a cooldown reduction to boot. These are great overall but even moreso on allies who don't have access to innate regeneration skills (such as Kaidan). ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | KINETIC UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――― | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | Kinetic Buffer | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | | -- | -- | -- | 10 | 12 | 14 | 16 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 40 | 45 | 50 | Kinetic Exoskeleton | -- | -- | -- | -- | -- | -- | -- | 20 | 23 | 26 | | -- | -- | -- | -- | -- | -- | -- | 25 | 30 | 35 | |____|____|____|____|____|____|____|____|____|____| Kinetic upgrades increase overall shields and mobile accuracy (first two stats on each type), while the Buffer's third slot gives a tech/biotics cooldown reduction; for the Exoskeleton's 3rd, a shield recovery bonus. Needless to say, these abilities work well on units who need lots of shields and have useful offensive techs...which is just about everyone! ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | PHYSICS THRESHOLD UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ―――――――――――――――――――――――――― | 10 | 15 | 20 | -- | -- | -- | -- | -- | -- | -- | Shock Absorbers |____|____|____|____|____|____|____|____|____|____| Only useful if there's nothing else around, Shock Absorbers will increase the unit's physics threshold, which makes them less likely to be displaced by Throw/Lift biotics. If you really care about something like this -- which is already a rare occurance in itself -- seek out the Combat Exoskeleton and its kin, which provide this and more. ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | SHIELD REGEN UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――― | 15 | 18 | 21 | -- | -- | -- | -- | -- | -- | -- | Shield Regenerator | -- | -- | -- | 20 | 24 | 28 | 32 | -- | -- | -- | Energized Weave | -- | -- | -- | 15 | 20 | 25 | 30 | -- | -- | -- | |____|____|____|____|____|____|____|____|____|____| These upgrades give percentage bonuses to the unit's shield regeneration amounts; the Energized Weave also gives a Hardening bonus. These work well on any class, but certain ones in particular can make more use of them (i.e. those that can't equip decent armor, die a lot, can't use Barrier, etc.) ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | SHIELD UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――― | 40 | 45 | 50 | -- | -- | -- | -- | -- | -- | -- | Shield Battery | -- | -- | -- | 90 | 100| 110| 120| -- | -- | -- | Shield Modulator | -- | -- | -- | -- | -- | -- | -- | 120| 140| 160| Shield Interface |____|____|____|____|____|____|____|____|____|____| This one should be obvious: each upgrade increases the amount of shields the person has. These work well on any class, but certain ones in particular can make more use of them (i.e. those that can't equip decent armor, die a lot, can't use Barrier, etc.) ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | SMASH DAMAGE UPGRADES |――――|――――|――――|――――|――――|――――|――――|――――|――――|――――| ――――――――――――――――――――― | 10 | 15 | 20 | -- | -- | -- | -- | -- | -- | -- | Motorized Joints | -- | -- | -- | 25 | 30 | 35 | 40 | -- | -- | -- | Exoskeleton | -- | -- | -- | 30 | 40 | 50 | 60 | -- | -- | -- | | -- | -- | -- | -- | -- | -- | -- | 25 | 30 | 35 | Combat Exoskeleton | -- | -- | -- | -- | -- | -- | -- | 50 | 70 | 90 | | -- | -- | -- | -- | -- | -- | -- | 25 | 30 | 35 | |____|____|____|____|____|____|____|____|____|____| Each upgrade provides a bonus to smash (melee) damage; Exoskeleton and its upgrade give a physics threshold bonus, and the final type also gives a hardening boost. Now, the first two are rather rare but the best type, the Combat Exoskeleton, is definitely NOT uncommon. Players like Wrex who can already get melee bonuses can really go to town with one of these, and the higher physics threshold ensures that biotics like Throw/Lift don't bowl him over. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ACHIEVEMENTS [ACHV] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Achievements are in-game feats that unlock gamerscore points; some of them will also give augmentations and bonuses in-game as well. SPECIFIC NOTES ―――――――――――――― • "The Majority of The Game" will include optional assignments, which will affect not only ally-related achievements but the Completionist one too. I'm pretty sure I've gotten the ally-based one during Noveria, after doing the other plot-related planets and any uncharted worlds available then. • Any achievement requiring 'x' amount of uses or kills must be done by Shepard, not other allies. For this reason, multiple playthroughs on new profiles are necessary to get them. • CHARISMATIC ACHIEVEMENT: This is obtained by using the Charm/Intimidate skills to settle a situation that would otherwise be unresolved. There're two instances that I know of where this can be obtained: (1) talking with Wrex on Virmire (2) with Saren in the final level. • SCHOLAR ACHIEVEMENT: Complexing the codex' main entries can give people a hard time, despite most of the entries being obtainable from early as the Citadel. Basically, the codex will store info when new terms or people are met, so this is a dialogue-heavy feat. The Council Races section completes throughout the course of the game, while most of the Non-Council Races can be found by checking Avina terminals or finding the races throughout the area. The problematic ones are: - Extinct Races: Protheans. Easily missable! Before going to Eden Prime, talk with Nihlus about the race, doing both conversations. - Non-Council Races: Batarians. Captain Anderson can be questioned about his past adventures once he becomes an NPC (after becoming a Spectre, either in the docking bay or Udina's office). • NEW SHERIFF IN TOWN/BEST OF THE BEST: "Sheriff" requires getting 1st in a combat scenario on Pinnacle Station; "Best" requires getting 1st in twelve missions. • TACTICIAN ACHIEVEMENT: This is obtained for finishing the game and having Shepard's overall shield damage greater than the overall health damage. If you like to use cover and are generally careful (such as luring enemies to bottlenecks), this isn't that hard to get. Asterisked (*) achievements are DLC-related. ________________________________ _____ _______________________________________ ACHIEVEMENT | PTS | UNLOCK METHOD | ――――――――――――――――――――――――――――――――|―――――|―――――――――――――――――――――――――――――――――――――――| AI Hacking Specialist | 15 | Use "AI Hacking" 75 times | Asari Ally | 20 | Use Liara for most of the game | Assault Rifle Expert | 15 | Score 150 assault rifle kills | Barrier Mastery | 75 | Use "Barrier" 75 times | Charismatic | 20 | Use Charm/Intim. to solve an impasse | Colonial Savior* | 50 | Complete "Bring Down the Sky" DLC | Completionist | 25 | Complete the majority of the game | Council Legion of Merit | 25 | Complete planet Virmire | Damping Specialist | 15 | Use "Damping" 75 times | Distinguished Combat Medal | 25 | Complete one playthrough of Hardcore | Distinguished Service Medal | 25 | Complete planet Eden Prime | Dog of War | 25 | Score 150 organic kills | Extreme Power Gamer | 50 | Reach level sixty (862,100 XP) | First Aid Specialist | 15 | Use 150 medigels | Geth Hunter | 25 | Score 250 synthetic kills | Honorarium of Corporate Service | 25 | Complete planet Noveria | Krogan Ally | 20 | Use Wrex for most of the game | Lift Mastery | 15 | Use "Lift" 75 times | Long Service Medal | 25 | Complete Mass Effect twice | Medal of Exploration | 50 | Land on an uncharted world | Medal of Heroism | 25 | Complete planet Feros | Medal of Honor | 100 | Complete Mass Effect once | Medal of Valor | 50 | Complete one playthrough on Insanity | Neural Shock Specialist | 15 | Use "Neural Shock" 75 times | New Sheriff in Town | 50 | ---see above--- | Overload Specialist | 15 | Use "Overload" 75 times | Paragon | 15 | Collect 75% of all Paragon points | Paramour | 10 | Complete a romance subplot | Pistol Expert | 15 | Score 150 pistol kills | Power Gamer | 20 | Reach level fifty | Quarian Ally | 20 | Use Tali for most of the game | Renegade | 15 | Collect 75% of all Renegade points | Rich | 25 | Get 1,000,000 credits (all at once) | Sabotage Specialist | 15 | Use "Sabotage" 75 times | Scholar | 25 | Find codex' primary race entries | Search and Rescue | 10 | Rescue Liara on planet Therum | Sentinel Ally | 20 | Use Kaidan for most of the game | Shotgun Expert | 15 | Score 150 shotgun kills | Singularity Mastery | 15 | Use "Singularity" 75 times | Sniper Expert | 15 | Score 150 sniper rifle kills | Soldier Ally | 20 | Use Ashley for most of the game | Spectre Inductee | 15 | Become a Spectre (mandatory) | Stasis Mastery | 15 | Use "Stasis" 75 times | Tactician | 15 | Finish game w/ shield DMG > HP DMG | Throw Mastery | 15 | Use "Throw" 75 times | Turian Ally | 20 | Use Garrus for most of the game | Undisputed* | 50 | Complete Ahern's survival mission | Warp Mastery | 15 | Use "Warp" 75 times | ________________________________|_____|_______________________________________| Additionally, for most achievements unlocked, there is a third function that will come into play on subsequent playthroughs of that same profile. The achievements that simply add to the gamerscore ARE NOT listed below. _________________________ _________________________________________ | ACHIEVEMENT | ADDITIONAL UNLOCK FUNTION (IN-GAME) | |―――――――――――――――――――――――――|―――――――――――――――――――――――――――――――――――――――――| | AI Hacking Specialist | Hacking skill for new characters | | Asari Ally | -10% Barrier/Stasis cooldown | | Assault Rifle Expert | Assault Rifle skill for new characters | | Barrier Mastery | Barrier skill for new characters | | Damping Specialist | Damping skill for new characters | | Dog of War | +10% HP bonus | | Extreme Power Gamer | +10% XP gain (per each instance) | | First Aid Specialist | First Aid skill for new characters | | Geth Hunter | +10% Shield bonus | | Krogan Ally | +1 HP/sec regeneration | | Lift Mastery | Lift skill for new characters | | Neural Shock Specialist | Medicine skill for new characters | | Overload Specialist | Electronics skill for new characters | | Pistol Expert | -25% Marksman cooldown | | Power Gamer | +05% XP gain (per each instance) | | Quarian Ally | -10% AI Hacking/Barrier cooldown | | Rich | Spectre Gear available for purchase | | Sabotage Specialist | Decryption skill for new characters | | Sentinel Ally | -10% Throw/Lift cooldown | | Shotgun Expert | Shotgun skill for new characters | | Singularity Mastery | Singularity skill for new characters | | Sniper Expert | Sniper Rifle skill for new characters | | Soldier Ally | +10% Hardening | | Stasis Mastery | Stasis skill for new characters | | Tactician | +10% shield bonus | | Throw Mastery | Throw skill for new characters | | Turian Ally | -10% Overload/Damping cooldown | | Warp Mastery | Warp skill for new characters | |_________________________|_________________________________________| _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― TRICKS [TRKS] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Outside of the general nature, there are a few tricks that rely on glitches and such that the player may be interested in. None of these are gamebreaking or likely to screw up the console, so don't worry 'bout that. [If a reader's got a good trick to put in this category, email me and I'll see if it's good 'nough to stick here.] INFINITE PARAGON POINTS ――――――――――――――――――――――― In Attican Beta's Hercules system (planet Eletania), there are colonies of space monkeys stretched across the landscape. Don't kill any monkeys in any way, whether by six-wheeling over 'em or blowing their heads off. When you find the monkey with the module -- which is part of the "Lost Module" side mission -- there will be paragon points earned. When said points are found, save and reload, then keep inspecting the monkey to keep getting the points repeatedly. This is an easy way to max out the Paragon gauge since it has no Charm/Intimidate prerequisites. INFINITE PARAGON/RENEGADE POINTS ―――――――――――――――――――――――――――――――― This can be done on planet Noveria, which is a mandatory stop. First off, talk with Lorik Qu'in in the hotel bar and agree to get his garage pass in exchange for information (there are other ways to get the garage pass but this way is required). After the info's obtained, talk with Gianna Parasini to learn she wants him to testify against the administrator -- this opens up the "you should testify" option in Lorik's next conversation. Now, pick that option, choose the Charm/Intimidate-based reply, end after the convo ends, talk to him about Benezia. This will let the Charm/Intimidate options be chosen again and the player can go to town for free points. Two things: (1) the C/I options require 5 talent points each to appear (2) If you've already gotten the garage pass through Anoleis, this trick can't be done. ANYONE CAN EQUIP ANY ARMOR ―――――――――――――――――――――――――― This trick allows light-armor units to equip the heavy stuff; or, if you're a lunatic, vice versa! It can be explained in steps, but if you want to get the drop on doing it, just watch this: [ youtube.com/watch?v=Kg2f_4lzxS0 ] Some have claimed that the trick doesn't work in the Platinum Hits edition or after getting DLC content, but this ain't so. EASY WEAPON-KILL ACHIEVEMENTS ――――――――――――――――――――――――――――― What do you know, we're back to the space monkeys of planet Eletania (in Attican Beta's Hercules system). These organic enemies can be easily killed with any weapon but don't respawn. The workaround? Save before killing them, do some monkey genocide, and reload the aforementioned save. You may wonder: do the kills revert? Nope! As long as the console isn't turned off or your gamertag isn't switched somehow, all kills will be registered and the weapon- -based achievements can be easily obtained. _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ######################## Some spoilers may follow! ######################## [Q] - Do I have to buy my licenses over on a New Game Plus (NGP)? [A] - Yes, all have to be reacquired. [Q] - Why don't you have a shop list / DLC content listed in the guide? [A] - Shops will change their contents every time the planet is visited, and as the game proceeds, the types get better -- there's no great way to document that (and I tried, believe me). As for DLC, I don't have it...simple as. =p [Q] - Is there a way around the 150-item limit? [A] - No -- you can only have 150 loose articles (weapons, upgrades, etc.) around. However, there is a way to keep more things than usual and that is by placing loose upgrades on extra weapons! Attached upgrades don't count towards the item limit, thus bypassing the quota somewhat. [Q] - Why can't I open this uncharted world's probe [etc.]? [A] - The Mako can actually DESTROY some of these if it gets too close, and the same goes for enemy fire (probably). [Q] - On the Feros Prothean Skyway, where are the geth reported below me?! [A] - There's a small entrance into a tunnel parallel to the highway, easily missable if you're not paying attention. Don't try to jump off the highway to the one below or anything, now! [Q] - I heard some armor types give special effects...what're they? [A] - Phoenix-type armor will regenerate health on the user, even if they've no normal means to do so. Equipment made by Devlon Industries -- being Liberator, Explorer, Survivor, and Thermal -- will shield the user from uncharted planets' environmental heat/cold hazards. [Q] - Is it possible to save all the Zhu's Hope colonists from the Thorian? [A] - Yes, it's possible to save all sixteen (16). The trick is to purchase a few grenade-limit upgrades ahead of time, get the Anti-Thorian Gas 1 add-on in the isolated refugee camp, and hit two colonists with one grenade. If you're too close to the enemy and try to aim the grenade, it may go either go through the floor or hit only one colonist, so it's best to "snipe" the grenade from a mid-range spot. There's one grenade refill, and that's the medkit near where the tower and town connect. Any villager killed will die permanently, and this may affect optional assignments (try not to kill Ledra the shopkeep either). [NOTE: Melee attacks can work in place of grenades, apparently -- just be sure not to misfire accidentally!] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― 03-23-09 ------------------+ Started walkthrough 04-17-09 ------------------+ Finished walkthrough 06-23-09 ------------------+ Updated Zhu's Hope section THANKS TO... ―――――――――――― • Sailor/Ceej, for continuously hostin' my thingamajigs • The readers, 'cause you're my snugglebunnies <3 • Superunknown, the soundtrack to this guide -- oh yeah • Fαbio Maltempi de Souza, for a tip on saving colonists in Zhu's Hope • etjester, for contributing a bunch of armor values. Muchos gracias, dude! • The Mass Effect wiki for some particulars in opening up assignments and armor values. Check out their site, yo: masseffect.wikia.com. [If anyone who worked on the wiki emails me, I'll specifically credit you! <3] • The ME messageboard right here at GameFAQs; I can't thank you guys enough for being such a font of knowledge, and bein' pretty friendly folks. <3 <3 THINGS I NEED ――――――――――――― • Charm/Intimidate talent requirements for Paragon/Renegade-related options • Any equipment list prices I don't have (BASE only; factor out discounts) • Writeups for "Old, Unhappy, Far-Off Things" and "Old Friends" assignments • Base shop values for the weapon list (tinyurl.com/dm2meg) As usual, if y'find any errors, send 'em my way: shotgunnova [@] gmail[.]c0m _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― VII. LEGALITY [LGLT] _______________________________________________________________________________ ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find the document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites Disallowed Sites ――――――――――――― ―――――――――――――――― • Gametalk.com • CheatCC.com • GameFAQs.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Honestgamers.com • Chaptercheats.com E-mail for permissions at: • Cavesofnarshe.com shotgunnova[@]gmail.c0m _______________________________________________________________________________ I'LL BE GOING NOW FOR THE Document © Shotgunnova 1997-2009 (and countin'!) REST OF THE SLIDE, WHILE THE Mass Effect namesake © respective owners REST OF YOU HARVEST THE GOLD E N D O F D O C U M E N T