=============================================================================== =============================================================================== _______________________________________________________________________________ ________________________________Mass Effect 2__________________________________ _______________________________FAQ/WALKTHROUGH_________________________________ _______________________________________________________________________________ =============================================================================== =============================================================================== This guide has been written by Paul Williams aka Sokkus. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use my guide on another website, please ask me for permission first. Sites allowed to use my guide - GameFAQs.com - Cheatcc.com - Playhaven.com - ConsoleDomination.com - Cheathappens.com ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- =============================================================================== Welcome to my guide for Mass Effect 2! I hope this guide will be of assistance to someone out there! Please note, this guide will most likely contain some spoilers but I have done my utmost to keep things as vague as possible for the purists among you. If you see any errors, have a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know! If you enjoy the guide, please hit the recommend button at the top of the page and be sure to check out more guides, reviews and podcasts at: ConsoleDomination.com Thanks for reading! Enjoy! ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- ******************* *********************** *** TABLE OF CONTENTS *** *********************** ******************* 1. Intro [INTRD] 2. Walkthrough [WLKTH] 2.0 Prologue: The Normandy [ACT01] 2.1 Prologue: Awakening [ACT02] 2.2 Freedom's Progress [ACT03] 2.3 Assemble a Crew - Part 1 [ACT04] 2.4 Dossier: The Professor [ACT05] 2.5 Dossier: Archangel [ACT06] 2.6 Dossier: The Convict [ACT07] 2.7 Dossier: The Warlord [ACT08] 2.8 Horizon [ACT09] 2.9 Assemble a Crew - Part 2 [ACT10] 2.10 Dossier: The Quarian [ACT11] 2.11 Dossier: The Justicar [ACT12] 2.12 Dossier: The Assassin [ACT13] 2.13 Collector Ship [ACT14] 2.14 Reaper IFF [ACT15] 2.15 Point of No Return [ACT16] 2.16 The Omega 4 Relay [ACT17] 2.16 Infiltration [ACT18] 2.16 The Long Walk [ACT19] 2.16 Stop the Collectors [ACT20] 3. Crew Member Loyalty Missions [SQLYL] 3.1 Miranda: The Prodigal [LYL01] 3.2 Jacob: Gift of Greatness [LYL02] 3.3 Garrus: Eye for an Eye [LYL03] 3.4 Grunt: Rite of Passage [LYL04] 3.5 Thane: Sins of the Father [LYL05] 3.6 Samara: The Ardat-yakshi [LYL06] 3.7 Tali: Treason [LYL07] 3.8 Mordin: Old Blood [LYL08] 3.9 Jack: Subject Zero [LYL09] 3.10 Legion: A House Divided [LYL10] 4. Exploration Side-Missions [EXPLS] 4.1 N7: Endangered Research Station 4.2 N7: Mining the Canyon 4.3 N7: Archaeological Dig Site 4.4 N7: Quarian Crash Site 4.5 N7: Abandoned Mine 4.6 N7: Blood Pack Base 4.7 N7: Eclipse Smuggling Depot 4.8 N7: Wrecked Merchant Freighter 4.9 N7: Abandoned Research Station 4.10 N7: Blood Pack Communications Relay 4.11 N7: Imminent Ship Crash 4.12 N7: MSV Strontium Mule 4.13 N7: Blue Suns Base 4.14 N7: Hahne-Kedar Facility 4.15 N7: Captured Mining Facility 4.16 N7: MSV Estevanico 4.17 N7: Anomalous Weather Detected 4.18 N7: Javelin Launch 5. Assignment Side-Missions [SDMSS] 6. Upgrades [UPGDE] 6.1 Weapon Upgrades 6.2 Ability Upgrades 6.3 Armor Upgrades 7. Achievements/Trophies [ACHMT] 8. Special Thanks [THNKS] 9. Contact [CNTCT] 10. About Me [INTRD] 11. Version History [VERHI] ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- ******************* *********************** *** INTRO *** [INTRD] *********************** ******************* Welcome to my guide for Mass Effect 2! I hope this guide will be of assistance to anybody reading it! Please note, this guide will most likely contain some spoilers but I have done my utmost to keep things as vague as possible for the purists among you. If you see any errors, have a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know! ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- ******************* *********************** *** WALKTHROUGH *** [WLKTH] *********************** ******************* This walkthrough will provide players with a tool they can use to work their way from the beginning to the end of the game finding most of the hidden collectibles, upgrades and loyal party members. The loyalty missions and the N7: Exploration-based side-missions have their own respective sections of the guide below the main walkthrough. =============================================================================== [ACT01] Prologue: The Normandy =============================================================================== Following the introductory scene, you will initiate a chat with your old squad mate from Mass Effect - Ashley Williams, when the conversation is over and a little more cinematic action is forthcoming, you will take control of Commander Shepard. You will need to make your way to the cockpit, to do so move forward, down the stairs and circle around the fire to the left. Climb the far set of stairs and exit onto the command deck. Move all the way to the far side of the room and up the hallway here into the cockpit for another conversation and a scene that sets up the rest of the game. =============================================================================== [ACT02] Prologue: Awakening =============================================================================== After the brief intro, you will regain control of Shepard. Move forward and grab the weapon from the locker in front. Follow Miranda's instructions and take cover behind the nearby beds. After the door explodes, move through it and pick up the ammo from the floor. Reload your pistol and the next door will magically open. Head inside and vault over the low cover and into the room. Turn to your right and take cover behind the nearby crate. On the stairs in front of you a hacked mech will become active. Using your pistol, aim for the head for extra damage and take it down. Enter the door at the top of the ramp. Upon entering the room, take cover in the indicated position and the door at the far end of the room will open and a single hacked mech will emerge. Kill the evil robot and four more will enter the room via a door to the far left. Remember to stay in cover until you hear a break in the fighting before jumping up to attack! When they are clear, cruise through the open door the first hacked mech came from. Follow the hallway around to the right and pick up the grenade launcher in the next room. Look over the balcony and as the door below opens launch a grenade or two through to destroy the majority of the group of hacked robots that were about to enter, switch to your pistol and mop up any survivors. Move to the right and use the elevator to reach the level below. Run through the flames and follow the next hallway. Enter the door at the end. Open the door straight in front of your position to check out a pair of Cerberus computer logs and a hackable wall safe. Exit and continue down the corridor. At the top of the stairs you will find another log, listen to this if you wish, and then head through the door. In the next room you will meet your first crew member – Jacob. Help him fight off the hacked mechs on the far balcony and once they have all been decommissioned, have a conversation with your new friend. When you are finished, kill any remaining robotic resistance on the opposite platform to initiate another chat and a short scene. Afterwards, grab the log off the chair and then exit the room, enter the next area at the end of the hallway. Take cover as you enter the red room and kill the three hacked mechs in here. Continue out the door and up the nearest set of stairs. At the top, look in the room behind and to the left of your position for another Cerberus log and then run out the door to the right. Talk to Wilson, afterwards grab the medigel from the medical station on the wall and use the unity power as required. After the ensuing conversation, a door at the end of the room will open and a hacked mech or two will enter. Use Wilson's Overcharge power on the explosive boxes in the middle of the room and kill any bad guys who survive the blast. After another quick conversation, make your way through the now opened door and pick up the hackable data pad on the floor. Exit via the door on the right. Follow the pathway along until you reach the next door, open it then back up and use the door frame as cover. Eliminate the group of hacked mechs below you before moving down the stairs. Head through the corridor on the left and up the ramp here at the top, hacked mechs will appear from both doors at the left and right of this top area, so retreat back down the ramp and get in cover. Wait for the hacked mechs to come into view and kill them from a distance. If they are a little shy, you can take cover behind the box at the top of the ramp and kill the four hacked mechs in the left room. Afterwards head inside and take cover as another group of four will enter from the door on the opposite side of the area from this room. When all the robotic hostiles are dead, you should loot the left room for a wall safe, a hackable data pad and yet another Cerberus laptop. Exit and move through the door opposite (where the second group of four mechs emerged from). Use the door here for a quick scene and conversation. When you have control of Shepard again, move to the end of the room and down the passage to the right. Step into the ring on the floor to speak with the Illusive Man. After your conversation, you will finish this part of the mission. Reward: XP 1,000 =============================================================================== [ACT03] Freedom's Progress =============================================================================== Special items on this mission: Research Project: Heavy Weapon Ammo After landing, enter the door in front of you, exit via the door on the opposite side of the room. Follow the catwalk to the left and descend the stairs. Make your way over to the door on the far right of the area and pick up the spare parts on the crates to the left before you head through. As you enter, a pair of LOKI mechs will attack you from a platform across from your current position. These guys are just like the hacked mechs you encountered earlier at the Cerberus space station but they have a little more armour. Take cover and eliminate them. When these two fall, another pair of LOKI mechs will appear on a raised area to your right and they will be accompanied by two FENRIS mechs (little dog robots that can do a tonne of melee damage if they get too close). Eliminate the FENRIS mechs first, and then pop the LOKIs (don't be afraid to retreat into the previous area if they close in your position too fast). A third LOKI will appear across the gap (where you killed the first two) so kill him too. Once the enemies have been reduced to scrap metal, walk up up the stairs to your right and into the open building at the end. Grab the med kit and hack the wall safe here. Exit the door to see a LOKI and a FENRIS mech activate on the balcony of the building across the way. Retreat inside and use the cover of the door frame to take them down. Exit again, and check the crate on the left for some spare parts, then head up the next set of stairs and into the building here for a scene and a chat with a familiar face - our old friend Tali. When you are done, exit through the open door and make your way down the stairs and into the next building. Kill the LOKI mech hiding on the left side of the room and loot the wall safe next to him. Use the door on the far right of the room and take cover. You will be attacked by several groups of security drones. They are not all that powerful, but in numbers they can take your health down very quickly. Use Miranda's overload ability on them to take their shields down quick smart. To start with, three drones will land on the building in front of you and slightly to the left, but as you kill them they will be replaced by additional drones. These guys will land in different spots and may be able to get you behind your cover, so keep an eye out for the reinforcements and rethink your cover solution when you deem necessary. After destroying eight or so drones continue along the path and into the open building nearby for a medkit, grab this and enter the nearby door. Run through the next building and down the stairs. As you reach the bottom you will be attacked by another group of drones. So take cover behind the crate or the low walls here. These guys will fly from left to right across the area and land on the crates to your right. As before, they will be backed up by another group of drones once defeated, so repeat the process to wipe them out. Once the area is clear, continue down to the large open area to the right, pick up the medkit and follow the on-screen instructions to position your squad on either side of the door. When the door opens you will have to fight an YMIR mech. These guys can be pretty tough as you will have to take out his big shield and armour before you will be able to damage him for real. The YMIR will fire rockets at you at irregular intervals and will whip out a minigun when a rocket is not on the menu. If you have a power weapon from the previous mission (grenade launcher), you can use this to do a fair deal of damage to the YMIR off the bat, and if required there is a box of power cells in the left building if you need a little extra ammo. The easiest way I found though is to stay behind the crates where the game placed you at the beginning of the fight. Stay in cover and shoot at the mech until you get its attention and it approaches your position. When it starts to circle around the cover to get at you, move! Continue to keep the crate between the YMIR and Shepard and slowly circle around it to do so whilst firing off shots when you get the opportunity. It will take a minute or two, but you won't take any damage and it is an easy enough way to defeat him, even on the Insanity difficulty. Watch out though - when the big guy takes enough damage he will explode. Once the YMIR mech is dead, explore the area for some loot. In the left hand building you will find power cells (if you didn't pick them up previously) and a hackable wall safe. In the right hand building you will find a med kit. Head to the building at the far end of the area and check out the Damaged YMIR mech close to the stairs for a research project (Heavy Weapon Ammo). Pick up the refined Iridium nearby and enter the door. Have a quick conversation (paragon action here) to find out a bit more about your new foe. After the ensuing chat with the Illusive man and a short story scene you will get your new ship and complete the mission. Rewards: XP 1,000 10,000 Credits =============================================================================== [ACT04] Assemble a Crew - Part 1 =============================================================================== Following the previous mission, your journal will be updated with 4 dossiers (5 if you have picked up the Zaeed downloadable content) that will enlighten you as to where to find some crazy individuals to join your team. Go into the galaxy map and head for Omega first. You will be able to pick up two of your squad members here (three if you have the DLC mentioned earlier). As you land you will be forced into a short conversation and be asked to pay a visit to Aria T'Loak in the night club Afterlife. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o >> INFO: Note: if you have the Zaeed DLC installed you will see him at the end of the hallway here, simply have a chat with him and agree to help him with his mission and he will join your command and await you in the Normandy o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o Look at your map and use it to make your way to the Aria marker. When you arrive talk with Aria and ask her questions about Archangel and Professor Solus and she will tell you how to reach both of them. After the conversation, its time to get recruiting! =============================================================================== [ACT05] Dossier: The Professor =============================================================================== Special items on this mission: Weapon: M-6 Carnifex Hand Cannon Research Project: Medi-Gel Capacity Research Project: Assault Rifle Damage After landing on Omega and speaking with Aria, look at your map and find the marker for the Shuttle to the Quarantine Zone. Cruise over and talk to the district guard, after a short conversation, he will admit you access to the mission area. As you enter, look behind the barricade in front of the starting hallway to find a canister of refined element zero. Enter the nearby alley and go through the door on the right, in this corridor, pick up the med kit if you need it, then exit and enter the door at the far end of the main room. As soon as you reach the bottom of the stairs, you will see a pair of Blue Suns troopers in front of you. Slay them, and then check out the terminal in the corner behind them for a few credits. Enter the door behind them and check the bench near the left hand wall for a box of power cells, and bypass the security lock on the door here. Inside you can examine the audio log and the dead turian on the floor for a bit of back-story. Return to the room in which you fought the Blue Suns not so long ago and turn to the left. Speak to the batarian plague victim here (for a renegade/paragon option) before entering the alley to the left of him. After exiting the alley, bypass the security lock on the door to the right and head inside for another audio log and a lootable wall safe. Return to the main room, and enter the door to the right at the foot of the small set of stairs. Inside this area, you will see a group of Blue Sun troopers and a Centurion (shielded trooper) hanging out behind a barricade at the far end of the room. Killing these guys will cause several more troopers to enter this large room from a door on the right, close to the barricade at the far end. If finding cover in this area is a bit tricky, cruise into the room on the left side of the area and climb to the top floor, inside you will find a med kit, salvageable circuit boards, and a conveniently placed window overlooking the enemy forces below. When the coast is clear, make your way across the open room and into the door the enemy reinforcements emerged from, follow this hallway past the opening leading to the barricade until you reach a dead end. Look to the right for a bypassable door. Inside you will find a human survivor (talk with them for a renegade/paragon option), a med kit and a hackable wallsafe. Return outside and use the doorway to get behind the barricade, on the floor here you will find a modified assault rifle that will give you a new research project (assault rifle damage) when examined. Go through the nearby door. Entering the next hallway, you will hear gunfire coming from up ahead. You can either go through the right hand door here to reach a balcony overlooking the fight below, or you can continue to the end and use the pillars and door on the left as cover. Either way you will need to eliminate the Blood Pack presence in this room. You will encounter vorcha, Pyros, varren, troopers and a few krogans. Note that the vorcha have a ridiculously high regeneration rate, so be sure to make sure they are dead before you change targets. Also, you need to pay special attention to the Blood Pack Pyros - vorcha with flamethrowers; they can do a lot of damage to you in a short time if they get too close to you, also note that killing these guys with a shot to their flame packs will cause them to explode, damaging anything near them at the time. From cover you will need to eliminate everything. Killing the original inhabitants of the room results in the addition of new reinforcements, which in turn when killed summon more guys. This will continue until you have defeated between 15-20 enemies. When the room is finally clear, look over towards the left hand side of the area to find an open door. Here you will find a canister of refined element zero and a pair of looters (talk with them for a renegade/paragon option). Return to the previous room and cruise around the corner at the back of the area, look for a door nearby to enter Mordin’s clinic. Run past the counter to the left and look for rooms on the left and the right at the end of the hallway. Look in the left room for 2X canister of refined palladium, a research terminal (for research project - medi gel capacity) and a med kit. Next, look in the right hand room to find a box of power cells, a canister of refined element zero, another canister of iridium and the object of our search - Mordin Solus. Speak with him and he will tell you what you need to do next (you can also tell him about the batarian plague victim near the entrance for some paragon points). Afterwards Mordin will give you a new weapon (M-6 Carnifex Hand Cannon). You will now need to re-activate the environmental systems and save Mordin’s assistant. Return to the reception area and look to the left, you will see that the door here is now open. Use the door and enter the large room at the end. This area is filled with Blood Pack vorcha and krogans and like the previous large area, will be populated by reinforcements fairly regularly. After killing 12-15 of the guys, they should cease appearing. At the back left of the room is a set of stairs. As you approach said stairs, more enemies will appear at the top and try to prevent you from accessing them. Eliminate the defenders and as you reach the top, you will find a bank terminal to the right you can loot before heading up the stairs on the left side. When you reach the top of the stairs, look in the room to the left to find Mordin’s assistant. Either kill (renegade) or negotiate (paragon) with the batarians for his release. Afterwards, return to the hallway and enter the door on the right. Kill the group of three vorcha in here, and then continue down the ramp to the right. This next room can be a little rough as there are a good number of hostiles below as well as enemies packing heavy weapons on balconies overlooking the area. As you enter, stick to the right and stay on the balcony overlooking the area below. Take cover at the end and look up to see another raised platform in front of you on the opposing side of the room filled with vorcha heavy troopers, there are five or six of these guys, each trying to snipe you with rockets. Eliminate them from cover before heading downstairs to clear the ground floor of any vorcha and krogans. When they are all dead, enter the hallway at the back of the area and use the door. In the hallway here you will be ambushed by a krogan and a pair of vorcha. Once they are dead, look to the right to find a med kit and some salvageable spare parts before heading up the stairs on the left side of the room. At the top of the stairs you will enter the environmental control room. The control room consists of a main central platform with two flanking platforms on the left and the right, these join with the main platform via ramps in the mid-section of the area. As you enter, you will find yourself on the middle platform. Eliminate the group of vorcha at the far end and then race up and use the console here to administer the cure. Turn around and take cover as a group of 4 vorcha will appear on the ground level to attack you and another two rocket guys will spawn on the balcony above the entrance to the area. When they are clear, make your way down the bridge to the left hand platform and fight your way through the group of 5-6 vorcha that appear before entering the door at the end. Use the console here to activate the first fan. Exit back to the main room and make for the ramp. As you approach, another squad of hostiles will come down said ramp and try to stop you. Pop them and head over to the central platform. Take cover as another group of enemies will appear on a balcony above the right hand platform and shoot at you with rockets, whilst a second group consisting mainly of krogans will advance up the opposite ramp. Try to snipe all the rocket guys first, before focusing on the threat a little closer to home. When possible, cruise down the ramp and fight your way into the room at the end to use the console to activate the second fan and complete the mission. Rewards: XP 1000 25,000 Credits After a quick chat with Mordin on the Normandy, return to the galaxy map and decide where to go next. =============================================================================== [ACT06] Dossier: Archangel =============================================================================== Special items on this mission: Weapon: M-15 Vindicator Battle Rifle Research Project: SMG Damage Research Project: Tech Damage After speaking with Aria, look at your map and find the marker for the Merc Recruiter. Cruise over and talk to this guy, he will send you in to have a chat with another mercenary who will sign you up for the mission to go get Archangel. After the scene, look at the map and make your way to the Transport depot marker on the map. Talk to the Blue Suns driver here to journey out to the mission area. After landing and engaging in a short conversation, you will need to go and have a chat with Seargent Cathka. Head up the stairs and down the alley on the left. Enter the door here. Grab the data pad off the table here for a side mission (Omega: Archangel: Data pad Recovered) and talk to Jaroth if you wish to go over the plan once more. Exit through the next door and enter the door on the left down the hallway. Inside you will find a deactivated YMIR mech. Use the console in front of the mech to re-program it to make the next part a bit easier. Hack the data pad on the table and grab the refined element zero here before returning to the hallway and exiting to the next area. Head into the room in front if you wish to chat with Garm about the mission (optional) or just head through the door to the right. Hack the data pad on the floor in front of you and continue along the right hand wall. Find the red door here and bypass the door security, inside you will find a box of power cells, a data pad and a new research project (sub machine gun damage). Exit and make your way across to the opposite side of the room to talk to Chalak's assistant. He will lead you to Sergeant Cathka for a conversation. After a quick chat, he will turn his back on you, so use the renegade action here to make things a bit easier later on. After the scene, start crossing the bridge towards Archangel's position and kill any freelance mercenaries on the bridge in front of you. Enter the building at the far end of the bridge and eliminate any remaining mercenaries inside. At the foot of the ramp leading up to the next level, you will see a book case; examine the object here for a research project (tech damage). Climb the ramp and look to the right to kill the final enemy here. Look in the opposite direction to find an open door, hack the wall safe in the room here and pick up the med kit if required. Enter the door at the end of the hallway to initiate a story scene. After the scene, you will need to defend Archangel and this current position. Quickly look at the couch nearby for a new weapon (M-15 Vindicator Battle Rifle) and across the room for a footlocker containing credits. Return to the window. Your first challenge to defend against will appear straight after the conversation and will take the form of a squad of six LOKI mechs starting across the bridge. Use your sniper/assault rifle to down these guys before they get too far. They will soon be replaced by a steady stream of freelance mercenaries, after about 5-6 of these guys, some Eclipse engineers (shielded) and troopers will try their luck, these guys will keep coming and eventually, you will be unable to keep up with the enemies coming across the bridge and some will enter the building. When they do, you will need to move out of the room with Archangel and defend the hallway and stairs outside. Once enough mercenaries have been killed, a short cut-scene will play showing the YMIR mech being lowered onto the bridge. If you hacked this before, it will start to attack the mercenaries, and you can assist it in doing so to make this part much easier. When its health gets, low it will turn on you so watch out! After the YMIR is down, some heavy Eclipse soldiers will come across the bridge with the Eclipse leader, Jaroth. Jaroth has a shield and some armour beneath it, so use Miranda’s Overcharge ability to destroy the shield, and then go nuts on his armour and health. When Jarroth and his posse have been dealt with, return to Archangel and have a chat. Afterwards, exit the room and enter the door beneath the stairs. Sprint down the stairs to your left and across to the opposite end of the room. Press the button here to close the door. If you are too slow, Blood Pack mercenaries will pour through the opening making it much more difficult. Once the first door is closed, the two doors either side of it will now be openable. You will need to enter each of these and fight your way to the switches at the opposite end of each area to close the doors. Once all three shutters have been sealed, a scene will play. You will find yourself back on the ground floor of the building faced with Garm and his Blood Pack mercenaties. You must act quickly in eliminating the Blood pack vorcha and varen in the immediate area before racing up the stairs. Garm, the Blood Pack leader and another krogan will have ignored your fighting below and made a run straight for Archangel, so return to the room and help defeat the big fellows. Garm has a barrier and armour to eliminate before you can take his health out so use the warp ability if you have it to make barrier smashing a bit easier. Once Garm is dead, grab some more ammo from around the place and when you are ready to continue, talk to Archangel. On the right side of the room a gunship piloted by the third and final mercenary leader, Tarak will appear and drop off a group of six or so Blue Suns mercenaries, along with one of their Lieutenants , Jenna. Eliminate these guys from cover and be sure not to stay exposed for too long, as the gunship will shoot rockets at you with some pretty good accuracy. Once these guys have been taken care of, another group consisting of the same make up will rappel into the room below. Watch out for the heavy troopers as they will carry rockets, and the Blue Sun Legionnaire and Centurion combo make up for the lack of Jenna. Both of these guys have a shield and a fair bit of health, so be sure to use your shield dampening abilities to assist in taking them down. Once all the hostile units are down, a short scene will play. You will now need to take down Tarak's Gunship. If you performed the renegade action whilst talking to Seargeant Cathka earlier, the gunship will start at only 2/3 heath. The gunship will appear in two locations - firstly the window you looked out to defend the bridge earlier and the second position is on the right side of the room where it dropped off Blue Sun soldiers previously. The gunship fires an endless stream of rockets so staying in cover is a given. To take down the gunship, you should use your heavy weapons and any other armour destroying abilities. Note that when it appears at the second window, it will drop off a group of three Blue Sun troops and retreat, eliminate the mercenaries and the gunship will return. Continue to pump away at the gunship until it explodes to finish the mission. Rewards: XP 1,000 20,000 Credits After a quick chat with Garrus on the Normandy, return to the galaxy map and decide where to go next. =============================================================================== [ACT07] Dossier: The Convict =============================================================================== Special items on this mission: Research Project: Damage Protection Research Project: Shotgun Damage Use the galaxy map to travel to The Hourglass Nebula. Once you are here, fly to the nearby prison ship, Purgatory to start the mission to recruit the convict. After entering the Purgatory make your way forward until you have a conversation with a prison guard and Warden Kuril. After a short scene, continue along the defined path and you will see a prison guard on the right side of the area observing a beating (talk to him for a renegade/paragon action). Afterwards continue straight ahead and into the room at the end. Inside, make your way to the door at the back right of the room. As you enter a short scene will play, and a message will be relayed over the loud speaker - looks like a routine pick up is turning into an escape for Shepard. Quickly turn around and take cover. As you do, a group of Blue Sun troopers will enter the room along with a Centurion (shielded trooper) or two and a pair of FENRIS mechs. Destroy the lot of them and exit into the passage outside, kill two more troopers approaching the door with another pair of FENRIS mechs. Once they are done, take the first left. Fight your way through the troopers and centurions who are guarding the hallway and open the door at the end. Kill the technician here and use the terminal behind him to free Jack. After the story scene, pick up the med kit and the canister of refined element zero nearby before entering the now unlocked door on the left. At the bottom of the stairs, examine the YMIR mech corpse for a new research project (Damage Protection). Find the hole in the wall and run into the passage behind it. Pick up the power cells here and check the prison guard corpse nearby for credits, exit through the next hole in the wall to the right. Move to the left, and take cover on the raised catwalk here. In the room below you will see prisoners fighting against prison guards and a YMIR mech at the far side of the room. You will need to eliminate the soldiers and the prisoners before focusing your attention on the mech. After it is dead, head to the back wall of the room, when you reach the door, scan the shotgun on the ground for a new research project (shotgun damage) and then head up the stairs to the left to find a hackable data pad. Return to the door and pick up the power cells and investigate the dead prison guard before entering the next area. This room is essentially the same as the previous one, this time though, you will be on the ground floor. As you enter, step behind the crates on the left and eliminate the enemies in front on the ground floor and then the pair on the balcony overlooking the area. Move down into the depression in the floor and move to the right. Take cover just before the overpass and kill the 5-6 enemies that move in to attack you. When no more show up, climb up the nearby ramp onto the overpass, you will see a number of prison guards still kicking down the far end of the room and a YMIR mech as well. The mech will take a long time to reach you, so try and eliminate all the infantry units before it gets close. When the mech is the last enemy standing, just kite it in big circles, running across the balcony, down to the floor and up the two overpasses, shooting at it when you get the chance. When the mech is dead, investigate the dead guard next to the exit before heading into the sub-tunnel where you can loot a box of power cells, a med kit and a wall safe. Exit the next door for a scene. It’s time to take on the main man of the big house - Warden Kuril himself! Kuril will chill out at the back left corner of the area within a shield and send a tonne of enemies to do his dirty work. Once you have killed the initial wave of troopers and Legionnaires he sends your way, move up one of the sets of stairs and clean out the top area. Note that a small group of enemies will enter the area from where you entered and 5-6 baddies will emerge from a door on the right side of the upper platform. Two of these enemies will be Blue Sun commanders (shield over armour) so be sure to use your squad abilities to help making taking these guys out a lot less painful. When no more enemies are forthcoming, it is time to take on the warden. To do so, you will need to destroy the pylons around the room with the blue beams of energy emerging from the top. These are feeding the warden’s shield, so removing them will in turn remove the warden’s protective field. Destroy the first two, and then make a quick sweep of the room to make sure there are no more bad guys ready to sneak up on you and when ready, get yourself into cover and blow the third generator. The warden will stay in the corner, in plain sight and is about as difficult to take down as one of the commanders we faced before. Just stay in cover and pump away until he falls. Once the warden is dead, a scene will play, Jack will join your crew and the mission will be complete. Rewards: XP 1000 15,000 Credits After a quick chat with Jack on the Normandy, return to the galaxy map and decide where to go next. =============================================================================== [ACT08] Dossier: The Warlord =============================================================================== Special items on this mission: Research Project: Sniper Rifle Damage Research Project: Krogan Vitality Use the galaxy map to travel to The Eagle Nebula. Once you are here, fly to the nearby planet, Korlus to start the mission to recruit the krogan. After landing, follow the defined path down and around the corner until you find the entrance to the research base. A group of four guards will open fire at you, take cover and pop them all. When they are dead, continue through their lookout position and down the small ramp on the other side. You will find a wounded mercenary here (talk with them for a renegade/paragon option). Following the conversation, continue around the comer and take cover. Eliminate the sentries on the raised area in front of you. Move down the stairs to the right and do a quick switch back to the left at the bottom. Take cover behind the low wall here and kill another pair of sentries on the walkway in front. Move up and kill the next two sentries who come into view. Continue around the corner to the right. The next room consists of a few pieces of cover on your level and a long, fortified raised balcony lining the far side of the area. You will need to destroy its inhabitants. Look out for the heavy troops and try to rid the area of them first if possible. Once the area is clear, move to the left side of the area and cruise down the ramp, help the krogan here destroy the enemies on the walkway above and then have a chat. After a short scene, the krogan will open a new passage for you. Inside, check the Blue Sun corpse for some credits, and then follow the path. At the bottom you will encounter a pair of Blue Sun mercenaries, deal with them. On the opposite side of the room, you will see a pair of intersecting metal walkways that lead around a corner and into the next area we need to access. Along these pathways, you will meet 10-12 krogan berserkers who will advance towards your position (one at a time thankfully!). You will need to kill them before making your way to the far end. Pick up the canister of refined platinum here and in the next room, cruise up the stairs. Bypass the door at the top. Climb the stairs to the top and scan the sniper rifle on the ground for a new research project (sniper rifle damage). Pick up the med kit and the box of power cells nearby if required. Open the door and kill the mercenary in front of you, before taking cover to the right. Eliminate the heavy soldiers on the far side of the gap, and then follow the catwalk to the left. Run into the room at the end and take cover, eliminate the guys in front and slowly work your way forward, watching out for reinforcements coming through the door at the far side of the area. Also be aware of the pair of Blue Sun heavies in the background who will fire rockets at you relentlessly until put down. When the area is clear, check out the alcove the heavies were occupying for a hackable data pad. Enter the nearby door. At the top of the stairs use the window or the cover just outside the door to eliminate a squad of Blue Sun troopers and Centurions defending the immediate area. Once they are dead, move up a short way and a second group will emerge and come to attack you from the passage to the left. Eliminate them and follow the path around to the right until you reach a metal bridge. At the far end, a large contingent of Blue Sun troops will assemble and come across to attack you. Defeat the enemies who come close, then use your sniper rifle to take out the heavy troops at the back. Once everything is dead, enter the room on the far side of the bridge. Inside you will find a box of power cells and a wall safe. Find the open door to the left, but instead of entering, follow the path here around to the end to find a hackble PDA. Return to the door, head inside and follow the stairs to the top. The next room is fairly large and you will need to work your way forward, then around to the right. Defeat all the enemies here and climb the stairs on the left. From this vantage point, eliminate the centurions and troopers in the open area below whilst keeping an eye out for a pair of heavy troopers that will appear on another balcony area opposite your current position. When cleared, cruise down the ramp and turn to the right. Clear out any remaining bad guys (again watch out for the heavy rocket guys at the rear) and enter the door at the end of the wall to the left. Inside you will find a familiar (from mass effect 1) asari scientist (talk with her for a renegade/paragon option). Hack the computer on the desk and grab the med kit before entering the next room. Head to the far left corner and hack the terminal here for a new research project (Krogan Vitality). Turn around and talk to Okeer. After the scene, exit through the door opposite the entrance and at the bottom of the stairs enter large room in which to do battle with Jedore. This fight can be a little tough as Jedore will sit at the back of the room and shoot the odd rocket your way, whilst five or so krogan berserkers and a YMIR mech advance on your position. You will need to deal with the krogan berserkers before you can properly focus on eliminating the mech. Using your team skills and staying in cover destroy the krogans before they reach your position. Hopefully by the time they have all fallen, the YMIR mech will not have reached you yet. Use your best shield and armour depleting abilities on the YMIR to bring it down ASAP. Once the rest of the room is clear, focus your squad’s fire on eliminating Jedore. When Jedore is dead, return to the room with Okeer and use the console where he was standing to complete the mission. In the following conversation, be sure to choose the option to take the tube with you when you leave. Rewards: XP 1,000 20,000 Credits To recruit Grunt into your party, use the elevator in the Normandy to access the engineering level, exit the elevator and turn left. Open the door at the end of the hallway to find the pod. Use the action button on the tube and open the tube when given the option. After the conversation, Grunt will join the crew. =============================================================================== [ACT09] Horizon =============================================================================== Special items on this mission: Weapon: Collector Particle Beam Research Project: Heavy Skin Weave Research Project: Biotic Damage After you have acquired the four new crew members Garrus, Mordin, Grunt and Jack you will receive an emergency transmission from the Illusive Man. Head to the communications room and after a conversation and a quick story scene you will find out where your next destination lies: the human outpost of Horizon. After landing, move forward and around the corner and continue along the path here until you reach an open area. As you arrive a swarm of collectors will enter the area to attack you. The standard collector drones are fairly easy to take out, but you will also encounter guardians (barriers) and assassins here. Watch out for the assassin’s as they will use the particle beam gun (a collector heavy weapon) from a distance, which can do a tonne of damage to Shepard and your crew if they remain exposed to it for long enough. When the area is clear of hostiles, check the middle of the area to find a box of power cells. Proceed to the far end and near the pathway to the next area you will find a hackable data pad. Follow the dirt path around the next corner until you reach a settlement, drop down to the area below and take cover. In addition to a couple of drones, a guardian and an assassin, the squad will also be attacked by a small group of husks (zombified humans who will run up to you in an attempt to melee attack). Try to focus on the husks first before prioritising other targets as they can be quite irritating otherwise. Once the remainder of the enemies are dead or dying enter the building on the right side of the area for a data pad and investigate the dead collector in front of the picnic table at the back of the area for a new research project (Heavy skin weave). From the dead collector, look to the left to find a small opening; enter this to find an examinable Husk corpse. Check it out for a short conversation with your crew. Continue around the corner and head into the building directly in front of you. Move to the windows on the left side of the building and use them as cover to eliminate the Collector Guardians and Drones in the area below and to the left of your current position. When they are all dead, turn around and loot the wall safe here (you can also return back the way you came and examine the building across the way for a med kit if required). Head out the door opposite the entrance and turn left, climb the low wall here and make your way between the scattered crates on the platform until you reach the stairs located at the back, left corner of the area. Examine the stasis colonist here and continue up to the top of the stairs, in the room here you will find a hackable computer. Return to the stasis colonist and move across the path here to the building in front (don’t forget to pick up a new weapon - Collector Particle Beam from the pod in the centre of the road). After traversing the building, leave via the portal on the other side and take cover behind the low wall in front of the exit. After a short intro scene, you will be attacked by a harbinger (a drone who is taken over by the collector general) they have a barrier and heavy armour so can be a little tough to take down. The harbinger will attack in concert with a guardian and once both have bitten the dust, a swarm of drones will fly in from the far end of the area. Exerminate these guys and when the area is clear, look to the opposite side of the street from the last building you came through to see another open building, head inside to pick up a computer. Return to the scene of the previous fight and check the building that was behind the collectors for a box of power cells. Exit the back door, and continue up the hill nearby towards the locked door. Bypass the security on the door and enter for a small story scene. Afterwards, loot the room of a canister of refined platinum and a med kit, before heading out the next door. Once outside again, turn to the right and take cover. A guardian and group of collector drones will attack and one will become a harbinger. At the same time, at the far side of the area, a group of husks will become active and advance on your position. In the same location is a collector assassin with a particle gun to look out for. Prioritise the elimination of the husks first, then the assassin and then the rest of the collectors in the immediate area. Once the casualties start mounting, you will also encounter your first scion which will move in slowly from the right side of the area - these are large, heavily armoured husks that can fire a weapon that generates a large warp effect similar to Jack’s Shockwave ability, this attack will do a massive amount of damage so it is imperative that you stay in cover whilst fighting them. You can kill scions by using anything that is good against armour. Once the area is secure, look behind the building on the left for some power cells, head through the next building and up the small set of stairs behind. Look to the right and examine the dead collector for research project (biotic damage). Continue until you reach a locked, bypassable door. Instead of opening it right away, turn to the left or right and make your way through either building here, up the stairs and into a second floor room. Check out the computer in here for some credits before returning to the locked door. Bypass the security to unlock it. Upon entering the next room you will be attacked by a pair of scions and a large group of husks. Try to take out the husks before they get too close or they will swarm you. If you have to leave cover to take them out, make sure you do it out of the line of sight of the scions otherwise they will hit you with their shockwave. Once the husks have been dealt with, focus your team's fire on the scions. Once the scions have been defeated, you can go to the raised platform in the centre of the area and use the computer for a short conversation with the Normandy. As soon as the scene ends, a group of collectors will fly in from the far right side of the area. There are 5-6 drones (one of which will become a harbinger), an assassin with a particle beam and a guardian. At some point, you will also be attacked by a small group of husks. Killing the lot of them will result in a small wave of enemy reinforcements consisting of a couple of drones and a guardian. When they are all dead return to the centre of the area and await the next wave. The next group of enemies will appear from the right side of the room in the form of 5-6 husks and once they have been dealt with another group of collectors will enter the area close to the door you came in from. This contingent of enemies is made up of 3 guardians, an assassin or two and a group of drones (one will become the harbinger). Killing these guys will cause 5-6 additional troops to fly in intermittently from the same general direction. After these guys have been defeated, return to the centre. A short scene will play introducing players to a new enemy - the Praetorian. These are floating metallic constructs that move slowly around the area. They will fire laser beams which pack a mean punch with precise accuracy, so it is important to stay in cover for the most part. When the praetorian gets close to a squad members position, they will do a 'ground pound' style attack causing a small shockwave which can do considerable damage and is able destabilise characters and knock them out of cover. To defeat it, just keep distance between the praetorian and Shepard and sprint to the opposite end of the room when it gets close. After a few rounds for a power weapon and some armour dampening attacks, the praetorian will fall. Watch the scene and the mission will be completed. Rewards: XP 1000 30,000 Credits =============================================================================== [ACT10] Assemble a Crew - Part 2 =============================================================================== After your partially successful mission on Horizon, the Illusive Man tells you that it might be a good idea to go and recruit some additional squad members to join your crew. He will give you three more dossiers to investigate, an as with the previous example, this means three new recruitment missions. Huzzah! =============================================================================== [ACT11] Dossier: The Quarian =============================================================================== Special items on this mission: Weapon: M-9 Tempest SMG Research Project: Heavy Pistol Damage Research Project: Assault Rifle Damage Use the galaxy map to travel to The Far Rim. Once you are here, fly to the nearby planet, Haestrom to start the mission to recruit your old quarian comrade. Before we start, you should be aware that for the duration of the mission, unless you are inside a building, you will need to stay in the shadows. Direct exposure to sunlight on this planet causes instant damage and will quickly start to eat through your shields and health within seconds. Always choose cover in shady spots because if you are exposed to the sun in combat, you are going to have quite a difficult time staying alive. If you must enter the sunlight, be sure to sprint to reduce the impact it will have on your depleting shields. When you are ready to start, run all the way down the hill, being sure to sprint through the sunny spots. At the bottom, enter the door to the right. Inside grab the med kit and examine the damaged Geth before using the switch to open the gate to the next area. Walking through the gate you will see a drop ship unloading Geth into the area. Run up to the cover in front of the gate and use it to take out the first group of Geth troopers. Continue onwards along the ground floor a short way and you will run into a few more Geth troopers. After killing these guys, you should just about be at the next sunny area. Run and take cover from the sun behind the block in the middle of the sun light zone. If you follow the blocks shadow to the right, you will find a small passageway with a research project (Heavy Pistol Damage) and a ramp leading up. At the top of the ramp, turn to the right and exit onto a balcony type area. Follow it to the right and destroy the large number of Geth that are up here. Work your way to the end of the walkway, but instead of going down the ramp, take cover in the corner furthest to the left and eliminate the enemies in the area below. After they have been killed, run straight down the right side of the ramp and into cover behind the stone block. From here, lean out and look to the left and towards the sun. See the green canister? That's some refined iridium that you can grab if you feel the need. Afterwards, head across the next sunny strip and into the building behind. Follow the passage way around the corner and kill the group of Geth. Examine the dead Geth Hunter and pick up a new weapon (M-9 Tempest SMG) from the ground nearby. Activate the quarian radio to start a conversation. Following the scene, quickly run up and enter cover, eliminate the Geth troopers and the hunter that come to get you and then make your way to the obstruction in front of the building from the cut-scene. To remove this, we will need to retrieve a pair of demo charges. One is in the small garage type area directly across from the door, and the second charge is in another building on the far side of the large open area to the right. Enter the building across from the obstruction and clear out the Geth inside. You will have to kill around 6 - 7 Geth troopers and a Hunter. When the room is empty, check the desk at the back for an entry in Tali’s journal and the demo charges, behind this is a med kit, and a second med kit can be found on the wall at the top of the stairs. As you attempt to return outside, a group of Geth will be dropped off. In addition to your standard Geth troopers, you will also make your first encounter with a Geth Prime. These guys are big, tough Geth that have a shield over armour and can summon a small floating attack drone, to defeat them, simply use whatever squad powers you have at your disposal that are good at shield/armour removal. When all these Geth have been dealt with, return outside and turn to the left. Take cover before descending the shallow ramp and eliminate the Destroyer and the other Geth troopers that attempt to advance on your position. Sprint across the sun lit area and examine the box in the next shady area for refined iridium. Continue onward and into the open doorway at the end of the area. Pick up the demo charge, a box of power cells and the med kit here, and then return outside. As we saw earlier, the Geth don’t appreciate you picking up demo charges and will have a large squad of various Geth types dropped into the location outside. Return to the large open area and immediately run to the left, look for a small door on the wall. Head inside and up the stairs. As you reach the top, eliminate any Geth on the balcony you can see outside the doorway, then move into the room and hit the switch to open the windows. Take cover here and use the high ground to eliminate any enemies on the ground below and any more enemies you can identify on the catwalk to the left. When the area is relatively safe, exit from the door onto the balcony where the group of rocket Geth had previously been attempting to take you out and sprint to the end. Take cover from the sun behind the crate here and listen to the nearby snippet of Tali’s log if you are interested. Continue down the next ramp and back to the obstruction. Plant the charges and run to a safe distance. After the explosion enter the door. Once inside, look around the room. There is lots of stuff to pick up. Starting at the weapons locker, head to the right to find a wall safe, another of Tali’s journals on the desk, a pair of damaged Geth and a disassembled Geth rifle for a research project (assault rifle damage). Find the locked door and use the communications device on the table next to it to converse with Tali. After the conversation, open the unlocked door and pick up the med kit if required. Follow the passage around until it empties out into another open area. Kill the drones that appear at the entrance before entering the area. This zone is essentially one long room with several large support columns breaking it up into three paths. After entering, move forward to the first column to provoke a response from additional resident drones to come and get you. This will also activate a Geth Prime who will start moving towards your position. Follow the Geth Primes line of attack as he moves to the left and at each column, stop to destroy and drones that appear (and there are lots of them!). Prioritise the elimination of the drones before focusing your attacks on the Geth Prime. After killing the Prime, you should try as much as possible to stick to the very right hand wall of the area and using the limited cover in the shade to eliminate the drones as you move towards the far end of the area. At the third set of columns, you will bump into another Geth Prime and a swarm or two of drones, execute the same strategy as before – destroy all the drones before ganging up on the Geth Prime. If it decides to come and pay you a visit, don’t be afraid to retreat a little to eliminate it from a safe distance. When it is dead, continue to move to the back wall eliminating any more drones that get in your way. At the far end, open the door. When you enter the room use the active console in front of you to disable the security lockdown, before heading through the door to the left. Make your way down the stairs and talk to Kal’Reegar. He will tell you about the current situation and you can let him help you (renegade) or tell him to sit out (paragon). Once the scene is over, it’s time to get down to business. The Geth Collossus will sit at the far end of the room firing huge energy missiles your way. You will obviously need to stay in cover to prevent a sticky plasma death whilst you take out the Geth infantry forces in the courtyard below. There are 10-12 Geth troopers to deal with initially, but moving down the stairs will trigger another group of 5-6 to appear. Make your way to the left side and up the ramp, grab the canister of iridium here and fight your way across the walkway through the next wave of Geth infantry. Once you have eliminated a sufficient number of troopers, a pair of Geth Destroyers will arrive. Kill them and continue to the end of the walkway, to the right you will notice there is a small platform directly beneath the colossus, there are two canisters of refined Iridium here. Pick them up if you wish and then head up the ramp on the left side of the area to take on the Colossus. At the top of the ramp, immediately take cover behind the crates here as the Colossus will start to shoot at you with a heavy machine gun in addition to its regular plasma missiles. Not satisfied with this, the Colossus will also be backed up by a seemingly endless supply of Geth troopers who will appear from a door behind the Colossus and continue to advance on your position. Try to ignore the infantry unless it is a destroyer (focus fire on these immediately) or if they get too close and in the meantime, focus all of your efforts on the Colossus. After it falls, return to the left side of the courtyard by Kal’Reegar and look for a canister of refined Iridium, pick up any other items you may have been too busy to grab during the fight before heading into the door behind the Colossus. Examine the dead Geth on the floor here and move to the back of the room to speak with Tali to complete the mission. Rewards: XP 1000 30,000 Credits =============================================================================== [ACT12] Dossier: The Justicar =============================================================================== Special items on this mission: Weapon: S-27b Scimitar Assault Shotgun Research Project: Biotic Damage After picking up the dossier, go to the galaxy map and fly to Ilium. After you land, look at your map and head to the Officer Dara marker on the map. Talk to Officer Dara in the tracking office in the southern most part of Illium. She will tell you where to find our next recruit. Check out the map again and head over to the taxi stand nearby to the south. Travel to the Commercial Spaceport to start the mission. After arriving and watching the short scene, move over and talk to the Volus named Pitne For, he will tell you to go see Detective Anaya. Enter the nearby police station and talk to Anaya. Following the conversation, exit the station and turn left. Make your way over to the glowing blue police tape marking the entrance to the crime scene. Enter the back alley. Head forward to the end of the alley and down the stairs to salvage some circuit boards, then head up the nearby stairs. Turn right and immediately take cover – there is a large squad of Asari Eclipse mercenaries backed up by a few LOKI mechs ahead. Kill them all off and then head through the door blocked by police tape on the left to meet Samara. You will now need to find out the information Samara is after and will regain control back in the area outside of the police station. Chat with Pitne For (during this conversation you can perform a renegade action). After the conversation you will be given a key to enter the Eclipse base. Use the now active elevator nearby. As you reach the bottom, kill the LOKI mech waiting there to ambush you. Exit and head through the door on the left. There are a number of eclipse vanguards and LOKI mechs in here. In addition there is a toxic chemical in the air that will damage you if you stay in it for too long. Enter the room, and stay clear of the red clouds of toxins. You can use the bar at the bottom of the screen to determine the level of danger. If it is full, you should move ASAP. Kill the enemies that enter the room through the door at the rear of the area, before entering it yourself. Open the door acoss the room from where you entered and chat with the asari mercenary here. You can perform a renegade action during the conversation or let her go for +5 morality points either way. When she is gone, salvage the power cells and use the console nearby for a Research Project (Biotic Damage). Exit the room and ascend the stairs to the right and open the door at the top. Turn left and eliminate the mercenaries and the mech in front of you before exiting into a open area. Fight your way through the initiates and vanguards to your right. As you ead inside the next door another group of mercenaries will attack. Kill them and continue to the end of the hallway here to find a med station and a hackable eclipse terminal. Return to where the previous enemies entered from and climb the stairs here. At the top, turn right and take cover. Eliminate the hostiles in front and stay in cover as there are a pair of heavy troops near the far wall who will fire rockets your way frequently. Kill them and then work your way over to their location and into the door on the left. There is another medical station here and another Eclipse terminal you can interact with for credits. Climb the stairs in front. At the top, take cover behind the wall to the right and eliminate the two vanguards at the end of the hallway in front of you. Move to their position and slowly make your way into the next room. Climb the stairs on the left side of the room and used the elevated position to take out the various baddies scattered about the room. Enter the room in the back right corner. Pillage the room for power cells, and a med kit, and then check the data log on the computer nearby to find out who was responsible for the murder. Finally check out the table just to the right inside the door for a new weapon (S-27b Scimitar Assault Shotgun). Continue through the hallways until you reach another open area. As you exit, kill the LOKI mechs in front and move to the far end to salvage the box of power cells. Turn to the left and you will see another similar platform a little way ahead separated by a small bridge. As you are about halfway across this bridge, a gunship will appear. It has a chain gun and a rocket launcher which it will use to attack you and will occasionally fly between the two platforms either side of the bridge. Take cover on the side you entered from and shoot at it until it flies over to your location. When it settles over your position, retreat into the previous hallway and take cover, popping out to shoot it when it is safe to do so. Watch out during the fight as occasionally a FENRIS mech or two will come to find you whilst you are focused on the vehicle. When the gunship blows up, cruise across the bridge, pick up the medkit on the right wall and bypass the door nearby. Inside the room use the consoles on the left for a side-quest (Illium: The Justicar: Smuggling Evidence), open the other console for credits. Continue through the doorway and talk to the Volus Niftu Cal here. He will tell you the leader of the Eclipse sisters Wasea is in the next room. (Note: you can perform a paragon action during this conversation or let him go and confront the leader for +7 morality points either way). When you are ready, enter the next door to fight Wasea. Wasea is a biotic and has armour and a shield. You will need to take these down before you can really sink the boot in. She will throw crates of the toxin at you, so be sure to avoid it where possible and change cover often to stay safe. As the fight drags on, she will summon a good number of Eclipse initiates to attack. Stay behind cover close to the entrance and fight her off until she retreats up the stairs at the back of the room. At this point clean up the initiates in the immediate area, and then slowly work your way forward between cover and use her desk as cover to kill her at the top of the stairs. When she falls, clean up the rest of the baddies and hack the Eclipse console near the desk. Once done, pick Wasea's datapad up off the table to return to the Space Port. Before entering the police station, you can talk to Pitne For and give him the smuggling evidence you found in the Eclipse base for some renegade points and a small sum of money, or alternatively you can hold onto it. Enter the police station and talk to Samara to complete the mission. Before returning to the Normandy though, talk to detective Anaya and give her the evidence about the murder and if you did not give the smuggling evidence to Pitne For outside, you can give it to Anaya now for some Paragon points and a small sum of credits. Return to the Normandy to complete the mission. Reward: XP 1000 30,000 Credits =============================================================================== [ACT13] Dossier: The Assassin =============================================================================== Special items on this mission: Weapon: M-97a Sniper Rifle Research Project: SMG Damage After landing on Illium speak with Liara T'Soni and ask about Thane. Following Liara’s tip look at your map and find the marker for the ‘Shipping Cargo’ area. Cruise over to this section and talk to the asari named Seryna. Have a short conversation with her and she will kindly take you to the mission area. As soon as the introduction sequence ends, take cover behind the door frames in front of you and kill the pair of FENRIS mechs and their LOKI mech pals. Inside, look in the room to the left for a med kit and a hackable terminal. Exit back to the previous room and enter the right hand area. You will find an injured salarian worker (talk with him for a renegade/paragon option). After the conversation, enter the newly opened door and cruise along the long hallway to the left. Upon entering the next room you will come across a group of 5-6 mercenaries, a few LOKI mechs and a FENRIS mech or two. Clear the area from cover and use your sniper rifle to hit another group of mechs that are visible through the left hand exit at the back of the room. Kill them as they enter before taking their position in the next room. When you reach the area they were standing, turn to the left and you will see a good number of LOKI mechs, Eclipse troopers and a few Vanguards (barrier troopers) around. Once again, watch out for the occasional FENRIS mech. As you clear the immediate area reinforcements will appear to take their place. After clearing the room, make your way around the pit in the centre and into the hallway at the far end. This will trigger another group of Eclipse mercenaries and mechs to attack. Fight your way through these enemies and into the door at the end of the corridor. Climb the ramp and exit onto the next floor. Pick up the med kits to the right if you require them before heading out the door on the left. Take cover here and wait a few moments for a group of Eclipse troopers and mechs to enter from the opposite side of the area. Kill them all and wait a little bit longer for a few more reinforcements. When the shooting stops, it will now be safe to mosey forward and through the door. Move to the other exit from this room and use it to peek out into the hallway. This area is a nice bottleneck where enemies will pretty much have to run at you one at a time with limited cover. You should eliminate 5 - 6 Eclipse troopers, several mechs and an Eclipse vanguard before you consider moving on. When no more enemies are forthcoming, run down the short hallway until it opens into a slightly larger room. Use the cover directly in front of you to clear the remaining hostiles from the area. Move up to the next piece of cover and repeat the process with the group of reinforcements that enter from the back left side of the area. Before reaching the open doorway at the end, look in an alcove to the right to find a med kit. Head inside the next open room and use the doorframe to the left as cover from which to attack the enemies in the room beyond. After this area is clear, work your way around the pit to the left to the opposite side of the area. Cruise down the hallway until you reach the dead end to find a new weapon (M-97a Sniper Rifle), a hackable terminal and a box of power cells. Return down the hallway and at the end, look to the left for a locked door. Bypass the security on the door here for a conversation with another group of salarian workers (talk with them for renegade/paragon). After they have departed, grab the med kit and check out the secure terminal for some credits. Exit and find the unlocked door opposite the pit in the main area. Activate the door, and then take cover as your team mates suggest, as the elevator behind the door isn’t coming down empty. Inside is a krogan bounty hunter (shields + armour) and a pair of Eclipse Engineers. After they are dead, enter the elevator and hit the switch to watch a short story scene (note the renegade/paragon option here – the renegade is particularly amusing). Turn around and pick up the data pad for a side quest (Illium: The Assassin: Salarian Family Data), then enter either door flanking the elevator. AS you enter, take cover behind the stack of metal tiles and shoot at the inactive LOKI and FENRIS mech nearby. This will alert the enemies in the next room who will come to reinforce the area. They consist mainly of standard Eclipse troopers, LOKI mechs and a single engineer. After they have done their dash, look on the left hand wall for another locked door. Bypass the door here for another conversation with more salarian workers (renegade/paragon option here). Afterwards pick up the med kit and loot the Eclipse merc corpse for some credits. Exit and follow the wall, turn left at the next corner. You can use the communication terminal here to taunt Thane’s target if you wish and you might also like to pick up the box of power cells next to it. Continue up the ramp. On the top floor here you will have to kill a pair of mechs and a group of three Eclipse vanguards, once they are down for the count, head over to the opposite side of the room towards the exit. Pick up the canister of refined element zero and the med kit here before exiting onto a balcony area. Take cover right away and hold off the troopers, LOKI mechs and vanguards from this position. You will also at this point have to get rid of an Eclipse commando (trooper with armour and a barrier). Fight your way to the corner and look on the ground here for a new research project (SMG damage). Examine the corpse for some credits and grab the med kit if you need it before dropping down the nearby ledges. You will now find yourself on a bridge linking the two towers. Immediately take cover and fight your way from cover to cover through the various LOKI mechs, vanguards and troopers until you reach the other end. About half way across the bridge, a pair of rocket turrets will appear in windows above your destination, so take out your sniper rifle to pop them with a few rounds when you feel it safe to do so. As the squad reaches the far end, a group of enemies will appear on the platform above you and fire down at your position. Kill as many as you can, then manoeuvre Shepard forward and up the stairs. Mop up any remaining resistance and take cover as an Eclipse commando (vanguard with a barrier and heavy armour) will exit from the nearby hallway. When she is dead, enter the unlocked door to complete the mission. Rewards: XP 1000 30,000 Credits =============================================================================== [ACT14] The Collector Ship =============================================================================== Special items on this mission: Research Project: Damage Protection Research Project: Tech Damage Once you have recruited enough members, using the galaxy map will alert you to the Illusive man wanting to discuss the next mission. Head to the communications centre and chat with the Illusive Man to begin. After the chatting with the Illusive man, you will be automatically whisked away to the damaged collector ship. When you regain control of Shepard you will be on the inside of the monstrosity. Start off down the hallway and when you have to circle around to the right, look for a examinable pod. Continue until you reach the pile of dead bodies. Investigate this for a scene. Afterwards continue into the nearby corridor. Keep your eye on the right hand wall and eventually you will find some collector technology and a med kit. In the next room examine the terminal for another scene. Afterwards pick up the box of power cells and the canister of refined element zero before continuing down the hallway. Exit into the next room and follow the ramps to the top. In front you will see some salvageable collector technology. Grab this and continue to the left. As you exit into the next room examine the console in front of you for a new research project (Damage Protection). Follow the ramp on the left to the top and take the path to the right and down the hill. At the bottom you will find a command console. Activate this for a scene. Following the scene, you will be on a small floating platform with a limited amount of space with which to manoeuvre. Conveniently, the platform comes packing cover. As soon as the cut-scene ends, you should be able to spot another pair of platforms identical to the one you are on flying towards you. Take cover. The closest platform will attach to yours and carry a pair of drones and a guardian. One of these will be taken over and become a Harbinger. The second platform will move from the left side to the right and back intermittently and is inhabited by a scion. Be sure to stay in cover or the scions shockwave attack will smash you pretty quickly. Try to take down the enemies closest to you as soon as possible, and then focus on the scion. As you are killing the scion, another platform with drones will come in on the left side and attack, and after you have killed the scion another platform will appear with a second. This time, focus on destroying the scion before eliminating the collectors. Keep in mind that a fourth platform of collectors will dock during this time complete with an assassin, a harbinger and a guardian or two. Once the scion is down, methodically take care of the rest of the baddies. After the platforms have been cleared, check out the furthest one from the command console to find a box of power cells. Return to the platform you started on and re-activate the console for another scene. Once the scene has concluded, descend from the platform and cruise up the tunnel, continue round the corner, picking up the med kit and entering the door EDI opens for you on the right. Salvage the collector technology from the tank on the left and continue into the room in front. As you enter a group of four drones will fly in from your right (one will become a Harbinger). Take them out and then continue down the ramp in the back left corner of the room. At the bottom of the ramp, quickly take cover as you will be attacked by a group of collectors comprised of guardians, drones and a Harbinger. More enemies will try to sneak in from the ramp on the left (notably a pair of assassins toting the nasty particle beam weapon) and some additional collectors will drop down from a higher ledge on the right. Once the room is clear head to the far side to find a box of power cells, check out the small passage behind the support here for a med kit and a canister of refined element zero. Find the passage leading out of the room and drop down to the area below. Move inside and a praetorian will appear. This enemy functions in pretty much the same way as he did on Horizon earlier in the game. As before it will float around relatively slowly firing off its laser beam attack and performing ground slams when in close proximity to your squad members. This time though, the praetorian is not alone, a group of husks will enter from the door at the back left of the room, followed by a group of collector drones. The trick here is to kite the praetorian around the room whilst taking out the other enemies from cover. When the lesser baddies stop appearing, focus your full attention on the praetorian and take it down. Pick up the box of power cells if you haven’t already and then exit through the door at the far end of the room. In the next hallway turn right, salvage the collector technology on the left for some credits and check out the control terminal on the right for a new research project (Tech Damage). Follow the hallway until it empties into a larger room. Run up and take cover. You will be ambushed by a group of drones (one will become a Harbinger) and an assassin. On occasion an abomination (exploding husk) will run down to try and pop itself next to you so be absolutely certain to kill them before they get too close. Once the initial wave of enemies have been dealt with move up to the next set of cover and destroy the guardians and drones (again one will become a Harbinger) at the back of the area. Once you reach the tunnel at the far end, you will encounter a scion and another group of drones. Eliminate these guys and continue into the tunnel beyond. Follow the path until you encounter a large group of husks. Fire at them and head back the way you came. Continue to eliminate them whilst retreating as there is a crowd of around 20 that you will have to kill and standing still in this situation is the fastest way to earn a forced trip back to the previous auto-save. Once the husks stop coming, head down the ramp to the shuttle to complete the mission. Rewards: XP 1000 37,500 Credits =============================================================================== [ACT15] Reaper IFF =============================================================================== Special items on this mission: Research Project: Sniper Rifle Damage Research Project: Heavy Skin Weave Once you have the location of the derelict reaper, enter your galaxy map and travel to Hawking-Eta > Thorne > Derelict Reaper. Dock with this to start the mission. Once aboard, move up and through the first door, around the first corner you will find a small lab containing two wall safes, a terminal and a work log you can check out. Further down the hallway you will find another log and a med station if you need it. Continue down the passage to the right to watch a short scene. After the cut scene, you will find yourself on a catwalk of sorts, head forward and to the left for another work log and then follow the path over to the right. As you reach the explosive crates, a group of husks will attack you. Defeat them and continue down the nearby ramp. At the bottom you will encounter several more groups of husks, feel free to retreat back up the ramp if you start to get crowded. When they are all dead, check out the work log and continue onwards. At the top of the ramp you will see a pair of husks get taken out and be warned of a sniper in the area. Check the immediate area for a box of power cells, a canister of Refined Platinum, a new Research project (sniper rifle damage) and a terminal that can be used to earn a few easy credits. Continue into the open area on the left until you head down a small ramp. At the bottom here, fight off the abominations and husks that climb up from the left and the right and the large group that charges at you from the far end of the room. Be sure to keep your eye on the Scion that appears back there as well as they can do a lot of damage in a hurry if you get caught up in its ranged attacks. Once again, retreat a short way if you start to get surrounded or you are likely to be heading back to the previous autosave! Once the room is clear, go to the back of the room to find a work station, med kit and a hackable research terminal for a new research project (Heavy skin weave) and when you are ready to progress, look to the left of the ramp you entered from to find a tunnel containing a bypassable door. Open the next door here for a scene. After the scene, defend yourself against the horde of husks and abominations climbing up onto the catwalk with you. Once the first group is dead, descend the stairs in front and look to the right to see another group climbing up onto the walkway. Retreat up the stairs as you are about to have to kill about 20 of them with a scion as back up. Once they are all dead (including the scion), cruise down the stairs, around the crates and up the stairs on the other side. At the very top here you will find a terminal and if you mosey down the catwalk to the left you will find a med kit if you require one. Return to the top of the ramp and move a short way past it to trigger another wave of husks. Kill them all before you continue. In this area, pick up the terminal before going down the ramp to the right. Find the next pair of stairs leading down and as before, as you reach the bottom, husks and abominations will start crawling over the sides, so return up the ramp and deal with them and then take down the scion when it arrives. Go back down the ramp and mop up any remaining husks before climbing the stairs on the opposite side. At the top of the ramp, look to the right for a terminal, before heading forward down the next ramp. As you reach the bottom, two scions will appear on ramps in front of you and a group of abominations and husks will start to climb over the railings. Immediately retreat up the ramp and down the other side a little. Kill the husks/abominations as they come to get you. Once they are done, take down the scions from cover – try to save the explosive containers at the bottom of the ramp for when they get close. When the scions are dead, move to the bottom of the ramp and kill any remaining baddies in the area. Continue around the walkway to the next ramp leading downwards and descend. Eliminate the husks that climb up to meet you and as you do that, you would do well to notice a pair of scions slowly making their way up a nearby path to meet you. Retreat and take out the husks before focusing fire on the scions. Mop up any stragglers you may have missed and pick up the power cells in the corner before making your way along the walkway the scions came from and bypass the security lock on the door. Grab the Reaper IFF from the console here and snaffle the contents from the nearby wall safe before heading through the next door. After the scene, have a quick look at the room, there are three long walkways running parallel to each other and linked together at the front and back by bridges. At the far end from the entry is the Reaper core. As you approach it, the core will close and send out a pulse of energy that summons bad guys. Within seconds, husks and abominations will begin to climb up onto the left and right platforms, you will need to defend yourself from the onslaught, and for this I recommend chilling in the back corner of the left platform (there is also a laptop here to pick up). Note that the reaper core will open whilst you are fighting the smaller enemies so try and get a few sneaky shots in at it whilst you reach a break in the fighting. Once enough damage has been done to it, the core will seal itself once again and summon another wave of hostiles, continue to defend yourself and pop it when you get the chance until it is destroyed and a scene ensues. Mission complete! During the following conversation, be sure to hang onto the Geth that helped you and it will join your squad later on. Reward: XP 1000 50,000 Credits =============================================================================== [ACT16] Point of No Return =============================================================================== Following the mission on the derelict reaper, head to the galaxy map and use it. After a short conversation, you and the rest of your squad will leave the Normandy and soon after a quick scene will play. After the scene ends, you will be in control of Joker. Follow the trail of lights on the floor into the tech lab and crawl down the hatch in the back right corner of the room. At the bottom another crew member will be waiting for you and will escort you for a bit, he won't last long though, so just try to ignore all the baddies and continue to follow the trail of lights on the floor. Enter the room at the back of the Medical Bay to watch a short scene. Afterwards, turn around and make your way down the next crawl space. At the bottom, continue to follow the red lights on the floor and ignore any enemies that you see. After heading through the first door, activate the console here to watch another scene. Following Joker's heroics, the rest of the crew will return and as always, be intent on discussing their next course of action. During the following conversation, you will find out what your plans will be from here on out. But do not agree to leave immediately, instead you should tell your crew members to hang ten before chasing after the collector ship. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o This is Mass Effect 2's point of no return. If you use the relay now, you will be unable to return until you have completed the game. So good idea to save here! o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o Before continuing, if you haven't done so already I would recommend heading back downstairs into the medical bay and activate the Geth you rescued from the derelict reaper (if you kept it). After a short conversation you can talk it into joining your crew. Another wothwhile undertaking is to speak to each and every crew member, and picking up each of their respective missions. Completing the missions for each member builds their loyalty towards you and also allows each of them to unlock an additional ability which was previously unusable - which will make taking down enemies much easier. Check out the loyalty missions guide below [SQLYL] to find guides for each of them. In addition, you really should upgrade your characters as much as possible check out the upgrade guide below for any you might have missed, and complete any exploration/task side missions still available for additional credits, resources and an upgrade or two. Check out the Squad Loyalty Mission guide here: [SQLYL] Check out the Upgrade guide here: [UPGDE] Check out the Exploration guide here: [EXPLS] Check out the side-tasks guide here: [SDMSS] You should also use this opportunity to fly to each of the hub worlds - The Citadel, Illium, Tuchunka and Omega to purchase all the research projects from the shops. In addition to the research projects you have found during previous missions, upgrading your characters as much as possible will help them survive the final mission. If you havent already, you should upgrade the shields on the Normandy - Talk to Jacob > Investigate > [NORMANDY UPGRADES]. You should also talk to Garrus to upgrade the Normandy's weapon systems Garrus > Investigate >[NORMANDY UPGRADES] without these upgrades, people will die in the coming mission. When you are ready to continue, fly to the nearest mass relay and travel to the omega nebula. =============================================================================== [ACT17] The Omega 4 Relay =============================================================================== When ready, fly to and dock with the Omega 4 relay to launch the suicide mission. After the numerous conversations and story scenes you will find yourself with a pair of your choice in the cargo bay looking at one of the collector defence drones – an Occulus. The Occulus is basically a flying eye that will shoot lasers and zoom all over the place. Use your heavy weapons on it and anything else you have at your disposal that is effective against armor to take it down quickly. At several points it will exit the zone through the holes in the Normandy's hull and reappear elsewhere so make sure to constantly scan your surroundings until you find it again. After the Occulus has taken sufficient damage, you will be treated to another scene. Following the video clip, you will once again find yourself in the cargo hold facing off against a second Occulus. The strategy is the same as before, but this time there is a lot less cover for you to hide behind and the majority of it is destructible. There are a few low lying platforms on either side of the room you can use, but because the Occulus hovers, it will get behind your cover pretty easy so you will need to keep moving. There are a few crates of power cells lying around, so don't be afraid to use your heavy weapons liberally. When it has taken sufficient damage, a scene will play. In the conversation during, you will discuss the plan of attack, allocate one person to sneak in and create two teams of three to assault the collector base. =============================================================================== [ACT18] Collector Base: Infiltration =============================================================================== When you have control of your primary team, head down the ramp nearby and into the collector base, follow the winding pathway around until it empties out into a large open room. Kill the three Collector Drones in the room to the right here and the reinforcements that arrive soon after. Move to the other end of the room and you will receive a communication from your sneak–in team member telling you there is an obstruction in the vent. Move into the room opposite the entrance and use the green valve (1/8) here to assist. Move to the right of the valve and look down the ramp to the left. There are three Collector Drones here and one of these will become a Harbinger. Once they are defeated, move down and vault the cover here. Hit the green valve (2/8) on the left and as you do, more collectors will fly onto the platform from the right and surprisingly enough, one of these guys will become a Harbiger. Once they have been capped, continue along the pathway here hit the green valve (3/8) here and vault up into the raised area at the end. Activate green valve (4/8) in this room. Continue to the right and take cover as you turn into another open area. Below to the right a group of 6-7 Collector drones will be waiting for you and one will become a Harbinger. When you have dropped them, look across the room and slightly to the left to see the next valve. Once you know where you are going, drop down into the room below and use the various platforms to vault across to the other side of the area. About a third of the way across another group of two drones and a Harbinger will land. Dispatch them quickly before running over and hitting the green valeve (5/8). Continue into the hallway to the right and disable the next green valve (6/8) here. Follow the passage around the corner and eliminate the three drones here. Take cover behind the raised area to the right at the end of the hall and you should see the next valve in front of you at the near end of a bridge leading to a large platform. Stay in cover here and defeat the Collector Assassin and any other drones in the immediate area. When they are dead, vault up to the platform and quickly run up to activate the green valve (7/8) and take cover. On the platform across the bridge 6-7 drones and a Harbinger will fly in to keep you at bay. Eiminate them and cruise around to the left to hit the final green valve (8/8) to watch a short story clip. During the scene and the subsequent conversation, you will need to set up another team and select another leader for a secondary team. You can also send one of the guys to escort your newly rescued crewmembers back to the Normandy. =============================================================================== [ACT19] Collector Base: The Long Walk =============================================================================== During this section you will need to stay close to the biotic in the party who is maintaining the blue energy shield against the seeker swarms. Staying outside this barrier for too long will cause your health to drain rapidly so staying within the defined area of protection is a good idea. When you are ready to go, speak to your biotic and they will walk into the passage on the right. As you approach the end, a group of collector drones and a Harbinger will hover in front of you, then land in a room down and to your left. Wait for the biotic specialist to take cover, then eliminate the enemies in the room below. When the area is clear, speak to the biotic to move on. As you climb down the stairs, you will see a platform lower in the distance, from this a couple of abominations and a husk or two will run at you. Kill them and you will then be able to see several drones and a Harbinger fly into the right side of the area. Wait for the biotic to take cover and follow suit. Lean out and kill the enemies on the platform in front of you. When the area is clean, speak to the specialist to continue onwards. The next place our biotic will stop is just ahead in a small chokepoint. Enemies will come at you from the front and will also climb up onto the small ledge to the left and drop down to attack you from here. You will be dealing with husks and abominations for the most part and a single scion bringing up the rear of the attack. It is important to kill all the smaller enemies fast (so get friendly with your shotgun!)or the scion will be upon you very quickly and with the limited area of protection, there is nowhere to run. Speak when you are ready to move on again and escort the biotic through the hallway. As you do, watch out for a couple of husks that climb up onto the platform from the left. When the group reaches the top of the ramp here, you will see the entrance you need to get to below. Unfortunately your biotic is starting to get exhausted and needs to get there quickly. The biotic will start jogging down the hill, so you need to catch up, you should be aware that abominations and husks will start popping up onto the ramp as you cruise down, so you will need to do your best to deal with them and keep them off the specialist. When you reach the end, you will see a scene. =============================================================================== [ACT20] Stop the Collectors =============================================================================== When you regain control, you will be on a floating platform, complete with its own cover to play with, so you can probably guess what is coming. Not long after you have your bearings, we are back in the action. Another floating platform will come in and halt to the right of our current position. Kill the three drones here, and a second platform will arrive at the front side of our platform. Defeat the drones and an assassin on this one and subsequently a third platform will fly in and stop to the left. This will have a pair of drones and a Harbinger aboard. Kill them and move to the platform in front of you. Another , larger platform will stop to the front of the other platforms and bring a Haringer, a collector assassin and several drones along for the ride. Killing the baddies populating this area will trigger another platform to dock on the front side of the area once again. This one has a group of abominations and a pair of scions on it. Eliminate these and then take their place on the last platform. Use the console here to activate the platform. After riding the platform into the next area during a short scene, you will be able to see the final boss. Above him are four tubes filled with some form of glowing red death fluid. After taking in the environment, get ready to fight once more! Another platform filled with collector assassins and a harbinger will attach to the right of the main platform. Fight these enemies off and once they are all dead, you will see the tubes above the bad guy turn red. At this point, you can take free aim and attack one of the glowing red tubes until it shatters. After blowing up the first tube, a second platform full of drones and guardians will attach to th left. Kill them, then destroy another tube. A third platform will come in from the right with drones and a harbinger. Eliminate them and then pop a third tube. A fourth platform will fly in from the left, kill the drones piloting this one and destroy the fourth and final injection tube to watch a scene. After a lengthy conversation and a big decision or two, the big boy we just dropped will return for a boss fight. The final confrontation of Mass Effect 2 is none other than the giant monstrosity we just dropped during the previous combat encounter. Fortunately, despite his size, this guy is fairly easy. The reapers attacks consist of a missile volley he launches from his mouth and a slam move in which he brings down his hand on you if you get too close. Both of these can do a massive amound of damage, but if you stay in cover he will be unable to hit you. unfortunately he also has the nasty habit of having collectors come and fight for him. So you must be vigilant and take them out as soon as is humanly possible between attacks on the boss. The reapers weak spots are easily identified by the red glowing crystals. These occur in two major areas on the boss, there are several on his head taking the place of his eyes, and a single large crystal where his hear would be. Most of the time, the weak spot on his chest will be hiden, so focus on doing as much damage as possible to his eyes. Whilst you are not mobbed by collectors, focus on and dish damage out to the boss's weak spots and he will fall in no time. Congratulations! You finished Mass Effect 2 =============================================================================== ------------------------------------------------------------------------------- *********************** ************************* ***LOYALTY SIDE MISSIONS*** [SQLYL] ************************* ********************** =============================================================================== [LYL01] Miranda: The Prodigal =============================================================================== Special items on this mission: Research Project: SMG Damage Research Project: Medi-Gel Capacity Land on Illium and look at your map. Make your way to the Eternity Bar marker. Inside, find your way into the small room on the left hand side and talk to Lanteia. After a quick conversation, and a short scene, the mission will begin. After the scene you will find yourself in combat. Kill the Eclipse troopers and engineers before taking out the heavy soldiers at the back with the rocket launchers. Proceed forward and take a right at the first corner, kill the pair of Eclipse troopers here and enter the door at the back of the area. After the cut-scene, exit from the door and look in the small building at the top of the stairs to the right for a hackable PDA, then continue out the back door and move up to the conveyor. There is a large contingent of Eclipse forces (5 – 6 troopers plus an engineer or two) on the opposite side of the conveyor. Make your way around the conveyor to the left or the right and eliminate the baddies here before continuing into the building in the back right corner from the entrance. Inside pick up the med kit and check out the SMG on the table for a new research project (SMG Damage). Exit through the left door. Follow the passage up and around the corner. Take cover and kill the LOKI mechs inhabiting the next large room. Check out the locker to the left for some credits, and then continue onwards. This room is another conveyor area. Make your way to the left hand side of the conveyor, take cover and kill the engineers and troopers that assault your position. There are a good number of explosive canisters about this area, so you can utilise these to do some additional damage. Once you have eliminated the immediate threat, cruise around the other side of the conveyor and turn right, inspect the dead merc for a research project (Medi-Gel Capacity) and head into the building at the end to find a secure terminal. Exit the building and turn right, follow the wall to the end and turn the corner to the left. Follow the narrow alleyway round until you encounter some more baddies (LOKIS and Eclipse Troopers). Take cover and eliminate them before entering a third conveyor room. Run up to the conveyor and take cover on its right hand side. As in previous rooms, the Eclipse forces will stay on the opposite side of the conveyor and shoot at you. Kill as many as you can from here, then follow the conveyor to the left. Take cover next to the ramp leading across to the other side and finish off any remaining resistance. Use the ramp to reach the other side and head into the building on the far right for a hackable PDA, next check the building just to the right of the ramp which has a canister of refined element zero. Continue to the left of the ramp to find a secure terminal on the wall. Enter the next area and you will learn that the Eclipse goons have disabled the elevators. On the left side of the area a number of Eclipse troopers will enter through a door, they will be backed up by an engineer and a heavy mercenary. Killing these guys will trigger additional reinforcements to appear from the same area in the form of extra troopers and a vanguard. After the Eclipse forces have stopped coming, check out the back wall of the room for a box of power cells and grab the med kit next to the door before heading inside. Following the scene you will enter a fight against Enyala. Enyala is the same as a standard Vanguard with an additional set of armour. She will summon 5 – 6 Eclipse troopers, a pair of commandos (shield + armour) and a couple of vanguards. Move to the left side of the room and try to keep Enyala cornered here. Any further reinforcements will enter the room from the unlocked behind this position so from here you will be able to keep an eye on both Enyala and her backup. Once Enyala has been killed, mop up any remaining Eclipse mercenaries and head for the exit. Before using the door, check out the secure terminal on the wall next to the door for credits and pick up trinket on the crate nearby for a side quest (Illium: The Prodigal: Lost Locket Found). Use the door here and following the story scene the mission will be complete. Reward: XP 750 Miranda Power: Slam Miranda: New Outfit 15,000 Credits =============================================================================== [LYL02] Jacob: The Gift of Greatness =============================================================================== Special items on this mission: Research Project: Heavy Pistol Damage Use the galaxy map to travel to The Rosetta Nebula. Once you are here, fly to the Alpha Draconis System and investigate Aeia to start the mission. As you land, you will see a crashed ship in the distance to the left. Follow the path here and talk to the Activated Beacon VI here. Grab the spare parts close by and then enter the ship. Check out all the logs around the room here for a bit of back-story and hack the PDA. Return to the VI and follow the path passed the ship until you reach a short scene. Note you can perform a paragon action resulting in + 7 Paragon. You will be attacked by feral humans. Fight them off then grab the box of spare parts at the back of the area. Follow the path up the hill until you reach the settlement. After a quick conversation, head along the right hand wall for a med kit and some spare parts. In the middle of the area is another PDA. Move to the far left corner from where you entered and fight off the LOKI mechs that appear here. When they are dead, talk to the Doctor near the exit. Whe you are finished with your conversation, look for an inactive mech on the ground near a group of crates. Hack it and set it to explode. Move through the new pathway. Follow it up the hill towards a second encampment. Take cover as you approach and eliminate the LOKI mechs in the surrounding area. Move to the right and look for a small passage leading away from the area. Eliminate the group of LOKI mechs that enter the area from here. Once they are dead, head to the far right of the area and pick up some spare parts, and scan the heavy pistol nearby for a Research Project (Pistol Damage). Enter the passageway the previous enemies entered the room and follow the path around until you are attacked again. Take cover and eliminate the hostiles. Pick up the power cells ahead, and then turn right and through the wall. Kill the 5 or so human guards and the YMIR mech that appears. Check out the platform near the exit for Element Zero and the ground in front of the exit for a PDA with a credit reward. Enter the gate and move up to the next settlement. Walk in to talk to Jacob's father to finish the mission. Rewards: 750 XP Jacob Ability: Barrier Jacob: New Outfit 1,500 Credits =============================================================================== [LYL03] Garrus: Eye for an Eye =============================================================================== Special items on this mission: Research Project: Sniper Rifle Damage Land on the Citadel and look at the map. Make your way to the Warehouse location. Enter the door and have a conversation with a volus here along with a pair of krogan body guards (renegade action). He will tell you where to go next. Head to the nearest rapid transport console and use it to travel to the warehouse district. As soon as you will land, you will see a short cut scene. As it ends, eliminate the two Blue Suns mercenaries and enter the door. Look to the left, just inside the door to find a trashcan with credits inside. Continue to the left and the large blue crate in front of you will open and a pair of LOKI mechs will crawl out to engage you. Smash them, then work your way through the stacks of crates to the right killing any mech or Blue Sun mercenary that gets in the way. Just before you reach the giant doors leading to the next warehouse area, look on the wall to the left for a wall safe. Continue through the doors here, as you enter look straight ahead to salvage some circuit boards and a med kit, then follow the path around to the right. Turn the corner and work your way up the long hall here. Keep an eye out for hooks dropping LOKI mechs in front of you and also be vigilant for large storage crates being lowered to your level as they will usually open and spit out a couple of LOKI mechs. As you move up, look in the second area to the right to find a pair of bypassable circuit boards. When you reach the far end, defeat the remaining Blue Sun forces holed up here and then hack the laptop on the desk and loot the nearby power cells, canister of refined Iridium and the medkit if required. When you are ready to go on hit the bridge control. Take cover and work your way across the bridge killing the two mercenaries in the immediate area. Slowly move up and a Blue Sun Commander and a small group of troopers will appear to attack you. Stay in cover and eliminate these badies. When they drop, a YMIR mech will be lowered into the area and another couple of mercenaries will join in its assault on your position. When they are all dead, enter the door on the left side of the area. Explore the office here for a medical station, some power cells, a hackable wall safe and a PDA containing forged Ids. Open the windows for a quick conversation with Garrus and when you are ready to fight once more, exit through the door on the right side of the room. Hack the terminal in the small sub-room for Research Project (Sniper Rifle Damage). Then exit through the left door to confront Harkin. As you enter, cruise to the left and take cover here. As you do a group of LOKI mechs will be dropped in front of you and several Blue Sun mercenaries will appear on top of various crates and vantage points around the room. Slowly move between cover and eliminate the threats as you do. When you reach the first platform you can vault up to on the right, do so and then again to the next right hand platform to find a hackable datat pad. Return to the floor. Climb up the platforms straight ahead and use them to reach the ground on the opposite side. As you land, two YMIR mechs will be dropped in. Climb back up a couple of platforms so they are unable to reach you and take cover behind the crates here. As usual, use your teams various abilities to eliminate the barriers, then the armour and then drill them to the max until they are scrap metal. When both have been dealt with return to the floor and climb the ramp. Go to the left of the building and eliminate the enemies on the platforms above. Once they are dead, climb up to their position for a lengthy scene (there is a paragon event here). Following the scene the mission will be complete. Rewards: XP 750 Garrus Power: Armor-Piercing Ammo Garrus: New Outfit 15,000 Credits =============================================================================== [LYL04] Grunt: Rite of Passage =============================================================================== Special items on this mission: Research Project: Shotgun Damage Land on Tuchunka and look at the map. Make your way to the Urdnot Throne. Talk to the leader here and ask about Grunt. He will tell you Grunt needs to undergo a Rite of Passage. Once the conversation is over, look at the map and make your way to the shaman. Approach the shaman and listen to the conversation(note you can perform a renegade action) and when it is over, tell the shaman to begin the rite. When you regain control, before you use the console in front of you explore the area. To the right is a bypassable turbine and a Krogan body you can examine for credits. On the lower section of the area to the right is a box of power cells. To the left of the keystone you will find another bypassable turbine and a second body to examine. On the opposite end of the area from the keystone, you will find a third body, a canister of refined platinum and another box of power cells. Around the area are three medical stations you may need in the next part of the mission, so only grab them if you do not have the maximum capacity. When you are ready, hit the keystone to begin the rite. During the first phase of the trial, you will need to fight off around twenty Varren. The varren will spawn from a pair of raised ledges to the left and the right of the lower area on the opposite side of the room from the keystone. To survive this round, you will need to stay in the open and do your best to avoid getting cornered. Keep moving and don't worry about taking cover, just keep your shotgun nice and cosy and stay away from the teeth! After the first wave, Grunt will prompt you to hit the keystone to continue. During the second wave, a ginat flying bug will come in and drop off klixen - which are small, armoured insects that can explode when killed or if they get too close. Like the previous wave, your best bet is to kite them around the area whilst shooting when you have the chance. After killing around twenty of these the round will end. Once again, hit the keystone to continue. In the final wave of the trial, a 4 minute timer will appear and a Thresher Maw will surface. The thresher maw will hand out just outside the operational area and will constantly spit at you, this spit is made up of some kind of death fluid which causes a massive amount of damage if it comes into contact with anyone. The thresher maw will not sit still and After a short time at a single location, it will submerge underground and surface in a different area. To kill it in a hurry, use all your armor destroying abilities - incendiary ammo, incinerate etc.You should have no trouble killing it under 4 mins. After the thresher maw is defeated, our pal Uvenk will appear with a posse. After a conversation, he will attack, he has 5 krogan warriors with him, so try to take them down first before killing Uvenk to finish the mission. Rewards: XP 750 Grunt Power: Fortification Grunt: New Outfit Research Project: 30% squad damage increase to shotguns 15,000 credits =============================================================================== [LYL05] Thane: Sins of the Father =============================================================================== Special items on this mission: Research Project: Heavy Pistol Damage Land on the Citadel and look at the map. Make your way to the C-Sec office and talk to Captain Bailey. Ask him about Thane's Son and he will tell you where to go next. Head to the nearest rapid transport console and use it to travel to Zakera Level 28. Look at your map again and walk over to the Comm Terminal location to find Mouse. After a quick chat (there is a renegade option in here if you so choose), you will find out what needs to be done. Make your way back to Captain Bailey. He will set up an interrogation with Elias Kelham. Before entering the interrogation room you will get to choose between being the good cop or bad cop and your responses (and renegade/paragon actions) will vary slightly during the sequence. After a short conversation, the guy will give up the information you need. After another short chat with Captain Bailey you will find yourself whisked away to the 800 blocks area. As you enter the area, Thane will tell you what you need to do. You will need to follow the target as he moves around the area using the maintenance catwalks to do so. At various points you will need to update Thane on his position. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o NOTE: If you lose sight of the politician, you will fail the mission and Thane will not become loyal to you, his special ability, new outfit and the achievement associated with this mission will not be rewarded. So be sure to save before starting, or quickly load the last autosave if he gets away. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o When you regain control, look down and inform Thane of the politician's current status, then follow the catwalk over to the left to find a research project (Heavy pistol damage). When the target moves down the street the door will unlock, move through here into the next area. Once again up date Thane. Cruise through the next pair of doors and once again let Thane know what he is up to. Continue to follow him as his bodyguard has an altercation, he will run off, so be sure to keep up with him. Head through the next pair of doors and he will resume walking, head along the catwalk to the left and when he enters the NOVA bar, let Thane know. Once he is done there, cruise through another two doors and he will meet with a pair of krogan mercenaries. He will move on, so enter the room at the back and you will have to chat to a stock room boy - either knock him out or sweet talk your way out of trouble, and head through the next door to see the target below to the right. Continue through the next door for a scene to complete the mission. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o NOTE: You must use either a renegae/paragon action during the story scene with Thane's son to either kill the politician yourself or talk him out of killing the turian. If you miss both and he assassinates his target, you will fail the mission with Thane. Thane will not become loyal to you, his special ability, new outfit and the achievement associated with this mission will not be rewarded. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o Reward: XP 750 Thane Power: Shredder Ammo Thane: New Outfit 30,000 Credits =============================================================================== [LYL06] Samara: The Ardat-Yakshi =============================================================================== Special items on this mission: Research Project: Assault Rifle Damage Land on Omega and enter Afterlife. Make your way to Aria's location and ask her about a Samara's daughter and she will tell you to go check out the nearby apartments. Look at your map and head to the apartments marker. Enter the apartment area and when you see the mad prophet, duck down the alleyway to the right. Enter the door on the left and speak to the mother here, her daughter is the one who has been killed by our target, so investigate and ask to look in her room. Read the journal on the bed, the message on the floor and the object on the table (these will all give you important conversation options later). Afterwards Samara will chat with you. After the conversation, look at your map and make your way to the Afterlife VIP area. Tell the guard here that Jaruut sent you and he will unlock the door and admit you access. After another short conversation with Samara, it is time to enter the VIP room and seduce the evil asari. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o NOTE: If Morinth escapes here, Samara will not become loyal to you, her special ability - Reave, her new outfit and the achievement associated with this quest will not be rewarded. So be sure to save before entering the bar or quickly load the last autosave if she gets away. o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o To attract Morinth you need to be the most exciting person in the bar, that means getting involved in everyones business. Before you do anything, go up to Vij near the entrance and talk to him about a 'sensory band' called Expel 10. Afterwards, the bar is your oyster! You can do the following: > Talk to Horftin and he will ask you to go help his friend. Go over to Florit on the far side of the bar and choose the terminal option, then the eternity option. > Insult Verf - Go up to the krogan at the bar and insult him. > Dance with Waera - dance with the Asari on the dance floor. > Ask the bartender for free drinks, or buy a round for everybody. > Punch the Turian who is trying to buy the asari's company. After doing enough of these activities you will be approached by Morinth who will invite you to a booth to chat. If you do not say the right things to her during the conversation she will leave and you will be unable to find her again. If this happens load a previous savem otherwaise Samara will not become loyal to Shepard. Begin by telling her you are both alike, then use the following options to pass her conversation test: Art > Elcor Forta > Vaeina Music > Expel 10> When she offers you drugs, reply with the Hallex option. Travel > I like Danger > Power is a reward Once you have impressed her, she will take you home. You will now have to keep her busy until Samara arrives. Examine the gun on the wall behind you and to the right for a Research Project (Assault Rifle damage). Check out the various interactible things around the apartment to burn some time, then head down and chat with Morinth. After a short chat Samara will come in and attack. After a scene, if your renegade level is high enough (I only had one bar of renegade and was given the option) you can choose between Morinth and Samara and kill the other. Once you have made your choice, the mission will be complete. Reward: XP 750 Samara Power: Reave Samara: New Outfit 30,000 Credits =============================================================================== [LYL07] Tali: Treason =============================================================================== Special items on this mission: Research Project: Tech Damage Research Project: Geth Shield Strength Dock with the migrant fleet and after a quick conversation, you will be free to explore. Move forward and turn through the door on the right. After a quick conversation, you will find out that Shepard needs to be Tali's lawyer in the coming trial! Once the conversation ends, the trial will begin. After a few words, you learn that one of the fleet's ships has been taken over by the Geth. Volunteer to go and reclaim it to clear Tali's name. The court will agree and give you permission to give it a red hot go. Once the crowd has dispersed and you are in control once more, look to the right of the area for a door, follow the passage all the way to the end and talk to the shuttle guard to start the attack on the Geth. Once aboard, move through the first door and into cover. Fight off a large number of Geth troopers and watch out for the occasional Geth hunter that will try to sneak up on you. Once the room is clear, look in the back right corner from the entrance to find two laptops you can acquire credits from and an audio log for a bit of back-story. Before heading into the next room, look to the right for a box of power cells. Move down the hall and enter the first door to the left examine the drone here to have a chat with Tali. Before leaving, there is a medical station in the corner and a hackable computer near the door. Exit and continue straight down the hallway and into the door at the end. Hack the terminal in this room for Research Project (Geth Shield Strength). Exit and continue down the hallway to the right, check out the log here and then head through the door. As you enter a Geth hunter will enter the room from the far end and attack. Kill him and then check out the pair of laptops along the right hand wall for credits. Move to where the hunter came from, play the log on the table and open the wall safe above it. Continue up the stairs and into another large room. A large contingent of Geth will emerge from the two doors along the opposite wall – prioritise killing hunters first as they will charge at your location. Once everything is dead, check the conter on the left for a canister of refined Palladium. Enter the left hand door, use the console on the wall here for a quick chat with Tali , then do a quick 180 and open the wall safe behind you. Enter the next door and move up to the edge of the balcony and take cover. In the room below, the door will open and a small army of Geth will pour through. You will need to fight them off from cover. As you do, try to stay near the ramp on the right side of the area, so you can lean around the corner and pick off any Geth looking to climb up to meet you. When the room is clear go down the ramp and examine the area for a pair of laptops, a Quarian log and a med station if required. Enter the door at the end, watch the scene. After the scene, check out the room to the left for two wall safes, a box of power cells and a med kit. When you are ready, return to the body and climb the stairs. Enter the room at the top. Grab the laptop on the left desk and the model flotilla ship on the right one. Head around to either side of the area to alert the Geth in the room in front. Here you will encounter a hunter, a pair of standard troopers and a Geth Prime. Try to take out the lesser enemies first before focusing your efforts on the Geth prime to finish off. Use the console at the far end of the room. Return to the trial and following the conversation the mission will be complete. Reward: XP 750 Tali Power: Energy Drain Tali: New Outfit 15,000 Credits =============================================================================== [LYL08] Mordin: Old Blood =============================================================================== Special items on this mission: Research Project: Heavy Weapon Ammo Research Project: Krogan Vitality Land on Tuchunka and look at the map. Make your way to the Chief Scout's location. Ask about a Solarian and he will tell you one of his men is missing too. He will then give you loan of a truck to take out of the base to start the mission. After exiting the vehicle, enter the door and make your way round the corner to the left. Kill the pair of klixen that come at you and continue through the passage on the left. In the next area another klixen will attack and be backed up by a pair of Varren. Kill them and continue to the next section. As you do you will be attacked by a pair of rocket launcher toting krogan Blood Pact mercenaries. Take cover and eliminate them before heading through the passage they were defending. Climb up the incline to the left and take cover at the top. Kill the enemies immediately in front of you and continue along the road here using the scattered obstacles as cover. You will encounter several krogan warriors, some vorcha and a group of varren on your passage across. At the end you will need to climb down to the left, before you do however, continue to the end of the road to find a canister of refined Iridium. Backtrack and head down the ramp. Kill the pair of vorcha that approach. Take cover and kill another pair of vorcha flamethrowers who will ventor round the corner a little further up the road. Continue up the passage here and turn left into an open courtyard area. Take cover and eliminate the 5-6 vorcha here guarding the next door. Once they are all dead or dying, look for a useable object to the right of the door. Pick up the combustion manifold from this (there is a quest for this object back in the main area). Bypass the door security and mosey inside. Descend the stairs and examine the body here. After a quick chat, continue down a second set of stairs. Look to the right for a canister of refined Iridium and then continue to the left and open the door. After a short conversation (there is a renegade moment in here) a group of krogan on the balcony in front and above you will attack. Try to stay where you entered the room, and fight off the enemies in front. Occasionally check off to the right as the occasional vorcha or krogan will come down the ram there in an attempt to flank you. Once the room is clear, look to the left of the ramp on the right of the room and pick up the refined Iridium here before continuing up the stairs and through the door at the top. As you enter the next room, head straight ahead to salvage some circuit boards. Cruise into the next room on the right for a canister of refined Iridium and a usable computer console. Enter the room to the left and examine the dead krogan and hack the nearby console for Research Project (Krogan Vitality). Exit into the next halway and enter the door to the right. Hack the datapad on the floor here and talk to the sick krogan here – this is the Chief Scout's missing soldier. Chat with him and either let him stay or talk him into going back to the Urdnot camp for +11 paragon/renegade points depending on your choice. Exit down the hall and open the door to the left. Kill the pair of vorcha on the balcony opposite and the 3-4 krogan warriors who will come to their aid from the right. Continue to the left to salvage some circuit boards, then head across the catwalk to the balcony on the opposite side of the room now free of enemies. Move along the passage here and as you approach the stairwell leading down, you will be attacked by a group of three varren and a krogan warrior. Pop them, then pickup the box of power cells at the top of the stairs and descend to the next level. Take cover and eliminate the two krogans in front. As these two fall, a door on the opposite balcony will open adn three krogans, a couple of varren and Chief Weyrloc Guld will emerge. Once they are all dead continue along the balcony and look in the room to the right to find a bypassable crate. Enter the door the last wave of enemies entered from and desend the stairs here. Hack the terminal at the foot of the stairs for Research Project (Heavy Weapon ammo). Open the door to the left. Talk to Maelon to complete the mission. Reward: XP 750 Mordin Power: Neural Shock Mordin: New Outfit 15,000 Credits =============================================================================== [LYL09] Jack =============================================================================== Special items on this mission: Research Project: Biotic Damage Use the galaxy map to travel to The Nubian Expanse. Once you are here, fly to the Dakka System and investigate the planet named Pragia to start the mission. After a short conversation with Jack and your other party member of choice, exit the shuttle and move forward and down the metal ramp in front. Enter the open door at the bottom. Cruise passed the unlocked door on your right and into the back side of the room for a hackable terminal. Return to the door, descend the stairs in the next room and switch off the security console. Exit into the next area. This area is a large courtyard and you will need to head down the ramp in front of you. Work your way around the debris on the ground until you see a broken ramp leading upwards. From here look to the right for a storage crate, grab it, then continue past the crate until you are attacked by a pack of varen. Kill them, and then examine the old blood stain close to the door to speak with Jack. Afterwards enter the door. Inside, pick up the med kit in front of you and continue down the hallway to the left. Examine the security console here for a bit of back story before progressing through the unlocked door opposite. Halfway down the stairs, you will see a locked door which you can bypass open it for a canister of refined element zero. Continue down the stairs and hang a right at the bottom. Enter the door at the end of the room. As you walk into the next room, take cover behind the crates to the left. You will be attacked by a group of Blood Pack mercenaries. Kill the Blood Pack Pyro first, then the Krogan and then the vorcha. Keep in mind that the vorcha troopers have a very high rate of health regeneration, so if you change targets when one is almost dead, it will probably have a full bar of health when you look at it again, so make sure they are dead before moving on. Once the room is clear, more Blood Pack forces will attack you through the windows on the left. So re-adjust your cover position and eliminate them. When the room is quiet, you should look in the passage on the right hand side of the room for a hackable data pad. Bypass the locked door at the end of the main room to progress. Follow the hallway to the end, and enter the door. Halfway down the stairs here, you will be ambushed by a pair of Blood Pack troopers, take cover behind the conveniently placed crates and take them out. At the bottom of the stairs, kill the group of varren that emerge from the cells on either side. Look in the fourth door to the right for some salvageable circuit boards before making your way to the end of the hallway and exiting onto a catwalk. Follow the walkway around to the end for a med kit then head into the door nearby. Inside you will see a U shaped room. Enter the right side and check out the research terminal for a new research project (Biotic Damage). Grab the box of power cells and investigate the two security terminals for some additional back-story, when you are satisfied exit through the unlocked door nearby for a quick cut-scene. When you regain control, you will need to kill Kureck and his Blood Pack posse. Kureck will hang out on the raised section at the back of the room and send his underlings to get their hands dirty. There are a pair of Krogans, several vorcha troopers and a Pyro to watch out for. These can all be taken down pretty easily and once the room has been cleared of everything but Kureck, take him out. He has a barrier and some armour underneath it, but as long as you stay in cover you will have very little difficulty in dispatching him. Following the fight, check out the hackable storage container behind Kureck’s position before heading into the door on the right side of the room. Open the next door for a scene. Following the scene, check out the various examinable objects in the immediate area for a quick commentary on each of them from Jack. The objects you need to check are the bed, the two-way mirror, the blood stain in the hallway and the table in the corner. After inspecting all of these, the mission will be complete. Rewards: XP 1000 Jack Power: Warp Ammo Jack: New Outfit 15,000 Credits =============================================================================== [LYL10] Legion: A House Divided =============================================================================== Special items on this mission: Research Project: Geth Shield Strength Fly to the Phoenix Massing Nebula and Fly out to the Sea of Storms and dock with the Heretic Station. When you regain control of Shepard, continue ahead and down the ramp, picking up the nearby medical kit if you fell the need to do so. Enter the room at the bottom and look at the floor, avoid the green data streams here to avoid alerting the Geth in the room. Make your way to the door at the far end and look to the right of it. Take cover here and eliminate the Geth troopers guarding the hub on the far wall. Once the Geth are down, destroy the hub and inspect it for some credits and have a quick chat with Legion. Enter the door. Follow the corridor to the right and use the action button on the nearby turret to activate it. Continue a little further onwards and a group of Geth will emerge from a room further down the hall and to the right. Once they are dead, enter the hallway here and follow it until you see more of those green data streams on the ground. As before, avoid touching the streams and make your way around the corner to the left. From here you will notice two groups of Geth. Take cover in the corner behind the boxes. Once you attack one group, the other will become active as well, so it is important to keep an eye on both groups and try to take them down as quickly as possible without remaining exposed for an extended period of time. Once the Geth are dead, destroy both of the hubs and loot them for credits. Continue through the now unlocked door. As you turn into the next corridor, you will be attacked by a pair of Geth troopers. Eliminate them and head to the far end of the hallway to acquire a medkit if you needed, then head up the nearby ramp. At the top exit into the hallway and destroy another pair of Geth troopers here. Enter the door at the far end. Inside you will find a large room populated by crates, a pair of hackable rocket turrets and a squad of Geth troopers and hunters. Try to activate the turret closest to you ASAP and stay in cover as you work your way to the right. Once there activate the second turret and then finish off any remaining resistance. Exit through the door opposite the entryway. At the far end of the hall there is a box of power cells and a medkit. Enter the door and descend the ramp until it empties into a hallway. Turn right first and cruise to the end to pick up a canister of Refined Palladium. Then do a 180 and head down the hallway and through the door at the opposite end. Upon entering the room a group of Geth will open fire on you. Take cover behind the nearby crates and take them out. When it is safe to do so, look behind you to find a Geth terminal, bypass this for a new research project (Geth Shield Strength). Leave the room through the door next to where you came in. Cruise down the ramp and enter the door at the very bottom. Another room with data streams! You should know what to do by now, sneak around the green patches on the floor and down the ramp until you reach the level area. There are two hubs here and they are located in small alcoves either side of the ramp you just descended, this time both of them are guarded by Geth Hunters. Move to the back left corner of the room for the best cover and a view of one of the hubs. As before when you attack the first group, the second group will also be alerted. So stay in cover and try not to let either group get to close before you put them down. Once they are dead, destroy and loot each hub. Open the door and examine the window to the right for a chat with Legion. Afterwards, continue through the door. This room is the final area for the mission and is a bit of a challenge. You start in a room with a balcony overlooking a second larger room below. Above this are several turrets we can use in the coming fight. When you activate the Geth terminal overlooking the balcony enemies will respond to the alarm they will work their way through the crates below and up the ramps on either side of the terminal. When you see a few coming, hack one of the turrets below, then fall back into the room and defend the area at the top of the ramps. You will have to defend against four waves of increasingly difficult enemy combatants: First wave: around 8 - 10 geth troopers Second Wave: around 8-10 geth troopers and 2-3 rocket troopers Third Wave: 5-6 geth troopers, 2-3 rocket troopers and 2 geth hunters Fouth Wave: Same as the third wave. After the fourth wave a scene will play after your conversation with Legion and your descision, you will need to get out of the Heretic station as fast as possible. A 3 minute timer will start counting down. Quickly turn to the right and head through the door as it unlocks. You will need to sprint along the corridor and must take out any enemy Geth that get in your way. As you approach the first corner six or so Geth troopers will attack. Clear them out and continue onwards until you encounter a Geth Prime and a pair of troopers. The Geth Prime won't move too much, so eliminate the troopers first before turning your focus to the bigger threat. Open the door behind it to complete the mission. Reward: XP 750 Legion Power: Geth Shield Boost Legion:New Outfit 30,000 Credits =============================================================================== =============================================================================== ***************************** ******************************* *** EXPLORATION SIDE-MISSIONS *** [EXPLS] ******************************* **************************** The exploration side-missions in Mass Effect 2 can be found either through scanning various planets throughout the galaxy and discovering anomalies, or by recieving missions through your email. =============================================================================== N7: Endangered Research Station =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Caleston Rift > Solveig > Sinmara Move forward along the platform until you reach a console in front of a pair of blocked stairs. Use the console to engage in a bypass mini game. Once successful, the stairs will be climbable. Move up and activate the console in the centre of the room. Look to the pipes on the floor. Hitting the console will cause an orange beam to appear along one of these. The beam indicates power, so you are able to activate the three switches around the outside of the room. You will need to activate the switch on the left first, then the one on the right and finally the one opposite the stairs from where you entered. Once all three switches are activated, you will complete the mission. Rewards: XP 125 7500 credits =============================================================================== N7: Mining the Canyon =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Caleston Rift > Talava > Taitus Once you land, pick up the nearby Power cell and then head over to the disabled heavy mech in front of you. Read the datapad nearby and use the mech to start a bypass mini-game. Follow it until it stops, then use the action button on it to insert a power cell. It will reactivate and destroy a nearby wall. Follow it through the new passageway and when it de-activates a second time, look for another set of power cells to the right. Re-activate it and follow it out of the cave into an open area. It will run out of power again. Run down the small ramp in front and round the corner to the left. Kill the varren here and pick up the power cells. Return to the mech and power it up. The next time it stops, look to the right for another power cell pickup and reboot our buddy again. It will continue forward and blow up another wall before detonating itself. Head inside and inspect the big green rock indicated for 5000 platinum and completion of the mission. Rewards: XP 125 7,500 credits =============================================================================== N7: Archaeological Dig Site =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Rosette Nebula > Enoch > Joab When you land you will see a sentry run into a nearby door to warn his buddies about your impending arrival. As soon as you regain control, run forward and into the cover in the area in front of the landing pad. Kill the various Blue Sun mercenaries that exit through the door. When the coast is clear, walk over to and look to the right of the landing pad to find a pair of canisters containing Element zero (one near some crates, the other between the two vehicles nearby). Go back and enter the door from whence the enemies came. Upon entry, take cover and pop the mercs to the right and then kill the reinforcements that emerge from the door opposite your current position. Move into the room and clear out the baddies coming down the stairs on the right side of the room. When the area is safe, loot the room! Look between the pairs of beds on both the left and the right of the entry door for a personal locker at each location, there is a med kit on the table. Head up the stairs, take the first left at the top and open the locker here. Head to the very top of the ramp and through the door. Clear the immediate area, before entering the room and heading left to kill Lt Locke and a few bodyguards. After the main man is dead, look around the room - there is a canister of Element Zero and a PDA nearby giving you a new side-mission. Enter the next door and use the prothean artefact here to complete the mission. Reward: XP 125 3750 Credits =============================================================================== N7: Quarian Crash Site =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Hades Nexus > Shiol > Gei Hinnom After you land, look behind the crates to the right for some refined palladium. Have a look at the log on the table to the left if you are interested and pick up the medi-gel off the ground. Head through the small passage way at the far side of the camp and you will exit into a large area. On the left you will find a wounded quarian. Examine the quarian to trigger the appearance of several waves of varren. The varren are pretty keen to eat the quarian and will attempt to attack it. In turn, you will need to defend the quarian from their attempts. There are three caves the varren will enter the area from. The first two to watch out for are on the wall directly opposite the quarian, the third is further down the wall to the left. After you have killed around twenty varren, your shuttle will land. Use the action button on the door to complete the mission. Rewards: XP 125 7,500 Credits =============================================================================== N7: Abandoned Mine =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Minos Wasteland > Fortis > Aequitas As you land, look behind the rock pillar on the right for a lootable container filled with credits. Enter the mine and when the hallway empties into the sideways passage, kill the husks here and look to the right for a canister of refined iridium. Read the data pad on the table if you wish, before continuing into the mine. When you see the second canister of iridium on the floor in the passage in front of you, get ready as a group of 6 or so husks and an abomination will notice you and attack. Fend them off and grab the iridium. Follow the tunnel until it exits into a medium size room with a stone ramp directly in front of you. As you walk in, another group of husks and an abomination will attempt to swarm you. Backtrack down the tunnel if required and keep firing until they are all eliminated. Look to the left of the stone ramp for more refined iridium and at the top of the ramp look in the locker for some credits. Cruise into the tunnel beyond and look out for another canister of iridium before continuing into another mid-size room. As you approach this one, a group of 4 husks and an abomination will appear, so destroy them and continue inside. Look at the mine log if you are interested and grab the nearby med kit. Pick one of the two paths here (they both lead to the same area and both have a crate of power cells) and make your way to the next large room. Defeating the husk inhabitants seems like an impossible task as even after several minutes of solid destruction, they will continue to spawn. To defeat them, you must run inside the ruined building here and find the alien artefact. On either side of this artefact you will see a bomb planted on the floor. Shoot both bombs to complete the mission. Rewards: XP 125 3,750 credits =============================================================================== N7: Blood Pack Base =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having completed the N7: Blood Pack Communications Relay side-mission. Location: The Shike Abyssal > Xe Cha > Zada Ban When you land, head forward and across the rock bridge, pick up the refined palladium to the left and the data pad from the table if you are interested. Head down the nearby ramp and into the hollow area beneath the cliff to the left. As you enter a group of Blood Pack vorcha will attack you from ahead, and from a gap in the ground in the centre of the area. Kill as many as you can from here, then look to the right for a metal scaffolding, follow it down to the lower level. Enter the room to the left and mop up any remaining hostiles. There is some more palladium here and a third data pad you can inspect. Head back outside and passed the ramp you just descended. As you venture onto the rock bridge here, several vorcha (5 - 6) will appear at the other end and a couple of vorcha with rockets will also make their presence known on a ledge above and to the right of your position on the other side of the bridge. They will attack you as you cross, so take cover behind the crates as required and mop them all up before heading across. Once you have made it to the other side, head into the cave and turn right. Open the door at the end of the passage. Turn to the left and you will encounter a krogan named Kalusk and 3-4 vorcha (one has rockets so watch out!). Kill them all and look on the far left of the room from the entryway to find a canister of refined palladium. Once you have this, locate the two large metal cylinders in the middle of the room. At the base of these you will see explosive containment cells. Shoot all of these to destroy them, and when prompted, make a run for the exit to finish the mission. XP 125 Research project (Heavy weapon ammo) 3,750 credits =============================================================================== N7: Eclipse Smuggling Depot =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Hourglass Nebula > Faryar > Daratar After you land follow the path down the hill until you see a wide open area in front of you. You will need to protect the as many of the 20 destructible crates as you can in the area. There are three YMIR mechs cruising around and destroying them all, so in order to preserve the crates, you will need to take all of them down. If you race down the hill at the start you will be able to attack the first two mechs without losing any crates. The YMIR that stays in the centre of the area will come to attack you, whilst the second will continue off to the right. Kill the YMIR mech in front of you, and then use your ranged weapons to aggravate the other mechs from afar. Eliminate them to complete the mission. To the left power cells far right wall , element zero medkit Reward: XP 125 3,750 credits =============================================================================== N7: Wrecked Merchant Freighter =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Eagle Nebula > Amun > Neith Once you land, look to your right and behind the shuttle to find a canister of Refined Platinum. Continue around to the other side of your shuttle and set a course for the flames you see burning in the distance. On the way you will find an object on the ground – System Status Report. Examine this, and then look to your right and go to the wall to find salvageable mech parts. From here, continue towards the fire, and look out for the canister of Refined Platinum against the left wall. Instead of continuing towards the fire, follow the left wall all the way around the central rock island to find the navigator’s log and another canister of Refined Platinum (there is also some salvageable mech parts a little further past the platinum against the right wall if you missed them earlier). Turn around and resume towards the flaming wreckage. In the middle of the area you will find the Evacuation order, a med kit and a shipping manifest. Head over to the right hand wall and follow it around the corner for a salvageable damaged mech and another canister of refined Platinum. Continue up the nearby ramp to find a box of power cells and a security report. When you are ready for a fight, use the transmitter. Activating the transmitter will cause a small army of LOKI mechs to spawn in the area below your current position and in the previous areas leading back to your shuttle. Make your way back to the shuttle, use the right hand path around the circular rock island in the centre of the region. You will need to eliminate 15-20 LOKIs and a YMIR mech on the way. When you reach the shuttle, you can use it to leave the area even if hostiles are still on the loose. Doing so will end the mission. Reward: XP 125 3,750 Credits =============================================================================== N7: Abandoned Research Station =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having completed the N7: Wrecked Merchant Freighter side-mission. Location: Eagle Nebula > Strabo > Jarrahe Station Enter the first door and pick up the PDA, continue around the corner and through the unlocked door to find a pair of canisters of refined Iridium. Hit the docking area power terminal in the corner. Return to the hallway and enter the now unlocked door, continue until you reach the large square room with a containment area in the centre that is locked and door on all four sides of the room. Enter the left hand room first and at the end look around for two canisters of refined iridium and a research lab power terminal. Hit that and look on the small balcony opposite to see that four laptops have become active. See the beam on the right side of the room? We need to deflect that to the back left corner using the terminals to re-position the mirrors here. Arrange them like so: 4---O x | | | | x = source of laser | | 1-4 = mirrors 3-----2-----1 O = laser target Afterwards, return to the main room. Lets make our way to the right hand room next, inside check the PDA on the right side of the room, before continuing through the unlocked door and into the room at the end. Grab the med kit here and activate the living quarters control. Doing so will lock the room and the rest of the area. You will notice that a set of three computer terminals in the left side of the room will become active. To unlock the doors, use the middle one first, then the right, then the left. If done correctly, the computers will disappear and all the doors will unlock. Enter the room across the hall to loot a few lockers, and then return to the main room. In the main room, head through the door on the opposite side of the room from where we originally entered. You will find yourself in a long hallway filled with several steam vents which will damage you if you run through them. Make your way to the second steam fissure and look in the room to the right for a couple of loot-able lockers and a PDA. Return to the steam hallway and make your way to the far end. Continue around the corner and up the ramp at the top, you will find a switch to re-activate the power. Now that the steam has been disabled, you have a nice relaxing run back to the main room again. Approach the lab in the centre of the room and use the terminal in front to reactivate its power, enter the unlocked doors and use the machine here to complete the mission. Reward: XP125 3750 Credits =============================================================================== N7: Blood Pack Communications Relay =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having completed the Omega: Archangel: Data pad Recovered and Patriarch side-missions on Omega Location: Crescent Nebula > Lusarn > Tarith Follow the path away from the landing site until you reach an abandoned camp. Check out the crates for a data pad, and activate the beacon on the left side. Continue down the path and hit the next beacon terminal you see on the left. As you approach the third beacon, you will be attacked by a klixxen, keep your distance and pop it before activating the terminal. Look to the left to find a raw material deposit containing Palladium, then follow the beacon into the mist. Eliminate another few klixxen then head to the very left proportion of this area for another raw mineral deposit. Find your way up the hill, using the blue stream of energy as a guide. At the top of the path you will enter another derelict camp. Here you will find another data pad. Activate the beacon terminal here. Follow the path down the hill into the mist. At the fork, check the left area first for another raw material node before cruising down the path to the right towards the next beacon. As you approach, a group of three klixen will approach through the mist to the left. So destroy them before picking up the PDA nearby and activating the beacon. Continue onwards to the left. In the next area, check out the right side for a raw material node, then return to the right and climb the hill. Hit the next beacon at the top before continuing down the path towards the next beacon. Kill the two klixen that attack you, and then hit the beacon. Climb the hill nearby and kill the pair of Blood Pack vorcha defending the top. Look behind them for a canister of refined platinum. Return down the hill and follow the blue energy to the final beacon. After hitting this switch, make your way up to the relay at the top of the mountain. When you arrive you will be attacked by a named Krogan – Salumal who has a barrier and a shield and likes to charge at you along with his supplement of 3-4 vorch troopers. When they are dead, bypass the communications terminal nearby to complete the mission. Reward: XP125 3,750 credits =============================================================================== N7: Imminent Ship Crash =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having recieved an email in your private messages. Location: Pylos Nebula > Nariph > MSV Broken Arrow As you board the ship, a small countdown timer will appear in the bottom right corner of the screen. We have 6 minutes to get in, stop the crash and get out again. Bypass the first door and destroy the three Geth troopers inside. Grab the med kit and the canister of iridium on the left side of the room and use the console on the right to open the next door. Continue through the now open door, along the walkway and down the ramp at the end. As you reach the bottom, eliminate the Geth that appear on the balconies to the left before checking out the canister of refined iridium close to the bottom of the ramp. Turn around and activate the power coupling behind you. Again Geth troops will spawn on the balconies, so deal with them. Continue down the ramp opposite the canister of iridium we picked up before. Cruise up the ramp into the other side of the room, once more Geth will spawn and attack above, so eliminate them before hitting the console on the second power coupling. If you are low on time, ignore the Geth and run to the top of the nearby ramp and bypass the console here to restart the engines and complete the mission. Rewards: XP 125 7,500 Credits =============================================================================== N7: MSV Strontium Mule =============================================================================== Note: This side-mission can be found by scanning the ship in the below location after having completed the N7: Archaeological Dig Site side- mission. Location: Omega Nebula > Arinlarkan > MSV Strontium Mule After regaining control of Shepard, cruise around the corner and take cover. You will need to defend yourself against 15 – 20 Blue Suns mercenaries as they come through the door at the far end of the room. The majority of them are the standard troopers and a single Blue Sun legionnaire, but keep your eye out for a couple of heavy troops who will shoot power weapons at you from near the door. When the room is clear of hostiles, pick up the merc transmitter before heading through the door. Climb the various ramps until you reach the top floor. Kill the enemies here, and then activate the switch up the short ramp to unlock the nearby doors. First, make your way through the door at the far end. After the short hallway, enter the next room and eliminate the enemies on the balconies trying to pick you off. Work your way to the opposite side of the room from the entry and climb up the ramp at the top, check out the merc transmitter for some back-story and grab the box of power cells. Return to the previous room. Head through either the left or right door and examine the rooms for a data log and some med kits, climb the stairs to the top and kill the baddies up here if you wish. Cruise into the long hallway with the locked door at the end. When you reach it, turn right and at the end of the short corridor and bypass the security console. This will open the locked door nearby, enter here and take cover. Eliminate Captain Vorhess, the Commander bodyguard and the 4-5 Blue Sun troopers. As they die, a group of FENRIS mechs will enter the room in the same place you came in. Destroy them, and then use the console at the opposite end of the room. Return to the previous area and as you travel down the hallway you will be attacked by Sgt. Boorit and a few additional troopers. Follow the balcony around to the other side and enter the door to the right. Inside, pick up the canister of refined iridium, hack the research docket on the wall for a new research project (Heavy Skin Weave) and open the Payload nearby to complete the mission. Rewards: XP 125 Credits 3,750 =============================================================================== N7: Blue Suns Base =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having completed the N7: MSV Strontium Mule side-mission. Location: Sigurd's Cradle > Decoris > Sanctum As you land, a scene will play showing a guard running inside to get some mates. As you land, you should immediately take cover as a group of 5-6 Blue Sun mercenaries will exit the building in front of you. A further group of 5-6 will emerge soon after followed by a third and final group of 5-6 enemies. Just about all these guys are the standard troopers with the exception of a couple of heavy soldiers who will sit back and shoot rockets at you. Once the area is clear, grab the canister of refined iridium near the door before heading inside. As you enter the building, take cover behind the glass wall directly in front of you and open fire on the Blue Suns in the room below. If they try to climb up the ramps to reach your level, do your best to eliminate them before they can do so and you should have no worries de-enemyfying the room. When it’s safe, climb down to the bottom floor and check out the room behind the unlocked door to the right for a wall safe and a data pad. Return to the main area. On the left side of the main room, you will find a closure message and the entrance to the next area. Cruise into the next room and turn left. Take cover behind the tables here as a group of Blue Sun troopers will pour out of the tunnel at the back of the room. Once they cease coming, enter the tunnel the enemies came from. In the tunnel, check the first alcove to the left for a canister of refined iridium. Continue along the main passage until it opens out into a large cavern. Check out the various bits and pieces lying around for three canisters of refined iridium, a data pad and a box of power cells. After picking the lot up, enter the door. Turn left and descend the stairs for a scene. Afterwards you will have to defend yourself against a pair of YMIR mechs. This can be tough as you have very little space in which to manoeuvre. Your best bet is to seek out the solid cover and use your party’s abilities as much as possible to take down their shields and armour before they get too close. Once they have been defeated, a named mercenary – Captain Narrom and 8-10 Blue Sun troopers will enter the area from the same general location the YMIR mechs came from. Finish them off. Either side of the locked door at the end you will find small ramps leading to a storage room. In the left had room you will find a wall safe and in the right one you will find a computer with a little back-story. Return to the main area and bypass the security on the locked door, overload the distress beacon control here to complete the mission. Rewards: XP 125 3,750 Credits =============================================================================== N7: Hahne-Kedar Facility =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having completed the N7: Abandoned Research Station side-mission. Location: Titan Nebula > Haskins > Capek After landing, make your way into the clearing housing the entrance to the factory. As you approach the door, a pair of FENRIS and LOKI mechs will emerge. Dispatch them and enter the door. Head into the open room in front of you to find a med kit, computer and a hackable wall safe, after picking them all up, return to the corridor and enter the unlocked door at the far end. Continue forward along the small walkway to the right and when you are spotted, eliminate the pair of FENRIS mechs. Once the two of them are dead, take cover behind the railing to the left and use it to eliminate the LOKI mechs (around 10) that appear in the room below attempting to reach your location. Once they stop coming, turn around and pick up the canister of refined element zero nearby before cruising round the corner and down the ramp to the room below. There are two main passageways here. First, head all the way to the left wall and fight your way through 4 LOKI mechs to reach a box of power cells. Return to the ramp. This time, head all the way to the right, as you approach the corner, a large contingent of LOKI mechs will find their way over to meet you, there are around 30 of them, but they only come solo or in pairs, they will continue to come until you have defeated them all. Move through the crates until you are forced to turn right. Again you will need to defend yourself against a flood of rampaging kill bots (this time only 10 or so!). Once they have all been disabled, move forward and look at the end of the first small passage to the right for a canister of refined element zero. Climb the ramp at the end and enter the door. After opening the door, look behind the crates to your left for a canister of refined element zero before climbing the ramps to the top and opening the door. Hit the production line shutdown console in the corner to complete the mission. Rewards: XP 125 3,750 Credits =============================================================================== N7: Captured Mining Facility =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Crescent Nebula > Zelene > Helyme After landing, continue away from the landing pad and through the small tunnel here. Investigate the cargo computer terminal. Continue into the doorway on the right and immediately take cover. Defend yourself against a group of Eclipse Vanguards and troopers. After they are dead, check the passage leading outside to the left for a canister of refined palladium. Return inside and bypass the security on the locked door. Enter the room and take cover. Eliminate the vanguards and troopers in the immediate area before following the room to the right, and around to the left across a bridge. Continue to kill anything that gets in your way. When the room is clear, head to the opposite side of the area from where you entered and activate the bridge control. Use the bridge to access a canister of refined palladium. When you are ready to continue, find the mainframe at the back of the area and bypass the security on it. Once successful, choose the decryption option. Afterwards, you will now have to defend the mainframe against Eclipse attacks, they come in the standard vanguard and trooper flavours with a commander thrown in (shield + armour). Once you have killed all the baddies, the decryption will magically complete itself. Use the mainframe again to complete the mission. Rewards: XP 125 7,500 Credits =============================================================================== N7: MSV Estevanico =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Hourglass Nebula > Ploitari > Zanethu =============================================================================== N7: Anomalous Weather Detected =============================================================================== Note: This side-mission can be found by scanning the planet in the below location. Location: Pylos Nebula > Dirada > Canalus Note that for this mission you will be travelling through very low visibility. From the start, look in front of the shuttle to the left to find a flare revealing a path up the hill here, after picking up the three nodes of palladium up here, return to the shuttle. This time, head straight forward and away from the shuttle into an open area. Look behind the stone column to the right for another palladium node. Turn around and make your way towards the glowing blue object in the distance. Try to hug the left side of the area as much as possible as there are multiple pieces of cover here and when you are about a third of the way across the area, Geth will start to shoot at you through the fog. You will be unable to see them, but if your reticule goes over them, the target indicator will appear. Killing as you go, work your way between cover until you reach the base of a hill. At this point, a pair of Geth hunters will come down the hill to confront you. Kill them and continue moving from cover to cover until you reach the top of the path. Eliminate any remaining hostiles here, and then move down into the valley below towards the weather device. As before, move from cover to cover and destroy any Geth that get in your way. As you move down the hill towards the device, you will walk past five palladium deposits, so pick them up as you pass. When you start moving up a hill again, take cover and eliminate the enemies as they come down the hill. Work your way to the base of the Geth tower and destroy all the synthetics in the area. Check out the deposit of palladium in front of the tower, and then use the Geth terminal to end the mission. Rewards: XP 125 Research Project: Damage Protection 3,750 Credits =============================================================================== N7: Javelin Launch =============================================================================== Note: This side-mission can be found by scanning the planet in the below location after having recieved an email in your private messages. Location: Sigurd's Cradle > Skepsis > Franklin After entering the base, move forward and turn left as you reach the hallway. Eliminate the batarian terrorists occupying the area before doing a quick 180 degree turn and bypassing the locked door in the distance. Upon entering the room, take cover behind the crates in front and eliminate any enemies you see in front or to the right. Once it is safe to do so, drop down and continue up the stairs to the right to a balcony type area. Cruise to the opposite side of the room from where you entered and eliminate the enemies in the room below (note the central platform has a box of power cells if you require them). Continue down the steps here and look in the far right corner for a canister of refined palladium. Take the next set of stairs down and bypass the door here. Enter the room and take cover behind the small crate to the left. Defeat the Batarian commander at the far end of the room before racing over to hit the kill code. You will need to make a decision here. Afterwards, check the wall safe to the right before ending the mission. Rewards: XP 125 3,750 Credits =============================================================================== ------------------------------------------------------------------------------- *********************** ************************* *** SIDE-MISSIONS *** [SDMSS] ************************* ********************** Heres a list of assignment side-missions. Citadel: False Positives Citadel: Krogan Sushi Citadel: Crime in Progress Illium: Blue Rose of Illium Illium: Conrad Verner Illium: Gianna Parasini Illium: Indentured Service Illium: Medical Scans Illium: The Assassin: Salarian Family Data Illium: The Justicar: Smuggling Evidence Illium: The Justicar: Stolen Goods Found Illium: The Prodigal: Lost Locket Found Illium: The Observer Normandy: FBA Couplings Normandy: Serrice Ice Brandy Normandy: Special Ingredients Omega: Archangel: Datapad Recovered Omega: Batarian Bartender Omega: Packages for Ish Omega: Struggling Quarian Omega: The Patriarch Omega: The Professor: Missing Assistant Tuchanka: Combustion Manifold Tuchanka: Killing Pyjaks Tuchanka: Old Blood: Missing Scout =============================================================================== ------------------------------------------------------------------------------- *********************** ************************* *** UPGRADES *** [UPGDE] ************************* ********************** The upgrades in Mass Effect 2 come in the form of research projects you will find on or as rewards from missions, talking to crew members or buying from one of the games many stores. Each upgrade, once acquired will appear for purchase in the tech lab on the Normandy (Mordin's hang out). Each upgrade costs resources to purchase, so you will need to do your fair share of planet scanning and probing before you are able to unlock them all. Here are a list of the Research Projects in Mass Effect 2, and the area in which you can find them. NOTE: Purchasing research projects from shops will allow players to learn them instantly so they will not have to expend resources on the upgrade. NOTE: If found on a mission, please read the above walkthroughs for said mission to locate the upgrade. =============================================================================== Weapon Upgrades =============================================================================== Heavy Pistol Heavy Pistol Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: The Quarian 2. Can be found during the loyalty mission - Thane: Sins of the Father 3. Can be found during the loyalty mission - Jacob: The Gift of Greatness 4. Can be Purchased on Tuchunka from Fortrack's Database 5. Can be Purchased on The Citadel from Rodan Expeditions AP Heavy Pistol - Unlocked after purchasing 2 damage upgrades. Heavy Pistol Critical - Unlocked after purchasing 3 damage upgrades. Sniper Rifle Sniper Rifle Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: The Warlord 2. Can be found during the story mission - Reaper IFF 3. Can be found during the loyalty mission - Garrus: Eye for an Eye 4. Can be Purchased on Omega from Omega Market 5. Can be Purchased on The Citadel from Rodan Expeditions AP Sniper Rifle - Unlocked after purchasing 2 damage upgrades. Sniper Headshot Damage - Unlocked after purchasing 3 damage upgrades. Assault Rifle Assault Rifle Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: the Professor 2. Can be found during the story mission - Dossier: The Quarian 3. Can be found during the loyalty mission - Samara: The Ardat-Yakshi 4. Can be Purchased on Tuchunka from Fortrack's Database 5. Can be Purchased on Illium from Gateway Personal Defense (DLC)6. Can be found during the loyalty mission - Zaeed: Price of Revenge. You must choose the Renegade option half way through. Assault Rifle penetration - Unlocked after purchasing 2 damage upgrades. Assault Rifle Accuracy - Unlocked after purchasing 3 damage upgrades. Sub Machine Gun SMG Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: Archangel 2. Can be found during the story mission - Dossier: The Assassin 3. Can be found during the loyalty mission - Miranda: The Prodigal 4. Can be Purchased on Illium from Gateway personal Defense 5. Can be Purchased on The Citadel from Rodan Expeditions SMG Shield Piercing - Unlocked after purchasing 2 damage upgrades. SMG Extra Rounds - Unlocked after purchasing 3 damage upgrades. Shotgun Shotgun Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: The Convict 2. Reward for completing the loyalty mission - Grunt: Rite of Passage 3. Can be Purchased on Omega from Kenn's Salvage 4. Can be Purchased on Tuchunka from Fortrack's Database 5. Can be found during the story mission - Reaper IFF Shotgun Shield Piercing - Unlocked after purchasing 2 damage upgrades. Shotgun Extra Rounds - Unlocked after purchasing 3 damage upgrades. Heavy Weapons Heavy Weapon ammo (6 Upgrades) 1. Can be found during the story mission - Freedom's Progress 2. Can be found during the loyalty mission - Mordin: Old Blood 3. Can be Purchased on Omega from Kenn's Salvage 4. Reward for completing the exploration mission N7: Blood Pack Comm Relay 5. Reward for completing the exploration mission N7: Blood Pack Base (DLC)6. Can be found during the loyalty mission - Zaeed: Price of Revenge. You must choose the Paragon option half way through. ML-77 Missile Launcher - Unlocked after purchasing 1 heavy weapon ammo upgrade M-622 Avalanche - Unlocked after purchasing 2 heavy weapon ammo upgrade M-920 Cain - Unlocked after purchasing 3 heavy weapon ammo upgrade =============================================================================== Ability Upgrades =============================================================================== Biotic Powers Biotic Damage (5 Upgrades) 1. Can be found during the story mission - Horizon 2. Can be found during the story mission - Dossier: The Justicar 3. Can be found during the loyalty mission - Jack: Subject Zero 4. Can be Purchased on Tuchunka from Fortrack's Database 5. Can be Purchased on Illium from Serrice Technology (DLC)6. Can be found during the side mission - Project Firewalker: Prothean site Biotic Cooldown - Unlocked after purchasing 2 biotic damage upgrades. Biotic Duration - Unlocked after purchasing 3 biotic damage upgrades. Tech Powers Tech Damage (5 Upgrades) 1. Can be found during the story mission - Dossier: Archangel 2. Can be found during the story mission - Collector Ship 3. Can be found during the loyalty mission - Tali: Treason (Tali must be found innocent at the trial) 4. Can be Purchased on Illium from Serrice Technology 5. Can be Purchased on The Citadel from Saronis Applications Tech Cooldown - Unlocked after purchasing 2 tech damage upgrades. Tech Duration - Unlocked after purchasing 3 tech damage upgrades. =============================================================================== Armor Upgrades =============================================================================== 3. Armor Upgrades Damage Protection (5 Upgrades) 1. Can be found during the story mission - Dossier: The Convict 2. Can be found during the story mission - Collector Ship 3. Can be found during the side mission - N7: Anomalous Weather Detected 4. Can be Purchased on Illium from Gateway personal Defense 5. Can be Purchased on The Citadel from Saronis Applications Redundant Generator - Unlocked after purchasing 2 damage protection upgrades Hard Shields - Unlocked after purchasing 3 damage protection upgrades Heavy Skin weave (5 Upgrades) 1. Can be found during the story mission - Horizon 2. Can be found during the story mission - Reaper IFF 3. Can be found during the side mission - N7: MSV Strontium Mule 4. Can be Purchased on Illium from Gateway personal Defense 5. Can be Purchased on Omega from Kenn's Salvage 50% Melee Damage Protection -Unlocked after purchasing 2 Heavy Skin upgrades 25% Melee Damage -Unlocked after purchasing 3 Heavy Skin upgrades Medi-Gel Capacity (5 Upgrades) 1. Can be found during the story mission - Dossier: the Professor 2. Can be found during the loyalty mission - Miranda: The Prodigal 3. Rewarded from completing Dr Chackwas side-mission Serrice Ice Brandy 4. Can be Purchased on Omega from Serrice Technology 5. Can be Purchased on The Citadel from Sirta Foundation Trauma Module - Unlocked after purchasing 2 Medi-Gel upgrades Emergency Shielding - Unlocked after purchasing 3 Medi-Gel upgrades =============================================================================== Other Upgrades =============================================================================== Geth Shield (2 Upgrades) 1. Can be found during the loyalty mission - Tali: Treason 2. Can be found during the loyalty mission - Legion: A House Divided Krogan Vitality (2 Upgrades) 1. Can be found during the story mission - Dossier: The Warlord 2. Can be found during the loyalty mission - Mordin: Old Blood +20% Mordin Tech Damage - Talk with Mordin and choose the Upgrade conversation option +20% Jack Biotic Damage - Talk with Jack and choose the Upgrade conversation option Grunt weapon: M-300 Claymore - Talk with Grunt and choose the Upgrade conversation option Legion weapon: M-98 Widow - Talk with Legion and choose the Upgrade conversation option =============================================================================== Normandy Upgrades =============================================================================== 1. Med-Bay Upgrade - Check your private terminal for a message after the Freedom's Progress mission 2. Thanix Cannon - Talk with Garrus and choose the Upgrade conversation option 3. Heavy Ship Armor - Talk with Jacob and choose the Upgrade conversation option 4. Multicore Shielding - Talk with Tali and choose the Upgrade conversation option 5. Advanced Mineral Scanner - Talk with Miranda and choose the Upgrade conversation option 6. Modular Probe Bay - Talk with Thane and choose the Upgrade conversation option 7. Extended Fuel Cells - Talk with Samara/Morinth and choose the Upgrade conversation option =============================================================================== ------------------------------------------------------------------------------- *********************** ************************* ***ACHIEVEMENTS/TROPHIES*** [ACHMT] ************************* ********************** =============================================================================== Story Progression Achievements/Trophies =============================================================================== There are 15 story related achievements and as long as you complete the main storyline and recruit all the members of your squad, you will not miss 14 of these. However, there is one missable achievement that is linked into the final mission of the game that requires you to finish the suicide mission with your entire squad in tact - I will update this when I have found a solution! Here's a list of said achievements: Missing in Action (5g) Description: Save your crew from an overwhelming attack Very Elusive (10g) Description: Return to active duty The Archangel (10g) Decription: Successfully recruit Archangel The Professor (10g) Decription: Successfully recruit the Professor The Convict (10g) Decription: Successfully recruit the biotic Convict The Krogan (10g) Decription: Successfully recruit the krogan Colony Defense (25g) Description: Defend a human colony from attack Ghost Ship (25g) Description: Complete the investigation of a derelict alien vessel The Assassin (10g) Decription: Successfully recruit the Assassin The Justicar (10g) Decription: Successfully recruit the Justicar The Quarian (10g) Decription: Successfully recruit the quarian Friend or Foe (10g) Decription: Obtain geth technology Suicide Mission (50g) Decription: Use the Omega 4 Relay Against All Odds (15g) Decription: Survive suicide mission No One Left Behind (75g) Decription: Keep your team alive through the suicide mission =============================================================================== Game Completion Achievements/Trophies =============================================================================== Mission Accomplished (125g) Description: Save humanity throughout the galaxy from certain annihilation Insanity (75g) Description: Complete the game on the "Insanity" difficulty level without changing the setting Long Service Medal (75g) Description: Complete Mass Effect 2 twice, or complete it once with a character imported from Mass Effect 1 =============================================================================== Combat Achievement/Trophies =============================================================================== Tactician (10g) Description: Hit 20 different targets with multiple biotic powers to combine the effects Overload Specialist (15g) Description: Disrupt the shields of 25 enemies Warp Specialist (15g) Description: Warp the barriers of 25 enemies Incineration Specialist (15g) Description: Incinerate the armor of 25 enemies Master at Arms (15g) Description: Kill enemies with 5 different heavy weapons during the game Merciless (10g) Description: Make 20 enemies scream as they fall or are set on fire Brawler (10g) Description: Shoot and kill 20 enemies while they're knocked back by a punch Head Hunter (10g) Description: Perform 30 headshot kills with any weapon on humanoid targets =============================================================================== Character Achievements/Trophies =============================================================================== Ghost of the Father (10g) Description: Gain the loyalty of the Cerberus Operative The Prodigal (10g) Description: Gain the loyalty of the Cerberus Officer Fade Away (10g) Description: Gain the loyalty of Archangel The Cure (10g) Description: Gain the loyalty of the Professor Catharsis (10g) Description: Gain the loyalty of the biotic Convict Battlemaster (10g) Description: Gain the loyalty of the krogan A House Divided (10g) Description: Hack a geth collective Cat's in the Cradle (10g) Description: Gain the loyalty of the Assassin Doppelganger (10g) Description: Help the Justicar resolve her mission Treason (10g) Description: Gain the loyalty of the quarian =============================================================================== Exploration Achievements/Trophies =============================================================================== Agent (50g) Description: Complete 5 missions discovered by scanning unexplored worlds Explorer (10g) Description: Visit 100% of the planets in an unexplored cluster Prospector (5g) Description: Retrieve mineral resources by scanning and probing a planet in the galaxy map Scholar (15g) Description: Unlock 15 new Mass Effect 2 codex entries Operative (15g) Description: Complete a mission discovered by scanning an unexplored world =============================================================================== Misc Achievements/Trophies =============================================================================== Big Game Hunter (10g) Description: Thresher Maw defeated Fashionista (5g) Description: Personalize your armor in your quarters on the Normandy Highly Trained (15g) Description: View all advanced combat training videos at Shepard's private terminal. Paramour (50g) Description: Successfully pursue a relationship with a teammate Power Full (15g) Description: Evolve any power Power Gamer (10g) Description: Reach Level 30 with one character Scientist (10g) Description: Complete any research project in the Normandy's laboratory Technician (15g) Description: Obtain 10 technology upgrades Weapon Specialist (15g) Description: Fully upgrade a weapon =============================================================================== ------------------------------------------------------------------------------- ********************* *********************** *** SPECIAL THANKS *** [THNKS] *********************** ******************** I would like to thank the following people/entities: - GameFAQs for always being there when I needed help and for accepting my FAQ. - Bioware for being the greatest game makers in the universe and producing yet another killer game. - My fiancee Kumiko, who has been incredibly patient and understanding. - And everybody who has taken the time to read my FAQs so far. Contributers: - Hypnofunk for numerous additions and corrections - John Condra II aka Grinch for giving me the locations of some missing upgrades/weapons =============================================================================== ------------------------------------------------------------------------------- ******************* *********************** *** Contact *** [CNTCT] *********************** ******************* If you feel the need to contact me you can reach me at sokkus[at]hotmail[dot]com. Please include "Mass Effect 2 Guide" in the subject line. =============================================================================== ------------------------------------------------------------------------------- ********************* ************************* *** About Me *** [INTRD] ************************* ********************* Im 26, Australian and live with my lovely fiancee. I have been thrice been named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thouroughly enjoyed writing each and every one. Please head over to the website i write for - www.consoledomination.com to check out some of my guides, previews and reviews. If you enjoy this guide, please feel free to send me an email with any suggestions or corrections and check out some of my other guides: - Call of Duty: Modern Warfare 2 FAQ/Walkthrough - Call of Duty: World at War FAQ/Walkthrough - Darksiders FAQ/Walkthrough - Dead Space 2 FAQ/Walkthrough - Fable 2 FAQ/Walkthrough - Gears of War 2 FAQ/Walkthrough - Halo 3 Skull Guide - Halo 3: ODST FAQ/Walkthrough - LIMBO FAQ/Walkthrough - Mass Effect 2 FAQ/Walkthrough - Resident Evil 5 FAQ/Walkthrough or as mentioned before, check out more of my guides and reviews at: www.consoledomination.com Thanks for reading! Enjoy! =============================================================================== ------------------------------------------------------------------------------- ******************* *********************** *** VERSION HISTORY *** [VERHI] *********************** ******************* Version 1.5 The guide currently contains: - Complete Campaign Walkthrough - Complete Squad Loyalty Mission walkthroughs - Complete Exploration Mission walkthroughs - Complete Upgrade list and locations - Complete Side-mission guide - Complete romance guide - Complete list of achievements - guide coming soon. - Added Upgrades and romances sectrions - both coming soon. ------------------------------------------------------------------------------- Version 1.1 The guide currently contains: - Complete Campaign Walkthrough - Complete Squad Loyalty Mission walkthroughs - Complete Exploration Mission walkthroughs - Complete list of achievements - guide coming soon. - Added Upgrades and romances sectrions - both coming soon. ------------------------------------------------------------------------------- Version 1.0 The guide currently contains: - Complete Campaign Walkthrough - Complete Squad Loyalty Mission walkthroughs - Complete list of achievements - guide coming soon. - Complete list of Exploration side missions. Walkthroughs coming soon! ------------------------------------------------------------------------------- Version 0.75 The guide currently contains: - Campaign Walkthrough @ 80% completed - Squad Loyalty side-quests @ 85% - Complete list of achievements - guide coming soon. ------------------------------------------------------------------------------- Version 0.50 The guide currently contains: Walkthrough @ 50% Squad Loyalty missions 85% Achievement listing and categorisation