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    _/\\ )

    F I G H T F O R T H E L O S T \/) /__ __ _____ ____ ____ ____ ____ _________ __________ / / ' __ __ __ __ __ __ ____ _ / / __ __ __ __ __ __ __ / /

    _\_/______________ ______ _ ____,____ _ / /_______/ _.'

    Spoiler-free FAQ/Walkthrough by Shotgunnova/P. Summers / _.-~'EMAIL: shotgunnova (a+) gmail (do+) com /_.-~'

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTRII. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

    Characters ....................................................... CHRCPara/Gade ........................................................ PRGDField Objects .................................................... FLDONew Game Plus .................................................... NGMP

    ME1 Importing .................................................... MPRTTips N' Tricks ................................................... TPST

    III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

    01) Lazarus Research Station ..................................... WK0102) Freedom's Progress ........................................... WK0203) Omega ........................................................ WK0304) Omega: Recruit The Veteran ................................... WK0405) Omega: Recruit The Professor ................................. WK0506) Omega: Recruit Archangel ..................................... WK0607) Purgatory: Recruit The Convict ............................... WK0708) Korlus: Recruit the Krogan ................................... WK08

    09) Horizon ...................................................... WK0910) Far Rim: Recruit Tali ........................................ WK1011) Disabled Collector Vessel .................................... WK1112) Ilium ........................................................ WK1213) Ilium: Recruit the Justicar .................................. WK1314) Ilium: Recruit the Assassin .................................. WK1415) Derelict Reaper .............................................. WK1516) The Suicide Mission .......................................... WK16

    IV. LOYALTY MISSIONS . . . . . . . . . . . . . . . . . . . . . . . . . LYLT

    Garrus ........................................ Eye for an Eye ... LY01

    Grunt ........................................ Rite of Passage ... LY02Jack ............................................ Subject Zero ... LY03Jacob .................................. The Gift of Greatness ... LY04Kasumi ......................................... Stolen Memory ... LY05Legion ....................................... A House Divided ... LY06Miranda ......................................... The Prodigal ... LY07Mordin ............................................. Old Blood ... LY08Samara ...................................... The Ardat-Yakshi ... LY09Tali ................................................. Treason ... LY10Thane ..................................... Sins of the Father ... LY11Zaeed ................................... The Price of Revenge ... LY12

    V. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

    Achievements ..................................................... ACHVAbilities ........................................................ ABLT

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    Classes .......................................................... CLSSDLC (Downloadable Content) ....................................... DLCNEquipment ........................................................ EQPTPlanet Guide ..................................................... PLNTSidequests ....................................................... SDQSShop List ........................................................ SHPLUpgrades ......................................................... UPGR

    Weapons .......................................................... WEPN

    VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZVII. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDTVIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

    __ __ ____ ____ ______________________________________________________________ ' ____ __ __ CONTROLS [CNTR]_________________________________________________________________________

    ___ ___

    L. Trigger -> /___\___ ___/___\ /\___/ \___________/ \___/\ \ (_ _) (( )) /

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    CHARACTERS [CHRC]Here's the essentials on the recruits. Asterisks (*) denote loyalty abilities,which are only usable if the character is loyal. "LI" stands for love interestand where listed, is applicable for the protagonist's gender. [In the listingbelow, the 2nd ability is unlocked by being Lv2 in the one right above it.Example: Miranda's Warp unlocks when Overload's Lv2.]

    _________ MIRANDA Uses: SMGS, Pistols Overload Warp Miranda is a top Cerberus officer and the head of Cerberus Officer the Lazarus Project, in which Shepard's deeply Slam* involved. Everyone loves her for the officer class'________________________ squad buffs. [MaleShep LI]_______ JACOB Uses: Pistols, Shotguns Pull

    Incendiary Ammo When the Alliance turned out to be a bunch of Cerberus Operative goofballs, Jacob joined Cerberus, and his kind

    Barrier* personality wins him lots of friends! [FemShep LI]________________________________ MORDIN Uses: SMGs, Pistols Incinerate Cryo Blast A brilliant scientist who just happens to have a Salarian Scientist shady past, this speed-talker is one of the more Neural Shock* lively personalities on the Normandy.___________________________________

    ARCHANGEL Uses: Assault Rifles, Sniper Rifles Concussive Shot Overload Remember this guy from ME1? Y'soon will if not! He Turian Rebel brings his deadeye marksmanship to the team, and Armor-Piercing Ammo* may even finish his vendetta if there's time...________________________ [Femshep LI]_______ GRUNT Uses: Assault Rifles, Shotguns Concussive Shot Incendiary Ammo Created to be the perfect krogan, Grunt is a force Krogan Berserker to be reckoned with...although he does have a few Fortification* personal problems to sort out.______________________________ JACK Uses: Pistols, Shotguns Shockwave Pull Also known as "Subject Zero," this deadly biotic Subject Zero may prove useful on Shepard's squad, if she can Warp Ammo* get all those chips off her shoulder. [MaleShep LI]________________________________ SAMARA

    Uses: SMGs, Assault Rifles Throw Pull Shepard has a "choice" between two asari biotic

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    Asari Justicar specialists down the line, each with their own Reave* loyalty tech (listed respectively). They should________________________ be fun..._________ MORINTH Uses: SMGs, Assault Rifles Throw

    Pull The alternative to Samara, Morinth's Ardat-Yakshi Ardat-Yakshi powers should prove useful in the road ahead, Dominate* especially the organic-controlling Dominate loyalty________________________ skill. Just don't be fooled by her bedroom eyes...______ TALI Uses: Pistols, Shotguns Combat Drone AI Hacking Tali should be familiar to ME1 fans as the lovable, Quarian Machinist slightly naive quarian with the husky voice! She's Energy Drain* back in action for ME2 and has shotguns now! Yay!________________________ [MaleShep LI]

    _______ THANE Uses: SMGs, Sniper Rifles Throw Warp A drell assassin of the highest caliber, Thane's Drell Assassin surprisingly well-grounded, not some thug. During Shredder Ammo* his travels he's had time to atone for many of his________________________ shortcomings... [FemShep LI]________ LEGION Uses: Assault Rifles, Sniper Rifles AI Hacking Combat Drone Ever wanted a geth on your team? Now y'can. While

    Geth Infiltrator kinda weird in his own way, in many respects he's Geth Shield Boost* got a wisdom beyond his making._______________________________ ZAEED Uses: Assault Rifles, Sniper Rifles Concussive Shot Disruptor Ammo Known throughout the galaxy as a feared bounty Mercenary Veteran hunter, Zaeed ends up allying with Shepard -- the Inferno Grenade* money's great! Just don't get on his bad side or________________________ things could get ugly...________ KASUMI Uses: Pistols, SMGs Shadow Strike Overload Her exploits are many, her fame is few -- she's Master Thief such a great thief that no one knows much about Flashbang Grenade* her. Her Shadow Strike and Flashbang Grenade techs________________________ let her pull off some amazing maneuvers...

    PARA/GADE [PRGD]Paragon & Renegade choices (or para/gade for short) is a conversation systemsetup, letting the player choose how to play Commander Shepard. This impactsmany things.

    Selfless, altruistic, and understanding choices typically garner paragonpoints, which (1) help heal Shepard's scarring (2) can reclaim loyalty on

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    allies who've lost it (3) unlock paragon-specific options, allowing one toget more paragon points faster. Ruthless, hateful, dismissive, and selfishoptions give renegade points, which (1) make Shepard's scarring more prominent(2) may affect certain situations with love interests (3) unlock renegade--specific options, which give more renegade points if chosen.

    The "answer wheel" appears during dialogue and features all the current

    choices the player can pick. The NW and NE options are "paragon" by nature,while the SW and SE options are "renegade" by nature. The left/rightmostoptions show ambivalence and are considered "neutral," giving no points toeither gauge. The leftmost neutral slot is also used for investigationpurposes, which can lead to more para/gade options or codex entries. [NOTE:Certain choices give the points; there isn't a for-sure way to get themwithout foreknowledge. Also, sometimes the conversation is geared toward oneoutcome and, say, the "neutral" slot choice may give P/R points.] Here'san fake example of an answer wheel:

    Please have some pie! -. _________ ,- Want some pie?

    \//\\/ Investigate. --(( ))-- I'm eating pie. /\\_______//\ Touch my pie and die. -' '- My pie! MINE! ____________________________________________________________

    The NW/NE options are typically "paragon" by nature, while the SW/SE are the"renegade" choices. The leftmost is for investigatory purposes, while therightmost is mostly ambivalent (neutral) by default. However, because there'sno way to tell which options give para/gade without foreknowledge, a player'lloften have to retry to get the desired outcome. [Some answer wheels don'tgive six options like above, so, say, the rightmost option could give paragonpoints, etc.]

    FIELD OBJECTS [FLDO]When exploring vast new worlds, there's plenty of things, environmental ornot, to watch out for.

    Enemies -- duh, right? From measly organics to big bad Geth Colossi, thereare tons of enemies to sift through, and their arsenals all differ.

    Ammo Clips -- ME1 may have had unlimited ammo, but that's all gone for thisgame. Defeated enemies may drop ammo clips -- shimmering cylinder-likeobjects -- that partially replenish all normal weapons carried on Shepard'sperson (AI-controlled allies don't take clips). Heavy weapons ammo is notreplenished in this way, however; the player has to find crates labelled as"power cells" to get more. While heavy weapons have some of the worst ammocapacities in the game, don't despair! There are ways to upgrade thosecrappy carrying limits until y'won't even remember they existed.

    Explosive Canisters -- hitting one of these a few times blows up, dealingarea damage to any friend or foe in the area. It's always best to take 'emout beforehand or detonate 'em tactically. [Containment cells, explosivecrates, and such variants follow the same rules.]

    Raw Elements -- sometimes there are cases of mined ore that can be robbed,adding 'x' amount (usually 150-1000ish) of the 4 main elements to the ship

    supply. There's no downside to taking these and they never require hacking,so help yerself.

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    Weapons Lockers -- inspecting one of these refills all current ammo, aswell as letting one change weapons at leisure. Repeatedly switching one'sheavy weapons is a good way to get the "Master at Arms" achievement, bythe way.

    NEW GAME PLUS [NGMP]

    After beating ME2 once, a player can unlock this mode, which allows them toreplay the game with some of their former file's things. To access the mode,choose to start a new game, then "import ME2 character" and use Y-button toswitch careers. NGPs carry over the following things, with bonuses pointedout as such.

    Character's level All armor and weapons (including heavy weapons) Assigned skillpoints (can be redistributed) All EXP gains x1.25 [BONUS] 50,000 of each element [BONUS] 200,000 credits [BONUS]

    Choose a skill during character creation [BONUS]

    NOTE: NGP characters cannot change their class, although those imported ME1still can.

    IMPORTING [MPRT]If a gamer has completed Mass Effect (1) and has a cleared save available,they can import that character into the 2nd game, rather than creating a newShepard. Here's a list of things of ME1 bonuses.

    [If import Shep was under Lv50] 1000 Experience + 2500 Elements each, 20000c [If import Shep was Level 50+ ] 2000 Experience + 5000 Elements each, 30000c

    [If import Shep was Level 60 ] 5000 Experience + 10K Elements each, 50000c Bonus starting para/gade points depending on ME1 Shepard's nature (190 max) 100,000 credits (if ME1 character obtained Rich achievement)

    These bonuses do stack with NG+ bonuses, too. Other ME1-specific events thatbring gravity to ME2 are as follows -- SPOILERS FOLLOW:

    Helping Gianna Parasini on Noveria- Opens the "Gianna Parasini" sidequest on Ilium

    Saving the majority of people in Zhu's Hope- Opens the "Medical Scans" sidequest on Ilium

    Killing Wrex on Virmire- Saving him has Wrex as chieftain on Tuchanka

    Killing Rana Thanoptis on Virmire- Saving her gives her a cameo during "Recruit the Krogan"

    Kaidan Alenko or Ashley Williams dying on Virmire- One meeting on Horizon and a few lines elsewhere about the past

    Whether or not Shepard saved the Council at end of ME1- Changes whether or not the council is human-dominated

    Whoever was picked to be humanity's ambassador in the Council (at ME1 end)- Changes a few lines here and there.

    These events affect ME2, either with a sidequest about them or just a fewlines from random NPCs (like in the case of the rachni queen on Noveria). SomeME1 events, like saving minor NPCs, may earn thank-you emails later on.

    TIPS N' TRICKS [TPST]

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    SAVING. A fundament of any game, saving is very important, and this applieseven if auto-saves are turned on. As you'll soon find, auto-saving takesplace only when going back to the Normandy, to a planet/location, or aftercertain storyline-based events. That leaves a whole lotta space in-between,and if the player isn't diligent about saving, it can get pretty annoyingif things go south. The game keeps track of the # of saves, but it affectsnothing so don't feel intimidated. ME2 gives the option to restart missions

    entirely if something goes awry, but it's still good to have an alternativesave to fall back on.

    COVER YOURSELF. The enemy has no problem ganging up Commander Shepard, andunlike allies, if s/he dies, it's automatic game over. Sidling up to a flat(vertical) surface lets the commander back up to it, which not only providescover and quick-fire opportunities around corners, but gives a safe vantagepoint to see enemies around without being pumped full of plasma. Just makesure your back/flank is cleared first or someone can just walk up to theteam and play firing squad. [Shepard automatically takes cover when s/heencounters an applicable object while sprinting.]

    BOTTLENECKING. No, not slide guitar! Some enemies will swamp the party onmany sides, which is an obvious disadvantage. So what to do? Find a bottle--neck, such as the access corridor the squad went in. By forcing the enemyinto the tight space ("bottleneck"), it gives perfect firing opportunitiesby all allies and robs the enemy of any cover. This is not only a good all--around tactic but can be used as leverage if the allies aren't equippedthat well (which usually comes with being low-leveled). Note that not allenemies are going to bumrush a corridor, so sometimes Shepard will have tocommand allies to stay put and act as bait to draw enemies closer. Sincemany uncharted planets' bases are exactly the same structure-wise, thistactic will save a lot of grief.

    TEAMMATE SKILLS. Since Shepard's cohorts have fixed jobs, this means that

    certain combinations may be good or bad (although all can work technically).Some people -- like Wrex and Garrus -- are good at both weapons and biotics,and this balance reflects in their skills and armor. Others, like Kaidan &Liara, are best as support and aren't that useful in a straight-out fight.Since the player can pick which job Shepard is, it's wise to surround one--self with allies who best compliment that setup. Either way, havingsomeone around with First Aid, Decryption, and Electronics skills will be agood idea, so don't count those support units out yet.

    CHOICES MATTER. Shepard can be played as an altruistic saint, a neutralfence-sitter, or a heartless bastard -- middle ground, however, gives noobenefits. Doing good deeds and showing self-sacrifice will give points tothe Paragon gauge, while treating fellow races like crap, showing disdainfor others' plights, and acting like a loose cannon will give "Renegade"points. There is no wrong way to play the commander, but be warned: somesituations can go awry unless Shepard's able to talk his/her way out of it![In the early going, investing points in the class-based para/gade boosterskill is a good idea.]

    JOURNAL IT: The journal keeps record of all missions and sidequests, evenwhich step they're currently on. Check it frequently for a refresher.

    MISSABLE UPGRADES: Many, many, many places are one-time-only romps, andautomatic scenes can ruin some exploration. Basically, don't put offsearching until the end! And think about saving before opening certain

    doors, approaching large wide-open spaces where bosses may lurk, and soforth.

    _________________________

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    __ __ ____ ____ __________________________________/ III. WALKTHROUGH [WLKT] _ ' ____ __ __ 01) Lazarus Research Station [WK01]_________________________________________________________________________

    --- This walkthrough is written for Normal Difficulty! ---[Paragon/Renegade points shown are at their default value]

    _5_____________ After completing the revivification project, the _ _____ _END real game starts, and Shepard can run around._ ___ Miranda will be talking to our hero(ine) over_ _ ___ the intercom, so use her directives to get yer_____ bearings. First stop: the heavy pistol in the

    ___ ___ nearby weapons locker. In the future, the lockers_ ______ will be spots to change Shepard's current arsenal_4 _ ___ and replenish all normal guns' ammo. Take cover____ ___ at the chosen spot to avoid the door's blast, and

    ___ ___ pick up a thermal clip from the corpse outside. ______

    _____ x In the next room, keep an eye out for shimmering____ cylinders on the floor -- they're ammo pickups.

    3 Vault over the barricade and take out the mech,_ _ aiming for the head, of course. Repeat this in___ _ the adjacent room's squad as well, perhaps using_ ___ Disruptor Ammo (synthetic damage+) if learnt._ ______ _ 2 ____ _ _____ Battlesite 1 x Jacob's Location START 1 M-3 Predator [Pistol] ______ 2 M-100 Grenade Launcher _ 3 Wallsafe (975c)

    _ ____ 4 Datapad (900c) _____ 5 Datapad (975c) _ ___________________________

    Down the hall, Miranda informs Shepard that some mechs are bustin' in, sotake the M-100 Grenade Launcher (huzzah!) and blow up the fools when theycrash through the lower bulkhead. Note that heavy weapons ammo is NOTreplenished by weapons lockers or ammo pickups, rather by specific cratescalled "power cells"...and even then, only a handful of shells are obtained.The ammo can be used with any heavy weapon and has an "exchange rate" withother types -- three grenade launcher shells can mean 'x' amount of fire w/the flamethrower obtained later on, to just name one instance.

    Down the elevator, sprint through the flaming geyser and unlock a few doors.A nearby office has a few datalogs to listen to, plus a wall safe to hack.ME1 had a simple Simon-like minigame for all its hacking, but ME2 switches itup a bit: here, to fix the circuit, Shepard must match the 6-8 nodes...amemory game, basically. [Save beforehand until y'get the hang of it; reloadif it fails.]

    Using the nearby stairway, continue until a Cerberus employee (Jacob) isfound fending off a mech attack all by his lonesome. This is one of the firsttimes where dialogue choices can influence Shepard's Paragon/Renegade points.

    [+2R] I need answers!

    [+2P] Just a few questions...[+2R] I'm tired of taking orders!

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    The fight can be finished off by ordering Jacob to use his Pull biotic power.After, Jacob becomes a "subordinate" which basically means Shepard can givehim orders and start screwing around with his skillpoints. Through the nextdoors, there'll be light resistance as Wilson radios in his position. Down thetwisting hall, eventually they'll find the good doctor in Server Room B.

    [+2P] Let's get you out of here.

    Shepard will have to heal the injured comrade before moving on. Take somemedigel from the first aid station, then use & select Unity from the powerwheel to heal him.

    NOTE: There's a glitch here where Shepard takes the medigel before the taskupdates, so it points to the wall station but Unity is still locked.This is easily rectified, however; it's just worth mentioning if you'retoo hasty.

    Following, hacked mechs storm the room and Wilson's only ability (Overload)is necessary to clear the explosive canisters blocking the way.

    [+2P] That sounds familiar...[+2R] You lied to me.[+2P, +2R] I'll never work for Cerberus![+2R] Fine. Let's go.[+4R] What are you after?

    Through the next door, another datapad can be hacked for credits. This onefeatures the game's other minigame, similar to the memory-oriented one exceptwith segments of code. Many snippits of code appear and Shepard has to pickthe right one three times in a row to hack -- picking the wrong one is astep backward, while hitting the red "X"-ed out portions screw the wholething up. If the time limit ends, the amount of credits able to be obtained

    starts decreasing. There's really no trick to this besides (1) practicingmaking this much easier (2) the codes are colorized and have idiosyncraciesin their shape, so try focusing on that.

    Down the hall, the shuttle bay is reached. There are two specific mech squadsto fight here: one near the entrance and one near the upper walkway, a groupof 4-5. There's a datapad to hack here as well, if y'want. Opposite there,approach the door to have Miranda show up and dispose of the traitor.

    [+2R] I knew he was lying.

    Then it's time to blow this joint.

    SHUTTLE RIDEAfter escaping the base, Miranda and Jacob ask a few questions to make sureShepard's noggin is in tiptop shape. The questions differ depending on theprotagonist's background, as well as events from ME1 if the player's using animported profile.

    [+2P] [Each top-right choice][+2R] [Each bottom-right choice]

    DOCKING STATION

    After escaping, everyone ends up at some unnamed place, although it's listedas the research station (same as before) in the savefile. Either way, thetask is to talk to the Illusive Man downstairs. If the player's obtained DLC

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    armor by now, use the armor wardrobe on the wall to get the "Fashionista"achievement early.

    Downstairs, it's conversation time with Shepard's new employer. As y'can see,making nice and agreeing with Cerberus, Shepard's old nemesis, gives renegadepoints, while remaining skeptical of IM's motives give paragon points. Thisis how it'll be for a long time.

    [+2P] You don't know me.[+2R] I need some answers.[+2P] You're not my friend.[+2R] Skip the pleasantries.[+2R] Not bad.[+2P] I'll need a lot of convincing.[+2P] Maybe I believe you.[+2R] Where do we start?[+2P] Do I have a choice?[+2R] I'll find the evidence.

    Afterwards (optionally), Shepard can talk with Miranda...

    [+2P] Thanks for resurrecting me.[+2P] I'll do my best.[+2R] You sound jealous.[+2P] We don't have to be enemies.[+2R] Is there a problem here?[+2R] What's your problem?

    ...and Jacob.

    [+2P] Those colonists need my help.[+2P] I didn't join Cerberus.

    [+2R] I'll reserve judgement.[+2P] Yes.[+2R] I'm not sure.[+2R] No.Taking the door near where Shepard started finishes this mission, and forthose who imported ME1 saves, it's a good overview for all the bonusesobtained. [Mission reward: 3750c, 1000 EXP]

    __ __ ____ ____ ______________________________________________________________ ' ____ __ __ 02) Freedom's Progress [WK02]_________________________________________________________________________

    Veetor- En route via shuttle...

    ____ 78 ___ [+2P] Someone could still be alive.

    _ _ [+2R] Do whatever it takes.6 BOSS x _ * _ The first thing a player notices when arriving is that_ _ the team has been outfitted with more weapons, although_ _ which ones are applicable to Shepard depends on his/her class. For instance, a jack-of-all-trades Soldier'd have:x __ M-3 Predator [Heavy Pistol]

    5___ M-100 [Grenade Launcher] ___ M-23 Katana [Shotgun]_ M-8 Avenger [Assault Rifle]

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    _ _ M-93 Mantis [Sniper Rifle]_ _ _

    _____ _ Not too shabby, huh?4 ___ x _ ___

    _ -Tali * Power Cells __ _ Battlesite

    3 _ x Medkit Location _ _______ ___ 1 Spare Parts (1000c) 2x _ _ __ ___ ______ 2 Wall Safe (2000c) ____ _ ) _ _ _ 3 Spare Parts (1000c)

    _ ( _ 4 Wall Safe (2000c) _ 5 Spare Parts (1000c) ___1( __/ 6 Wall Safe (3000c)

    )______ _ 7 2000 Iridium _ 8 Heavy Weapon Ammo [Upgrade] START ________________________________

    Don't forget to start tweaking Miranda and Jacob's skillpoints, if y'haven't

    already. This place is mostly deserted, with only two areas having programmedmechs to fight (use Disruptor Ammo and Miranda's Overload for easier wins).There's a few junkpiles with salvagable credit caches, though, so feel freeto plunder this ghost town. Eventually, the Cerberus squad will stumble upona quarian investigation team spearheaded by an old comrade...

    [+2R] Don't point those guns at me.[+2P] I didn't have a choice.[+2R] I did it to help humanity![+2R] You think he's alive?[+2P] We need to team up.[+2R] We'll handle it from here.[+2P] Sounds like a plan.

    [+2R] Forget it.

    Once the teams part ways, downstairs there's a hackable wall safe and a lonemech guarding it. Outside, recon annoying mech drones will be flying around.Don't bother wasting tons of ammo on these morons -- use Jacob and Miranda'sbiotic powers (and Shepard's techs) to avoid careless shots. Overload, likeusual, is especially good against these suckers. This battle repeats down thenext house's stairway. There's a medkit here, although if Shepard's alreadyat full capacity, a minute amount of credits is received instead (in casey'think the legend for the map above is wrong). To breach the loading docks,direct the subordinates to either side of the door by pressing left/right ond-pad at the designated spots.

    Immediately following, the Cerberus squad must fight off a giant YMIR mech,armed with rockets and heavy machine guns. It's also protectedy by shieldsand armor, so biotics like Pull won't work. Take cover behind a white cratestack (don't make the mistake of hoping a "fragile crate" will stop bullets!)and turn on Distruptor Ammo if known. Miranda's Overload is a good skill andshe'll spam it constantly if the "Squad Power Usage" option is set to "yes."Whatever y'do, don't leave cover to fight it mano e mano -- it'll chew fleshyorganics up pretty easily. It only has a barrier and armor, no 3rd healthbar.

    Afterwards, search the two side houses for goodies and inspect the YMIR'sruins for a Heavy Weapon Upgrade, the first of five obtainable. Upgrades are

    not usable until a head scientist is recruited, which will be one of the nexttasks coming up. This is a ONE-TIME-ONLY visit, so scour before continuing!In the final bay, Veetor is holed up like some loony, but none of the answers

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    given matter paragon/renegade-wise. Might as well give Veetor back to Tali,eh?

    ILLUSIVE MAN COMMUNICATIONTime for debriefing once the boss comes a-knockin'. The choices differslightly depending on whether Veetor was taken or released into Tali's

    custody, but none affect paragon/renegade points.

    Mission ends once our fave pilot rejoins Shepard. [Reward: 10000c, 1000 EXP]

    NORMANDY SR-2[+2P] Joker won't like this.[+2R] AIs are dangerous.[+2R] Glad to hear it.

    The Normandy SR-2 is Shepard's new "gift" from Cerberus, and s/he'll be ableto take it around the galaxy just like the previous game. Shepard's private

    cabin is on the top floor; the 2nd floor has the galaxy map and armory; thethird floor has crew quarters and Chakwas; the lowest floor only has a fewengineers right now. If a player's wondering why certain parts of the ship'reinaccessible, don't worry -- each invited character settles into a differentpart of the ship, and those places are where they can be talked to.

    Mass Effect 2 culminates in a "suicide mission," which goes well depending onhow many people are recruited (and subsequent loyalty gained), and badly ifShepard's preparations are done in a slipshod manner -- ignoring invites,lost loyalty, ship upgrades not done, etc. Basically, the majority of thegame is preparation to this one big event. There's plenty to do before thenthough, with the main objectives right now being...

    The Veteran [Zaeed] -- Omega (requires Zaeed's DLC) The Professor [Mordin] -- Omega Archangel -- Omega The Warlord [Dr. Okeer] -- Korlus The Convict -- Prison Ship Purgatory The Master Thief -- Citadel (requires Kasumi's DLC -- see section LY05)

    Omega's the next stop since there's three people to recruit there (or justtwo, if Zaeed's DLC isn't obtained yet). RECRUITMENT CAN BE DONE IN ANY ORDERso don't feel pressured to follow the walkthrough's order (although some ofthe post-crew dialogue may change if y'don't).

    A little paragon/renegadeness before leaving...-------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON-------------------------------------+--------------------------------------[+2R] Bringing you wasn't my choice. Jacob[+2P] Glad to have you aboard. "[+2P] I appreciate your honesty. "[+2R] Do your job. Nothing more. "[+2P] Why are you here? Dr. Chakwas[+2P] Hello. Engineer Donnelly/Engineer Daniels

    Asking the mess sergeant, Dr. Chakwas, and lowest-floor engineers what they

    need gives the "Special Ingredients," "Find Brandy," and "Find F&A Couplings"side missions. There are various points of interest to see as well, and theyoften add codex entries (which go towards the Scholar achievement). After the

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    ship's acquainted with, check Shepard's private terminal -- either in thecabin or by the galaxy map -- to see what's what. The Anderson one arrivesafter a bit; any others are typically DLC-related.

    SAHRABARIK CLUSTERAccess the galaxy map and this is the default area, where Omega is located.

    For intercluster movement (the green ring at the periphery of the map), theNormandy needs to buy fuel. This can only be bought at Fuel Depots, and onenearby fits the bill...although there's no need to leave this system quiteyet. Omega is the next stop, although feel free to scan/probe the unexploredplanets nearby.

    __ __ ____ ____ ______________________________________________________________ ' ____ __ __ 03) Omega [WK03]_________________________________________________________________________

    [Yes, map is simplified a little for ease.]

    5 6 01 Normandy Docking Bay _ _ _ _ 02 Zaeed _ _ 03 Transport (Archangel Mission) __ 7 04 Afterlife Entrance ____ _ 05 Upper Afterlife (Aria T'Loak) __ _ 06 Lower Afterlife

    ____4______89 07 Afterlife VIP Lounge 3 _________ 08 Ken's Salvage (Shop) ____ __________ _10 09 Omega Market (Shop)

    ____ ___ 10 Harrot's Emporium (Shop) 2 1 11 Quarantine Sector Entrance

    _-11 ___________________________________

    Omega is a giant asteroid city, and since it plays host to three of therecruitable characters, there's a crapload of things to do here. Clickingleft analog can bring up the place's map, although one's been provided hereas well. [NOTE: Only certain places have maps to show in this manner; if themap can't be accessed from the main menu, the area doesn't have one.]Here's a list of sidequests available at the station:

    Talking with Kenn of Kenn's Salvage starts the "Struggling Quarian" quest Later, Ish can be found near the loading dock ("Packages for Ish" quest) Aria gives "The Patriarch" quest after Archangel or Mordin's recruited Talk with a barkeep in Lower Afterlife to start the "Batarian Bartender" "Datapad Recovered" is started during Archangel's recruitment

    __ __ ____ ____ ___________________________________________ ' ____ __ __ 04) Omega: Recruit The Veteran [WK04] ______________________________________________________

    After the Batarian "welcome wagon" is done, Zaeed can be found right down thecorridor, manhandling a prisoner.

    [+2P] Welcome aboard.[+2R] Report to the Normandy.

    [+2P] No. He didn't.[+2R] There's always a catch.[+2P] We can do that.

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    [+2R] If there's time.

    Zaeed goes to get settled in on the Normandy, although if y'want him ASAP,simply go to the ship's docking door and "request" his presence. Yes, he'sreally that easy to get! Additionally, the mission he mentioned earlier isactually his loyalty one, and can be done right now if y'wish. [Finishing itunlocks his Inferno Grenade ability...pretty awesome.]

    NOTE: Being a DLC character, Zaeed does not have interactive conversationslike the rest of the team, and instead just rambles on about pastmissions for fun. Basically, there's no paragon/renegade chances whenseeing him on the Normandy.

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 05) Omega: Recruit The Professor [WK05] ________________________________________________________________________

    _ _________2 The professor's presence is needed to open the ship's tech

    _ _ lab (and get upgrades), so he's a key character to recruit _ -- the earlier the better. The mission starts when Shepard

    3 visits the turian guard blocking the quarantine sector's entrance, #11 on the Omega map. He'll let everyone in w/o __4 much of a fuss, but unless the paragon/renegade decisions

    _ _ _ are made, the guards inside will be hostile.1 _ START 5x __ NOTE: Once inside, leaving is impossible until all _______ events are finished! x _ _ 8 __ 7 _

    _ _ Clinic $ Mordin's Location __/__ * Power Cells

    _ __ _10 11 Battlesite _____-> 9x _ Daniel x Medkit

    _ _\_ 01 250 Element Zero _ 12 x 02 Terminal (5000c)

    x 13 $ ___ _ 03 Datapad (2000c) _ (x* 14 __ _ 04 Wall Safe (4000c) \_ 15 16_ 05 Salvaged Parts (1000c) _ ___ ___ 06 Wall Safe (4000c) x ___ 07 Assault Rifle Damage [Upgrade] _______ _ 08 250 Element Zero

    _______ _ 09 2000 Palladium _ _ _ _ __ 10 Medigel Capacity [Upgrade] ____ _______ 11 2000 Platinum

    _ 12 500 Element Zero 17x_ 13 2000 Iridium _ 14 M-6 Carnifex [Heavy Pistol] _ 15 Gambling Terminal (3000c)

    ___ ___ 16 Bank Terminal (5000c) _ _ 17 Spare Parts (1000c) _ _ ____________________________________ _ x END x Part 1: Reaching the Clinic

    The trek to Mordin's hospital starts at the quarantine sector's entrance,so loot the nearby element zero box and move past the turian barricade. One

    guard warns of vorcha and Blue Suns troopers beyond, so expect a fight! [UseIncendiary Ammo if available.] After dispatching a dumb duo, Shepard can talkwith a nearby Batarian victim.

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    [+2R] Leave him.[+5P] [Heal Batarian when prompted.][+2P] I'm here to help.[+2R] I need information.

    Saving him earns some paragon points, while leaving him to rot has no real

    value (unless you want to steal his measly 2000c that badly). If saved, heeventually sends a thank-you email...big whoop, right? There's a hackabledoor nearby that lead to a slum corpse's wall safe, and further down thehall, a battle with some Blue Suns hiding behind a barricade. They can betaken out pretty easily from afar with the sniper rifle, although it's wiseto use the 2F mezzanine nearby for better line of sight. When there dead, aresidence nearby can be entered (hacked) and looted a bit. Talk to therefugees if y'like.

    [+5P] I'll help you get there.[+5R] Hiding here won't save you.

    Past the Blue Suns' barricade, snag the assault rifle damage upgrade andcontinue down the corridor to the next battlesite. Like before, the optionof high ground is given for sniping, but the lower fountain area has plentyof cover, too. Watch out for one of the flamethrower-carrying vorcha -- he'squite lethal up-close! Afterwards, search the anterooms branching off thisarea to find some scummy looters in an apartment. Shepard can ignore themor play "catch the bullet" with their faces.[+2P] I don't like looters.[+5P] No...but someone will.[+2R] Yes.[+5R] If I have to.

    Back at the last battlesite, the opposite side leads towards the downstairsclinic. Loot the place, especially the medigel upgrade in a terminal, andfind Mordin in one of the rooms.

    [+5R] [Interrupt and yell at Mordin][+5P] [Calm Mordin down with smooth talk][+2P] I'll take care of it.[+2R] Why can't anything be simple?

    Talking with Mordin earns the Carnifex Hand Cannon pistol, upgrading thenormal one. The Carnifex has fewer ammo but packs a wilder punch; just besure to aim well! [If y'don't want it, use the clinic's weapons locker tochange back.] The optional task of finding Mordin's apprentice Daniel is alsoreceived 'round this time. Exit the clinic from the previously locked doorin the reception area.

    PART 2: Save the Environment......al PlantDown the hall, a wild firefight begins in the Blue Suns' purlieu, a largeinterior plaza sectioned off by debris, with a few waves of reinforcementscoming after most die. The structure allows plenty of flanking opportunities,so don't get pinned down in the center or anything. Upstairs, the nearestdoor leads to where Daniel's been captured.

    [+5P] Nobody needs to die.

    [+5R] Kill him, and you're next.[+2P] Everyone stay calm.[+5R] [Signal henchmen.]

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    Paragon/Renegade options can defuse the situation, although the other optionstypically get Daniel killed. [Zaeed makes a funny comment if y'examine hiscorpse, though, so maybe it's worth it?] The room opposite this one is thenext place to visit, leading past a small vorcha squad near a stairway. Thisleads to a large walkway area with vorcha on far-off (inaccessible) balconies,trying to "snipe" with rocket launchers. Take shelter on 2F and snipe those

    suckers quickly to avoid needless damage and/or casualties. A couple morewaves appear at ground level near ventilation control's entrance, so they'reeasier to take out from there.

    Past a small skirmish, everyone reaches the final destination: the ventilationfan room. An annoying vorcha initiates conversation when entered.

    [+2P] Why are you doing this?[+2R] You're dead.

    This chamber's fights basically go like this: defeat a vorcha wave, approacha local destination, fight a wave on the way back. After the 1st pack is

    dead, turn on the fans on the center corridor -- this leaves two more machinesto start up, on either side of this area, before the mission is finallycomplete and the cure's distributed. The remaining two fans can be done inany order, but Blood Pack members are both below and on the upper inaccessiblebalconies with their heavy-weapons rockets, so neutralizing them is similarto the previous large area's strategy. When both are turned on, everyone'sautomatically brought back to Mordin's lab.

    [+2P] I'm sorry. He's dead. -.- Daniel perished[+2R] He got himself killed. -'[+2P] I saved your life! -.- Daniel saved/Batarians killed[+2R] You ungrateful little ass! -'[+2P] Will you join me?

    [+2R] Don't forget our deal.[+5P, +5R] [Successfully recruit Mordin?]

    Mission reward: 25000c, 1000 EXP.

    NORMANDY SR-2[+2P] Cerberus hasn't changed.[+2R] Cerberus does good work.[+2R] You think this is fascinating?[+2P] Yes.[+2R] Stay focused, Professor.

    After that, the doc settles in. Shepard can start purchasing upgrades oncean upgrade is found (during gameplay) and by having appropriate amounts ofelements, found by mining unexplored planets and occasionally in field boxes."Investigating" new party members can lead them to suggest new upgrades; inthis case, Mordin suggests an omnitool (for him) to boost tech damage +20%.

    There's also some new para/gade options to do with crewmembers, although thehorribly small, white font obscures what some of 'em say [any reader who haseagle eyes should send me an email about what's written].

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON

    -------------------------------------+--------------------------------------[+2P] Don't be so formal, Jacob Jacob[+2R] I need a reason? "

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    [+2P] We're all in top shape. " (female-only) -.- May be same answer;[+2P] You're still in top shape. " (male-only) -' I translated it[+2P] None needed. " wrong due to small[+2R] Something you'd like to see? " (female-only) font...perhaps?[+2P] I like that you took a stand. "[+2R] They lost a good man. "[+2P] Thanks for thinking of me. " (female-only)

    [+2R] You think I'm perfect? " (female-only)[+2P] I make you nervous? " (female-only)[+2R] For now (?) " (female-only)[+2P] We don't need them. " (male-only)[+2R] Can't tell people everything. " (male-only)[+2P] I'm not Cerberus Miranda[+2R] This is my operation. "

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 06) Omega: Recruit Archangel [WK06] ________________________________________________________________________

    Archangel is known to be hiding out somewhere in Omega, but his exact area isnot known to the general public. To unearth his location, it's time to visitthe woman who rules Omega, Aria T'Loak, who stays in the Afterlife bar'supper area. Approach her to start a few scenes:

    [+2R] Like hell.[+2P] Simple enough.[+2R] I have similar rules.

    Interrogate her about Archangel to learn the station's gangs are teaming upto kill him, and the local merc recruiter nearby (like, literally down thestairs) can sign Shepard up for the task.

    [+5R] [Brandish gun (FemShep-only)]

    As Shepard's leaving, some greenhorn packing a pistol walks in to the spot.

    [+2P] How old are you?[+2R] Yes.[+5P] [Fix greenhorn's gun]

    Helping the wannabe merc doesn't matter really -- forcing him to think twiceabout his decision saves his life, and later he sends a thank-you email...notthat great. There's a space taxi near Omega's entrance (#3 on map) where onecan start the mission to find Archangel. Like usual, once started, there's nogoing back until it's over.

    _ _____ _ _ __ x x * Power Cells

    ________ _ Battlesite 6 x 9 x x Medkit x 01 500 Element Zero 87x 02 Datapad (4000c)

    _ _ 03 Account (6000c) 2 _ 04 Submachine Gun Damage [Upgrade]

    1_ _ 05 Account (5000c) _ _ 06 Tech Damage [Upgrade] _ _ _ 07 M-15a Vindicator [Assault Rifle]

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    _ _ 3 ___ 08 Footlocker (2000c) 09 Wall Safe (4000c) *45 ______________________________________START ___ After the taxi ride, Shepard ends up in the gang's staging

    area -- although since s/he's hired, they don't attack onsight or anything. A ways down the hall, a lounge with a few Eclipse members

    can be found. They're not important, though -- it's a message on the tablethat is. [Reading it opens the tiny "Omega: Archangel: Datapad Recovered"sidequest.]

    In the next hall, a side door leads to a disabled YMIR mech, which is to beused in the assault against Archangel. Shepard has the option of hacking itto attack the gangs when they restore function -- this saves a lot of wastedtime and ammo later. Without doing it, it's just another mech to scrap...dothe right thing an' sabotage that thing. The Blood Pack's lounge is down thehall but there's not much to get there, 'sides a codex entry on the crew.

    In the adjacent area, besides a hackable datapad, a bypassable door leads to

    the Blood Pack weapon cache. There's a submachine gun damage upgrade, as wellas a few power cells and another datapad. Next stop: talking to Cathka'snearby, who's trying to repair the gunship for the upcoming strike.

    [+5R] [Stab Cathka in the back]

    Killing Cathka seems to make the gunship easier to destroy later on, so it'salways wise to put a halt on his repairs. The storming sequence automaticallystarts afterwards, with the mercs advancing across the bridge while avoidingArchangel's deadeye sniping. There's a gauge tracking his vitals, and it'lldeplete as the mercs start picking away -- thus, the mission is to assassinatethe rest of the hired help and join up with our sniper. This is quite easyfor the most part as they're completely blindsided by the "betrayal." Take

    the tech damage upgrade on the lower floors before going up.

    As it turns out, Archangel is our old friend Garrus from Mass Effect 1 (Ionly "spoil" this now since he'll be referred to as such for the walkthrough'sduration).

    [+2P] It's good to see you.[+2R] Is that you, Garrus?[+2P] They won't get through.[+2R] Let's kick ass.[+5R] [Snipe a scout when looking through Garrus' rifle]

    Garrus' vantage point is the perfect sniping spot, and that's where he'llstay (AI-controlled), although Shepard can stay there with him and help popa few mech scout heads. Alternatively, the downstairs floors are a wealth ofcover and ammo pickups, and the balcony overlooking the 2F stairway has goodposition, so those are other spots to think about using. It's advised to takethe Vindicator battle rifle on Garrus' couch since it's the best one in thegame -- it shoots in 5-round bursts so it's ridiculously accurate, but iteats through ammo quickly so aim well. [Taking it now supersedes the currentassault rifle.] Anyway, overview of the situation:

    WAVE 1: Footsoldiers approaching from the bridge, mixed mech/merc variety.Most use assault rifles but a few shoot rockets.

    WAVE 2: Jaroth's YMIR merc is brought out onto the bridge, and has a couplemech/merch cohorts accompanying its approach. If Shepard hacked the mechbefore, it'll go haywire and start shooting the cohorts nearby. It still has

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    to be destroyed but this way's much easier. [Use Overload and Disruptor Ammoif needed. This one has 3 healthbars instead of two, since Jaroth is pilotingit directly.] Regroup with Archangel afterwards, perhaps saving beforehand.

    [+5P] I'm not leaving you alone.[+5R] You need help.

    Shepard has the option of leaving an ally behind to help protect Garrus,which drastically increases his survivability. On the flipside, it leavesonly two people to go take care of the remaining waves downstairs, and thatcan pump up the hurt a bit (especially on higher difficulties). ObviouslyArchangel ain't recruited if he bites the big one, and his healthbar doesn'treplenish in the downtime, so make a calculated decision here. [If you'rejust interested in the paragon/renegade points, choose the option and thenrenege.]

    WAVE 3: To reach the downstairs portion, find the door underneath the ground--floor stairway and take that route. There's a weapons locker and medicalstation here, so feel free to backtrack to it in case ammo gets low. There

    are three shutters to close here -- the first is easily accessible, and willstop any foes from flooding in that direction. The remaining two, on eitherside of that door, are past enemy-infested routes. Most foes are light-armoredvorcha so headshots work well, 'specially with the new Vindicator. Justremember the waves are infinite, so work quickly, efficiently, and use plentyof cover. [NOTE: The enemy will disengage the shutter lock if they get achance, so y'gotta keep fighting to the bitter end!]

    WAVE 4: Shepard automatically returns to Archangel's base after closing allshutters. Garm and his Blood Pack vorcha will have cut through a door toinfiltrate the place, and are hellbent on killing Garrus on the upstairsbalcony. Take care of the cohorts ASAP and get upstairs to help the sniper,since he won't be able to take much of Garm's relentless Krogan assault.

    [Biotics like Pull are great for making him an easy target.] Heal up, save,and talk with Garrus afterwards to start the final wave.

    WAVE 5: This is less a wave than it is a full-out assault! Tarak will haveseized control of the gunship and deposits a few foot soldiers in the 2Fbalcony region, so protect Garrus (if he's hurting) and quickly take outeveryone, especially the leader Jertha (or something, the font's too smallto read!) who has a triple-layer healthbar. Next, some normal troops are letinto the downstairs part via the window, so use the stairway bottleneck asthe focus point.

    WAVE 6: The final section is defeating the gunship that got Garrus, who won'tbe participating in this fight (on the flipside, there's no healthbar to payattention to). If Shepard killed Cathka during the preamble part of thismission, then the gunship should start at low health, perhaps not even a fullbar. It's main methods of attack are (1) depositing troopers at window accesspoints (2) using its mean machine-gun attacks (3) firing streams of incendiaryrockets. It's able to flank one so switch cover when appropriate, and usesynthetic-related skills (Overload, Disruptor/Warp Ammo) to neutralize itquicker.

    Mission reward: 20000c, 1000 EXP

    NORMANDY SR-2

    [+2P] No worse than usual, buddy.[+2P] You've got my back.[+2R] Cerberus is right this time.

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    Garrus will have situated himself on the crew floor, in the defenses sectionpast the mess sergeant's place. When pressed for upgrade suggestions, he'llunlock the Thanix Cannon armament for the Normandy, which can help itssurvival later on (get it eventually, yeah?). Inspecting the icon near himalso adds codex entries for Disruptor Torpedoes & the Javelin.

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON-------------------------------------+--------------------------------------[+2P] What did you do? Mordin[+2R] I suspected as much. "[+2P] This is good news. "[+2R] This is a major threat. "[+2P] What you did was wrong. "[+2P] Thank you for telling me. "[+2R] You did the right thing. "[+2P] We're not with them. Garrus[+2R] Glad you're happy here. "

    [AUTHOR'S NOTE TO SELF: Miranda has no new dialogue (doesn't want to talk);FemShep trying to flirt with Jacob leads to no new para/gade options; Kellyhas a fruitless p/r dialogue about cuddling Garrus]

    The remaining two recruits (Warlord, The Convict) are located in differentstar systems, so using the cluster's mass relay is necessary to visit them.So far the team doesn't have a stellar biotic character, so getting ourimprisoned friend is a good idea.

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 07) Purgatory: Recruit the Convict [WK07]

    ________________________________________________________________________

    The Prison Ship Purgatory is the next stop, and located by a simple clusterjump. As usual, this is a one-time-only dungeon so come prepared.

    * Power Cells 04 Shotgun Damage [Upgrade] Battlesite 05 Corpse (4500c) x Medkit 06 Corpse (4500c) 01 500 Element Zero 07 Corpse (1500c) 02 Damage Protection [Upgrade] 08 Wall Safe (3000c) 03 Corpse (1500c) __________________________________________________________________ ___________ ___

    _,' ____________ _____ _____ ,' _ ___ _ _ _ _ __/ _ 54 x 2 _ _ 7

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    a beating of some ruffian. Shepard can use some wiles to stop the relentlesskicking, or tip his hat. [Para/gade choices required in part here.]

    [+2P] Is this necessary?[+2R] That's justice.[+5P] This is beneath you.[+5R] I told you to stop.

    [+2R] You're doing the right thing.

    The other prisoners ain't important. Outprocessing is straight on throughthe next door, but of course, nothing goes as planned -- the warden withdrawshis hospitality and wants Shepard for his little collection.

    [+2P] Let's negotiate.[+2R] Hell, no.[+2R] What about serving the galaxy?

    Time to bust out of this refrigerator! A few local troops storm the room inan attempt to subdue Shepard's squad, but the numerous desk arrays make it

    quite good in a standoff, cover-wise. And, of course, the Blue Suns enemiesare organic in nature, meaning techs like Incendiary Ammo will murder in thisdungeon. Play janitor with the next corridor's gangbangers and kill a techiecontrolling the cryogenic freezer; screwing with that will unlock Jack fromstasis. Try to help her (!) fight the YMIR mechs and find she's alreadyclobbered them single-handedly...g'dang. Check one of the junkers to get aDamage Protection upgrade, then hit the road.

    The next hallway has a blown-up door, leading into a large isolation chamberthat's...uh, caught fire. A lot. Part of the walkway is trashed, and there'sa lot of detritus around as well -- use it all as cover when fighting offa few escapees and the YMIR mech down the way (Overload, Disruptor Ammo,etc). May not even have to waste any heavy weapons ammo. Loot the room for

    upgrades and credits, then do the same for the next corridor. It's mostlythe same deal, just with more mercs and the YMIR has three health bars. [Usecover under the walkways to fight the mech.]

    Through the next hallway, the party arrives at the final cellblock, wherethe evil warden has activated a barrier and is poised to let his flunkiesput new holes in Shepard's hide. The barrier's strength is marked with agauge, and decreases when its generators -- the devices the blue, wavy beamsstem from -- are deactivated (being shot, obviously). When all three aredestroyed, it's time to put the warden on ice, too. He's got three healthbars but that shouldn't be too important. [Cohorts still enter the room viaan inaccessible doorway, for reference, so ammo doesn't run out.] Warden'sgot a mean assault rifle, and not a burstfire type, so at long ranges it'sless accurate...sniping him's a good idea.

    Once Kuril's cooked, it's time to meet Jack, although her "coercion" dialoguedoesn't affect anything. Even if Shepard bluffs about letting her see thefiles, they'll still be anyway.

    MISSION REWARD: 15000c, 1000 EXP

    NORMANDY SR-2[+2P] Give her the files now.[+2R] You can wait for your files.

    Jack settles into the bottom of the ship, underneath the engineers' area, andwhen asked, can contributed a "Subject Zero Biotic Boost" implant that raises

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    not krogan, who are attacking. [This may increase resistance later on.] Thepara/gade options aren't necessary here -- shooting the guy is always anoption.

    Blue Suns troopers constitute a few skirmishes down the path, often mountingtheir attacks from upper (inaccessible) walkways, so don't get blindsided.The 2nd fight has a few rocket-firing heavies, so take cover immediately.

    After the 3rd fight, Shepard can talk with a "friendly" tank-grown Kroganto open the way forward, but no para/gade options to speak of here. Thisdirty route leads to an open area of criss-crossing walkways, where quite afew Krogan "rejects" put up a fight. Berserkers carry rockets and fire 'em ona dime, so find cover and don't leave unless they flank. After, don't forgetto search the area for ammo! Hack the stairway door to complete this lowersection.

    The middle section of the area is inhabited by the same mix of mercs, and isnot that different from the first. Be sure to snag the sniper rifle damageupgrade (start), one of the few available on this level. The rest of thehackable objects just give credits. Upon completing the middle portion, which

    leads into a small medical bay. A normal playthrough has nothing extra here,but if one's playing an ME1 import, Rana Thanoptis (the girl from Virmire infirst game) will be here.

    [+2P] Why are you here?[+2R] Everyone there should be dead.[+2P] Try harder to avoid trouble.[+2R] Stay out of my way.

    Through the next door, the party finds Warlord Okeer hard at work. There's aKrogan Vitality upgrade from a hackable terminal, and unlike others, only twocan be found, so missing one would suck pretty badly. Don't leave without it!

    [+2P] Okeer, I presume?[+2R] Names first.[+2R] Change your tone.[+2P] A tough decision.[+2R] I did what I had to do.[+2P] Will you join us?[+2R] Is your soldier ready?[+2R] I'm handing you to Cerberus.[+2P] Why so concerned?[+2R] Looks like I hold power now.

    Okeer stays behind while he tasks everyone with killing Jedore, the lab'slocal Blue Suns representative. She's located at the landing below Okeer'soverwatch position, accessible by a side stair. The final battle of thisdungeon involves fighting "crazy" Krogan rejects released from their tubes;a YMIR mech that activates when shot or after a bit; and Jedore, who has 3healthbars and fires rockets throughout the battle. Incendiary Ammo is goodfor the organic targets, while Overload/Disruptor Ammo/Warp are good for thesynthetics. The best place to fight everything off is the row of tubes nearthe entrance, which puts good distance between Jedore and the YMIR, whilegiving decent firing opportunities. [Flanking the boss can work too.] Notethat on higher difficulties, it may be best to headshot Jedore from afar withthe sniper rifle, since her demise means no more krogans are released.

    Afterwards, return to find Okeer gone and his "pure warrior" in its test tube.

    No matter the team's hesistancy, the Krogan package is taken onboard theNormandy. [No para/gade options.]

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    Mission Reward: 20000c, 1000 EXP

    NORMANDY SR-2[+2P] Relax, it's sealed.[+2R] Keep it to yourselves.[+2P] So we'll be careful.

    [+2R] He gets out, we vent the hold.

    Shepard now has the ability to let the Krogan (named "Grunt") out of itstube, despite the crew's fears. Taking a self-defensive/understanding stancetypically gives paragon points here; exerting control by force gives renegade.

    [+2P] He's too valuable to leave.[+2R] Do as I say, EDI

    [+2P] You'll get more than that.[+5P] Join my crew. We'll find it.[+5R] My command is your reason.

    [+2P] Stand down or else.[+5R] [Shoot Grunt when prompted.][+2P] You leave me no choice.[+2R] I was being generous.

    When asked about upgrades, the Claymore Heavy Shotgun (Grunt-only) becomesavailable. This sucker is a great close-range weapon, although if a player'salready downloaded the Eviscerator (DLC), it's not likely to replace it.

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON-------------------------------------+--------------------------------------[+2R] I wouldn't joke about that. Jack

    [+2P] You don't trust anyone? "[+2R] You're bitter as hell. "[+2P] You regret none of it? "

    [AUTHOR'S NOTE TO SELF: Grunt, Garrus, Miranda, Jacob, and Mordin are all toobusy to talk, if their previous (where applicable) conversations were viewed.]

    If a reader's following this walkthrough, all recruitment dossiers should'vebeen completed. Visit the galaxy map control deck and Kelly mentions IllusiveMan wishes to speak with Shepard in the briefing room (between armory andtech lab, to wit). VISITING ILLUSIVE MAN STARTS NEXT MISSION AUTOMATICALLY,so if y'have other affairs to take care of, like Zaeed's loyalty mission,they can be done first.

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 09) Horizon [WK09] ________________________________________________________________________

    _________

    _ _ __ ____ [] [] 4 ____x [ ] ______ __ [] [] _ _ _ \_________ _ _ __ _ ____3 _

    2 ___ _____ _ x _ _ _____ 9 _ __ _

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    10 _ 6 5 * _ ) )__ 7 _ _ (1

    _ ________ ) _____ x *

    [] _ _ (

    8___ _ __ \ _ _ * '. \

    _______ _) )START__/

    * Power Cells 05 Collector Particle Beam Battlesite 06 Computer (3000c) x Medkit 07 Computer (3000c) 01 Datapad (5000c) 08 2000 Palladium 02 Datapad (4200c) 09 Biotic Damage [Upgrade] 03 Heavy Skin Weave [Upgrade] 10 Computer (3000c)

    04 Safe (4800c) ________________________________________________________________

    Once the crew disembarks, the first battle takes place at an outdoor loadingarea. The Collectors are armed a little better than typical gangbangers, anda few may even have particle beams (heavy weapons classification), so takecover and prioritize those types first. These baddies are organic -- stuff'em full of Incendiary Ammo (etc.) and they'll fold like origami swans.

    After reaching the settlement proper, some collectors fly (!) in and bringone of ME1's mainstay enemies: husks! These humans have been modified bygeth/reaper technology and have become synthetics, able to release a bioticblast (stemming from self) at close ranges. They're not that hard to kill but

    often appear in groups, mere cannon fodder for the more equipped foes. Lootthe area, especially the heavy skin weave upgrade, and observe a dead huskdown the road.

    [+2P] Let's go save the colonists.[+2R] We're wasting time here.

    The previous area is now blocked off, and the only way forward is throughwhat used to be the colony's main residential area. The houses have largeporches and walk-ups, making good cover from the collectors scouring theplace. This neighborhood doesn't have much of interest, but the next onehas plenty to loot, including a Particle Beam heavy weapon laying against acoffin-like object. [One of the multistory houses has some hackable credits,too.] This 2nd neighborhood's battle is where Harbinger, the Collectors'general, is introduced. He will "hack" normal collectors and "assume directcontrol," being able to fight on the battlefield through them. He's tougherthan normal grunts, but one can cut down on how many times he appears bykilling the cohorts first. Lesson: Harbinger can't reappear if his squad'stoast. A garage nearby has to be hacked to continue; a mechanic's met there.

    [+2R] Calm down![+2P] Who are you?[+2P] Wait here.[+2R] You're a coward!

    The mechanic mentions defense towers situated at the spaceport, so there'sthe next destination -- loot the garage before going, of course, 'cause theteam won't be able to come back in. [NOTE: Don't be so hasty in switching out

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    the collector particle beam; it's great against the scions coming up.]

    In the next plaza, more collectors! As said, the particle beam is particularlygood against the husk scions, giant organic beings with a lot more armoringthan usual. Incinerate and Incendiary Ammo can all help, just as sniperrifles can. Either way, take cover when they're around because they like touse Shockwave. [One tactic is to move in close range to lure them into using

    shockwave, rather than their gun-like move, then moving out of range to avoidthe shot. By continuously baiting them like this, they may be more managable.]Either way, when everyone's roasted, search the surrounding residences forgoodies, including a collector corpse carrying a biotic upgrade, and bypassthe far door's security to reach the spaceport.

    This is the final area of this map, filled with boxes and other collector--brought junk. To kickstart the events, dual scions with accompanying husks!Take out the minions first, since they tend to swamp Shepard when s/he'sfocusing on the stronger baddies (and be prepared to use Unity, since someonealways seems to die 'round here). The best place to fight off scions is theperipheral walkways, which gives good cover and plays off the foes' slowness.

    NOTE: When opening the door into the final area, it's possible to kill thescions (who are obscured behind the central platform) from afar withoutrepercussion. Sniping is the best way to take them out, with damage--boosting abilities (like Adrenaline Rush) and Incendiary Ammo turnedon. No weakpoints are visible, but on the flipside, it's possible toloot the previous residential area for ammo, if needed. [Killing thescions before the husks are summoned means they _won't_ be summoned!]

    When able, hack the central computer to reestablish contact with the Normandy.This starts the remaining waves, fighting off collector drones, a few husks,and Harbinger until the towers are back online. [There are 3 waves of normalguys. Be sure to collect ammo refills in the downtime, especially if you're

    using the Vindicator; starting the next part with low ammo kinda sucks...]

    The FINAL FINAL fight on this level is against a collector Praetorian, ahovering scarab-looking organic that fires a particle beam as its primaryweapon, while alternating between an area shockwave attack (when it quitslevitating). Use all the normal organic-oriented tricks to increase damage,and most importantly, stay away! Keep distance at all times, use unbreakablecover, and probably more frequently, since it's quite good at flanking. It'sonly got two layers of health (barrier/armor) but the barrier regenerates, sothis battle probably takes longer than 99% of the game's finest. Using theParticle Beam can halve the time it takes to do this, though.

    Afterwards, Shepard is reunited with Kaiden Alenko or Ashley Williams fromthe first game, depending on their gender (or import data, which overridesthe defaults). There's no para/gade decisions to make here; or, if there are,they're not shown in the updates aboard the Normandy.

    Mission reward: 30000c, 1000 EXP

    ILLUSIVE MAN COMMUNICATION[+2P] I didn't save everyone.[+2R] I enjoyed the fight.[+2P] No more colonies get hit.[+2R] Let's go on the offensive.

    [+5P] My team is strong.[+2R] Don't worry so much.

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    NORMANDY SR-2[+2P] We can do this.[+2R] Don't lose your nerve now.

    Illusive Man has given Shepard three more dossiers, so it's back to characterrecruitment! However, the crew suspects they may not make it out of the

    upcoming suicide mission, so they're trying to tie up loose ends -- Jacob andMiranda's loyalty sidequests should unlock when talked to.

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON-------------------------------------+--------------------------------------[+2P] Something on your mind? Jacob (loyalty dialogue)[+2R] I decide what's personal. "[+2R] Get to the point. "[+2P] You don't want to find him? "[+2R] No. Yeoman Chambers[+2P] Thank you. "

    [+2R] No, it's easy. "[+2P] Of course. Miranda (loyalty dialogue)[+2P] I'm curious. Jack[+2R] Answer my questions. "[+2P] What if I really care? "[+2R] You don't make this easy. " (female-only)[+2P] You fascinate me. " (female-only)[+2P] No, I want to get to know you. " (male-only)[+2R] Sounds good to me. " (male-only)[+2P] You have no reaction? Grunt[+2P] And yet you became strong. "[+2R] Ignore it. I need a warrior. "

    NOTE: If MaleShep is paying particular attention to Jack, she may ask if he'slooking for casual sex. Choosing to do the deed screws up the romance in thelong run (she ends up hating him for using her), while courteously declininghelps in the long run. Neither option screws up her loyalty, but if a playerwants the Paramour achievement, put the sex off 'til later.

    With more dossiers on-hand, Shepard can put his/her nose to the grindstoneand get back to team-building. Two characters (The Justicar, The Assassin)are recruited on Ilium in the Crescent Nebula, while Tali can be invited fromher spot in the Far Rim. Let's get her's out of the way first before doing abig section, huh? It's also good because the Tempest SMG is obtained, anupgrade for those crappy machine pistols. [This mission's on Disc 2.]

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 10) Far Rim: Recruit Tali [WK10] ________________________________________________________________________

    NOTE: If you want the Geth Pulse Rifle -- which is found in Tali's room at

    the mission's end -- make sure the difficulty is Hardcore or betterbefore leaving for the mission! When the mission's done, just changethe difficulty back to normal and all's well.

    ___Tali-17 ___ ___ * Power Cells

    * ____ * Battlesite _ 16 x Medkit 13 14x ! Demolition Charge Location

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    ___15 _ 01 Corpse (3000g) Kal'Reegar-x ________ 02 Heavy Pistol Damage [Upgrade]

    _ 12 __ 03 400 Iridium _ 04 Corpse (6000g) _ _ 05 Tempest SMG [Weapon] ( __ 06 400 Iridium

    ______ \_ ___ 07 400 Iridium

    *x! _____ 08 Assault Rifle Damage [Upgrade] 7 _ 09 Wall Safe (3000c) ___________ x 10 Corpse (6000c) _ _______ x 11 Wall Safe (6000c) x__ _ ^^_ 11 12 Wall Safe (6000c) __ _ ,' 89 13 200 Iridium x ! 6 _, 10 14 200 Iridium ________ 15 200 Iridium

    _ _ 16 200 Iridium _ _ 17 Corpse (9000c) _45 ____________________________________

    ___ _

    _ _ Haelstrom's atmosphere is slowly decaying, making__ ___ sunlight an environmental hazard -- touching any part of _ its rays degenerates a character's shielding. [Note that 3 _ _ health itself is not affected.] Basically, the players__ _2

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    she's not exactly in this bunker...but the one further down the way. Dry yertears with the ancient loot, such as an assault rifle damage upgrade, beforeradioing Tali.

    [+2P] No one else is left.[+2P] I came to help.[+2R] I'm recruiting you.

    Tali opens the route to the observatory, similarly sized to previous rangesand filled with normal geth accompanied by attack drones (weak but annoyingto kill) and two Geth Prime. The route forward is spangled with sunlight, soit's mostly leapfrogging from cover to cover, pulling back if the enemyencroaches too fast. There doesn't seem to be a huge abundance of ammo here,so for those eating through assault rifle munitions, try taking drones withpistols (etc.) instead. [Geth Prime won't attack if Shepard's too far away,setting up good snipe opportunities.] Past there, lifting the securitylockdown tips off the geth outside Tali's observatory. The lower path leadsto Kal'Reegar.

    [+02P] Is she safe?[+02P] No. Stay down.[+15R] Sounds like a plan.[+15P] [Talk Reegar down from his stubborn position.]

    Picking the paragon prompt seems to keep Kal'Reegar alive 100% of the time,or at least with ample time to pick off the opposition. Taking the renegaderoute can make him die, although working fast will prevent that. The maingoal here is to take down the Geth Colossus, which has a repair protocol thatcan regenerate health. Basically, Shepard must take it down before then (whenit compacts itself). To do this, it's suggested to avoid the middle area anduse the fringe sniper route, which flanks the geth platoon and leads to adrop-down point to pick away at the ol' Colossus. [The sniper route is

    radiation-blasted, so stay back and let the geth come to you first.] When theshields drop, it's recommended to use a heavy weapon to take it down -- somepower cells are nearby for this very reason. The Particle Beam works quitewell due to its accuracy and constant rate of fire.

    NOTE: The central route can also be taken to the colossus, and it has morecover and shade, but the brunt of all foes. Going in Rambo style canwork, as there's power cells on either side of the colossus, but thisway can be less safe, still. [NOTE: Squadmembers may come this wayif they're not directed to the sniper walkway at the beginning, so ify'wanna avoid sloppy execution, don't forget that.]

    Loot the battlesite for its iridium and power cells, then locate Tali in theobservatory. [No para/gade decisions to speak of here.]

    Mission reward: 30000c, 1000 EXP

    NORMANDY SR-2[+2P] I agree completely.[+2P] Feel free to study the ship.

    Tali settles onto the engineering deck, and contributes Multicore Shieldingwhen asked about upgrades. Jack's loyalty mission should be unlockable aroundthis time, too.

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON

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    -------------------------------------+--------------------------------------[+2P] I don't trust them. Tali[+2R] They're on our side. "[+2R] Make it quick. Jack (loyalty dialogue)[+2P] I'll confront them. "[+2R] Cerberus is different now. "[+2P] Let's go. "

    [+2R] Leave it behind you. "[+2P] Why is that funny? Grunt[+2R] This brutality has a point? "[+2P] I don't like hearing this. "[+2R] Not quite, but I'm not Krogan. "[+2R] What about Garrus? "[+2R] Damn right I did. Mordin (loyalty dialogue)

    [AUTHOR'S NOTE TO SELF: Garrus, Jacob, Mordin, Miranda = too busy to talk,if loyalty missions not becoming available. Kelly's Tali dialogue has nopara/gadeness; Grunt/Garrus' loyalty dialogue has no para/gadeness either.]

    ILLUSIVE MAN COMMUNICATIONThe rest of the dossiers are technically optional. While doing sidequests andloyalty missions, eventually the Illusive Man will require a conference andthe next mission starts automatically. [Once the message is received, Shepardcan't go anywhere else anyway.] This typically happens after ~5 recruitmentor loyalty missions are done.

    __ __ ____ ____ _____________________________________________________________ ' ____ __ __ 11) Disabled Collector Vessel [WK11] ________________________________________________________________________

    \ ) ) _________ / __ _____ *\

    ___ __ ( / __ 6x) 3__/ _ 4 ( ( \____ (__/ _____/ __ __ ____) \__ _____2\ ( ) _ ) * Power Cells

    \ \__ (_ _\ ( (*) ) Battlesite __)x ! \5( x) )_ _) x Medkit 1____ \____/_ _/ ! Advanced Weapons Training _ _ '--->----' ____ 01 Technology (7500c) ___ 78 /\ 02 250 Element Zero ___ \__ / / \ 03 Technology (15000c)

    \_ ( ( _(// / 04 Damage Protection [Upgrade] ) \ \__ / / 05 Technology (7500c) ( (___ \______/ / 06 250 Element Zero \ _

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    [+2P] The Collectors are Protheans![+2P] That's a horrible fate.[+2R] They'd be better off dead.

    Afterwards, Shepard finds a pile of weapons and can get weapon training withone of them, no matter what class s/he is. The weapons are: Revenant MachineGun (assault rifle), Claymore (heavy shotgun), and M-98 Widow (sniper rifle).

    Which should Shepard pick? Depends on one's style of play and what weapons'reavailable already. [NOTE: A class can only pick the weapons above if they'realready capable of using that weapon type. The rewards change to genericweapons training if a class can't use the weapon innately. For instance, anInfiltrator can pick the Widow since sniper rifles are already usable, buthas to settle for basic assault rifle/shotgun training on the others.] Mysuggestions, from a purely tactical standpoint:

    SOLDIER: Revenant. They're the only class that can use it, and with 500ishammo, it's a great alternative to assault rifles (albeit less accurate thanthe Vindicator). The reason to pick this over the awesome Widow is becausethe rapidfire Viper sniper rifle is perfectly coupled with Adrenaline Rush's

    damage-boosting ability. [Also, Grunt can get the Claymore and another allyyet unfound can get the Widow, so it's possible to have them all in oneactive party.]

    VANGUARD: Assault rifle training seems best, letting one cover all distancesrather effectively, and that counts for this class. Picking sniper or ashotgun can work too, depending on the user's style of play.

    INFILTRATOR: Widow, probably. Paired with Assassin Cloak...wow. This'llhelp take down some of the more annoying enemies, like scions, faster thannormal. Of course, this matters more on higher difficulties -- picking theassault rifle, for instance, can be a good substitute for those ridiculousSMGs/pistols.

    SENTINEL: Claymore or Widow, generally, whichever complements Tech Armor'sability (for extra shields, Widow; for cherrypicking knocked-down enemies,Claymore).

    ADEPT: Revenant or Widow, depending on one's style of play and how it'llcomplement the biotics. The Claymore's not that useful in this vein.

    ENGINEER: This class gets the Tempest SMG which is sufficient in thatdepartment, so the Widow may make more sense (not to mention be a godsendon higher difficulties, or with ammo-related bonus abilities).

    A weapons locker nearby can change out the new weapon if y'don't want ityet, for some reason. Follow the path past more salvagable technology, anda computer with a damage protection upgrade. Cresting the hill leads to the"outer" part of the ship, ending at a radio platform.

    [+2P] We're okay.[+2R] Status report -- now!

    The obvious trap is revealed! The radio platform sends the team floating intothe air, and now they must fight off Collectors docking on similar platforms.Like before, these guys are organics and Harbinger -- who takes over thelesser grunts -- appears as well. There's also some scions to defeat, if itwasn't annoying enough. Since the platforms occasionally relocated, this means

    Shepard's team should do the same, putting them on the edge of where thefoes are and preventing back/flank/pincer attacks. There's a box of powercells in this area, too, towards the end. Operate the console when everyone's

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    done.

    [+2P] Good work.[+2R] About time.[+2P] Don't jump to conclusions.[+2R] He betrayed us!

    There are five remaining battles on the way out. The first two are normalcollector fights, a mix of drones and particle beam users. The 3rd is versusa praetorian, one of those annoying buglike things last seen on Horizon. Thearea is quite spartan for cover, so look for the rock masses and use theentrance ramps when fighting it off. The 4th fight is drones, heavies, anda scion, plus a new addition -- abominations. These are basically explodinghusks, so destroy 'em before they get close. Final (5th) battle is with a_bunch_ of husks, which are easy to defeat and good for getting the Brawlerachievement. All of these are made easier depending on which weapon was takenduring the start of this mission, particularly the Widow sniper rifle (whichcan absolutely murder Harbinger appearances, as well as practically two-shota Scion with damage-boosted headshots).

    Mission reward: 37500c, 1000 EXP

    ILLUSIVE MAN COMMUNICATION[+2P] I knew I couldn't trust you.[+2R] What the hell is going on?[+2P] I'd have found another way.[+2R] Never again, you hear me?[+2R] Another "derelict" ship?

    NORMANDY SR-2

    [+2P] I agree.[+2R] I still don't like it.[+5R] [Finish conversation][+5P] [Finish conversation]

    -------------------------------------+--------------------------------------PTS DIALOGUE OPTION PERSON-------------------------------------+--------------------------------------[+2P] Thank the entire crew. Yeoman Chambers[+2R] I didn't need her. "[+2P] It usually is. Jacob[+2R] I wouldn't know. "[+2P] I can lie if you want. "[+2R] Toughen up. "[+2P] I'm interested. Jack[+2R] So what? "

    If Shepard's romancing Jack, around this time she'll be candid, asking ifhe has feelings for her. Answering the affirmative or staying in the grayarea makes Jack want to be alone for awhile.

    __ __ ____ ____ ______________________________________________________________ ' ____ __ __ 12) Ilium [WK12]_________________________________________________________________________

    Planet Ilium opens up when TIM hands out the remaining dossiers, and is thesite of two recruits (Justicar, Assassin) plus Miranda's loyalty mission. Nos

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    [+2P] Maybe I can help.

    Samara agrees to join if Shepard learns the ship name of her prey, who hasescaped from Nos Astra already. She will wait at the station (i.e. not yetinvitable) while the commander gets to the bottom of things. Pitne For, thevolus merchant in the spaceport, supposedly knows something about this endand must be questioned!

    [+5R] [Draw a gun on the merchant]

    Pitne hands over a pass card for the Eclipse base's elevator, which is rightalongside the police station (how serendipitous).

    _ PART 3: Assault on Merc Base_ M-27b Scimitar [Shotgun] _ Biotic Damage [Upgrade] _ Terminal (3000c) _ Terminal (6000c) _ 2000 Platinum

    _ Shipping Manifest _ Terminal (6000c) _ Terminal (3000c) __________________________

    The final step of this mission requires ascending the Eclipse base to findour smuggler. It'd be standard fare if there weren't so many asari biotics(vanguards) running around, and they can make things a little more annoyingthan usual. The other new surprise are "toxic containers," explosive boxesthat leave corrosive poison clouds around for awhile -- they're good forinflicting additional hurt on the foes, but don't get caught in 'em either.

    Past the first set of fights, pick up the Scimitar shotgun (switch it out if

    y'have the DLC-only Eviscerator) and check the anteroom nearby to find acowardly merc.

    [+5P] [Shoot Elnora][+5P] Go.

    Upstairs, fight through a few more merc battles until arriving at a largegunship hangar. The titular vehicle flees when attacked, so get it out ofthe way before cleansing the chamber of biotic threats. The adjacent roomhas more power cells and a confession from Elnora saying she killed PitneFor's business partner -- this can help exonerate him. The corridor nearbyleads to a large open space which, naturally, means a large battle...this timewith the returning gunship. The cover in this area mostly consists of crates,so use the higher ledges near the vehicle to attack (that's what all thepower cells're for!). Being mechanical, attacks like Overload and DisruptorAmmo work well, although combos (like Adrenaline Rush + sniper rifle shots)easily deep-six it, too.

    Next-door, another hackable terminal and the sidequest-related ShippingManifest, which can pin down Pitne For's smuggling operation. It's really socareless to leave those lying around, huh? Speaking of Volus, there's onearound the corner as high as a space-kite! (He also gets some of the game'sbest lines).

    [+2P] Calm down.

    [+2R] You're high.[+5R] We're right behind you.[+5P] [Tip Niftu Cal over]

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    Putting Niftu Cal to sleep saves his life, and later he'll send a thank-youemail; sending the "biotic god" to his drug-addled doom is for meanies only!Check the medical/weapon station down the hall before entering Wasea's room,where the final firefight foments fatalities! Wasea can Throw toxic canistersso it pays to detonate them as a preempt. Besides that, pretty much businessas usual! Just watch out for flankers. [If you're wondering about that area

    behind her desk that starts closed off, Wasea only goes there when the battleis prolonged. Destroying the toxic canisters usually starts the crate-movingevent, but there's nothing back there, so...]

    When everyone's a perforated, rotting corpse (^___^) check Wasea's desk for adatapad detailing the sought-after ship name. A teammate suggests going backto the spaceport immediately, although looking around is possible, too. [Ifthat's the case, the chamber's entrance is the auto-exit.]

    PART 4: Spaceport [II]Samara is still waiting at the detective's place.

    [+2P] I am honored.[+2P] Welcome to the team.[+2R] You'll do anything I say?[+5R] [Samara is recruited][+5P] [Samara is recruited]

    Shepard can turn in Elnora's evidence (if obtained) to clear Pitne For of allmurder charges, although s/he can turn around and give Anyala the shippingmanifest to have him arrested -- the reward's +5P & 4200c. On the flipside,giving Pitne the manifest so he can avoid going to the clink earns +5R and9000c. Both Anyala and Samara have speech options for returning to the ship,so that's the quick way out.

    Mission summary: 1000 EXP, 30000c

    PART 5: Normandy SR-2[+2R] We need her.

    Samara uses the ship's observation deck as a meditation spot, located on the3rd-lowest deck (the crew one). Talking to her down there gives no para/gadeoptions (note to self: this is the convo where she won't talk about the perpshe was chasing, when asked).

    __ __ ____ ____ ______________________________________________________________ ' ____ __ __ 14) Ilium: Recruit the Assassin [WK14]_________________________________________________________________________

    Like in the justicar's mission, talking to Liara T'Soni about Thane tips theteam off to his Seryna, someone who may know his whereabouts. She's locatedin the shipping cargo area (#5 on map above).

    [+2R] Show some respect.[+2P] Where is he?[+2R] Then talk fast.

    Thane's location is revealed to be Dantius Towers, and Seryna can get everyonein (like usual, going there means no leaving until event's over). The localeis made up of two towers, one completed and another still in construction --

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    that's the in.

    DANTIUS TOWERS (TOWER 1)Since the floors are roughly the same, I'll just divide 'em up.

    1F: A few mechs start the show off, but they're nothing new. The med station

    nearby has a hackable terminal [4800c] but the other direction's the realpath. There's a salarian worker there.

    [+2P] I'm sorry.[+2R] You're lucky.[+5P] [Heal worker before he dies][+5P] Hang on.[+2R] We're done here.

    The rest of the floor is under renovation, so there's odd stacks, fragilecrates, and the like lying around. The opposition is still a mech/dog mix,although towards the end, some humans (vanguards) enter the scene. Then, the

    door leads up to...

    2F: This area's prefaced by some mercs talking about infiltration -- oh, howwrong they are! The dogs have been ditched for a merc/mech mix, and the floorhas plenty of side corridors for flanking purposes. At the curved part of thewalkway, where a giant pit's in the middle, follow the bend to a side room(bypassable) with a few salarian workers inside.

    [+2P] Yes.[+2R] No.

    Also, at the dead end around there, the 5-97b Viper [sniper rifle] can befound. This is a rapid-fire weapon and has more capacity than a normal one,

    but does less damage per hit and may be inaccurate if fired consecutively. Inshort, it may be better to switch to the Mantis again when the chance isgiven. However, the Viper does go very well with soldiers' damage-boostingAdrenaline Rush ability. [Power cells, 4200c terminal nearby, too]

    Trying to access