MASS EFFECT GUIDE/WALKTHROUGH v1.20
     Written by Eric Jewett, etjester@hotmail.com
     Last Modified: Monday, March 24, 2008


This document Copyright 2007,2008 Eric Jewett.
This guide may be viewed on the internet for free, but may 
not be otherwise used, reproduced, sold, or distributed 
without my expressed written permission.


Mass Effect is Copyright 2003-2007 by BioWare Corp.  Mass Effect, BioWare, 
    and the BioWare logo are either registered trademarks or trademarks of 
    BioWare Corp.
Microsoft, the Microsoft Game Studios logo, Xbox 360, and the Xbox 360 logos 
    are either registered trademarks or trademarks of Microsoft Corp. in the 
    United States and other countries.
Unauthorized copying, reproduction, rental, public performance or broadcast 
    of this game is a violation of applicable laws.



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You can find this guide at:
AbsolutCheats.com                (v1.20)
CheatCC.com                      (v1.20)
GameFAQs.com                     (v1.20)
GameRevolution.com               (v1.12)
GamesRadar.com                   (v1.20)
IGN.com                          (v1.12)
My360.com.au                     (v0.93)
NeoSeeker.com                    (v1.20)
SuperCheats.com                  (v1.20)

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==================
TABLE OF CONTENTS
==================

I.  (1)   INTRODUCTION
    (2)   BACKGROUND
    (3)   CONTROLS
    (4)   CHARACTERS
    (5)   LOCATIONS
    (6)   GAME BASICS
        A.   Character Creation
        B.   Introduction to RPGs
        C.   Conversations
        D.   The Mission Computer
        E.   Combat
        F.   Advancing Levels
        G.   The Galaxy Map
        H.   Equipment
        I.   Squad Management
        J.   Exploring Uncharted Worlds
        K.   Using the Mako
    (7)   DOWNLOADABLE CONTENT
        A.   Bring Down the Sky
II. (1)   WALKTHROUGH
        A.   Primary Mission
        B.   Optional Assignments
        C.   Complete Codex
III.(1)   EQUIPMENT AND UPGRADES
        A.   Weapons
        B.   Armor
        C.   Other Equipment
        D.   Upgrades
    (2)   COMBAT STRATEGIES
        A.   General Strategies
        B.   Sub-Boss Strategies
        C.   Boss Strategies
    (3)   SECRETS
        A.   Romances and Squad Conversations
        B.   Achievement Bonuses
        C.   Walkthrough Conclusion
IV. (1)   CREDITS
    (2)   CONTACT ME
    (3)   REVISIONS


----------------------------------------------------------------------
     SECTION I
----------------------------------------------------------------------


=============
Introduction
=============

Mass Effect is the first in a planned trilogy of games created by BioWare, 
award winning developer of such RPGs as Knights of the Old Republic and 
Baldur's Gate.  It takes place in the year 2183, as humanity begins to take 
its first steps on the galactic stage, interacting with new alien races and 
settling uncharted worlds.  You play as Commander Shepard, a promising young 
officer in the Systems Alliance Navy who has just been assigned to the SSV 
Normandy--the most advanced starship humans have ever created.

Mass Effect was released as an Xbox 360 exclusive in North America on 
November 20, 2007.  The game is rated "M" for Mature by the ESRB for blood, 
language, partial nudity, sexual themes, and violence.

In February of 2008 it was announced that Mass Effect will be released for 
the PC on May 6.


======
Story
======

In 2148 AD, humanity discovered a small cache of highly advanced alien 
technology buried deep beneath the surface of Mars.  The creators of this 
technology--known as the Protheans--went extinct nearly 50,000 years ago, 
leaving little evidence of their existence behind.  The discovery of this 
technology allowed humans to develop faster-than-light travel, allowing rapid 
expansion throughout the Solar System.

Within a year humanity uncovered another piece of Prothean technology, a 
dormant mass relay that had been encased in ice near Pluto.  Once activated, 
this relay allowed instantaneous travel across thousands of light years to 
other mass relays in different parts of the galaxy.  Humanity immediately 
began using this technology to colonize far-off star systems.  

In 2157, humanity made first contact with an alien species known as the 
turians.  This resulted in a conflict known as the First Contact War, as the 
next several months saw skirmishes between the turians and Earth's Systems 
Alliance fleets.  This conflict eventually drew the attention of the Citadel 
Council, a governing body that maintained peace and stability throughout much 
of the galaxy.  They intervened in the conflict and brokered a peace 
agreement between humans and turians.

Humanity continued to expand, and in 2165 it was granted an embassy on the 
Citadel, the political and economic heart of the civilized galactic 
community.

The year is now 2183, and the SSV Normandy--the most advanced starship ever 
created by the Alliance--is being put through its paces.  Aboard is Commander 
Shepard, a talented young officer who will soon embark on a galaxy-spanning 
adventure with the fate of the known universe hanging in the balance...


=========
Controls
=========

BASIC CONTROLS / COMBAT CONTROLS
--------------------------------

A Button              - Activate / Interact / Sprint or Mount (in combat)
B Button              - Holster Weapon
X Button              - Draw Weapon / Skip Dialogue
Y Button              - Draw Weapon / First Aid

Left Trigger          - Draw Weapon / Zoom
Right Trigger         - Draw Weapon / Fire Weapon

Left Bumper           - Draw Weapon / Hold to Select Weapon
Right Bumper          - Hold to Select Abilities

Left Analog Stick     - Move Character / Cursor / Back to Wall
Right Analog Stick    - Move Camera

Left Analog Button    - Toggle Crouch
Right Analog Button   - Increase Zoom (using sniper rifle)

Start Button          - Main Menu
Back Button           - Throw Grenade / Detonate Grenade


MAKO CONTROLS
-------------

A Button              - Activate Jump Jets
B Button              - Exit Mako
X Button              - Return to Normandy
Y Button              - Repair Mako

Left Trigger          - Turret View
Right Trigger         - Fire Machine Gun

Left Bumper           - none
Right Bumper          - Fire Cannon

Left Analog Stick     - Move Mako
Right Analog Stick    - Move Camera / Aim Weapons

Left Analog Button    - none
Right Analog Button   - Increase Zoom while in Turret View

Start Button          - Main Menu
Back Button           - none


SQUAD COMMANDS
--------------

Direction: Up         - Move to a location
Direction: Down       - Take cover
Direction: Left       - Rally on your position
Direction: Right      - Target an enemy


===========
Characters
===========

COMMANDER SHEPARD
-----------------

Commander Shepard is the main character in Mass Effect, and is directly 
controlled by the player.  Shepard's actions, whether generous or ruthless 
will decide the fate of the galaxy.

Shepard's background and pre-service history are decided by the player.  At 
the beginning of the game, Shepard is the Executive Officer on the SSV 
Normandy, a prototype Alliance frigate.


SQUAD MEMBERS
-------------

++++++++++++++++++++
Ashley Williams

Gunnery Chief Williams is a soldier with the Alliance garrison on Eden Prime.  
She enlisted with the Marines straight out of high school, but despite an 
exemplary record she has been repeatedly passed over for a fleet assignment.  
Ashley is a Soldier, specializing in combat abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Pistols             <   x x x x                   >
            Shotguns            <   x x x x x x x x x x x x   >
            Assault Rifles      <   x x x x x x x x x x x x   >
            Sniper Rifles       <   x x x x x x x x           >
            Combat Armor        <   x x x x x x x x x x x x   >
            First Aid           <   x x x x x x x x x         >
            Assault Training    <   x x x x x x x x x x x x   >
            Fitness             <   x x x x x x x             >
            Soldier             <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


++++++++++++++++++++
Kaidan Alenko

Lieutenant Alenko is a crewmember on the SSV Normandy.  He has some technical 
skill, but is trained primarily in the use of biotics.  He is equipped with 
L2 biotic implants, but experiences minimal side effects.  Kaidan is a 
Sentinel, specializing in tech and biotic abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Throw               <   x x x x x x x x x x x x   >
            Lift                <   x x x x x x x x x x       >
            Barrier             <   x x x x x x x             >
            Stasis              <   x x x x                   >
            Decryption          <   x x x x x x x x x x x x   >
            Electronics         <   x x x x x x x x x x x x   >
            First Aid           <   x x x x x x x x x x x x   >
            Medicine            <   x x x x x x x             >
            Sentinel            <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


++++++++++++++++++++
Liara T'Soni

Dr. T'Soni is an asari scientist who spends most of her time on 
archaeological digs in remote parts of the galaxy.  She hopes to someday 
learn the truth about the Prothean extinction.  Liara is similar to an Adept, 
specializing in biotic abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Throw               <   x x x x x x x x x x x x   >
            Lift                <   x x x x x x x x x x x x   >
            Warp                <   x x x x x x x x x x x x   >
            Singularity         <   x x x x x x x x x x       >
            Barrier             <   x x x x x x x x x x x x   >
            Stasis              <   x x x x                   >
            First Aid           <   x x x x x x               >
            Electronics         <   x x x x x x x x           >
            Asari Scientist     <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


++++++++++++++++++++
Urdnot Wrex

Wrex is one of the galaxy's few remaining krogan battle masters, rare 
individuals who have mastered advanced biotic and combat abilities.  He has 
spent much of his recent history as a bodyguard, hired mercenary, or bounty 
hunter.   Wrex is similar to a Vanguard, specializing in combat and biotic 
abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Assault Rifles      <   x x x x x x x x           >
            Shotguns            <   x x x x x x x x x x x x   >
            Combat Armor        <   x x x x x x x x x x x x   >
            Fitness             <   x x x x x x x x           >
            Warp                <   x x x x x x x x x x x x   >
            Throw               <   x x x x x x x x x x x     >
            Barrier             <   x x x x x x x             >
            Stasis              <   x x x x x x               >
            Krogan Battlemaster <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


++++++++++++++++++++
Garrus Vakarian

Garrus is a turian Citadel Security officer.  He is unhappy with his job 
because he feels it is too restrictive about what he is allowed to do in 
order to apprehend suspected criminals.  Garrus is similar to an Infiltrator, 
specializing in combat and tech abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Assault Rifles      <   x x x x x x x             >
            Sniper Rifles       <   x x x x x x x x x x x x   >
            Tactical Armor      <   x x x x x x x x x         >
            Assault Training    <   x x x x x x               >
            Decryption          <   x x x x x x x x x x x x   >
            Damping             <   x x x x x x x x x x x x   >
            First Aid           <   x x x x x x x x x x x x   >
            Electronics         <   x x x x x x               >
            Turian Agent        <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


++++++++++++++++++++
Tali'Zorah nar Rayya

Tali is a quarian machinist, currently on a pilgrimage in search of something 
useful to bring back to her people.  Tali is similar to an Engineer, 
specializing in tech abilities.

        Level 60 Attributes (Autolevel)
                                <   - - - - - - - - - - - -   >
            Pistols             <   x x x x x x               >
            Shotguns            <   x x x x x x x x           >
            Basic Armor         <   x x x x x x x x x x       >
            First Aid           <   x x x x x x x x x         >
            Electronics         <   x x x x x x x x x x x x   >
            Damping             <   x x x x x x x x x x x x   >
            Decryption          <   x x x x x x x             >
            Hacking             <   x x x x x x x x x x x x   >
            Quarian Machinist   <   x x x x x x               >
                                <   - - - - - - - - - - - -   >
++++++++++++++++++++


==========
Locations
==========

Note: For planets you can land on, the location of points of interest on the 
map are approximated by a coordinate system.  The origin is in the bottom 
left on a grid of 100 by 100.  Locations are indicated by (x,y)


THE MILKY WAY
-------------

++++++++++++++++++++
Argos Rho Cluster

    Hydra System
        Varmalus
        Metgos (Land, Assignment: "UNC: Distress Call")
            Level 2 Heat Hazard
            POI: Escape Pod (35,60)
                 Thorium Deposit (Survey: Heavy Metal) (65,45)
                 Transponder Signal (65,35)
                 Turian Wreckage (Survey: Turian Insignia) (65,80)
                 Mercury Deposit (Survey: Rare Earth) (20,25)
        Theyar
        Canrum
            Survey: Turian Insignia
        Syba
            Survey: Gas Deposit

    Gorgon System (Unlock: "UNC: Depot Sigma-23")
        Unidentified Space Facility (Land, Assignment: "UNC: Depot Sigma-23")
        Wuo
        Vectra
        Camaron
        Sharblu
        Slekon

    Phoenix System
        Patashi
            Survey: Rare Earth
        Carbonaceous Asteroid (Hidden)
            Survey: Prothean Data Disc
        Sylsalto
        Tuntau (Land, Assignment: "Wrex: Family Armor")
            POI: Asari Capsule (Asari Writings) (85,75)
                 Crashed Probe (30,70)
                 Hidden Structure (75,15)
                 Lithium Deposit (Light Metal) (10,50)
                 Mercury Deposit (Heavy Metal) (50,75)
        Vebinok
            Survey: Light Metal
++++++++++++++++++++


++++++++++++++++++++
Armstrong Nebula

    Gagarin System
        Junthor
            Survey: Asari Writings
        Pressha
        Rayingri (Land, Assignment: "UNC: Geth Incursions")
            POI: Abandoned Scavenger Camp (20,45)
                 Crashed Escape Pod (League Medallion) (20,30)
                 Engine Debris (80,50)
                 Overrun Research Outpost (55,40)
                 Polonium Deposit (Rare Earth) (20,35)
                 Scavenger Corpses (15,75)
                 Thorium Deposit (Rare Earth) (65,35)
                 Titanium Deposit (Light Metal) (65,75)
        Sogelrus
        Antirumgon
            Survey: Light Metal

    Grissom System (Unlock: "UNC: Geth Incursions")
        Benda
            Survey: League Medallion
        Zaherux
            Survey: Light Metal
        Notanban 
          Solcrum (Moon, Land, Assignment: "UNC: Geth Incursions")
           POI: Asari Capsule (Asari Writings) (30,20)
                Escape Pod (50,15)
                Magnesium Deposit (Light Metal) (70,20)
                Mercenary Base (65,45)
                Thorium Deposit (Rare Earth) (40,65)
                Uranium Deposit (Rare Earth) (70,70)
        Rocky Asteroid
            Survey: Light Metal

    Hong System
        Pomal
        Casbin (Land, Assignment: "UNC: Geth Incursions")
            POI: Anomalous Signal (30,70)
                 Engine Debris (20,55)
                 Geth Outpost (70,45)
                 Gold Deposit (Heavy Metal) (50,65)
                 Mummified Salarian (Salarian ID Tag) (25,45)
                 Samarium Deposit (Rare Earth) (60,25)
                 Uranium Deposit (Rare Earth) (70,40)
        Matar
            Survey: Matriarch's Writings
        Theshaca
        Treagir
            Survey: Light Metal

    Tereshkova System
        Carbonaceous Asteroid (Hidden)
            Survey: League Medallion
        Antibaar (Land, Assignment: "Geth Incursions")
            POI: Crashed Probe (55,65)
                 Geth Outpost (55,75)
                 Lithium Deposit (Light Metal) (65,15)
                 Magnesium Deposit (Light Metal) (30,65)
                 Mercury Deposit (Heavy Metal) (35,20)
                 Prothean Ruin (Prothean Data Disc) (15,45)
                 Thresher Maw (20,40)
        Patamalrus
            Survey: Heavy Metal
        Hunsalra
        Thegeuse
            Survey: Heavy Metal
        Solmarlon
        Mawinor

    Vamshi System
        Maji (Land, Assignment: "Geth Incursions")
            POI: Beryllium Deposit (Light Metal) (60,45)
                 Engine Debris (75,30)
                 Geth Outpost (30,70)
                 Magnesium Deposit (Light Metal) (40,70)
                 Strange Skull (70,20)
                 Thorium Deposit (Rare Earth) (30,20)
                 Turian Wreckage (Turian Insignia) (55,20)
        Pregel
            Survey: Turian Insignia
        Almos
++++++++++++++++++++


++++++++++++++++++++
Artemis Tau Cluster

    Athens System
        Salamis
        Proteus
            Survey: Gas Deposit
        Nausicaa
        Circe
            Survey: Gas Deposit
        Pharos
            Survey: Turian Insignia

    Knossos System
        Phaistos
        Metallic Asteroid (Hidden)
            Survey: Heavy Metal
        Therum (Land, Mission: Find Liara T'Soni)
        Zakros
        Armeni
        Archanes
            Survey: Gas Deposit
        Carbonaceous Asteroid (Hidden) 
            Survey: League Medallion

    Macedon System
        Sharjila (Land, Assignment: "UNC: Asari Diplomacy")
            Level 1 Pressure Hazard
            POI: Asari Capsule (Asari Writings) (15,55)
                 Escape Pod (65,45)
                 Magnesium Deposit (Light Metal) (55,35)
                 Stronghold (45,65)
                 Thorium Deposit (Rare Earth) (15,65)
                 Uranium Deposit (Rare Earth) (15,15)
        Porolan
            Survey: Asari Writings
        Patavig
        Metallic Asteroid (Hidden)
            Survey: Light Metal
        Fargeluse
            Survey: Gas Deposit

    Sparta System (Unlock: "UNC: Missing Marines")
        Tremanre
        Asteroid Cluster (Hidden)
            Survey: Prothean Data Disc
        Edolus (Land, Assignment: "UNC: Missing Marines")
            POI: Crashed Probe (70,40)
                 Distress Signal (40,60)
                 Lithium Deposit (Light Metal) (70,30)
                 Mummified Salarian (Salarian ID Tag) (70,70)
                 Palladium Deposit (Rare Earth) (45,15)
                 Polonium Deposit (Rare Earth) (20,30)
                 Thresher Maw (40,60)
        Altaaya
        Ontamalca
            Survey: Gas Deposit
        Alsages
            Survey: Rare Earth
++++++++++++++++++++


++++++++++++++++++++
Attican Beta Cluster

    Hercules
        Xathorron
        Syided
            Survey: Matriarch's Writings
        Eletania (Land, Assignment: "UNC: Lost Module")
            Level 1 Toxic Hazard
            POI: Downed Recon Probe (55,40)
                 Engine Debris (40,55)
                 Gold Deposit (Heavy Metal) (80,40)
                 Monkey Colony (40,75)
                 Monkey Colony (55,75)
                 Monkey Colony (75,20)
                 Monkey Colony (80,65)
                 Mysterious Globe (20,20)
                 Palladium Deposit (Heavy Metal) (20,55)
        Zatorus
            Survey: Heavy Metal

    Theseus System
        Sytau
        Feros (Land, Mission: "Feros: Geth Attack")
        Sharring
            Survey: Prothean Data Disc
        Quana
            Survey: Light Metal
        Logan
++++++++++++++++++++


++++++++++++++++++++
Exodus Cluster

    Asgard System (Unlock: DLC: Bring Down the Sky)
        Terra Nova
        Asteroid X57 (Land, Assignment: "X57: Bring Down the Sky")
            POI: Body of R. Montoya (30,85)
                 Fusion Torch (35,60)
                 Fusion Torch (50,30)
                 Fusion Torch (70,50)
                 Main Facility (60,80)
                 Survey Station 1 (80,20)
                 Survey Station 2 (25,85)
                 Survey Station 3 (20,20)
                 Transmission Tower (40,40)
                 X57 Radio (60,30)
        Borr
        Tyr
        Loki

    Utopia System
        Arcadia
        Eden Prime (Mission: "Prologue: Find the Beacon")
        Zion
        Nirvana
        Xanadu
++++++++++++++++++++


++++++++++++++++++++
Gemini Sigma Cluster

    Han System (Unlock: "UNC: Hostile Takeover")
        Paravin
            Survey: Asari Writings
        Huningto
        Mavigon (Land, Assignment: "UNC: Hostile Takeover")
            Level 2 Cold Hazard
            POI: Cobalt Deposit (Light Metal) (70,65)
                 Engine Debris (30,20)
                 Gold Deposit (Heavy Metal) (55,45)
                 Mummified Salarian (Salarian ID Tag) (55,45)
                 Syndicate Hideout (70,25)
        Farcrothu
        Patatanlis
            Survey: Light Metal

    Ming System
        Antiroprus
        MSV Worthington (Land, Assignment: "UNC: Lost Freighter")
        Parag
            Survey: Light Metal
        Altanorch
            Survey: League Medallion
++++++++++++++++++++


++++++++++++++++++++
Hades Gamma Cluster

    Antaeus System
        Ageko
        Edmos
            Survey: Gas Deposit
        Ploba
            Survey: Asari Writings
        Trebin (Land, Assignment: "UNC: Missing Survey Team")
            POI: Crashed Probe (20,50)
                 Excavation Site (55,65)
                 Plutonium Deposit (Rare Earth) (40,40)
                 Research Base (55,55)
                 Thresher Maw (80,35)
                 Transmitter Tower (20,70)
                 Turian Wreckage (Turian Insignia) (80,35)
                 Uranium Deposit (Rare Earth) (70,65)
        Vemal
            Survey: Rare Earth
        Hunidor

    Cacus System (Unlock: 80% Paragon or Renegade)
        Zayarter
            Survey: Heavy Metal
        Chohe (Land: Assignment: "UNC: Besieged Base")
            POI: Abandoned Outpost (Asari Writings) (65,60)
                 Engine Debris (20,20)
                 Mercury Deposit (Heavy Metal) (45,25)
                 Polonium Deposit (Rare Earth) (35,65)
                 Science Base (60,25)
                 Thresher Maw (40,20)
        Xamarri
        Faringor
            Survey: Rare Earth
        Treyarmus

    Dis System (Unlock: "UNC: Hostile Takeover")
        Jartar
        Nearrum
            Survey: Light Metal 
        Klensal (Land, Assignment: "UNC: Hostile Takeover")
            POI: Beryllium Deposit (Light Metal) (80,60)
                 Escape Pod (40,30)
                 Mummified Salarian (League Medallion) (55,40)
                 Platinum Deposit (Heavy Metal (40,50)
                 Syndicate Hideout (40,45)
        Metallic Asteroid (Hidden)
            Survey: Light Metal
        Gremar
        Raysha
            Survey: Turian Insignia

    Farinata System
        Tunshagon
        Rocky Asteroid (Hidden)
            Survey: Light Metal
        MSV Ontario (Land, Assignment: "UNC: Hostage")
        Juntauma
            Survey: Prothean Data Disc
        Nepneu
            Survey: Rare Earth

    Plutus System (Unlock: 80% Paragon or Renegade)
        Mingito
            Survey: Rare Earth
        Maidla
        Clocrolis
            Survey: Rare Earth
        Nonuel (Land, Assignment: "UNC: The Negotiation"
            POI: Crashed Probe (15,40)
                 Crate (Asari Writings) (30,30)
                 Mercenary Corpse (League Medallion) (30,30)
                 Samarium Deposit (Rare Earth) (60,55)
                 Thresher Maw (25,80)
                 Titanium Deposit (Light Metal) (25,80)
                 Warlord's Outpost (65,65)
        Veyaria
++++++++++++++++++++


++++++++++++++++++++
Hawking Eta Cluster

    Century System
        Tamahera
        Klendagon
          Presrop (Moon, Land, Assignment: "UNC: Major Kyle")
            POI: Abandoned Mining Camp (40,75)
                 Biotic Compound (25,30)
                 Crashed Mining Vehicle (30,60)
                 Engine Debris (20,50)
                 Gold Deposit (Heavy Metal) (30,30)
                 Turian Wreckage (30,60)
                 Uranium Deposit (Rare Earth) (60,30)
        Metallic Asteroid (Hidden)
            Survey: Heavy Metal
        Canctra
            Survey: Light Metal
        Tharopto
            Survey: League Medallion
++++++++++++++++++++


++++++++++++++++++++
Horse Head Nebula

    Fortuna System (Unlock: "UNC: Hostile Takeover")
        Maganlis
            Survey: Turian Insignia
        Therumlon
            Survey: Rare Earth
        Amaranthine (Land, Assignment: "UNC: Hostile Takeover")
            POI: Engineering Outpost (40,25)
                 Escape Pod (15,45)
                 Iridium Deposit (Heavy Metal) (35,55)
                 Thorium Deposit (Rare Earth) (55,30)
                 Turian Wreckage (Turian Insignia) (30,35)
                 Uranium Deposit (Rare Earth) (70,50)
        Wentania

    Pax System
        Svarog
        Noveria (Land, Mission: "Noveria: Geth Interest")
        Morana
        Veles
            Survey: Asari Writings

    Strenuus System (Unlock: "UNC: Privateers")
        Yunthorl
            Survey: League Medallion
        Antitarra
            Survey: Gas Deposit
        Trelyn
        MSV Majesty (Hidden)
        Xawin (Land, Assignment: "UNC: Privateers")
            Level 1 Cold Hazard
            POI: Abandoned Camp (70,45)
                 Cobalt Deposit (Light Metal) (60,60)
                 Corpse and Destroyed Vehicle (65,20)
                 Crashed Probe (30,30)
                 Geth Beacon (65,75)
                 Iridium Deposit (Heavy Metal) (70,20)
                 Palladium Deposit (Heavy Metal) (45,75)
                 Privateer Base (25,70)
                 Thresher Maw (30,30)
                 Turian Wreckage (Turian Insignia) (45,45)
        Thesalgon
++++++++++++++++++++


++++++++++++++++++++
Kepler Verge

    Herschel System (Unlock: Assignment: "Garrus: Find Dr. Saleon")
        Tungel
        Matol
        Clugon
        MSV Fedele (Hidden, Land, Assignment: Garrus: Find Dr. Saleon")
        Rocky Asteroid
            Survey: Heavy Metal
        Clobaka

    Newton System
        Ontarom (Land, Assignment: "UNC: Dead Scientists")
            POI: Crashed Probe (70,35)
                 Gold Deposit (Heavy Metal) (25,20)
                 Palladium Deposit (Heavy Metal) (65,20)
                 Shifty Looking Cow (25,30)
                 Turian Wreckage (Turian Insignia) (50,60)
                 Underground Facility (70,20)
        Juncro
            Survey: Gas Deposits
        Klencory
            Survey: Asari Writings
        Sesmose
++++++++++++++++++++


++++++++++++++++++++
Local Cluster (Unlock: Level 20)

    Solar System
        Mercury
        Venus
        Earth
          Luna (Moon, Land, Assignment: "UNC: Rogue VI")
            POI: Alliance Training Ground (25,45)
                 CCCP Luna 23 (25,70)
        Mars
        Jupiter
        Saturn
        Uranus
        Neptune
        Pluto
++++++++++++++++++++


++++++++++++++++++++
Maroon Sea Cluster (Unlock: Complete Feros)

    Caspian System
        MSV Cornucopia (Hidden, Land, "UNC: Derelict Freighter")
        Clotanca
            Survey: Heavy Metal
        Farnuri
            Survey: Heavy Metal
        Almacrux
        Antida
            Survey: Turian Insignia

    Matano System
        Inti
        Chasca (Land, "UNC: Colony of the Dead")
            POI: Beryllium Deposit (Light Metal) (45,35)
                 Civilian Structure (25,40)
                 Civilian Structure (35,30)
                 Escape Pod (30,20)
                 Palladium Deposit (Heavy Metal) (45,70)
                 Plutonium Deposit (Rare Earth) (50,75)
                 Prothean Pyramid (Prothean Data Disc) (65,20)
                 Science Facility (20,30)
        Metallic Asteroid (Hidden)
            Survey: Heavy Metal
        Apo
        Illapa
        Rocky Asteroid (Hidden)
            Survey: Prothean Data Disc
        Supay
            Survey: Light Metal

    Vostok System
        Clomarthu
        Nodacrux (Land, "UNC: ExoGeni Facility"
            POI: Cobalt Deposit (Light Metal) (40,25)
                 Engine Debris (70,50)
                 Gold Deposit (Heavy Metal) (15,55)
                 Science Facility (70,30)
                 Thorian Creeper Camp (30,70)
                 Turian Wreckage (Turian Insignia) (75,75)
        Metallic Asteroid (Hidden)
            Survey: Heavy Metal
        Alko
        Pataiton
            Survey: Asari Writings
++++++++++++++++++++


++++++++++++++++++++
Pangaea Expanse (Unlock: Complete Therum, Feros, Noveria, and Virmire)

    Refuge System
        Agetoton
        Ilos (Land, Mission: "Race Against Time")
        Zafe 
++++++++++++++++++++


++++++++++++++++++++
Sentry Omega Cluster (Unlock: Complete two of Therum, Feros, and Noveria)

    Hoc System
        Jarfor
        Nemata
        Virmire (Land: Mission: "Virmire")
        Cloroplon
        Prescyla
++++++++++++++++++++


+++++++++++++++++++++
Styx Theta Cluster (Unlock: Complete Noveria)

    Acheron System
        Farthorl
        Altahe (Land, Assignment: "UNC: Listening Post Theta")
            POI: Asari Capsule (Asari Writings) (40,30)
                 Escape Pod (75,75)
                 Listening Post (40,20)
                 Gold Deposit (Heavy Metal) (15,35)
                 Samarium Deposit (Rare Earth) (20,55)
        Carbonaceous Asteroid (Hidden)
            Survey: Turian Insignia
        Grosalgen
            Survey: Light Metal
        Imaneya

    Erebus System
        Nepmos (Land: Assignment: "UNC: Listening Post Alpha")
            POI: Buried Safebox (League Medallion) (20,50)
                 Crashed Probe (20,20)
                 Listening Post (65,20)
                 Mining Camp (70,75)
                 Palladium Deposit (Heavy Metal) (65,35)
                 Rachni Ambush (30,50)
                 Rachni Infested Mine (25,25)
                 Titanium Deposit (Light Metal) (35,25)
                 Uranium Deposit (Rare Earth) (75,75)
        Quaji
            Survey: Heavy Metal
        Wermani
            Survey: Prothean Data Disc
        Chofen
++++++++++++++++++++


++++++++++++++++++++
Serpent Nebula

    Widow System
        Citadel Station
++++++++++++++++++++


++++++++++++++++++++
Voyager Cluster

    Amazon System
        Agebinium (Land, Assignment: "UNC: Espionage Probe")
            POI: Alliance Homing Beacon (35,65)
                 Beryllium Deposit (Light Metal) (20,80)
                 Crashed Vehicle (70,65)
                 Engine Debris (45,75)
                 Magnesium Deposit (Light Metal) (15,35)
                 Mercenary Camp (50,70)
                 Samarium Deposit (Rare Earth) (50,15)
                 Turian Wreckage (Turian Insignia) (65,70)
        Derneuca
        Sonedma
            Survey: Rare Earth
        Sybin
            Survey: Turian Insignia
        Tremar
            Survey: Gas Deposit

    Columbia System (Unlock: "UNC: Hades' Dogs")
        Clojia
        Nepheron (Land, Assignment: "UNC: Hades' Dogs")
            POI: Beryllium Deposit (Light Metal) (70,20)
                 Engine Debris (55,20)
                 Mummified Salarian (Salarian ID Tag) (35,45)
                 Platinum Deposit (Heavy Metal) (80,50)
                 Thorium Deposit (Rare Earth) (60,70)
                 Underground Facility (40,35)
        Ontaheter
            Survey: Rare Earth
        Gromar
            Survey: League Medallion

    Yangtze System (Unlock: "UNC: Cerberus")
        Renshato
        Binthu (Land, Assignment: "UNC: Cerberus")
            POI: Crashed Probe (15,45)
                 Palladium Deposit (Heavy Metal) (40,55)
                 Prothean Pyramid (Prothean Data Disc) (50,25)
                 Research Facility (35,70)
                 Research Facility (45,25)
                 Research Facility (65,55)
                 Uranium Deposit (Rare Earth) (65,30)
        Dregir
            Survey: Light Metal
        Alrumter
            Survey: Prothean Data Disc
        Patajiri
            Survey: Rare Earth
++++++++++++++++++++


============
Game Basics
============

CHARACTER CREATION
------------------

    When you start a new game, you can begin with the default version of 
Commander Shepard, or you can create your own.  Creating a custom character 
allows you to customize your version of Commander Shepard in a number of 
ways, as detailed below.

    First, you select the gender of your character.  Shepard can be male or 
female.  Next you can give a first name to your character.  The default male 
name is "John," and the default female name is "Jane."  For the purposes of 
in-game dialogue and continuity, the last name cannot be changed.

    The next step when creating a character is to select your pre-service 
history.  This indicates your character's background before joining the 
Alliance military.  This choice affects how characters view you in the game.  
Three choices are available:

        Spacer:        "Both of your parents were in the Alliance military.  
                       Your childhood was spent on ships and stations as they 
                       transferred from posting to posting, never staying in 
                       one location for more than a few years.  Following in 
                       your parent's footsteps, you enlisted at the age of 
                       eighteen."

                       Alignment Bonus: ++ Paragon

        Colonist:      "You were born and raised on Mindoir, a small border 
                       colony in the Attican Traverse. When you were sixteen, 
                       slavers raided Mindoir, slaughtering your family and 
                       friends. You were saved by a passing Alliance patrol, 
                       and you enlisted with the military a few years later."

                       Alignment Bonus: + Paragon
                                        + Renegade

        Earthborn:     "As an Earthborn, you had a rough childhood in the 
                       slums of Earth, and have a gritty edge to your 
                       personality."

                       Alignment Bonus: ++ Renegade

    Next you select your psychological profile, detailing what type of person 
you are and what will cause people to recognize you.

        Sole Survivor: "During your service, a mission you were on went 
                       horribly wrong. Trapped in an extreme survival 
                       situation, you had to overcome physical torments and 
                       psychological stresses that would have broken most 
                       people. You survived while all those around you fell, 
                       and now you alone are left to tell the tale."

                       Alignment Bonus: + Paragon
                                        + Renegade

        War Hero:      "Early in your military career you found yourself 
                       facing an overwhelming enemy force. You risked your 
                       own life to save your fellow soldiers and defeat the 
                       enemy despite the impossible odds.  Your bravery and 
                       heroism have earned you medals and recognition from 
                       the Alliance fleet."

                       Alignment Bonus: ++ Paragon

        Ruthless:      "Throughout your military career, your have held fast 
                       to one basic rule: get the job done. You've been 
                       called cold, calculating, and brutal. Your reputation 
                       for ruthless efficiency makes your fellow soldiers 
                       wary of you. But when failure is not an option, the 
                       military always goes to you first."

                       Alignment Bonus: ++ Renegade

    After creating a character profile, you must select your class from the 
six types available to you.

        Soldier:       "The Soldier is a tough warrior, able to deal with a 
                       range of combat situations.  The Soldier gets improved 
                       health, has the widest selection of weapons, and is 
                       eventually able to wear heavy armor.  Gameplay focus 
                       is on getting into the thick of the fight, picking the 
                       right weapon for tactical situations, and outlasting 
                       opponents."
                           
                       Starting Talents:   Assault Rifles
                                           Assault Training
                                           Combat Armor (Medium)
                                           Pistols	

                       Unlockable Talents: Combat Armor (Heavy)
                                           First Aid
                                           Fitness
                                           Shotguns
                                           Sniper Rifles

        Engineer:      "The Engineer is a tech specialist, able to quickly 
                       and easily manipulate the environment with specific 
                       talents.  Gameplay focus is on shaping the battlefield 
                       during combat, healing the party, and debuffing 
                       enemies (disabling weapons and lowering shields)."

                       Starting Talents:   Decryption
                                           Electronics
                                           First Aid
                                           Pistols

                       Unlockable Talents: Basic Armor (Light)
                                           Damping
                                           Hacking
                                           Medicine

        Adept:         "The Adept is the ultimate biotic, able to affect the 
                       physical world with the power of the mind.  They can 
                       use biotics to violently manipulate objects in the 
                       environment, including nearby enemy targets.  Gameplay 
                       focus is on disabling and debuffing enemies while 
                       dealing massive amounts of damage."

                       Starting Talents:   Barrier
                                           Basic Armor (Light)
                                           Throw
                                           Warp

                       Unlockable Talents: Lift
                                           Pistols
                                           Singularity
                                           Stasis

        Infiltrator:   "The Infiltrator is a tech-savvy warrior, able to win 
                       battles by quickly disabling and killing enemies.  
                       These soldiers focus on unlocking alternate routes, 
                       gaining access to good equipment, and obtaining an 
                       advantageous position over enemies in combat."

                       Starting Talents:   Decryption
                                           Electronics
                                           Pistols
                                           Tactical Armor (Light)

                       Unlockable Talents: Damping
                                           First Aid
                                           Fitness
                                           Sniper Rifles
                                           Tactical Armor (Medium)

        Vanguard:      "The Vanguard is a powerful combatant, able to combine 
                       the offensive powers of the Adept and the Soldier.  
                       They have access to various weapons and armor, as well 
                       as biotics.  Gameplay focus is on taking down enemies 
                       with quick and brutal force.

                       Starting Talents:   Assault Training
                                           Pistols
                                           Throw
                                           Warp

                       Unlockable Talents: Barrier
                                           Lift
                                           Shotguns
                                           Tactical Armor (Light/Medium)

        Sentinel:      "The Sentinel is the most flexible class, able to 
                       combine tech and biotics to manipulate the 
                       environment, disable and track enemies, or defend the 
                       party.  Gameplay focus is on protecting the party 
                       using kinetic barriers and healing it with advanced 
                       medical training."

                       Starting Talents:   Barrier
                                           Decryption
                                           First Aid
                                           Throw

                       Unlockable Talents: Electronics
                                           Lift
                                           Medicine
                                           Stasis

    Finally you are ready to customize your character's appearance.  You can 
choose to use the default versions of Commander Shepard, or you can adjust 
any aspect of your character's face to your liking.  Use the sliders in each 
section to adjust a range of facial details.

    When you are finished, select "Finalize" to begin the game.  Note that 
once you have completed one playthrough of Mass Effect you can begin a new 
game by selecting an existing character.  You will begin the new game with 
all the stats and equipment that your character had at the time the game was 
finished.  Your preexisting Paragon and Renegade scores do not carry over 
however.

    If you have unlocked any weapons or powers through Xbox 360 achievements, 
you may select one as a bonus talent for your new character.


INTRODUCTION TO RPGS
-------------------- 

    Mass Effect is an Action Role-Playing Video Game (or RPG), meaning you 
assume the role of a fictional character and control his or her actions in a 
way that affects the game and other characters.  As your progress through the 
game you will earn "experience points" (or XP) for your actions.  You gain 
these points by exploring, talking to characters, completing quests, and 
defeating enemies in combat.  The accumulation of these points allows your 
character to "level up," thereby increasing certain characteristics such as 
health.  In Mass Effect you are granted "talent points" after each level up, 
which go into upgrading and improving your character's ability with certain 
skills.  Many of these components are explained in more detail later.


CONVERSATIONS
-------------

    A large portion of Mass Effect involves conversations with other 
characters.  This is done through the "conversation wheel" that appears at 
the bottom of the screen whenever your character has the opportunity to say 
something.  All dialogue in the game is fully voiced, including that of 
Commander Shepard.  Rather than choosing the exact words your character will 
say however, Mass Effect shows you several options on the wheel corresponding 
to general feelings, questions, or emotions.

    To select a dialogue choice, hold the left analog stick in the direction 
of the choice you wish to select, and then press the A button.  You can also 
press the X button instead, which will begin your character's line 
immediately, stepping on the lines of any character who is speaking at the 
time.  X is also used to skip dialogue if you wish to do so.

    The wheel itself is divided into six quadrants.  Choices on the wheel's 
left side usually give you more information about a given topic, while 
choices on the right tend to bring the conversation closer to its conclusion.  
Additionally, the top of the wheel tends to correspond to the Paragon path, 
where your character makes cooperative and unselfish decisions.  The bottom 
of the wheel typically corresponds to the Renegade path, where your character 
makes decisions that are more selfish and impatient.  This is not always the 
case, but it is a good general guide to framing your responses during a 
conversation if you wish to play as a certain type of character.

    Sometimes you will see the option on the middle left to "Investigate."  
This brings up more choices for topics of conversation, and the orientation 
of these choices often does not correspond to the Paragon / Renegade paths 
described above.

    If you have spent talent points in the "Charm" or "Intimidate" talents, 
you will sometimes also have the option to persuade characters to achieve a 
nonviolent outcome or to give you additional money, items, or information.  
These choices appear in the upper and lower left quadrants as blue and red 
dialogue choices respectively.  If you lack sufficient skill in these areas, 
these choices will be grayed out, and you will not have the option of using 
them.


THE MISSION COMPUTER
--------------------

    By pressing the Start Button you can enter the Mission Computer menu.  
You access each part of the menu in a similar way to selecting dialogue 
choices during a conversation, by using the left analog stick to point to a 
direction on the display and pressing the A button to select it.

    The Mission Computer allows you access to game details for:

        Equipment: View and change your currently equipped weapons, armor, 
                   items, and upgrades.

        Options:   Change your settings for gameplay, graphics, sound, and 
                   other options.  Notably, you can change the gameplay 
                   difficulty, and toggle visual effects like film grain and 
                   motion blur.

        Map:       Shows a two dimensional overview of your current area.  It 
                   indicates the position of your character as well as known 
                   points of interest, objectives, and other pieces of useful 
                   information.  You can use the left and right bumpers to 
                   zoom in and out for a better view as needed.

        Save:      Allows you to save your current progress through the game.  
                   You cannot save in certain situations, such as during 
                   combat and while riding in elevators.

        Squad:     View and upgrade stats and abilities for you and your 
                   squad members.

        Load:      Load previously saved games.

        Journal:   View your current missions and assignments.  Missions are 
                   essential to the completion of the game.  Assignments are 
                   optional, but typically grant experience points and 
                   monetary rewards.

        Codex:     A small encyclopedia of the Mass Effect universe.  As you 
                   play and gain new information the Codex will populate 
                   itself with new articles concerning the planets, 
                   civilizations, and technologies you come across.


COMBAT
------

    The combat in Mass Effect resembles a third-person shooter, but is 
actually powered by a complex RPG rules set operating beneath the surface.  
You can draw your weapon by pressing the X button or either of the triggers, 
and can holster it by pressing the B button.

    Drawing your weapon enters combat mode, showing a reticule on-screen to 
indicate where your weapon is aimed.  It also displays the status of each 
squad member in the lower left corner of the screen.  The red bar indicates 
the health of each squad member, while the blue boxes indicate the status of 
each character's shields.  More boxes mean more shield strength, and empty 
boxes mean the shields are depleted.

    Radar is shown in the bottom right corner, and shows enemies as red dots.  
Certain types of enemies can jam your radar, hiding their locations from you.  
Certain weapon upgrades can be used to mitigate the ability of enemies to jam 
your radar.

    The right analog stick is used to aim the target reticule.  Holding the 
left trigger zooms in for more precise aiming, increasing your character's 
accuracy.  The reticule turns orange when it is placed over an enemy or any 
object that can be damaged or destroyed.  Pulling the right trigger then 
fires your weapon.  The chance of hitting an enemy and how much damage is 
dealt from your weapon are determined by your stats and equipment.  Your 
chance of hitting an enemy is reduced by holding the right trigger for a long 
period of time.  Sustained fire will also overheat your weapon, meaning you 
must wait for it to cool down before using it again.

    There are two combat wheels.  The first is the "Weapons Wheel" which is 
accessed by holding down the left bumper.  This allows you to select what 
weapon each member of your squad will use.  All squad members carry a pistol, 
shotgun, assault rifle, and sniper rifle, but each will be far more effective 
with a certain weapon if they have trained in its use.

    The second wheel is the "Power Wheel," which is accessed by holding the 
right bumper.  This allows you to access the special abilities of all squad 
members and use them accordingly by aiming using the right analog stick.  A 
power can also be mapped to the right bumper by pressing the X button while 
using the wheel.


ADVANCING LEVELS
----------------

    As mentioned previously, you gain experience points as you progress 
through the game.  There is a single pool of experience for the entire squad, 
allowing all squad members to advance at a similar rate.  By accumulating 
enough XP you will level up, granting access to new talent points which you 
can spend at the Squad screen in the Mission Computer.

    At the Squad screen you can press the Y button to automatically 
distribute talent points to the selected character, or you can spend them 
manually but selecting the desired talent and pressing the A button.

    Players earn talent points for each new level as follows:

    Level    Shepard Points per Level    Squad Points per Level
      1-5                3                         2
     6-20                2                         2
    21-35                2                         1
    36-60                1                         1


THE GALAXY MAP
--------------

     To travel around the galaxy using your advanced starship--the Normandy--
you must access the galaxy map, located prominently in the center of the 
command deck.

    The first level of the galaxy map is the Galaxy Level, which shows all 
available star clusters and nebulae you can visit.  By moving your cursor 
over a selected cluster you can see its name and view the relay path the 
Normandy would take to reach that part of the galaxy.  New clusters and 
systems become available as you complete missions and learn more about the 
galaxy.

    After selecting a location with the A button, you zoom in to the Cluster 
Level, which shows all known star systems within that cluster.  To explore a 
star system you must travel there by highlighting the system and pressing the 
A button.

    When you have arrived at a new system you will see the System Level, 
which shows all the planets and celestial objects orbiting the star you have 
traveled to.  All planets will have a blue ring showing their orbit.  Other 
objects may be hidden and will require you to move your cursor over them to 
discover their presence.  Many asteroid belts have interesting asteroids you 
can examine, and derelict starships and freighters can also be found in some 
systems.  A hidden object can usually be identified by a small twinkle of 
light that appears on occasion.  When you find a hidden object, press Y to 
scan it.

    By highlighting a planet, moon, or other object and pressing A, you will 
zoom in to the Planetary Level.  This shows you a view of the planet's 
surface along with a synopsis of important planetary features and 
information.  Many planets are inhospitable to human life, but some can be 
surveyed for raw materials and interesting artifacts.  Some can also be 
explored using the Mako.  Press A to survey or land on a planet when given 
the option.


EQUIPMENT
---------

    Collecting, using, and upgrading your equipment is important to your 
success and survival in Mass Effect.  The first pieces of useful equipment 
are your weapons.  Every squad member carries four basic weapon types, and 
Commander Shepard can also throw grenades which detonate automatically after 
ten seconds if not detonated remotely by pressing the grenade button again.

        Pistols:        "Pistols are highly accurate, have little recoil, and 
                        are easy to use when moving.  They are effective at a 
                        variety of ranges, but inflict limited damage."

                        Trainable by: Soldier
                                      Engineer
                                      Adept
                                      Vanguard
                                      Infiltrator

        Shotguns:       "Shotguns have a slow rate of fire and high recoil, 
                        but inflict massive damage to multiple targets when 
                        fired at close range."

                        Trainable by: Soldier
                                      Vanguard

        Assault Rifles: "Assault rifles are the standard armament of most 
                        Soldiers, offering a good balance between firepower, 
                        range, and accuracy."

                        Trainable by: Soldier

        Sniper Rifles:  "Sniper rifles have long range, are highly accurate, 
                        and inflict significant damage.  They have a limited 
                        rate of fire, however, and are practically useless at 
                        close range.

                        Trainable by: Soldier
                                      Infiltrator

        Grenades:       "Disk-shaped Alliance grenades can glide long 
                        distances and also latch onto targets or flat 
                        surfaces to be remotely detonated.  Only you, as 
                        Commander Shepard, can use grenades."

    The next major component is armor, which protects the wearer from 
injury.  Each species uses a different set of armor because of inherent 
differences in physiology.  The one exception is the asari, who can wear 
human armor.

        Light Armor:    "Light armor offers a basic level of protection from 
                        enemy attacks and minimizes the movement penalties 
                        that affect weapon accuracy."

                        Wearable by:  Soldier
                                      Engineer
                                      Adept
                                      Vanguard
                                      Infiltrator
                                      Sentinel

        Medium Armor:   "Medium armor offers an increased level of 
                        protection, but also increases the movement penalties 
                        that affect weapon accuracy."

                        Wearable by:  Soldier
                                      Vanguard (requires training)
                                      Infiltrator (requires training)


        Heavy Armor:    "Heavy armor offers the highest level of protection 
                        from enemy fire, but also has the highest movement 
                        penalties affecting weapon accuracy."

                        Wearable by:  Soldier (requires training)

    All weapons and armors can be upgrades to enhance their properties.  
Upgrades can increase damage, improve shields, and more.

    To upgrade equipment, access the Equipment screen through the Mission 
Computer.  Equip the item you wish to use and press the X button to view the 
Upgrade screen.  Use the directional pad to select the desired upgrades and 
press the A button to finalize your upgrade selection.

    To modify tech and biotic abilities, special equipment is used:

        Bio-amps:       "Biotics can strengthen their power in specific 
                        disciplines by using amps (amplifiers). These 
                        specially designed devices often come in the form of 
                        small electronic attachments that are worn on a 
                        biotic's ear or the back of their head."

        Omni-tools:     "Omni-tools are multipurpose diagnostic and 
                        minifacturing tools used for a variety of battlefield 
                        tasks, such as hacking, decryption, or repair. They 
                        are equipped by Engineers, Sentinels, and 
                        Infiltrators to make use of their tech talents."

    New equipment can be acquired in a number of ways.  As you progress in 
the game and defeat enemies you gain XP, money, and items.  These new items 
are automatically placed in your inventory.  You can also purchase items from 
stores or take them from containers you find throughout the game.  Stores 
allow you to buy upgrades in the form of increased grenade or medi-gel 
capacity.

    Medi-gel is a universal healing substance that restores the health of all 
squad members when used.  Press the Y button in combat to use Medi-gel on 
your squad.

    There is an inventory limit of 150 items so it is important to keep your 
inventory as empty as possible.  Any weapons, armors, or upgrades you or your 
squad aren't using can be sold for extra money or turned into omni-gel.  
Omni-gel is useful for opening locked containers and decrypting certain 
electronic devices.


SQUAD MANAGEMENT
----------------

    Selecting the Squad screen from the Mission Computer menu gives a variety 
of information about your character and the other characters in your squad, 
including name, class, appearance, level, and use of talent points.

    Whenever you gain enough experience to gain a new level, all characters 
are granted talent points that can be spent to upgrade certain abilities or 
to unlock new ones.  Assigning points to a given talent lets you improve 
combat, tech, and biotic abilities, as well as unlock and improve special 
abilities for each talent.

    Commander Shepard also has Paragon and Renegade meters shown on this 
screen.  These meters track your choices made throughout the game.  Generous 
choices result in Paragon points, ruthless choices result in Renegade points.  
Either path is acceptable, as you gain bonuses for filling either meter.

        Paragon:  The Paragon scale is colored blue and impacts the Charm 
                  ability.

                  05% Bonus: Opens two Charm slots
                             Gives one Charm point
                  25% Bonus: Opens two Charm slots
                             Gives one Charm point
                             10% bonus to First Aid cooldown
                  50% Bonus: 10% bonus to health
                  75% Bonus: Unlocks Xbox 360 Achievement
                             Opens two Charm slots
                             Gives one Charm point
                             5% bonus to all talent cooldowns

        Renegade: The Renegade scale is colored red and impacts the 
                  Intimidate ability.

                  05% Bonus: Opens two Intimidate slots
                             Gives one Intimidate point
                  25% Bonus: Opens two Intimidate slots
                             Gives one Intimidate point
                             10% bonus to First Aid cooldown
                  50% Bonus: Regenerate +1 health per second
                  75% Bonus: Unlocks Xbox 360 Achievement
                             Opens two Intimidate slots
                             Gives one Intimidate point
                             5% damage/duration bonus on all weapons/powers


UNCHARTED WORLDS
----------------

    When you have control of the Normandy, you can use it to travel to many 
uncharted worlds with mysterious anomalies.  To discover the nature of these 
anomalies, you must explore these planets using the Mako.

    When you land on a planet, you should first check your Map.  This often 
reveals the locations of many known points of interest.  Anomalies--marked 
with a question mark--usually indicate something interesting to explore.  
Furthermore, there are several deposits of rare materials that can be 
surveyed on a planet's surface.

    When you are done exploring a planet, simply press the X button while in 
the Mako (or from the Map screen) to return to the Normandy.


USING THE MAKO
--------------

    The SSV Normandy comes with the M35 Mako, an infantry fighting vehicle 
that can be used to cover long distances quickly and to provide cover and 
direct fire support.  You can use the A button to enter the Mako, and the B 
button to exit it.

    The Mako is equipped with a 155mm machine gun for dealing with infantry, 
as well as a cannon for destroying more heavily armored opposition.  It also 
comes with jump jets that can be activated using the A button, which allow 
the operator to deftly jump over incoming enemy rockets.

    If the Mako becomes damaged from enemy fire, press the Y button to repair 
it.  Doing so uses 15 omni-gel and requires the Mako to be stationary.


=====================
Downloadable Content
=====================

BRING DOWN THE SKY
------------------

    Released via Xbox Live on March 10, 2008, "Bring Down the Sky" is the 
first piece of downloadable content for Mass Effect.  It features a new 
uncharted world to explore, and introduces a new alien race, the Batarians.  
"Bring Down the Sky" costs 400 Microsoft Points and is estimated to consist 
of roughly 90 minutes of gameplay.

    Description from the Mass Effect website: "A Batarian extremist group has 
hijacked an asteroid station in the Asgard system, setting it on a collision 
course with the nearby colony world of Terra Nova.  Only Commander Shepard 
can save the millions of innocent civilians before the asteroid completes its 
deadly descent."

    To access the "Bring Down the Sky" module, you must have control of the 
Normandy.  A marker will appear on the Galaxy Map directing you to the "X57 
Asteroid" in the Exodus Cluster.  Simply land on the asteroid to begin the 
assignment.


----------------------------------------------------------------------
     SECTION II
----------------------------------------------------------------------


============
Walkthrough
============

Please Note:  This guide does not always provide the fastest possible path 
through the game.  It is intended for those who want to enjoy the full 
experience that is Mass Effect, and includes many optional items that are not 
required to complete your adventure.

The Walkthrough is broken into three sections.  The first is the Primary 
Mission Walkthrough, detailing the main story in which Shepard must save the 
galaxy.  This section includes some optional components, but these tasks will 
be designated as such and you may skip them at your discretion.

The next section is the Optional Assignments section, detailing every side 
mission in Mass Effect.  Assignments that deviate from the main path will be 
included in this section.

Finally, the last section consists of a brief listing of all possible Codex 
entries and how to achieve them.


PRIMARY MISSION WALKTHROUGH
---------------------------

Your adventure begins on the command deck of the SSV Normandy, the most 
advanced System Alliance starship ever created.  You are Commander Shepard, a 
promising officer in the Alliance Navy, who has been tasked with overseeing 
the ship as it is put through its paces...
   This section takes you through the primary mission.  There are many steps 
involved, some of which are optional.


SECTION 1: Prologue


1 - Shakedown
Our story begins as you head to the front of the Normandy, where Joker--the 
ship's helmsman--has just finished a mass relay jump.  The mass relays are 
relics of an ancient civilization known as the Protheans, and allow rapid 
travel throughout the galaxy.  He relays his success to Nihlus Kryik, who is 
overseeing the operation.  Nihlus is a turian Spectre, an elite operative 
charged with maintaining galactic stability at any cost.  When Nihlus leaves, 
Joker tells Lt. Alenko about his distrust for Spectres, at which point you 
have an opportunity to voice an opinion.  Your dialog choices can net you 
Paragon or Renegade points.  Choices in the upper part of the dialogue wheel 
usually correspond with the Paragon alignment, while choices on the bottom of 
the wheel usually correspond to the Renegade alignment.  Captain Anderson 
comes on the comm and asks you to report to the briefing room.

    + Paragon for agreeing with Joker
    + Renegade for chastising your crew
    New Mission: "Prologue: On the Normandy"

2 - Talk to Pressly (Optional)
On your way back towards the briefing room you can overhear Navigator Pressly 
having a conversation with Chief Engineer Adams.  Speaking with Pressly 
reveals his concerns about the mission.  He feels that Nihlus and Anderson 
are hiding something from the crew.  Pressly can also give you some 
information on the Normandy's unique stealth systems.

3 - Talk to Jenkins and Chakwas (Optional)
Outside of the briefing room, Corporal Jenkins is having a conversation with 
Dr. Chakwas.  You can use this opportunity to learn more about both 
crewmembers.  They can also tell you more about the Spectres, and Eden Prime, 
your destination for this mission.

    + Paragon for being supportive of Jenkins
    + Renegade for telling Jenkins the mission isn't about him

4 - Spectre Training
Enter the briefing room and speak with Nihlus.  He asks about Eden Prime, the 
destination for the mission.  Captain Anderson enters and reveals the true 
nature of the operation:  A Prothean beacon was unearthed on Eden Prime and 
you are being sent in to recover it.  Nihlus will also be using this 
opportunity to evaluate you as a possible candidate for the Spectres.  Before 
you reach Eden Prime however, Joker patches through a distress signal from 
the planet's surface, showing an attack by a massive spaceship of unknown 
design.  Needless to say, this complicates the mission, as you must now find 
and secure the beacon while helping any survivors you find.


SECTION 2: Eden Prime


1 - Touchdown on Eden Prime
When you arrive on the planet's surface you have Lt. Kaidan Alenko and Cpl. 
Richard Jenkins in your squad.  Each of you has only basic equipment.  There 
is an upgrade kit to the north and east.  (Note that for Eden Prime the 
compass and map directions don't agree.  Directions listed here will follow 
the map directions.)  You can use the nearby gas bags for target practice 
before moving on.  Proceed west and follow the path over the hill.  You are 
immediately attacked by a small group of geth recon drones and Jenkins is 
fatally wounded.  The recon drones have weak shields and weapons, but are 
resistant to biotic attacks.  When they are destroyed, check Jenkins's body 
to confirm his fate.  Grab the nearby upgrade kit as you proceed north up the 
hill.  There are two more groups of drones at the top of the hill, along with 
a medical kit you can use to resupply your medi-gel.

    + Paragon for promising Jenkins a proper burial
    + Renegade for downplaying Jenkins' death
    "Prologue: On the Normandy" -> "Prologue: Find the Beacon"

2 - Sole Survivor of the 212
As you descend the hill you witness a soldier being chased by more drones.  
She turns to see another human impaled on a large spike by two geth troopers, 
which you must now help her defeat.  Speak with the soldier after the attack.  
She can tell your more about the attack, and the enemy you're facing.  Ashley 
Williams will now join your squad.  There is an upgrade kit and a crate 
nearby.  At the bottom of the hill there are four more troopers to defeat.  
Geth troopers have the ability to erect shields to provide cover for 
themselves, but lack much other protection.  They are extremely vulnerable 
when their shields are disabled.

    ++ Paragon for giving Ashley a warm welcome
    ++ Renegade for resisting Ashley's inclusion in the squad

3 - Investigate the Dig Site
When you reach the dig site it is apparent that the beacon has been moved.  
Ashley suggests that you should check out the nearby research camp, which 
will now be marked on your map.  There is a crate near the dig site.  Proceed 
up the hill to the north.

4 - The Camp
As you reach the top of the hill you discover that the giant spikes are 
designed to turn humans into synthetic zombie-like creatures called husks.  
They have no ranged weapons, so they will charge at you instead.  When they 
get close enough they will unleash a powerful electric explosion designed to 
take down your shields.  Keeping your distance allows you to destroy them 
easily.  Biotic powers are also extremely effective for immobilizing them.  
Don't miss the upgrade kit located behind the spikes.  There are two 
temporary structures at the camp.  The one on the left is unlocked and 
contains two crates.  The one on the right has an easy decryption lock.  Two 
survivors, Dr. Warren and Dr. Manuel are hiding inside.  Dr. Warren can tell 
you about the attack, and informs you that the beacon has been relocated to 
the spaceport.  If you ask about Manuel you have the option to shut him up 
for a while.

    +  Paragon for being kind to the survivors
    ++ Renegade for striking Manuel

~~~~~~~~~~
DECRYPTION AND ELECTRONICS MINIGAME

The decryption minigame can be performed to unlock certain containers or to 
recover certain valuables from downed spacecraft or satellites.  This 
involves pressing one of the face buttons (A, B, X, or Y) soon after it glows 
on-screen.  The number of buttons that must be pressed depends (in theory) on 
the difficulty of the decryption.  Locked containers and doors can have three 
levels of difficulty (easy, average, and hard) and you will need a certain 
number of points in the corresponding skill in order to attempt to open each 
type of lock: 1 point is required for easy, 5 points for average, and 9 
points for hard.  Locks can also be opened by supplying the requisite amount 
of omni-gel, but only if you have sufficient skill.
~~~~~~~~~~

5 - The Rogue Spectre
Head up the hill to the north.  Ahead at the spaceport, Nihlus turns a corner 
to see his friend Saren, a fellow Spectre.  Off in the distance you hear a 
single gunshot.  As you reach the crest of the hill, you see a massive 
spaceship taking off from the spaceport ahead.  There are more husks and geth 
troopers as you descend the hill.  Shoot the explosive containers on the 
steps to eliminate the geth quickly, and keep your distance from the husks.  
There is a malfunctioning object in an alcove to the northwest.

6 - The Farmers (Optional)
A path to the east leads to another small temporary structure with a crate 
nearby.  After unlocking the door, three farmers come out.  They talk about 
the ship, and inform you of a smuggling operation that's been going on at the 
colony.  The farmers have been holding weapons and supplies for a smuggler at 
the spaceport.  They offer you an extra pistol they've been holding for the 
smuggler.  Using Charm or Intimidate you can get an extra upgrade item in 
addition to the pistol.  You can then persuade them to reveal the identity of 
the smuggler: a man named Powell.  Don't miss the storage locker inside the 
shed after the conversation concludes.

    + Paragon for using Charm on the survivors
    + Renegade for using Intimidate on the survivors

7 - Powell the Smuggler
Ascending the steps to the spaceport reveals Nihlus' fate.  A noise from 
behind the nearby crates turns out to be Powell, the smuggler the farmers 
informed you about.  He tells you about Saren's betrayal of Nihlus.  When 
confronted about his smuggling operation he offers you some grenades to 
resupply you.  Using Charm or Intimidate you can get an additional grenade 
upgrade out of him.  There is a medical kit nearby, and an upgrade kit in the 
fires behind the crates.

    + Paragon for being forgiving towards Powell
    + Renegade for Intimidating Powell

8 - Taking the Train
Continue north and take out the nearby geth troopers.  You will need to board 
the train and fight your way to the other side to activate the controls.  The 
train itself is defended primarily by geth troopers, but there is also a geth 
destroyer to worry about.  Destroyers are huge versions of the troopers, and 
will typically charge at you.  Keep your distance and concentrate on 
destroying it before moving forward.  Biotic powers are particularly useful 
for disabling heavy geth soldiers like the destroyer, as immobilizing them 
keeps them from using their heavy weapons.  There is a medical kit halfway up 
the train.  Activate the train controls at the far end to proceed to the 
other side of the spaceport.  Meanwhile, Saren orders the geth to place 
explosives around the port to destroy the colony and cover up any evidence of 
their presence.

9 - Diffusing the Situation
When you arrive at the spaceport your goal is to disarm all the demolition 
charges before time runs out.  The first charge is to your immediate left 
after exiting the train.  Simply press A to defuse an explosive while your 
squad is covering you.  Go up the ramp.  The other charges show up on your 
radar, so you should have no trouble locating them.  Cross the bridge and 
work your way north as you defuse the explosives.  You will need to worry 
about the geth troopers and geth shock troopers as you move up.  Shock 
troopers are more heavily armed and armored than their trooper counterparts.  
They too can erect kinetic barriers, and they have a missile attack similar 
to the destroyers.  If you're having trouble, consider leaving your team on 
the west side and heading back to the east side of the area to flank the 
geth.  There is a crate to the far north on the west side of the bridge.

10 - Secure the Beacon
Proceed west through the opening.  Descend the ramp and finish off the last 
of the troopers and husks.  There are two storage lockers to the south, a 
technician kit to the north, and a crate near the beacon itself.  Approach 
the railing to the west for a view of the devastation left by the ship you 
saw.  Once you've secured the Prothean beacon you can radio the Normandy to 
come pick it up.  If you are playing as a male, Ashley will inadvertently 
activate the beacon.  As a female, Kaidan will activate the beacon.  You are 
forced to intervene, and the beacon downloads a violent vision into your 
brain before it destroys itself.

11 - On Approach to the Citadel
You wake up in the Normandy's medical bay.  Dr. Chakwas and Captain Anderson 
will explain the situation.  When you are finished, head upstairs to the 
command deck and tell Joker to bring the Normandy into dock on the Citadel.

~~~~~~~~~~
THE NORMANDY

Now is a good opportunity to explore and familiarize yourself with the SSV 
Normandy and her crew.  You begin on the quarters deck.  There is an aid 
station in the medical bay where you can replenish your supply of medi-gel.  
Outside is your locker, where supplies are frequently stored for you to pick 
up.  Sleeping pods are towards the bow, and the Captain's office is on the 
port side.

If you take the elevator down to the engineering level you can explore the 
engine room and the vehicle bay.  You can use the equipment lockers in the 
vehicle bay to stock your squad members with weapons and items.  You can also 
buy and sell your equipment with the alliance requisition officer.
~~~~~~~~~~


SECTION 3: The Citadel


1 - Arrival on the Presidium
Your squad will arrive on the Citadel with Captain Anderson to meet with 
Ambassador Donnel Udina.  The ambassador is making a plea to the Citadel 
Council to have Saren disbarred from the Spectres for his involvement in the 
attack on Eden Prime.  The next step is to head to the Citadel tower and make 
a formal appeal at the hearing regarding Citadel Security's findings in the 
case against Saren.

    + Renegade for saying you don't care about the Council
    Mission Complete: "Prologue: Find the Beacon"
    New Mission: "Citadel: Expose Saren"

~~~~~~~~~~
THE PRESIDIUM

You have arrived on the Presidium, one of two major areas--along with the 
Wards--that you can visit while on the Citadel.  The Presidium is split down 
the middle by a large lake with a few bridges running across it.  On the 
north side, from west to east, is the entrance to the Citadel tower, access 
to the Wards, and the embassies where you begin.  On the south side are the 
financial district and the Consort's chambers.

The Avina Tourism Terminals can give you more information about the 
Presidium, and there are signs posted to assist in navigation.
~~~~~~~~~~

2 - The Citadel Tower
Leave the embassies and proceed west towards the Citadel tower.  Take the 
elevator up to the top of the tower where the council chambers are located.  
As you move south you can witness an exchange between Garrus Vakarian--the 
turian C-Sec (Citadel Security Services) officer in charge of the 
investigation into Saren--and Executor Pallin, the head of C-Sec.  Proceed 
south and speak with Captain Anderson to join the hearing, which is already 
in progress.

3 - A Lack of Evidence
The Council decides that there is insufficient proof of Saren's connection to 
the geth or Eden Prime to disbar him from the Spectres.  In order to convince 
the Council otherwise you will need to find conclusive proof of Saren's 
involvement in the attack.  You have two leads to work with.  The first is 
Garrus Vakarian, the C-Sec officer you saw earlier.  He can be found through 
Harkin, a retired human C-Sec officer.  You can also try to find information 
through the Shadow Broker, a galactic information dealer who may know 
something about Saren's activities.  One of his contacts on the Citadel is 
Barla Von, a wealthy financial advisor in the Presidium's financial district.

    + Paragon for the least confrontational responses
    New Mission: "Citadel: Garrus"
    New Mission: "Citadel: Shadow Broker"

3 - Talking to Barla Von (Optional)
If you choose to follow the lead concerning the Shadow Broker, you can find 
Barla Von's office in the southwest corner of the Presidium.  He informs you 
that Saren has betrayed the Shadow Broker, who is now more than willing to 
assist you in taking Saren down.  He advises you to seek out a Krogan named 
Wrex who may be able to help you.  Wrex was last seen at the C-Sec academy.

    "Citadel: Shadow Broker" -> "Citadel: Wrex"

~~~~~~~~~~
THE WARDS

The next major area of the Citadel is the Wards, which are a level below the 
Presidium and can be accessed by elevator.  The Wards are home to clubs, 
gambling, markets, and some spectacular views of the Citadel's exterior and 
the Serpent Nebula.  There are two levels to the Wards, designated upper and 
lower.  There are markets on both levels to the west, with the popular clubs 
Flux and Chora's Den nearby.  A medical clinic resides on the upper level to 
the east. 
 
The Wards and the Presidium both grant access via elevator to the C-Sec 
academy which in turn has elevator access to the docking bay where the 
Normandy is located.
~~~~~~~~~~

4 - Talking to Harkin (Optional)
If you follow the lead concerning Garrus, you can find Harkin at Chora's Den, 
a shady club near the back alleys in the Wards.  Outside you are ambushed by 
some turian assassins working for Saren.  Use the walkways for cover, keeping 
your squad in one place so you can flank the assassins.  Biotics can also be 
useful for pushing them off the balcony.  Once inside the club you can find 
Harkin sitting at a table on the opposite side from the entrance.  He talks 
to you about Captain Anderson before telling you that Garrus was last seen 
snooping around the med clinic in the Wards.

5 - Shootout in the Med Clinic (Optional)
Continuing the search for Garrus, head to the med clinic, located to the east 
in the upper Wards.  Inside you witness some thugs pressing the doctor for 
information.  They see you and a fight breaks out.  A well placed shot from 
Garrus ensures that the doctor is unharmed.  Once the fight is over, speak to 
Garrus to find out what to do next.  Dr. Michel informs you that a quarian 
had recently passed though her clinic carrying evidence of Saren's connection 
to the geth.  She wanted to barter the information in return for her safety, 
so Dr. Michel put her in contact with Fist, the owner of Chora's Den and an 
employee of the Shadow Broker.  Unfortunately, Fist betrayed the Shadow 
Broker and is now believed to be holding the quarian hostage for Saren.  You 
need the quarian's information in order to implicate Saren, so it's off to 
Chora's den to take care of Fist.  The med clinic has an aid station you can 
use to replenish your medi-gel before you leave.

    + Paragon for chastising Garrus about the doctor's safety
    + Renegade for ignoring the doctor's safety
    Mission Complete: "Citadel: Garrus"

6 - Pick up Wrex (Optional)
Head to the C-Sec academy--accessible through either the Presidium or the 
Wards--and head west.  Near the stairs to the C-Sec offices, Wrex is having a 
confrontation with some officers.  When their conversation is over you have 
the opportunity to offer Wrex a position on your squad.  Bear in mind that 
Wrex has been hired by the Shadow Broker to kill Fist, and he intends to 
fulfill his contract.  You are not required to invite Wrex to join your squad 
at any point if you already have Garrus in your squad.  Similarly, if you 
picked up Wrex before going to get Garrus, he will tell you everything about 
the quarian, in which case you don't ever need to invite Garrus to join your 
squad.

    Mission Complete: "Citadel: Wrex"

~~~~~~~~~~
SQUAD SELECTION

After picking up Garrus or Wrex you have your first opportunity to select 
your squad.  You are only able to have two squad members with you at a time, 
so be sure to choose wisely.  You can only change who is in your squad by 
returning to the Normandy or when a new character is added to your squad.

Consider what you want from your squad and what opposition you expect to face 
while using a given squad configuration.  For example, Kaidan provides a more 
balanced compliment to your squad, whereas Ashley maximizes the combat 
abilities of your squad.

Characters with tech abilities are useful against synthetic foes like the 
geth, and also typically have the ability to unlock secured containers and 
doors.  Biotic characters are good for disabling enemies and minimizing the 
effects of enemy crowds.
~~~~~~~~~~

7 - Assault on Chora's Den
Take your squad to Chora's Den.  When you arrive the club is sealed up 
because Fist knows you are coming after him.  There are a good number of 
thugs inside, so stick to cover by the doors and take out one enemy at a 
time.  The big concern here is the krogan bouncer on the opposite side of the 
room, as he has the ability to regenerate health.  After you defeat all the 
guards proceed into the back room for a confrontation with two warehouse 
workers.  You can kill them, or use your Charm or Intimidate skill to get 
them to leave peacefully.  There is a weapon locker beyond the workers on the 
left side of the room.

    + Paragon for sparing the warehouse workers using Charm
    + Renegade for sparing the warehouse workers using Intimidate

8 - Taking Care of Fist
In the final room you will encounter Fist himself.  Position yourself on the 
near corner and order your squad to take up position on the far corner.  You 
can place your back to the wall here and observe Fist on the other side of 
the room.  The primary threats to you are the two defense turrets in each 
corner.  Garrus or Kaidan are useful here because of their tech skills, 
though Wrex evens the odds with his superior combat abilities.  Concentrate 
on one turret at a time and don't stay outside of cover for too long.  
Biotics don't work on the turrets, so save these powers for Fist himself.  
Taking out both turrets is sufficient to get Fist to surrender.  When Fist is 
finally defeated he will tell you where you can find the quarian.  If Wrex is 
in your party he will kill Fist to fulfill his contract with the Shadow 
Broker.  Otherwise you have the option to kill him yourself.  There is a wall 
safe in the back corner of the room when you are finished.

    + Renegade if you kill Fist or condone Wrex's actions

9 - Rescue the Quarian
The quarian is about to be set up by Fist's men.  You have a limited time to 
reach her and get the information you need.  As you exit Fist's offices you 
are confronted by more thugs in the main lounge.  Deal with them quickly and 
proceed back towards the Wards.  Bear left when you exit and go through the 
back alleys to reach the quarian.  If you arrive in time you will have to 
fight a group of turian and salarian assassins to rescue the quarian.  The 
salarians have some tech powers you need to worry about, so stick to cover as 
much as possible.  When the fight is over you can take the quarian's evidence 
against Saren to Ambassador Udina.

10 - The Quarian's Evidence
Back at the ambassador's office, the quarian--known as Tali'Zorah nar Rayya--
presents her evidence.  She has a recording of Saren and an unknown woman 
incriminating themselves regarding the attack on Eden Prime.  Now that you 
have irrefutable evidence it is time to present your case to the Citadel 
Council.  Tali becomes a squad member and agrees to help you track down 
Saren.

11 - The Council's Decision
Return to the Citadel tower and present your evidence to the Council.  Faced 
with undeniable proof of Saren's involvement in the attacks on Eden Prime, 
the Council disbars Saren from the Spectres.  They also recognize the other 
voice from Tali's recording as that of Matriarch Benezia, an influential 
asari who is now a powerful ally for Saren and the geth.  Not wishing to send 
a fleet into the Attican Traverse and risk open war with the Terminus 
Systems, the Council elects to make you the first human Spectre, tasked with 
tracking down and stopping Saren at all costs.

    + Paragon for being polite
    + Renegade for being arrogant
    Spectre Training unlocked
    Bonus to Charm and Intimidate

12 - Speak to Anderson and Udina
Head to the docking bay by way of the C-Sec academy and speak with Anderson 
and the ambassador.  They provide you with the locations of two possible 
leads on Saren's whereabouts:  Geth have recently attacked a human colony on 
Feros, and the geth have also been sighted near Noveria.  It may also be 
worth tracking down Matriarch Benezia's daughter, Dr. Liara T'Soni, who is 
believed to be studying Prothean ruins somewhere in the Artemis Tau Cluster.  
Now that you are a Spectre, you no longer answer to the Alliance military, 
and you may tackle these leads in any way you see fit.

    + Paragon for being respectful
    + Renegade for being brash and headstrong
    New Mission: "Find Liara T'Soni"
    New Mission: "Feros: Geth Attack"
    New Mission: "Noveria: Geth Interest"

13 - Prepare to Depart
Enter the Normandy.  You now have the opportunity to make a speech to your 
crew informing them of the mission and your determination to complete it.

    ++ Paragon for emphasizing cooperation with all alien species
    ++ Renegade for emphasizing human self-reliance

~~~~~~~~~~~~~~~~~~~~~~~~~
CREW LOCATIONS

Now is a good opportunity to become acclimated to your ship and to identify 
where certain NPCs and squad members can be found. 
 
Ashley is in the vehicle bay near the crew lockers.  Kaidan is in the crew 
quarters near the captain's office.  Wrex is in the vehicle bay near the 
elevator and opposite the Requisition Officer.  Garrus is in the vehicle bay 
near the Mako.  Tali is in the engineering section.
~~~~~~~~~~~~~~~~~~~~~~~~~

14 - Normandy Inspection (Optional)
The first time you return to the Citadel after becoming a Spectre you will be 
greeted in the docking bay by Rear Admiral Mikhailovich, commander of the 
63rd Scout Flotilla.  He wishes to inspect your vessel.  You can refuse, but 
you can earn experience points if you allow an inspection.

    + Paragon for defending the Normandy using Charm
    + Renegade for defending the Normandy using Intimidate
    + Renegade for refusing to allow an inspection


SECTION 4: Liara's Dig Site


1 - The Artemis Tau Cluster
Your first lead involves finding the daughter of Matriarch Benezia, who is 
believed to be somewhere in the Artemis Tau Cluster.  Head to the Galaxy Map 
and select the appropriate cluster, then zoom in to view the known systems in 
this cluster.  The system in question is the Knossos System.  Select this 
system and press the A button to travel there.  Move your cursor to the 
planet Therum and press the A button to zoom in.  Press the A button once 
more to land on the planet.

2 - To the Refinery
The path before you is fairly linear.  Take the Mako north and follow the 
path between the cliffs and the lava.  Follow the path around towards the 
south, at which point a geth dropship will deposit a pair of geth armatures 
in your path.  Keep your distance and use your jump jets to avoid their 
attacks.  There is a refinery to the east but the way is blocked by a large 
gate and three geth heavy turrets.  Take the detour around to the north, 
which is guarded by only one heavy turret.  This path leads to the heart of 
the refinery, which is guarded by regular geth troopers and shock troopers, 
but also by rocket troopers, which have weak personal defenses but a powerful 
ranged attack.  Your toughest opponent is a geth juggernaut, which is a more 
powerful version of the destroyer you faced on Eden Prime.  Stay in the Mako 
and keep your distance while avoiding enemy attacks.  In the various 
structures about the refinery you can find an upgrade kit, storage locker, 
and weapon locker.  The controls to lower the north gate are in the building 
to the northwest.

3 - Proceed in the Mako
Continue north, where you will encounter several more armatures.  There are 
rocket troopers and a geth colossus guarding the entrance to the tunnel you 
must use to precede.  Once again, keep your distance and zoom in with your 
turret to make dealing with these enemies easier.  There are a small group of 
rocket troopers on the other side of the tunnel.  Continue on until you reach 
another tunnel.  You will encounter some rocket troopers inside the tunnel 
this time, along with more geth troopers and rocket troopers at the exit.

4 - On Foot to the Dig Site
You eventually reach a point where the path narrows and you must leave the 
Mako and continue on foot.  Your radar is jammed by a nearby sniper.  Proceed 
east up the hill until you encounter geth troopers and rocket troopers.  Stay 
in cover and pick your shots to avoid the missiles from the rocket troopers.  
There are also shock troopers and a geth sniper waiting in the clearing up 
ahead, so be on your guard.

5 - The Mining Camp
At the mining camp you are ambushed by a group of geth stalkers and a geth 
armature.  Take cover, keep your distance, and take care of the stalkers 
first.  Having squad members with tech abilities can help to deal with the 
regular geth enemies.  There is also some cover on a small hill to the east 
that is perfect for taking down the armature from a distance.  Spend as 
little time out of cover as possible, and don't get hit by a pulse blast from 
the armature as it can instantly kill you.  Once all the geth are defeated 
you may proceed inside the mine itself.

6 - Exploring the Mine
Follow the ramps down into the mine.  You will encounter some shock troopers 
and snipers along the way.  Take the elevator down to the next level and 
follow the catwalks.  As you approach the next elevator a group of geth 
assault drones appear from below.  Like the recon drones, they are resistant 
to biotics but susceptible to tech powers.  Take the second elevator.  At the 
bottom, climb down the debris pile and approach the asari behind the blue 
barrier.

7 - Freeing Dr. T'Soni
Liara T'Soni is trapped by a Prothean security device.  Before you can get 
her out however, you must find some way past the barrier.  Keep descending 
the ramps until you reach the bottom of the mine where you will find more 
shock troopers and snipers.  At the far end there is a storage locker and a 
weapon locker.  Return to the nearby mining laser and activate it using the 
correct sequence, A-X-B-Y.  This opens a hole you can proceed through.  
Activate the elevator at the end of the tunnel and take it up to Liara's 
location so you can free her.

8 - Escaping the Mine
It seems the mining laser has caused some seismic activity and you need to 
leave quickly.  Take the elevator up to the top floor, where you will 
encounter the krogan Liara told you about.  You can't talk your way out of a 
fight, so you must defeat the krogan battlemaster along with his geth 
soldiers.  Don't let them surround you, as they will try to move around the 
sides of the room to attack your squad from all directions.  The krogan in 
particular will try to disable you with his biotics so he can charge and 
engage you from close range.  Turn the tables and disable him biotically to 
make this fight much easier.  When all the enemies are defeated it is a 
simple matter of racing to the surface to avoid certain death.

9 - Back on the Normandy
When you return to your ship the crew sits around for a debriefing.  Liara 
will discuss her work as a scientist studying Prothean ruins, as well as your 
visions from the Prothean beacon.  When the meeting is over you can choose 
whether to discuss the mission with the Citadel Council.

    Mission Complete: "Find Liara T'Soni"


SECTION 5: Feros


1 - Zhu's Hope
Land at the docking bay on Feros, where you're greeted by David al Talaquani, 
who wants you to see Fai Dan, the leader of the colony.  First though you 
must fight off a geth attack.  Battle though the enemies and up the stairs to 
reach the Zhu's Hope colony.

2 - Geth in the Tower
You can find Fai Dan on the far side of the colony, but you don't get to 
speak to him for long.  More geth attack, and this time you need to follow 
them to the source and eliminate the threat they pose to the colonists.  When 
the initial wave is defeated, proceed up the stairs and continue bearing left 
until you reach the tower to the northwest.  This is where you will fight the 
bulk of the geth forces.  Find some cover and be on the lookout for a 
destroyer who appears from the far end.  When all the geth are defeated, the 
overhead dropship leaves, making the colonists a little safer for now.

3 - Return to Fai Dan
Go back the way you came and return to the colony, where you can finally have 
a talk with Fai Dan.  He tells you that the geth are operating out of the 
nearby ExoGeni research facility.  He also informs you of the various 
challenges facing the colonists, including a geth outpost in the tunnels, 
food and water shortages, and a lack of power.  He directs you to the 
different colonists assigned to each task.  You aren't required to complete 
any of these assignments, so you can find the details on how to complete them 
in the Optional Assignments section.

    + Paragon for offering your assistance to the colonists
    + Renegade for saying you only care about the geth

4 - Strange Behavior (Optional)
Head inside the nearby freighter and talk to Calanth and Hollis Blake.  The 
former is complaining of extreme headaches, but their cause is unknown.  
Talking to the other colonists reveals equally strange symptoms.  They all 
seem unusually focused on their assigned tasks, and pressing them for 
information seems to make them uncomfortable.  You can also venture down into 
the tunnels and find Ian Newstead, a man who seems to be in tremendous pain 
for some unknown reason.  You can ask Fai Dan about this behavior, but he 
dismisses it as the traumatic effect of seeing friends and loved ones killed.

    + Paragon for being concerned for Calanth
    + Renegade for being concerned for yourself
    + Paragon for trying to help Ian
    + Renegade for threatening to kill Ian

5 - Skyway to Hell
From the colony, ascend the stairs and bear right to take the nearby 
elevator.  This takes you up to the garage, where the Mako is conveniently 
parked.  A geth drone is attacking the colonists in the garage, so destroy it 
and then jump in the Mako.  When you exit the garage a dropship swoops in and 
deposits a pair of armatures on the path ahead of you.  Take them out from a 
distance with the cannon, and then proceed.

6 - Weigh Station Refugees (Optional)
As you drive along the skyway you begin picking up radio chatter which is 
coming from the weigh station up ahead.  When you reach the station you have 
the option of getting out and checking on the refugees, though you can also 
continue up the nearby ramp and ignore the camp for now.  The two prominent 
figures at the camp are Juliane Baynham and Ethan Jeong, the former of which 
is looking for her daughter, Lizbeth.  Lizbeth, she believes, is still at the 
ExoGeni facility, though it is doubtful she is still alive given that the 
geth have overrun the complex.  You can also speak to Gavin Hossle, who needs 
you to recover some data for him.  Be on the lookout for hidden maintenance 
tunnels as you travel the skyway, as they contain a few extra geth and some 
containers you can loot.

7 - The ExoGeni Facility
Proceed along the skyway until you reach the ExoGeni main level where you 
must leave the Mako for now.  There are a handful of enemies to deal with in 
this area.  The path south is blocked by an energy field you will need to 
deactivate later.  The door to the north is locked, but leads to a small room 
with a malfunctioning object.  Take note that accessing the object alerts the 
nearby geth armature to your presence.  To proceed you must go southwest and 
drop down a small ledge to reach the lower level.  You won't be able to 
return this way, so you'll need to deactivate that energy field to return to 
the Mako.

8 - Lizbeth
Elizabeth Baynham can be found on this level as soon as you exit the first 
corridor.  She informs you that the geth are likely here for the Thorian, an 
indigenous plant-like lifeform.  She gives you her pass card, which allows 
you unrestricted access to the facility.  Immediately after the conversation 
concludes you are beset by a swarm of varren.  Shotguns work well here, as 
the varren don't have much protection and will simply charge at you.  Proceed 
to the other side of the room and follow the path back up to the main level.

9 - The VI
At the top of the steps there is a krogan commander trying to obtain 
restricted information from a VI interface.  He becomes alerted to your 
presence and attacks.  You'll want to defeat him quickly before he can do any 
serious damage.  Biotics work well for disabling him before he can charge at 
you.  Once he is defeated you can access the VI, which identifies you as 
Lizbeth because you are carrying her pass card.  From the VI you can learn 
that the Thorian is a sentient being that produces spores which allow it to 
control the minds of other beings.  The Thorian was the focus of ExoGeni's 
research of Feros.  The Zhu's Hope colonists have been infected by the 
Thorian's spores, which explains their strange behavior.  You also learn that 
Lizbeth wasn't telling you the whole truth about her involvement with the 
Thorian research.

    "Feros: Geth Attack" -> "Feros: The Thorian"

10 - The Geth Church
Head east along the corridor.  The first room you come to shows that the 
power for the energy field is coming from a geth ship, which has anchored 
itself to the side of the facility.  To cut the power you will need to remove 
the ship by severing one of its claws.  There are a few geth shock troopers 
to fight, after which you can examine the strange glowing orb they seemed to 
be praying to.  Your squad will speculate as to its purpose.  Keep going 
until you reach the next room, which is on the opposite side of the energy 
field you first saw when you entered the facility.  This is the field you 
will need to remove to get back to the Mako.  The path to the east leads to 
the upper level of the facility, which has a small room guarded by a few 
krogan.  Inside there is a server node that supplies a codex entry, a secure 
storage locker, and the console containing Gavin Hossle's data.

11 - Anchors Aweigh
The path to the west also leads to the upper level.  In the first room is an 
ExoGeni terminal that gives the assignment "Investigate Facility."  Proceed 
up the stairs to the platform.  A quick peek at the next room shows that it 
is heavily guarded.  Stick to the stairs and the platform to avoid being 
overwhelmed by the geth.  When all the enemies are defeated you can access 
the secure crate in the next room, along with a terminal which gives the 
assignment "Geth Activates," and a server which gives the assignment 
"Investigate Samples."  Most importantly, at the back of the room are the 
shuttle bay door controls.  Here you want to hit the sweet spot by setting 
the internal pressure to be between 31 and 34 pounds per square inch.  You 
can do this by activating a number of smaller controls which each provide a 
fixed amount of pressure.  One combination that works is 17 + 11 + 5 = 33 psi 
(228 kPa).  Activating the door controls with this level of pressure will 
cause the door to shear straight through the geth anchor, causing it to lose 
its grip on the building.  This severs the power, taking care of the problem 
with the energy barrier.

12 - Back to the Weigh Station
Head back the way you came and proceed north towards the Mako though the now 
accessible corridor.  Lizbeth is waiting for you at the exit, at which point 
you will confront her about her involvement with the Thorian.  Get back in 
the Mako and head back to the weigh station to reunite Lizbeth with he 
mother.  There are a handful of geth armatures and destroyers to contend with 
on the path back to the station.

    + Paragon for believing Lizbeth's story
    + Renegade for not believing Lizbeth's story

13 - The Situation with the Colonists
At the weigh station Lizbeth gets out and is reunited with her mother.  
Unfortunately, Jeong has gotten through to the ExoGeni headquarters and has 
learned that they want the entire colony purged to prevent the Thorian from 
spreading.  Using Charm or Intimidate you can talk Jeong out of it, but 
otherwise you simply have to kill him.  As for the colonists, Juliana Baynham 
has an idea for stopping them without killing them.  She offers you a grenade 
upgrade which contains a nerve agent that should pacify the colonists safely.  
Whether or not you choose to use it is left up to you.

    ++ Paragon for talking Jeong down using Charm
    ++ Renegade for talking Jeong down using Intimidate
    +  Paragon for agreeing to spare the colonists
    +  Renegade for refusing to spare the colonists

14 - The Creepers
Head back to the Mako and return to the colony, where you'll have your first 
encounter with a thorian creeper.  These creatures aren't colonists since 
they were created by the Thorian, so there is no penalty for killing them.  
There are a large number of them in the garage, which should get you 
acclimated to fighting them.  They don't have any ranged weapons, but they 
will charge at you.  Be aware that they also spew a toxic substance when they 
get close enough, so keep your distance as much as possible.  Shotguns and 
ammunition upgrades that knock down the creepers will help keep them away 
from you.

15 - The Infected Colonists
At the entrance to the garage you have the option of ordering your squad to 
hold their fire on the colonists themselves.  Doing so means your allies will 
only attack the creepers, leaving you free to handle the colonists.  If you 
wish to save them, equip the Anti-Thorian Gas upgrade to your grenades and 
use them to attack the colonists.  You can also melee them to knock them out 
without killing them.  This is riskier however, because if you misjudge the 
distance you might kill them by mistake.  There are sixteen colonists in all 
that you can save.  The first group you encounter is at the top of the 
elevator in the garage.  You can find more colonists on the landing as you 
descend the steps to Zhu's Hope.  There are more at the entrance to the 
colony itself, where you can also find a crate nearby that will replenish 
your grenade supply.  Save or kill the remaining colonists on the western 
walkway and near the crane controls to complete this objective.  When all the 
colonists and creepers are taken care of, activate the crane controls to open 
the way to the Thorian's lair.  Fai Dan shows up, telling you that the 
Thorian wants him to kill you.  However, he is able to fight off the Thorian 
just enough to end his own life before you have to fight him.

    + Paragon for each colonist saved
    + Renegade for each colonist killed

16 - The Thorian
Take the steps down into the Thorian's lair.  As you approach the Thorian 
itself, it spews out an asari clone which speaks to you on its behalf.  It 
seems that Saren came to Feros and formed an alliance with the Thorian.  He 
bartered the lives of the colonists for the ancient knowledge of the 
Protheans, but then betrayed the Thorian, sending the geth to destroy it and 
prevent you from receiving its secrets.

    + Paragon for demanding the release of the colonists
    + Renegade for saying you will destroy the Thorian

17 - Severing the Nodes
The asari clone attacks you.  Beware of her biotic abilities and kill her as 
quickly as possible.  Consider using biotics of your own to knock her off the 
edge, or equip ammunition upgrades that bypass shields to help deal with her 
biotic barrier.  To eliminate the Thorian you must sever each of the neural 
nodes holding it to the walls of the lair.  Your efforts will be hampered by 
legions of thorian creepers, and the occasional asari clones that the Thorian 
will continue to spit out.  On the first level go north through the door and 
sever the first node by firing on it until it explodes.  Usually, firing on a 
node will alert a number of dormant nearby creepers, so take care to 
eliminate as many enemies as possible before you try to take down each node.  
The nodes also go down faster when all nearby enemies are defeated.  Proceed 
up the steps to the next level where you can find another asari clone as well 
as a weapons locker before coming to the next neural node.  On the next level 
there is a node to the south, and another to the west as you proceed 
clockwise around the chamber.  Keep an eye out for the medical station on 
this level.  Head up to the next level and destroy the node to the northwest.  
Finally, on the top level, head counterclockwise until you reach the final 
node on the south side of the lair.

<><><><><>
TIP - Sonny Nilsson: "On Insane difficulty, those thorian creepers can really 
take a beating even with the best Spectre gear, but they die instantly if you 
push them off the edge on each floor.  Just melee them until they drop off 
the edge.  It's even better with a biotic character as then you can push out 
many at the same time.  The same goes for those annoying asari clones, but if 
they have shields up you can't melee them to the ground.  This strategy makes 
the boss fight quite fast on Insane difficulty."
<><><><><>

18 - The Cipher
Destroying the final node causes the Thorian to lose its grip and fall into 
the abyss below.  Additionally, an asari emerges from one of the Thorian's 
pods along the wall.  She identifies herself as Shiala, a former follower of 
Matriarch Benezia who Saren had used to interface with the Thorian and learn 
about the Protheans.  She also informs you about Sovereign, Saren's flagship.  
She claims that being on the ship changes you in subtle ways, and causes you 
to obey Saren's will.  Finally, she offers you the Cipher, the same knowledge 
she gave to Saren, in the hopes that you can stop him.  Because she was once 
a servant of Saren and Benezia, you have the option of killing her.  She does 
not resist if you decide that will be her fate.  Otherwise she vows to help 
the colonists rebuild, as she wants to make amends for playing a role in many 
of their deaths.

    ++ Paragon for sparing Shiala
    ++ Renegade for killing Shiala

19 - Normandy Debrief
Back on the ship, your crew sits in the comm room to discuss the last 
mission.  If you've picked up Liara already, she offers to join her mind with 
yours to try to make more sense of the visions you've had.  When the briefing 
is over you can talk to the Council if you choose.

    + Paragon for politely defending your actions on Feros
    + Renegade for aggressively defending your action on Feros
    Mission Complete: "Feros: The Thorian"

~~~~~~~~~~
VIRMIRE

After you complete two of the primary plot worlds (Therum, Feros, or 
Noveria), you receive a message from the council advising you of a new lead 
into Saren's whereabouts.  They have lost contact with an infiltration 
regiment investigating Saren's activates on the planet Virmire, but had 
received an unintelligible transmission from them on an emergency frequency.

    + Renegade for saying you don't have time
    New Mission: "Virmire"
    New Mission: "Race Against Time"
~~~~~~~~~~


SECTION 6: Noveria


1 - Confrontation in the Docking Bay
Head to Noveria and land at Port Hanshan.  Before you can leave the docking 
bay however, you are confronted by a group of armed guards led by Maeko 
Matsuo, who identifies herself as an employee of Elanus Risk Control Services 
(ERCS) and the head of security at Port Hanshan.  They try to confiscate your 
weapons, but a voice on the intercom interrupts, telling Captain Matsuo to 
stand down and let you pass.

    + Paragon for cooperating with Matsuo
    + Renegade for refusing to give up your weapons

2 - Entering the Port
Continue through security.  Your weapons will set off an alarm, but it's 
nothing to worry about according to Gianna Parasini, the assistant to 
Administrator Anoleis.  She informs you that Matriarch Benezia passed through 
the port a few days ago on the way to the Peak 15 research facility.  In 
order to follow her you'll need to procure a garage pass, for which you 
should see the administrator.  If Liara is in your squad she will ask if you 
still want her to come with you.  If she isn't currently with you, a squad 
member will suggest that you return to the ship and get her.

    New Mission: "Noveria: Leave Port Hanshan"
    "Noveria: Geth Interest" -> "Noveria: Matriarch Benezia"

3 - Elanus Risk Control (Optional)
Head back to speak with Captain Matsuo for a chance to improve or degrade 
your relationship with the local security forces.  While you can win Captain 
Matsuo over, Sergeant Kaira Stirling isn't so easy.

    + Paragon for accepting Matsuo's apology
    + Renegade for refusing to accept Matsuo's apology

4 - The Administrator
Anoleis' office is in the southeast corner of the port.  Head through the 
doors and speak to Miss Parasini, who will let you in to see the 
administrator.  Anoleis is a very impatient salarian, who will inform you 
that Saren is a major investor in Binary Helix, and that Benezia is here to 
address an issue at their research facility.  The only way he will provide 
you a pass to leave the port is if you inform him about Opold's request as 
part of the "Noveria: Smuggling" assignment.  Doing this provides you the 
quickest way out of the port but misses out on a fair amount of content and a 
hefty sum of Paragon or Renegade points.

5 - "You Can't Bludgeon Through Bureaucracy" (Optional)
Back outside Anoleis' office you can talk to Gianna again to learn that there 
are other ways of securing a garage pass.  She advises you to speak with 
Lorik Qui'in, who can be found at the nearby hotel.  Head to the northwest 
side of the port and take the elevator up to the hotel lobby.  Lorik Qui'in 
is at a table to the left side as you enter.  Qui'in tells you that Anoleis 
has closed his Synthetic Insights office because Qui'in has evidence of the 
administrator's corruption.  At this very moment, Anoleis' goons are 
ransacking the SI offices looking for the evidence.  Qui'in offers you a 
deal: recover the evidence against Anoleis from his office, and he will in 
turn provide you with the garage pass you need.

    New Mission: "Noveria: Lorik Qui'in"

6 - Retrieving the Evidence (Optional)
Agree to Qui'in's deal to receive his elevator pass, allowing you to enter 
the Synthetic Insights offices via the elevator in the southwest corner of 
the port.  Before you leave the hotel, you can head upstairs to the office in 
the southwest corner and access the terminal to get the assignment "Doctor at 
Risk."  More importantly, you can deactivate the Synthetic Insights security 
system from here by decrypting the security control unit.  The SI offices are 
located in the southwest corner of the port.  When you reach the offices, 
you'll find ERCS guards ransacking the place just as Qui'in said they were.  
It's possible to persuade the first group you encounter to leave peacefully, 
but you will have to fight the rest in order to get to the evidence, which is 
located in the top floor office.

    ++ Paragon for convincing the guards to leave using Charm
    ++ Renegade for convincing the guards to leave using Intimidate

7 - A Crooked Cop (Optional)
On your way out after retrieving the evidence you are stopped by a group of 
guards led by Kaira Stirling, one of the guards you first met when you 
entered the port.  She plans on taking revenge for the ERCS guards you've 
killed to get Qui'in's evidence.  There's no talking your way out of this 
fight.  Retreat to the office for more cover and clear firing lanes on the 
corridor.  Also watch out for Kaira's biotic abilities.  When all the guards 
are defeated, descend the elevator to leave the offices.

    + Paragon for insisting you acted in self defense
    + Renegade for refusing to defend your actions

8 - Gianna's Identity (Optional)
At the bottom of the elevator you encounter Gianna Parasini again, who asks 
that you meet her at the hotel before you talk to Lorik Qui'in about the 
evidence.  Head there and speak to her to learn that she's actually an 
undercover internal affairs agent investigating Anoleis.  It seems the 
executive board for Noveria is well aware of Anoleis' corruption, and has 
been trying to get enough evidence to take him down for months.  Now that you 
have the evidence, she wants you to convince Lorik to testify against 
Anoleis.  Combined with the evidence from his office, Lorik's testimony 
should be enough that she can safely arrest Anoleis and bring him up on 
charges for his crimes.  She also promises to get you a garage pass if you 
help her out.  If prompted, she can also give you some information on what's 
been going on at the Peak 15 facility.

    New Mission: "Noveria: Peak 15"

9 - Convincing Qui'in (Optional)
If you are willing and able, use Charm or Intimidate to convince Lorik to 
testify against the administrator.  If you are unable to convince him or 
simply choose to hand the evidence over, he rewards you with the promised 
garage pass.

    +++ Paragon for convincing Lorik using Charm
    +++ Renegade for convincing Lorik using Intimidate
    +500 Credits for giving the evidence to Lorik
    +750 Credits for giving the evidence to Lorik using Charm or Intimidate 

10 - Dealing with Anoleis (Optional)
If you convinced Qui'in to testify, head back down to the administrator's 
office.  You now have the choice of informing Gianna of Lorik's cooperation, 
in which case she arrests the administrator and gives you the garage pass.  
However, you can also double-cross Gianna and Lorik by telling the 
administrator what's going on.  If you give him the evidence, he rewards you 
with the pass you need.  Otherwise, he will call Gianna into his office.  The 
two fight, and both end up dead.  You can then search the administrator's 
corpse for the garage pass.  The only person who needs the evidence in this 
case is Lorik, so go back to the hotel and give it to him.

    ++  Paragon for helping Gianna arrest Anoleis
    +   Renegade for giving Anoleis the evidence
    +++ Renegade for telling Anoleis about Gianna
    Mission Complete: "Noveria: Leave Port Hanshan"
    Mission Complete: "Noveria: Lorik Qui'in"

11 - Accessing the Garage
Take your garage pass and access the garage in the southwest area of the 
port.  You won't get far however, as a group of geth led by a pair of 
destroyers ambush you before you can reach the Mako.  You can make this fight 
easier by decrypting the lock on the nearby crawler and turning its guns 
against the geth.  Once the fight is over, Matsuo shows up to investigate the 
commotion.  The geth were clearly snuck past security in the cargo crates, 
and she informs you that there could be dozens of geth on the road to Peak 
15.

<><><><><>
TIP - Sonny Nilsson: "Armors from Devlon Industries (and others) protect 
against most level 1 hazards, so on Noveria you can use Explorer armor to 
negate the cold effect outside."
<><><><><>

12 - Hit the Road
Grab the nearby upgrade kit and then hop in the Mako.  There is a level 1 
cold hazard on Noveria, so don't stray too far from the Mako on the paths 
ahead, but do keep an eye out for crates and kits along the way, especially 
near abandoned vehicles.  The path to Peak 15 is crawling with geth, 
particularly rocket troopers, along with some heavy turrets and armatures out 
in the open.  Be especially wary of the tunnels, which tend to act as choke 
points, making it harder to dodge incoming rockets.  Keep your distance from 
enemies and back off if things become too dangerous.

13 - Peak 15
When you reach the facility, hop out and head inside, where a number of geth 
are waiting for you.  The biggest danger is a geth juggernaut, who will 
charge you when you open the door.  Hang back to avoid being flanked by the 
enemies on the balcony to the left, and concentrate on taking down the 
juggernaut first.  There are also a few krogan at the far end of the room.  
When all the enemies are defeated, head up the ramp to the nearby security 
office, which has an upgrade kit and storage locker.  Opposite the security 
office is the elevator up to the administration level.

14 - Cafeteria Surprise
Cautiously enter the cafeteria and take care of the geth guarding it.  Once 
they are gone, however, a swarm of rachni show up.  Previously thought to be 
extinct, it seems the Peak 15 researchers have found a way bring back the 
rachni, though it's clear the situation in the facility has gotten out of 
hand as a result.  There are two types of rachni to worry about in the 
facility.  The workers are small, and their only attack it to rush at you and 
explode when they get close enough.  Soldiers, on the other hand, can spit 
acid from afar, but also have a deadly melee attack.  You would do well to 
avoid engaging the soldiers at close range, though shotguns are quite 
effective against the workers.  Both cause toxic damage, so upgrades that 
mitigate this effect will help you progress through the facility.  You'll 
also need to take extra care, as the soldiers will often spring out of vents 
in the floor to surprise you.  When all the rachni in this area are dead, 
take the elevator to the Mira Core.

15 - Restoring the VI
To get to the next area of the facility you need to take the tram, but first 
you have to restore a number of critical systems that have gone offline 
because the rachni have overrun the complex.  You first need to reactivate 
Peak 15's VI to assist you in the restoration of each system.  Reactivate the 
power junction in the main room and then head to the center of the round room 
ahead.  Enter the elevator in the middle to descend into the core.  Here, to 
restore the VI you can either spend 100 omni-gel, or solve the classic Tower 
of Hanoi puzzle that BioWare fans may remember from Knights of the Old 
Republic.  When you finish, the VI system is restored and you can now begin 
restoring the other systems.

    Mission Complete: "Noveria: Peak 15"
    New Mission: "Noveria: Reconnect Landlines"
    New Mission: "Noveria: Reactor Repair"

~~~~~~~~~~
MIRA CORE PUZZLE

To restore the VI manually, you need to move each of the four blocks in the 
first column (labeled X) to another column (either Y or B), noting that only 
the top block in each column can be moved.  Press the button corresponding 
with the column you want to move a block from, and then the button 
corresponding to the column you want to move that block to in order to 
rearrange the puzzle pieces.

There are potentially many ways to solve this puzzle, but here is a common 
solution:  Begin by moving the top three blocks to the middle column.  This 
frees up the bottom block to be moved to the right column, where the top 
three blocks can then be stacked on top of it.  Follow these instructions to 
achieve this result:

X -> Y
X -> B 
Y -> B 
X -> Y
B -> X
B -> Y
X -> Y
X -> B
Y -> B
Y -> X
B -> X
Y -> B
X -> Y
X -> B
Y -> B
~~~~~~~~~~

16 - Reconnect the Landlines
The "Mira" VI appears and informs you that a number of critical systems are 
offline and need to be fixed for you to proceed.  First up are the landlines 
on the roof, which need to be reconnected.  Head west and take the elevator 
to the roof, where you must fight off a horde of rachni.  When all the 
creatures are dead, simply repair the landlines and head back down to the 
Mira Core.

    Mission Complete: "Noveria: Reconnect Landlines"

17 - Reconnect the Fuel Lines
Go east, and then north along the corridor to the elevator that leads to the 
reactor.  Here you must face a variety of geth soldiers.  Take the passage on 
the left side, and follow it around to the ramp.  You'll want to clear out 
the top floor and balcony first to make getting to the fuel lines easier.  
Though there are destroyers and stalkers on the lower walkways, there is a 
juggernaut in the balcony that can cause you problems.  Once all the geth are 
eliminated, follow the lower walkways around to the middle of the reactor and 
activate the fuel line controls.  When you're finished, head back to the Mira 
Core.

    Mission Complete: "Noveria: Reactor Repair"
    New Mission: "Noveria: Contamination"

18 - Taking the Tram
With the landlines and fuel lines fixed the way south is now open, taking you 
to the tram platform.  To get there you first need to clear out the 
decontamination chamber, which has some rachni soldiers trapped in it.  With 
a high enough electronics skill you can repair the decon system and torch the 
rachni remotely.  Otherwise, decrypt the lock or have Mira open the door for 
you and eliminate the rachni yourself.  The way is now clear to the tram 
platform.  Hop on the tram and take it to the Rift Station.

    Mission Complete: "Noveria: Contamination"

19 - Rift Station
Exit the tram and head north.  The northern door is locked, and the path to 
the east leads to a pair of elevators, only one of which you can use.  Take 
the elevator up to the main level and speak with Captain Ventralis, who's 
leading the defense against the rachni.  With sufficient Charm or Intimidate 
you can get him to reveal more about the station's defenses.  As soon as 
you're done talking a group of rachni soldiers attack the barricade.  Help 
fight them off, and then talk to Ventralis again.  He tells you that Benezia 
is down in the hot labs, and gives you a pass card to the appropriate 
elevator to get there.

    + Paragon for learning more about the defenses using Charm
    + Renegade for learning more about the defenses using Intimidate
    + Paragon for graciously defending the survivors from the attack
    New Mission: "Noveria: The Hot Labs"

~~~~~~~~~~
RIFT STATION

Captain Ventralis wants you to go down to the hot labs, and while you can do 
so now, you can also save this task for later.  The primary objective is to 
reach Benezia, who--contrary to Ventralis's information--is actually in the 
secure labs in the center of the lower level.  To get there you have several 
choices: 
 
The first choice is to simply blast your way through the security on the main 
level and then take the elevator down to the lower level.  To do this you'd 
have to decrypt the door lock and breach the defenses they've set up to stop 
the rachni.  Taking this route turns all the soldiers in the complex against 
you. 
 
The alternative is to sneak in through the maintenance tunnels by way of the 
scientist barracks on the lower level.  To do this, you need to help make a 
cure for Dr. Cohen, as detailed below. 
 
Note that you can also reach Benezia by investigating the hot labs first.  
Doing so opens up both the security entrance, and the maintenance passage 
once you return from the hot labs.
~~~~~~~~~~

20 - The Direct Approach (Optional)
To get to Benezia as fast as possible, simply breach the security door on the 
north side of the mess hall on the main level.  The two nearby sentry drones 
will attack you, along with the host of guards beyond the door.  Though 
messy, this route is good for experience if you can manage it.

21 - The Indirect Approach (Optional)
Alternatively--if you want to avoid a fight--you will need to gain access to 
the maintenance tunnels.  Doing so will allow you to sneak into the secure 
labs without alerting the guards.  On the main level, go down the winding 
stairs to the west to find Dr. Cohen.  He needs your help making a cure for 
his fellow researchers who have been exposed to a toxin they were developing.  
You can use Charm or Intimidate for more information on what's been going on 
at Peak 15.

    New Mission: "Noveria: Quarantine"

22 - Getting the Cure (Optional)
Go back to Captain Ventralis and get his permission to enter the quarantined 
lab.  You can find the lab on the lower level to the south guarded by an ERCS 
guard.  Go inside and make the cure by pressing the appropriate buttons so 
that the meter falls between the first indicator and the second.  When the 
cure is complete you are interrupted by Alestia Iallis, a servant of 
Matriarch Benezia who has decided this is the perfect time to kill you.  She 
has an asari commando and a couple geth troopers with her.  Take cover and 
try to avoid their biotics while taking them out as fast as possible.  
Because of the close quarters, crowd control powers like Singularity work 
especially well here.  When the battle is finished, return to Cohen and give 
him the cure, receiving the maintenance tunnel pass in return.  You can also 
use Charm or Intimidate to get some extra supplies from him.  Take the 
maintenance tunnel on the lower level to reach the secure labs.

    +++ Paragon for helping Dr. Cohen with the cure
    Mission Complete: "Noveria: Quarantine"
    New Mission: "Noveria: Rift Station"

<><><><><>
TIP - Stephen Wright: "After you go through the maintenance area, you can 
head through the doors back towards the elevators that take you up to the 
'Direct Approach' defended sections.  Doing this allows you access to two 
upgrades containers.  Then you can take the elevator up to the 'Direct 
Approach' defended area, open the doors and kill the soldiers in that first 
room.  As long as you shoot them from the elevator, you can get their xp 
while still having the 'stealthy' mission log."
<><><><><>

23 - The Matriarch
Enter the secure labs to begin your confrontation with Benezia.  During the 
first part of the battle she will call in geth and asari reinforcements 
periodically, so your best bet is to avoid her entirely and concentrate on 
her servants.  To do this, follow the right path towards the west side of the 
lab.  Find some cover and fight off the asari commandos and geth snipers she 
calls in.  When you defeat the last of her guards she will be out of energy 
and you can confront her.  After a revealing conversation she loses control 
once more and you must fight her face to face.  This time the best strategy 
is to attack her with everything your squad has.  The faster you can 
eliminate her, the better, as you still have to worry about the asari 
commandos she brings in to flank you.  Disabling powers like Lift can help 
keep her from using powers against you.  If you don't act quickly you can 
easily be overwhelmed.  Once she is defeated, mop up her remaining servants 
to conclude the battle.

    "Noveria: Matriarch Benezia" -> "Noveria: Death of a Matriarch"

24 - The Rachni Queen
Now that Benezia is dead, there's still the matter of the queen that was 
being used to repopulate the rachni species.  Speaking through a dead asari 
commando, the queen tells you that her children have gone mad because they 
cannot hear their mother.  They cannot be saved, and she asks that you 
destroy them, if you have not already.  Now you must decide whether or not to 
destroy the queen and exterminate the rachni for good.

    +++ Paragon for sparing the life of the rachni queen
    +++ Renegade for exterminating the rachni queen
    Mission Complete: "Noveria: Rift Station"

25 - The Hot Labs (Optional)
You are now free to fulfill the queen's request and eliminate the rachni in 
the facility--if you have not done so already.  You can also ignore the 
request and simply leave via the tram car.  This will lead Noveria's 
executive board to bomb the Peak 15 site to contain the rachni threat.  Head 
down to the hot labs via the elevator from the lower level and speak with 
Yaroslev Tartakovsy.  He wants you to set off the neutron purge to cleanse 
the station of the rachni.  Before he can give you the code he is slain by a 
rachni soldier.  Defeat the creature and then collect the code from 
Tartakovsy's body.  Head to the back of the lab and access the Mira terminal.  
Give her the code to begin the countdown.  Immediately, rachni will begin 
bursting into the main room.  They will keep coming and you can't fight them 
all.  Your best bet is simply to make a run for the elevator and escape 
before time runs out.  Consider using biotic powers to help clear a path.

    Mission Complete: "Noveria: The Hot Labs"

26 - Return to the Normandy
Take the tram car to leave Noveria.  You have a brief meeting in the comm 
room with your crew to discuss Benezia's information.  Once again you can 
talk to the Council if you wish.

    + Paragon for politely defending your actions on Noveria
    + Renegade for aggressively defending your actions on Noveria
    Mission Complete: "Noveria: Death of a Matriarch"


SECTION 7: Virmire


1 - Point Insertion
Wrap up any outstanding assignments you want to complete and head to the 
Sentry Omega Cluster.  Joker informs you that the Normandy can't get to the 
infiltration team because of an anti-air defense tower in the area.  You'll 
need to land in the Mako and take down the defenses so the Normandy can move 
in.

2 - The First Gatehouse
The path to the AA tower is mostly linear, but there are obstacles in your 
way.  First there are a small group of drones, and then some foot soldiers 
along the path.  Eventually you will reach a gatehouse.  Though you don't 
need to open the gate to proceed, this is good practice for the gatehouses 
you will need to clear out later, and there are some containers on the upper 
level.

3 - The AA Tower
Beyond the gatehouse is a geth colossus, which is just a more powerful 
version of the armature.  The path splits after this, but expect colossi and 
armatures in either direction.  Ahead is another gatehouse.  Destroy as many 
geth as possible before leaving the Mako to access the gate controls on the 
upper level.  Before you can proceed you also need to deactivate the AA tower 
so the Normandy can land up ahead.  There is one final gatehouse beyond the 
tower, and then it's a straight shot to the camp.

4 - Captain Kirrahe
Enter the camp and speak to Captain Kirrahe, the leader of the salarian 
infiltration team.  He tells you that he's been investigating a research base 
on Virmire belonging to Saren.  It seems that Saren is somehow using the 
facility to breed an army of krogan.  According to Kirrahe, Saren has been 
researching a cure for the genophage that had been used by the turians to 
keep the krogan population under control.  You need put a stop to Saren's 
plans before he breeds an unstoppable army.

    "Virmire" -> "Virmire: Saren's Plan"

5 - Wrex and the Genophage (Optional)
If you didn't pick up Wrex in the C-Sec academy back on the Citadel, then you 
should have nothing to worry about here.  If you did however, then he's none 
too pleased that you plan on destroying the cure for his people.  More 
information on this assignment can be found in the Optional Assignments 
section.  Briefly, unless certain circumstances are met you must use Charm or 
Intimidate to diffuse the situation when talking to Wrex.  If you can't 
convince him then you or Ashley will have to kill him.

    +++ Paragon for calming Wrex down using Charm
    ++  Renegade for calming Wrex down using Intimidate
    +++ Renegade for killing Wrex
    +++ Renegade for ordering Ashley to kill Wrex
    +   Paragon for lamenting your decision to kill Wrex
    ++  Paragon for chastising Ashley for killing Wrex

6 - A Daring Plan
Kirrahe has been working on a plan to destroy the facility and put a stop to 
Saren's activities on Virmire.  He has rigged the drive core from his ship to 
act as a massive improvised explosive.  Unfortunately, the only way to get 
the bomb into the base is to fly it in using the Normandy.  That means 
someone has to infiltrate the base and take down the AA defenses guarding it.  
Kirrahe's plan is to use his men to feign an attack from the front to 
distract the geth forces while you sneak a small team into the base from the 
rear and knock out the defenses.  Unfortunately, Kirrahe is short on men and 
he needs someone from your squad to coordinate between the teams.  You can 
choose either Ashley and Kaidan to go with Kirrahe.  The consequences for 
this decision are minor, and your choice should be based on who you are more 
likely to bring with you when you assault the base.  Speak to Commander 
Rentola to make sure you've got the best equipment possible.  Be sure to 
clear out your inventory, as a large number of items are up for grabs in the 
Virmire base.  When you're ready for the attack, speak with Captain Kirrahe 
to begin the mission.

    "Virmire: Saren's Plan" -> "Virmire: Assault"

7 - Shadow Team
There are a number of things you can do to assist Kirrahe's team, but these 
are part of an optional assignment and are included in the next section.  If 
you're not interested in helping the other teams, simply press forward to the 
geth base to the west.  There are no new enemies here, just a few drones, 
geth soldiers of various types, and a handful of krogan.  The krogan are your 
biggest concern, as they are deadly to you and your squad members at close 
range.  Do your best to keep your distance, and use tech or biotic powers to 
disable them if they get too close.

8 - Infiltrate the Base
At the west end of this area you have two paths to choose from.  Entering the 
sewers to the south leads into the base through a backdoor onto the 
detainment level.  The more direct route lies to the north, which leads 
directly to the warehouse and subsequent maintenance area.  Either path 
requires you to access a security panel, which one of your squad members will 
use to disable the base security and get you inside.  You also have the 
option of setting off an alarm on the far side of the base.  This will 
redirect the base defenders to make it easier for you, but will also mean 
tougher resistance for the salarians.  Putting the pressure on Kirrahe's 
teams might be too much for them to handle.  Once the doors are unlocked, the 
other path becomes closed to you.

    ++ Paragon for making it easier on Kirrahe's teams
    ++ Renegade for making it tougher on Kirrahe's teams

9 - Saren's Experiments
If you entered from the south, take the stairs up to the storage room.  From 
here you can go up to the next floor to cell block B, where a group of 
salarians are being held prisoner.  You can release them but they turn on you 
as soon as the cells are opened.  Go back down the next set of stairs to 
reach the elevator to the labs.  If you entered from the north you need to 
clear out the warehouse of indoctrinated salarians.  From here you can head 
outside to reach cell block A to find another group of captive salarians.  
When you are done, head back downstairs to the elevator and take it to the 
labs.

    ++ Paragon for releasing the salarians
    +  Renegade for leaving the salarians

10 - Genophage Research
In the lab you'll need to fight some krogan and asari scientists, as well as 
a number of husks.  Pick up the kits in this room, and access the medical 
station at the back before proceeding west out onto the catwalks.  Eliminate 
the nearby troopers and follow the path to the security office, where you'll 
find Rana Thanoptis, an asari scientist who's been working for Saren.  She 
tells you about the indoctrination process, by which Sovereign--Saren's 
flagship--controls the minds of those who are exposed to it.  When you're 
done speaking you can choose whether or not to kill her for her involvement 
with Saren.  It likely doesn't matter because she probably won't be able to 
make it out of the blast radius in time.

     ++ Renegade for killing Rana

11 - Sovereign
Head up the elevator Rana unlocked for you.  In this room you find another 
beacon, like the one you found on Eden Prime.  Activate it to have another 
piece of the Prothean puzzle downloaded into your mind.  Head back up to the 
next level where you encounter a holographic image of Saren's flagship.  
Sovereign reveals its true nature: it is not merely a ship, it is an actual 
Reaper!  It explains that the Reapers have existed for countless millennia, 
and will continue to eliminate advanced life in the galaxy every 50,000 years 
until the end of time.  Sovereign claims that the Reapers constructed the 
mass relays and the Citadel so that advanced lifeforms would develop along 
the paths that the Reapers desired.  When the conversation is over, the 
interface explodes and Joker chimes in.  He says that Sovereign is on its 
way.  Time to get the hell out of there.

12 - To the AA Tower
When you get back down in the elevator the path back to the facility is 
blocked but a new catwalk is open.  Proceed forward and take down the geth 
destroyer and the group of krogan ahead.  Follow the path around to the west.  
In the distance you can see the AA tower you need to disable.  There are a 
few more geth and krogan in the area, along with some rocket drones to worry 
about.  Use the cover appropriately to take them out without taking damage.  
The krogan can be knocked off the nearby ledge with Throw if you're 
positioned correctly.  When all the enemies are defeated you can head up the 
ramp and deactivate the AA tower.  This triggers two groups of 
reinforcements.  Geth soldiers come up the ramp behind you, while another 
group arrives in the nearby elevator.  One of Kirrahe's teams will radio in 
and inform you that they're heading for the second AA tower.  Taking down 
both towers will allow the Normandy to land.  Use the elevator to go up to 
the krogan breeding grounds.

13 - Set up the Bomb
Finish off the geth in this area and open the large doors to access the 
landing site.  The salarian team knocks out the other AA tower, clearing the 
way for the Normandy to arrive and unloaded the bomb.  When all seems to be 
going well, the soldier you sent with the salarians radios in to tell you 
that their team is pinned down on the AA tower and they won't be able to make 
it to the landing site without assistance.  The Normandy takes off and begins 
a holding pattern.  Pick a new squad (you can't choose Kaidan or Ashley) and 
open the large doors to the west.  This area has a number of geth hoppers and 
krogan to worry about.  Eliminate all the enemies and then head to the 
elevator at the far side.

14 - An Impossible Choice
As soon as you arrive at the top of the elevator the squad sees a geth ship 
fly past en route to the landing site.  Now both Kaidan and Ashley are under 
heavy fire from the geth and you only have time to rescue one of them.  When 
you've made your decision, say your final goodbyes and either head up to the 
AA tower or back down to the landing site.  At either location you've got a 
tough fight against some of the more powerful geth forces, including a geth 
prime.

    + Paragon for taking a sympathetic attitude
    + Renegade for declaring you've made the right choice

15 - Saren
When all the geth are beaten, Saren himself arrives.  There is a short 
exchange where he tries to justify his actions.  You can use Charm or 
Intimidate to try to sway him, but a fight is inevitable.  Make sure your 
equipment is up to date.  Unlike most fights where cover is important you'll 
likely want to stay mobile versus Saren.  Don't let any powers go unused in 
this fight and make good use of your squad as much as possible.  Because he 
is flying on his glider, most of your offensive biotic powers are useless.  
When Saren has taken enough damage he confronts you face to face.  The 
Normandy arrives just in time and Saren retreats on his glider.  The crew 
escapes the planet just as the nuke detonates, destroying Saren's research 
facility for good.

    + Paragon for trying to sway Saren using Charm
    + Renegade for trying to sway Saren using Intimidate

16 - Back on the Normandy
There is a somber meeting in the briefing room as the lucky member of your 
squad laments your decision.  When the meeting is over you have the option to 
speak with the Council about the mission.

    "Race Against Time" -> "Race Against Time: Sovereign"

17 - The Infiltration Team (Optional)
You can now head down to the vehicle bay and speak with the remnants of 
Captain Kirrahe's forces.  You can also purchase equipment from Commander 
Rentola, provided Captain Kirrahe survived the mission.  The salarians will 
depart when you arrive at your next destination.

~~~~~~~~~~
THE CONDUIT

When you have completed all four main plot worlds (Therum, Feros, Noveria, 
and Virmire), Liara will finally be able to make sense of your visions and 
put all the pieces together.  The Conduit is on Ilos, a planet in the 
Terminus Systems that is only accessible through the Mu Relay.

Accessing the Galaxy Map at this point triggers a message from Ambassador 
Udina.  Apparently the Council has decided to go after Saren after all, and 
is massing a fleet to head to Ilos.  You must hurry back to the Citadel to 
take part in the preparations.
~~~~~~~~~~


SECTION 8: Return to the Citadel


1 - "It's Just Politics"
When you return to the Citadel you're taken straight to the Council Chambers.  
It seems you've been deceived by the Council and the ambassador.  They have 
no intention of risking a war with the Terminus Systems on your word alone.  
Moreover, the ambassador has locked out all of the Normandy's primary systems 
to keep you from leaving the station.

    + Renegade for aggressively insisting that they take action

2 - Anderson's Plan
Back on the Normandy, Joker informs you that the Captain has asked to see 
you.  He's waiting at Flux.  Head to Doran's establishment in the Wards and 
find Anderson at a table near the bar.  He believes that Saren is the real 
threat you say he is, and is willing to risk his career and his life to give 
you a chance to stop him.  He has two ideas for getting the Normandy off the 
station.  He can either raid Citadel Control and try to override the 
lockdown, or head to the ambassador's office and hack into his computer to 
revoke the order keeping the Normandy on the Citadel.  The choice is yours, 
though if you ask him to choose he elects to go to the ambassador's office.  
Keep in mind that if his plan succeeds you'll be a criminal, so you won't be 
able to return to the Citadel.  When you are ready to leave, tell Anderson to 
go through with the plan and then head back to the Normandy.

~~~~~~~~~~
LAST CHANCE

If you have any business to clear up on the Citadel, now is the time.  Once 
you've escaped the station, you won't be welcomed back.

Additionally, once you're off the station you'll want to take care of any 
offworld assignments you haven't dealt with yet.  Once you head to Ilos there 
is no turning back.
~~~~~~~~~~

3 - Fleeing the Citadel
One way or another, Anderson's plan is successful and you're able to escape 
the station.  The crew's behind you 100%.  Time to head to Ilos and stop 
Saren once and for all.


SECTION 9: Ilos


1 - Surface Tension
Your arrival on Ilos is just moments too late.  Saren has entered an 
underground facility in search of the Conduit, locking the doors behind him.  
Before you can proceed in the Mako you must navigate the planet's surface on 
foot and find the control to open the doors.

    New Mission: "Ilos: Find the Conduit"

2 - The Ruins
Due south in the ruins are a pair of geth armatures to contend with.  If you 
prefer to face them directly, be ready for a tough fight.  Take out all the 
nearby soldiers so you can concentrate exclusively on the armatures.  A 
combination of tech and biotic powers work well here.  If you can temporarily 
disable one armature using Lift or Stasis then you can concentrate on 
fighting the other one using your tech powers.  Alternatively, you can head 
west from the insertion point to reach a different part of the ruins.  Though 
this area is more heavily guarded, it also contains an armature control 
console that can be used to deactivate the armatures so you won't have to 
fight them at all.  When you're done, proceed south to the next area where 
more geth are waiting for you.  It should be nothing you can't handle by this 
point, so take the nearby elevator when all the geth are eliminated.

3 - The Security Level
The elevator takes you to a large room.  As soon as you enter, a large 
contingent of geth will rush in from the opposite side.  Fortunately, you're 
not alone in this fight.  On either side of the room are a pair of armature 
repair stations.  With sufficient decryption skill you can activate each of 
these stations to summon an armature to fight on your side against the rest 
of the geth.  There is also some high ground on a walkway near the entrance 
that you can use for a good vantage and some cover against the geth.

4 - Prothean Security
Head to the back of the room and up the ramps to the left or right.  These 
paths lead to a security panel you can use to open the doors and pursue 
Saren.  A message appears but it's difficult to determine what it is trying 
to tell you.  Head back down and take the north path to reach the elevator.  
This takes you back up to the surface where you can now enter the Mako and 
proceed through the open passageway.

5 - Constant Vigil
Following the straight path leads you to an energy barrier.  When you get 
close enough, another barrier appears behind you.  Your squad speculates that 
this might be a trap from Saren.  Exit the Mako and take the nearby elevator.  
At the bottom is a VI interface known as Vigil, who explains that Ilos was 
the last refuge of the Protheans.  Here they placed themselves in stasis and 
hid from the Reapers until it was safe to reemerge.  However--after centuries 
of waiting--there were too few survivors left to sustain their population.  
They spent their remaining years trying to find a way to defeat the Reapers 
should they ever return.  Because of the Protheans' efforts 50,000 years ago, 
the Reapers have been unable to return to the galaxy.  However, if Saren 
succeeds, Sovereign will be able to bring the other Reapers in from dark 
space and continue the cycle of extinction.  The key to the Reaper invasion 
plan is the Citadel, which is actually an enormous mass relay connecting to 
dark space.  Sovereign needs to activate the Citadel relay, but would be 
unable to attack the Citadel directly because it is too well defended.  Vigil 
explains that the Conduit is a backdoor onto the Citadel, which will allow 
Saren and his geth to penetrate the station's otherwise impregnable defenses 
and give Sovereign the control it needs to activate the relay.

    + Paragon for decrying the decision to kill nonessential personnel
    + Renegade for recognizing that Vigil's actions were necessary
    Mission Complete: "Ilos: Find the Conduit"
    "Race Against Time: Sovereign" -> "Race Against Time: Conduit"

6 - The Conduit
Vigil gives you a copy of a special data file that must be uploaded into the 
Citadel's master control unit to give you control of the station.  This is 
your only chance to stop Saren and prevent the return of the Reapers.  Head 
back up to the Mako and hurry after Saren.  You need to navigate the trenches 
to reach the Conduit, though the path ahead is crawling with geth.  Since you 
are in the Mako your primary concern is the large number of rocket troopers 
you will encounter.  If you're agile enough you can get past all these 
enemies without having to fight them.  At the end of the trenches you can see 
the Conduit, which is simply a small mass relay.  There's a limited time to 
reach the Conduit before the gate closes, so there's no time to waste 
fighting the nearby enemies.  Head straight towards the gate to be sure you 
arrive before time runs out.  The Mako is captured by the relay and propelled 
across the galaxy to the Citadel... 

~~~~~~~~~~
I recommend that you try to finish the rest of the game on your own.  There 
is not long to go, and I also don't want to ruin the ending for you.  If you 
really need help however, the rest of the walkthrough can be found in the 
Secrets section.  Good luck and congratulations on making it this far!
~~~~~~~~~~


OPTIONAL ASSIGNMENTS
--------------------


++++++++++++++++++++
Assignment:   Citadel: Asari Consort
Given by:     Sha'ira in the Consort's chambers
Location:     Citadel
Requirements: none

1 - Meet the Consort
In the southeast corner of the Presidium you can find the Consort's chambers.  
Go inside and talk to the receptionist, Nelyna.  After your conversation, the 
Consort will ask to see you in her chambers.  Head upstairs and speak with 
Sha'ira.  She tells you that a former client has been spreading lies about 
her, and she hopes you can help convince him to stop.

2 - Speak with General Septimus
After getting the quest from Sha'ira head down to Chora's Den and find 
General Septimus at a table near the back.  Talk to him and convince him to 
stop spreading lies about Sha'ira.  It is possible to do this without using 
Charm or Intimidate, but you won't receive a Paragon or Renegade bonus.  He 
asks you to help him out by taking some information to an elcor named Xeltan 
at the embassy.  This is covered in "Citadel: Xeltan's Complaint".

    + Paragon for convincing Septimus using Charm
    + Renegade for convincing Septimus using Charm

3 - Return to the Consort
Head back up to the Presidium and see the Consort.  She thanks you for your 
assistance in resolving the matter with Spetimus and offers you a Prothean 
artifact as a reward if you also got Xeltan to withdraw his complaint.  If 
this isn't good enough for you, the Consort will also give you something 
"special" for your trouble.

    + Paragon for graciously accepting the Consort's reward
    + Renegade for demanding payment from the Consort

4 - The Consort's Gift (Optional)
Take your reward and head to the Prothean ruin on Eletania.  Here you can use 
the trinket the Consort gave you to unlock the mysterious floating globe for 
an experience reward and some info on the Protheans.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Doctor Michel
Given by:     Doctor Michel in the med clinic
Location:     Citadel
Requirements: Deal with Fist

1 - Talk to Dr. Michel
Visiting Dr. Michel in the med clinic after you have helped her with Fist and 
the quarian results in a new quest.  It seems the doctor is being blackmailed 
by someone from her past.  She is supposed to deliver medical supplies to 
Morlan in the lower markets.  Note that you must speak with Dr. Michel 
following the shootout in the clinic for this quest to be triggered.

    + Paragon for showing concern for the doctor

2 - Pay Morlan a Visit
You need to go see Morlan at his shop in the lower markets.  Talking to 
Morlan about the medical supplies causes the krogan blackmailer to show up.  
By using Charm or Intimidate you can convince him to stop blackmailing the 
doctor, in which case he tells you he's just the middleman for someone named 
Banes.  Otherwise you have to fight the krogan.  Morlan doesn't know who 
Banes is so you need to ask Dr. Michel.

    ++ Paragon for avoiding combat using Charm
    ++ Renegade for avoiding combat using Intimidate

3 - Return to Dr. Michel
Asking Dr. Michel about Banes reveals that he was contracted by the Alliance 
to do research in the Traverse.  You should ask Captain Anderson about him.  
Talking with Dr. Michel concludes the assignment.

4 - More on Banes (Optional)
Talking to Anderson about Banes reveals that Banes was found dead aboard a 
derelict scout ship.  You should ask Rear Admiral Kahoku about him.  You can 
find the Admiral in the Citadel Tower.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Family Matter
Given by:     The Petrovskys near the financial district of the Presidium
Location:     Citadel
Requirements: Return to the Citadel

1 - Concern for the Unborn
In the southwest corner of the Presidium you can find two people arguing.  
Michael Petrovsy wants his sister-in-law to have gene therapy for her unborn 
child to help prevent a certain heart condition.  She's worried about the 
risks of such a procedure, and doesn't want to do anything that could harm 
the child.  You can't complete this assignment without persuading one of them 
to see the other's point of view.  Once you have convinced either Michael or 
Rebekah the assignment is complete.

    ++ Paragon for letting Rebekah choose using Charm
    ++ Renegade for letting Rebekah choose using Intimidate
    ++ Paragon for convincing Rebekah using Charm
    ++ Renegade for convincing Rebekah using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Homecoming
Given by:     Samesh Bhatia in the embassy lobby
Location:     Citadel
Requirements: Have evidence of Saren's connection to the geth

1 - Talk with the Diplomat
Near the embassy you can find Samesh Bhatia, who wants you to get his wife's 
body returned to him so she can be buried.  Head up to the embassy lounge and 
speak to Mr. Bosker on Samesh's behalf.  You can use Charm or Intimidate to 
convince him to release the body, or go back downstairs and use Charm or 
Intimidate to convince Mr. Bhatia to let the Alliance keep the body.  Ashley 
served with Mrs. Bhatia, so having her in your party adds more dialogue to 
the scenes with Samesh.  Once either of the men is convinced the assignment 
is completed.

    ++ Paragon for convincing Bosker to release the body using Charm
    ++ Renegade for convincing Bosker to release the body using Intimidate
    ++ Paragon for convincing Samesh to drop the issue using Charm
    ++ Renegade for convincing Samesh to drop the issue using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: I Remember Me
Given by:     Lieutenant Girard by radio message while on the Citadel
Location:     Citadel
Requirements: Colonist, Return to the Citadel

1 - Stop the Suicide
Shortly after arriving on the Citadel, Lieutenant Girard contacts you about a 
fellow colonist who is threatening to kill herself in the docking bay.  Go 
there and get the sedative from Girard.  When talking to Talitha, three steps 
forward will be close enough to give her the sedative.  Taking too many steps 
without gaining her trust however will result in her suicide.  Usually when 
you have the option to take a step back you should take it.  Talk with her by 
opening up each avenue under "Investigate."  Using Charm or Intimidate is not 
necessary.  When you are close enough you can give her the sedative and end 
the standoff.  Return to Girard when you are done to complete the assignment.

    ++ Paragon for handing Talitha the sedative
    ++ Renegade for forcefully administering the sedative
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Jahleed's Secret (Citadel: Jahleed's Fears)
Given by:     Jahleed near the offices in the C-Sec Academy
Location:     Citadel
Requirements: Access to the Wards

1 - Jahleed Needs Help
A volus named Jahleed in the C-Sec academy offices seems to be in trouble. 
He claims that his former business partner is trying to murder him.  The 
person in question is a salarian named Chorban.  You need to head down to the 
lower markets in the Wards to see him.

2 - Talk to Chorban
Head to the lower markets and approach Chorban.  If you have never met 
Chorban before he will pull a gun and demands that you hand over the "data."  
A fight breaks out, after which Chorban will surrender.  Chorban tells you 
that he and Jahleed had been partners, and had stolen research data from 
their employer that they used to start scanning the keepers.  Jahleed was 
supposed to disseminate their initial findings, but it seems he has betrayed 
Chorban and is keeping the data for himself.  Chorban will now offer you the 
opportunity to scan the keepers for him.  You can also kill him for Renegade 
points.  If you have met Chorban previously you can avoid the fight entirely, 
which prevents you from having the opportunity to kill him.

    ++ Paragon for refusing to scan the keepers
    +  Renegade for agreeing to scan the keepers
    ++ Renegade for killing Chorban
    "Citadel: Jahleed's Fears" -> "Citadel: Jahleed's Secret"

3 - Back to Jahleed
Return to C-Sec and talk to Jahleed.  He reveals that he was hoping you would 
kill Chorban for him.  He too offers to let you scan the keepers.  If you 
refuse to help, you can choose whether or not to turn him in to the nearby C-
Sec officer.  If you don't turn him in you can persuade him to mend his ways 
and take the data back to the people he stole it from.  You can only accept 
his bribe if you keep him out of jail without persuading him using Charm or 
Intimidate.  Once the matter is dealt with the assignment is complete.

    ++ Paragon for persuading Jahleed to mend his ways using Charm
    +  Renegade for persuading Jahleed to mend his ways using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Negotiator's Request
Given by:     Elias Keeler outside of Flux
Location:     Citadel
Requirements: Citadel Lockdown

1 - An Unusual Request
Outside of Flux you can find Elias Keeler, an Alliance diplomat who needs you 
to get him a certain mental stimulant so he can be on top of his game for an 
upcoming meeting.  You can end the conversation on the spot by persuading him 
that he is an addict using Charm or Intimidate.  If not, you need to go buy 
him the drug.

    ++ Paragon for convincing Elias he has a problem using Charm
    ++ Renegade for convincing Elias he has a problem using Intimidate

2 - Drug Running
Head over to see Dr. Michel in the med clinic, where there are two new items 
available for purchase.  You can buy the stimulant Elias asked for, or a 
depressant which should have the opposite effect.  Return to Elias and give 
him either drug to complete the assignment.

    ++ Renegade for giving Elias the depressant
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Old Friends
Given by:     Finch in the lower Wards
Location:     Citadel
Requirements: Earthborn, Return to the Citadel

1 - Roots
Outside of Chora's Den is a shady-looking human named Finch.  He claims to be 
a member of your old gang back on Earth and he's hoping you'll help out the 
old crew by getting one of their own out of prison.  He needs you to convince 
the turian guard in Chora's Den to release the prisoner.

2 - The Guard
Head into Chora's Den and speak with the guard.  With sufficient Charm or 
Intimidate skill you can convince him to release the prisoner.  Doing so ends 
the assignment.

3 - Dirty Laundry
If you aren't able to persuade the guard, Finch shows up and threatens to 
destroy your reputation if you don't cooperate.  Once again you have the 
chance to persuade using either Charm or Intimidate to get Finch to back off.  
If you don't persuade him then you either have to pay him a bribe or kill 
him.  Any outcome ends the assignment.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Old, Unhappy, Far-Off Things
Given by:     Zabaleta in the Wards Access corridor
Location:     Citadel
Requirements: Spacer, Return to the Citadel

1 - The War Veteran
You can find Zabaleta in the wards access corridor.  He claims to have served 
with your parents on the SSV Einstein many years ago.  He asks if you can 
spare twenty credits.

    + Paragon for giving Zabaleta the money

2 - Call Home
Return to the Normandy and access the comm terminal in the briefing room to 
contact your mother, XO Shepard on the SSV Kilimanjaro.  She confirms 
Zabaleta's story and tells you about his emotional scars from being on 
Mindoir.  She wants you to convince Zabaleta to go to the Veterans Affairs 
Office.

3 - Return to Zabaleta
You have a few options for dealing with Zabaleta, who by this point has 
clearly been drinking.  With sufficient Charm or Intimidate skill you can 
convince him to go to the VAO like your mother requested.  Otherwise, you can 
give him twenty credits, choosing whether or not to specify their use.  You 
also have the option of refusing to help him at all.  Any choice ends the 
assignment.

    ++ Paragon for convincing Zabaleta using Charm
    ++ Renegade for convincing Zabaleta using Intimidate
    +  Paragon for giving Zabaleta money for food
    +  Renegade for refusing to help Zabaleta
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Our Own Worst Enemy
Given by:     Charles Saracino in the Upper Wards
Location:     Citadel
Requirements: Citadel Lockdown

1 - The Political Movement
In the center of the Wards is a demonstration by a group of Terra Firma Party 
members.  Their leader, Charles Saracino, asks if you will support his pro-
human, anti-alien platform.  You can choose whether or not to endorse his 
candidacy.  The assignment concludes when the conversation is over.

    + Paragon for debating Saracino about his position
    + Renegade for endorsing Saracino's position
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Planting a Bug
Given by:     Emily Wong in the Citadel Tower
Location:     Citadel
Requirements: "Citadel: Reporter's Request," and Therum, Feros, or Noveria

1 - Wong's Next Story
You can find Emily Wong again in the Citadel Tower.  This time she's hoping 
you'll help her with a story on dangerously overworked traffic control 
operators.  She gives you a bug to plant in the control room so that she can 
monitor the working conditions of the operators.  You can return to her 
without planting the bug and use Charm or Intimidate to convince her to drop 
the story, or lie to her and say you've already planted it.

    ++ Paragon for convincing Emily to drop the story using Charm
    ++ Renegade for convincing Emily to drop the story using Intimidate
    ++ Renegade for lying to Emily and saying the bug didn't work.

2 - Planting the Bug (Optional)
Head to the C-Sec academy and ascend the stairs to the control room.  In the 
corner near the keeper is an inconspicuous place to plant the bug.  Return to 
Emily when you are finished to receive your reward.

    + Paragon for helping her in order to save lives
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Presidium Prophet
Given by:     C-Sec officer or Hanar near Wards Access on the Presidium
Location:     Citadel
Requirements: Speak with the Citadel Council about Saren

1 - Resolve the Dispute
A Hanar evangelist is arguing with a C-Sec officer on the Presidium near the 
elevator to the Wards access corridor.  You have the choice of persuading the 
Hanar to leave, persuading the C-Sec officer to drop the issue, or paying for 
the Hanar's permit to satisfy both parties.  Charm or Intimidate skills are 
necessary to convince either party.

    ++ Paragon for convincing the Hanar to leave using Charm
    ++ Renegade for convincing the Hanar to leave using Intimidate
    ++ Paragon for convince the Officer to leave using Charm
    ++ Renegade for convince the Officer to leave using Intimidate
    -150 Credits for buying the Hanar a permit
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Reporter's Request
Given by:     Emily Wong in the Upper Wards
Location:     Citadel
Requirements: Access to the Wards

1 - Looking for Corruption
You are solicited by Miss Wong as you walk through the upper Wards.  She 
wants you to help her find information on organized crime and corruption on 
the Citadel.  You can find the information she wants on Fist's optical 
storage disc, which you can find in his office after your confrontation with 
him.

2 - Give Wong the Information
Once you have the evidence you can find Emily Wong where she was when you 
first received the assignment.  She offers you credits as a reward for 
helping her.  Using Charm or Intimidate you can get her to increase the 
amount of money she gives you.  Keeping the disc for yourself gives you no 
reward. 
 
    + Paragon for extorting extra credits using Charm
    + Renegade for extorting extra credits using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Rita's Sister and Chellick (Citadel: Rita's Sister)
Given by:     Rita in Flux bar
Location:     Citadel
Requirements: Access to the Wards

1 - Talk to Jenna
Rita--a waitress at Flux--tells you that her sister has been working at 
Chora's Den as an informant for C-Sec.  She's worried about her sister and 
wants your help to get her to come back to Flux.  You can speak to Jenna at 
Chora's Den, but she has no intention of leaving.  On the way out you pass by 
a turian named Chellick who tells you to meet him at the C-Sec academy.

2 - Chellick
Go to the offices on the upper floors of the C-Sec academy and speak with 
Detective Chellick.  You can use Charm or Intimidate right away to get him to 
release Jenna, but he will still want you to complete a task for him.  He 
asks you to go down to the markets and buy some illegal weapons modifications 
from a krogan named Jax.  He asks that you don't try to arrest Jax as it will 
undermine his operation.

    + Paragon for getting Chellick to release Jenna using Charm
    + Renegade for getting Chellick to release Jenna using Intimidate
    "Citadel: Rita's Sister" -> "Citadel: Rita's Sister and Chellick"

3 - Jax and the Mods (Optional)
If you agreed to do so, head down to the lower markets and speak to Jax.  You 
can try to arrest him, resulting in a firefight.  Otherwise, go through with 
the deal as planned.  Return and see Chellick to finish the assignment.

    ++ Paragon for following Chellick's orders
    ++ Renegade for killing Jax
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Scan the Keepers
Given by:     Chorban in the Citadel Tower
Location:     Citadel
Requirements: Speak with the Council about Saren

1 - Scan the Keepers
Shortly after your first meeting with the Council you can find Chorban 
inspecting a keeper in the Citadel tower.  You can talk to him and agree to 
aid his search for information on the keepers by scanning each one you find.  
Every keeper you scan grants an experience and monetary reward.  There are 21 
keepers in total on the Citadel for you to find.  The assignment ends when 
you scan your last keeper.

    Keeper Locations:
        4 in the Citadel Tower
            Far southwest corner
            In an alcove on the east side
            Next to Chorban
            Northwest corner behind a small wall
        8 on the Presidium
            Along the path between the Consort and the Emporium
            Hidden in an alcove at the back of the Emporium
            In the diplomatic archives room at the embassy
            In the Volus / Elcor office at the embassy
            Near the Consort's Chambers
            Near the entrance to the Wards
            On the balcony outside the embassy lounge
            Outside the tower near Avina Tourism Terminal II
        6 in the Wards
            At the back of the Flux casino
            In the back alleys
            In the Lower Wards near the C-Sec Academy elevator
            In the upper market
            In the Wards access corridor
            Near the med clinic
        2 in the C-Sec Academy
            In the requisitions office
            In the traffic control room
        1 in the Docking Bay
            At the far end of the platform
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Schells the Gambler
Given by:     Schells near the Flux entrance
Location:     Citadel
Requirements: Complete assignment: "Citadel: Rita's Sister"

1 - Talk to Schells
Return to Flux after completing the assignment involving Rita and Jenna to 
see a salarian named Schells get thrown out of Flux.  Asking him about it 
reveals that he is working on developing a device that can be used to cheat 
at Quasar.  He asks you to help him by using the device to win some games for 
him.

2 - Give the Device to Doran (Optional)
You can end the assignment right away by giving the device to Doran to put an 
end to Schells' cheating ways.  Doran will give you credits as a reward, 
hoping you'll use them in his casino.  Head back to Schells to tell him what 
you've done and complete the assignment.

3 - Scan the Machines (Optional)
You can use the device on any of the machines in the casino.  Doing so 
slightly improves your chances of winning.  Any time you get more money than 
you bet it is considered a win.  Win five times to collect enough data for 
Schells to use.  If you win seven times however, Doran will become suspicious 
and throw you out.  Return to Schells with your results to finish the 
assignment.

4 - Hit the Dance Floor (Optional)
After you've completed the assignment you can return to Flux to find Doran 
strutting his stuff on the dance floor.  Approach him and press the A button 
to show him some moves of your own.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Signal Tracking
Given by:     Suspicious Gambling Machine in the Flux casino
Location:     Citadel
Requirements: Access to the Wards

1 - Track the Signal
Examining the suspicious gambling machine at the back of the Flux casino 
alerts you to a mysterious signal being relayed throughout the Citadel.  You 
need to find each relay in order to trace the signal to its source.  The 
first relay is in the Wards access corridor.  The location of the signal 
should be located on your map.  Investigating this source will lead you to 
the next one, located behind Barla Von in the financial district.  The final 
relay directs you to a remote area behind the emporium.

2 - The Source
You come upon an ordinary-looking terminal that turns out to be a full-blown 
artificial intelligence.  Distrustful of organics and sensing its imminent 
demise, it begins a self-destruct sequence to destroy you along with it.  
Activate the console to try to guess the abort sequence.  The correct 
combination is Y-X-Y-A-X-A-A.  Averting the self-destruct completes the 
assignment.  You also earn whatever credits the AI was unable to transfer 
away before you stopped the countdown.

<><><><><>
TIP - J Laudig: "You can also just shoot the power junction to avert the 
self-destruct sequence."
<><><><><>
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: The Fan
Given by:     Conrad Verner near the markets in the upper Wards
Location:     Citadel
Requirements: Access to the Wards

1 - First Encounter
You can find Conrad Verner in the upper markets in the Wards.  He asks you 
for an autograph.  You can choose whether or not to give him one.

2 - Second Encounter
After you become a Spectre and return to the Citadel, you can find Conrad in 
the same place.  This time he asks for a photograph of you to hang on his 
wall.  Once again you can accept or decline.

3 - Third Encounter
After completing a main plot mission, return to the Citadel again to see 
Conrad once more.  This time he wants you to help him become a Spectre agent 
too.  You can use Charm or Intimidate to convince him more peacefully, or use 
the regular options to simply deny his request.  Once this conversation is 
over the assignment is complete.

    + Paragon for convincing Conrad using Charm
    + Renegade for convincing Conrad using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: The Fourth Estate
Given by:     Khalisah Al-Jilani in the C-Sec Academy
Locations:    Citadel, Normandy
Requirements: Complete Therum, Feros, or Noveria

1 - The Interview
In the C-Sec Academy, Khalisah bint Sinan Al-Jilani with Westerlund News asks 
you for an interview.  You can refuse from the beginning, or cut her off 
during the interview, with the option of hitting her for Renegade points.  
Using Charm or Intimidate to answer each question will help you conduct a 
smoother interview.  Miss Al-Jilani tends to appreciate answers that 
emphasize human sovereignty and independence as opposed to cooperation with 
other races.  Finally, you have the option of choosing whether or not to 
comment on the investigation into Saren.  Your reward is based on how long 
the interview lasts and how well you field her questions.

    + Renegade for striking Al-Jilani.

2 - The Fallout
Back on the Normandy, Admiral Hackett will come on the radio to tell you what 
Al-Jilani's story was like and how it was viewed by Earth and the Council.  
They will be happiest if you gave Charm responses, as Intimidate responses 
make the Council look bad.  The Council will also disapprove of revealing 
information about your investigation into Saren.

    ++ Paragon for conducting a smooth interview using Charm
    ++ Renegade for conducting a smooth interview using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Citadel: Xeltan's Complaint
Given by:     General Septimus in Chora's Den
Location:     Citadel
Requirements: Assignment: "Citadel: Asari Consort"

1 - Speak to Xeltan
After agreeing to help General Septimus, you can find Xeltan in the 
Elcor/Volus office at the embassy.  Simply tell him that General Septimus is 
responsible for betraying his secrets.  Once this is complete you can tell 
the Consort of your success if you haven't already spoken to her about 
General Septimus. 
 
    + Paragon for comforting Xeltan about his secrets
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Feros: Data Recovery
Given by:     Gavin Hossle in the refugee camp on Feros
Location:     Feros
Requirements: Spectre status

1 - Data Hunt
Speak with Gavin Hossle at the weigh station on the Prothean skyway to learn 
that he's in need of some data that's still at the ExoGeni facility.  Since 
you're going there anyway, he hopes you can recover it for him.

2 - At the Facility
While you're in the ExoGeni complex, head east past the room with the glowing 
orb and keep going until you find the stairs leading to the upper level.  
This part of the level is simply a straight corridor.  Gavin's console is at 
the end, guarded by a group of three krogan.  Once they're defeated you're 
free to recover his data from the console.  There's also a secure storage 
locker nearby, along with a server node you can access for a codex entry.  
When you have the data, simply return to Gavin to complete the assignment.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Feros: Geth in the Tunnels
Given by:     Fai Dan in Zhu's Hope
Location:     Feros
Requirements: Spectre status

1 - Fai Dan's Request
Speak to Fai Dan in Zhu's Hope to learn about the problems he and the other 
colonists face.  One major concern is the geth that are holed up the tunnels 
below the colony, likely guarding a transmitter to coordinate attacks.  
Destroying the transmitter would take a lot of the pressure off the 
colonists.

2 - The Tunnels
Head up the nearby stairs and follow the path north until you reach the steps 
descending towards the tunnels.  Bear left until you reach the room on the 
eastern side.  As soon as you enter there are two snipers at the far end of 
the hallway to worry about.  Beyond are a group of krogan warriors guarding 
the transmitter itself.  When it is safe to do so, fire on the transmitter 
until it is destroyed.  Don't forget the technician kit and upgrade kit 
nearby.  Head back and speak with Fai Dan to complete the assignment.

    ++ Paragon for helping Fai Dan with the transmitter
    ++ Paragon bonus for completing all four tasks in the tunnels
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Feros: Power Cells
Given by:     May O'Connell in Zhu's Hope
Location:     Feros
Requirements: Spectre status

1 - Power Up
May O'Connell is in charge of restoring power to the Zhu's Hope colony, which 
of course means she needs you to do it for her.  Head down to the tunnels and 
enter the western passage to access the collapsed highway section.  Fight off 
the varren if you haven't already done so and then examine the damaged 
vehicle nearby to pilfer its power cells from the fuel compartment.  Nearby 
you can also find a sludge canister and a malfunctioning object.  Return and 
give May the cells to complete the assignment.

    ++ Paragon for giving May the power cells
    ++ Paragon bonus for completing all four tasks in the tunnels
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Feros: Varren Meat
Given by:     Davin Reynolds in Zhu's Hope
Location:     Feros
Requirements: Spectre status

1 - In Need of Food
Speak to Davin Reynolds in the freighter on Zhu's Hope to learn about the 
colonists' food shortage.  They need you to go down to the tunnels and deal 
with the alpha varren so they can safely hunt the rest.

2 - Going Hunting
In the tunnels, take the western path to the collapsed highway section.  Upon 
entering you must fight a group of varren.  They aren't very powerful, and 
should die easily, but after they are killed the alpha varren shows up.  The 
alpha is considerably tougher, so disable it if you can and try to keep your 
distance.  When all the varren are dead you can return to Davin Reynolds for 
your reward.

    ++ Paragon for killing the alpha varren for Davin
    ++ Paragon bonus for completing all four tasks in the tunnels
    +  Renegade for demanding payment from Davin
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Feros: Water Restoration
Given by:     Macha Doyle in Zhu's Hope
Location:     Feros
Requirements: Spectre status

1 - The Water Shortage
Macha Doyle needs your help.  It seems the water supply to the Zhu's Hope 
colony has been cut off.  You need to venture down to the tunnels and open 
the valves to allow water to flow.

2 - The Valves
Your only obstacle to opening the valves are a series of three geth patrols 
you encounter in the side passages.  There are two valves to open in the 
southern passage, and one to open in the north passage.  The geth are holed 
up in each passage, but there are only a handful to worry about.  Once the 
water is flowing again you can return to Macha Doyle for your reward.

    ++ Paragon for restoring the Zhu's Hope water supply
    ++ Paragon bonus for completing all four tasks in the tunnels
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Garrus: Find Dr. Saleon
Given by:     Garrus on the Normandy
Location:     Normandy, MSV Fedele
Requirements: Spectre Status

1 - The One That Got Away
A conversation with Garrus results in a story from his C-Sec days.  He had 
been after a rogue geneticist who was performing unspeakable experiments on 
the poor residents of the Citadel.  The doctor managed to escape and Garrus 
was never able to bring him to justice.

2 - The Mad Scientist
Head to the Herschel System in the Kepler Verge and locate the doctor's ship, 
the MSV Fedele.  In the main hold you can find a number of the doctor's test 
subjects, confirming that you are on the right track.  At the front of the 
ship is Dr. Saleon himself.  He maintains his innocence, claiming that he is 
"Dr. Heart," but Garrus can confirm his identity.  Regardless, the doctor 
won't be taken alive and you will have to kill him.  Return to the Normandy 
after you've looted all the nearby containers.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Noveria: Espionage
Given by:     Mallene Calis in the Port Hanshan Hotel
Location:     Noveria
Requirements: Spectre status

1 - Questionable Ethics
You are solicited by Mallene Calis, an Aramali employee who's seeking 
corporate secrets from Rafael Vargas, the Binary Helix salesman on the other 
side of the lobby.  She wants you to pose as a potential client and distract 
him long enough for her to crack into his personal network and learn if 
Binary Helix has been infringing on the copyrights of her employer.  You can 
refuse the task outright for some Paragon points.

    ++ Paragon for telling Mallene that what she is doing is illegal

2 - Talking to Vargas
The goal here is just to keep the conversation going for as long as possible.  
The best way to do this is by using Charm or Intimidate at every opportunity.  
There are four places to use Charm or Intimidate, though--depending on your 
responses--you may only have to use one.  If you aren't careful you risk 
Vargas discovering that you're just wasting his time and ending the 
conversation.  Try to get him distracted or off topic.  When Mallene's device 
beeps, simply excuse yourself from the conversation and leave.  You also have 
the option to tell Vargas what's going on by informing him about Mallene.  In 
this case he will thank you and then leave.

3 - Return to Mallene
Go back and speak with Mallene and tell her what happened.  If you turned her 
in, you can lie and say that the device worked, or you can admit what you 
did.  Either way, the assignment is complete.

    +  Paragon for admitting you gave the device to Vargas
    ++ Renegade for lying and telling Mallene the device worked
    +  Paragon for using Charm on Mallene
    +  Renegade for using Intimidate on Mallene
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Noveria: Smuggling
Given by:     Opold in the Port Hanshan plaza
Location:     Noveria
Requirements: Spectre status

1 - The Hanar's Request
In the Port Hanshan plaza you can find a Hanar named Opold who has a request 
of you.  He needs you to use your Spectre status to sneak a package through 
customs for him.  Using Charm or Intimidate you can get him to tell you a bit 
more, but he's still reluctant to fill you in completely.  He assures you 
that the contents pose no threat to anyone in the port however.

2 - The Package
If you accepted the assignment, head back to the Normandy to collect the 
package.  You now have a few choices.  You can return the package to Opold 
for the promised payment, which ends the assignment.  You can also decide to 
keep the package for yourself, which adds an upgrade item to your inventory.  
Going this route doesn't prevent you from using Opold as a store, but the 
hanar's buyer--a krogan named Inamorda--will be upset enough to ambush you in 
the docking bay.  You can also cut out the middleman and sell the package 
directly to Inamorda at the hotel for up to 750 credits.  Finally, you have 
the option of going directly to administrator Anoleis and informing him about 
the smuggling operation in exchange for a garage pass.

    +200 Credits and a Garage Pass for giving the package to Anoleis
    +500 Credits for giving the package to Inamorda
    + Paragon and +750 Credits for using Charm on Inamorda
    + Renegade and +750 Credits for using Intimidate on Inamorda
    +250 Credits for giving the package to Opold
    +500 Credits for using Charm or Intimidate on Opold
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Tali and the Geth
Given by:     Data received from a terminal on Solcrum
Location:     Normandy, Solcrum
Requirements: Spectre status

1 - Geth Data Files
You can find a geth terminal at the end of "UNC: Geth Incursions" that gives 
you a number of encrypted data files.  You have the option to give these 
files to Tali, who wants them for her pilgrimage.

    + Paragon for giving the files to Tali
    + Renegade for refusing to give the files to Tali
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Asari Diplomacy (Mercenaries)
Given by:     Nassana in a radio transmission
Locations:    Citadel, Sharjila
Requirements: Spectre Status

1 - Nassana's Request (Optional)
After completing one primary mission planet you will receive a transmission 
from an asari diplomat requesting your assistance.  Return to the Citadel and 
seek out Nassana in the embassy lounge.  She tells you that her sister has 
been kidnapped, and that she wants you to go rescue her.

2 - The Pirate Base
Head to the Macedon System in the Artemis Tau Cluster and land on Sharjila.  
At the base to the north you can find a number of towers with pirate snipers 
in them, as well as pirates on the ground.  There are more pirates and 
snipers (humans and krogan) inside the base itself, along with an asari 
biotic.  When everyone is dead, head upstairs and check the desk on the 
second floor to obtain information showing Nassana has deceived you.  Note 
that you can go straight to Sharjila without speaking to Nassana first.

3 - Return to the Citadel
Go back to the embassy lounge and confront Nassana.  She admits to lying to 
you, but offers a reward for helping her anyway.  With enough Charm or 
Intimidate skill you can get her to give you a license for the Aramali 
Council, which makes the Prodigy amp and Nexus tool.  Finishing the 
conversation concludes the assignment.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Asari Writings
Given by:     Survey an Asari Matriarch's Writings
Location:     Uncharted Worlds
Requirements: Spectre status

*See the Locations section for information on finding all the asari 
artifacts*
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Besieged Base
Given by:     Radio message from Alliance Command
Location:     Chohe
Requirements: 80% Paragon

1 - A Sensitive Situation
When you've sufficiently proved your virtue by getting enough Paragon points, 
Admiral Hackett will send you a message about a group of biotic extremists 
who have taken over a research outpost and have taken the civilians hostage.  
The Alliance needs you to go in and stop the biotics while minimizing 
civilian casualties.

2 - Save the Civilians
Receiving this assignment opens up the Cacus System in the Hades Gamma 
Cluster.  From here, land on Chohe and make for the nearby science station.  
To complete the assignment you must kill all the biotics in the facility.  
The civilians don't make it easy because they tend to wander aimlessly, and 
are very susceptible to damage.  Your squad can actually be a liability here 
if you are trying to save the civilians, so consider keeping them back if 
you're having trouble.  When all the biotics are dead you can report back to 
Hackett for an appraisal of your ability to save the hostages.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Cerberus
Given by:     Rear Admiral Kahoku in the Citadel Tower
Location:     Citadel, Binthu
Requirements: Complete "UNC: Missing Marines"

1 - Kahoku Needs Help
After returning to the Citadel tower having completing "UNC: Missing 
Marines," Kahoku informs you that a shady group known as Cerberus was 
responsible for the deaths of his men.  He needs you to head to the Voyager 
Cluster and eliminate their research outposts.  Go to the Yangtze system and 
land on Binthu.

2 - The Cerberus Facilities
The drop zone is in the middle of three Cerberus facilities.  You can tackle 
the facilities in any order.  Each is guarded by two heavy turrets on the 
exterior, and each has a large room with a square energy barrier in the 
center.  Inside each energy barrier is a different set of test subjects--
either thorian or rachni--that you can release by using the appropriate 
console.  Around the perimeter of the field are a handful of guards and 
technicians.

2 - Kahoku's Fate
When you clear out the final facility you discover Kahoku's body in the 
center of the main room.  Despite the nature of the creatures he was locked 
in with, the needle marks on his arm suggest a different cause of his death.  
Once you learn the admiral's fate, the assignment is complete, and "UNC: 
Hades' Dogs" begins.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Colony of the Dead (Investigate Samples)
Given by:     Server node in the ExoGeni complex on Feros
Location:     Chasca
Requirements: Spectre status

1 - ExoGeni's Dirty Laundry
A server node on the upper level of the Feros ExoGeni facility informs you 
about a connection between ExoGeni and Cerberus.  You'll need to investigate 
the Matano System to learn more about this partnership.  Head to Chasca in 
the Maroon Sea Cluster and explore any of the structures to the southwest.  
When you notice the husks it becomes apparent what has happened here.

    "Investigate Samples" -> "UNC: Colony of the Dead"

2 - The Fate of the Scientists
There are a couple civilian structures, but exploring these is optional.  All 
the buildings contain husks, but only the science facility has a terminal at 
the back to suggest where they came from.  It seems that someone from the 
Cerberus group passed through the colony a few days before the colonists 
became husks.  Once you learn this information the assignment is finished.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Dead Scientists (Doctor at Risk)
Given by:     Terminal on the upper floor of the Port Hanshan hotel
Location:     Ontarom
Requirements: Spectre status

1 - A Doctor in Trouble (Optional)
With enough Electronics skill you can hack the terminal in the upper floor of 
the Port Hanshan hotel on Noveria.  Doing so reveals a message to a doctor in 
the Newton System who is apparently now in danger because his connection to a 
certain organization has come to light.

2 - Finding the Doctor
Head to the Kepler Verge and land on Ontarom.  Nestled in a valley to the 
southeast is an underground facility guarded by mercenaries.  Eliminate them, 
both outside and inside the complex, and head to the back room, where a 
soldier names Toombs is threatening to kill the scientist you came looking 
for.  If you have the Sole Survivor background Toombs will recognize you as a 
fellow marine from the mission on Akuze.  This adds some dialogue, but does 
not otherwise affect the conversation.  If you don't persuade him otherwise, 
Toombs kills the scientist and then turns the gun on himself.  Using Charm 
you can prevent their deaths, but with Intimidate you have the option of 
killing the doctor yourself.  When you're done, return to the Normandy to 
complete the assignment.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Depot Sigma-23
Given by:     Computer in Listening Post Theta
Location:     Unidentified Space Facility
Requirements: Complete Noveria

1 - The Rachni Express
Having finished "UNC: Listening Post Theta" you should have a good idea 
what's been going on.  Cargo ships that have been delivering rachni all over 
the galaxy, and you need to find their source in order to keep them from 
spreading.  Travel to the Gorgon System in the Argos Rho Cluster and land on 
the unidentified space facility.

2 - Stop the Shipments
The main hold has a few rachni in it, but it's not too much to handle.  The 
trick here is that the hold is filled with boxes that make navigation 
difficult.  Remember how you get through the hold to the far side, as you'll 
need to navigate your way back in a hurry.  On the far side of the facility 
are a number of containers and a terminal where you can learn that--big 
surprise--Cerberus has been conducting experiments with the goal of creating 
a new biological weapon.  Arm the nearby demolition charge and run back the 
way you came to return to the Normandy and escape the explosion.  More rachni 
will appear in the hold but making it back to the ship is more important than 
dealing with them.  Once you've safely escaped the explosion the mission is 
over.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Derelict Freighter
Given by:     The MSV Cornucopia in the Caspian System
Location:     MSV Cornucopia
Requirements: Complete Feros

1 - Board the Freighter
Out in the Caspian System of the Maroon Sea Cluster you can find a derelict 
freighter.  Board the ship to investigate and find a small army of husks on 
board.  It's obvious that the entire crew has been transformed.  When you've 
defeated them all, head to the cockpit and check the logs.  It seems the crew 
discovered an artifact that made them go insane.  They flew straight into the 
Perseus Veil, where the geth no doubt found them and transformed them into 
husks.  The ship was then directed back into the Traverse for someone like 
you to find.  When you're done exploring the ship, head back to the Normandy.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Distress Call (Unusual Readings)
Given by:     Computer console in Ambassador Udina's office
Locations:    Metgos
Requirements: Citadel access

1 - Strange Readings (Optional)
When you first arrive on the Citadel, examine the ambassador's computer to 
receive an assignment about some unusual energy readings detected in the 
Argos Rho cluster.

2 - Investigate the System
Go to the Hydra System in the Argos Rho Cluster and examine Metgos.  You 
receive a distress signal from the planet's surface.

    "Unusual Readings" -> "UNC: Distress Call"

3 - Find the Distress Call
Land on Metgos and drive to the source of the signal, which turns out to be a 
geth ambush.  Avoid the mine placed underneath the distress beacon.  Keep 
moving and don't let the geth surround you.  When all the enemies have been 
defeated the assignment is over.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Espionage Probe (Investigate Shipments)
Given by:     Terminal in the freighter in Zhu's Hope
Location:     Agebinium
Requirements: Spectre status

1 - Diverted Supplies (Optional)
Head inside the freighter at the Zhu's hope colony and access the terminal 
using your electronics skill.  You will receive a message informing you of 
several supply shipments that have been diverted to the Voyager Cluster.

2 - The Missing Probe
Arriving at the Amazon System in the Voyager Cluster triggers a message from 
Alliance Command.  It seems they've lost a nuclear bomb and they need you to 
recover it before the unthinkable happens.

    "Investigate Shipments" -> "UNC: Espionage Probe"

3 - Find the Bomb
Head down to Agebinium and make for the homing beacon.  The signal is coming 
from an underground mining complex, suggesting that the probe didn't crash on 
the planet.  Enter the mining tunnels and head to the back.  When you enter 
the last room there is a cave-in as the path behind you is blocked.  The 
holographic image of a pirate named Elanos Haliat appears and taunts you.  
You need to find another way out of the tunnels, but first you must disarm 
the bomb in front of you.  There are three hard points you must disable, each 
requiring either a long sequence of button presses or 100 omni-gel.  There is 
a ten second timer, but it does not count down while you are disabling each 
hardpoint.

4 - Back to the Surface
Once the bomb is diffused, head back out and bear left to enter the adjacent 
tunnel.  This path leads you back out of the complex to a hidden entrance on 
a ridge overlooking Haliat's camp.  You can either try to snipe Haliat and 
his mercs from the top of the ridge, or head down the hill and hop in the 
nearby Mako before dealing with them.  When they are all dead, the assignment 
is complete.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: ExoGeni Facility (Investigate Facility)
Given by:     Terminal in the ExoGeni complex on Feros
Location:     Nodacrux
Requirements: Complete Feros

1 - A Suspicious Message (Optional)
On the upper level of the ExoGeni facility on Faros is a terminal that can be 
accessed for information on some suspicious ExoGeni activity in the Maroon 
Sea Cluster.  

    "Investigate Facility" -> "UNC: ExoGeni Facility"

2 - The Overrun Facility
Head to the Vostok System and examine Nodacrux, at which point Joker will 
inform you of a distress beacon on the planet's surface.  Getting to the 
science facility is the toughest part of this assignment.  Check your map and 
plot a course through the valleys to the southeast.  Approaching the science 
facility should give you a pretty good idea about why the distress signal was 
activated.  There are thorian creepers surrounding the entrance, along with 
more on the inside.  At the back of the facility are a few survivors.  Speak 
to Dr. Ross to learn what happened at the facility, and then decide how to 
deal with the survivors.  She offers you a bribe to keep her activities a 
secret.  If you don't accept then you will have to fight her and the other 
scientists.

    ++ Paragon for trying to arrest Dr. Ross
    ++ Renegade for making Dr. Ross pay for her crimes
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Geth Incursions (Geth Activities)
Given by:     Hackett after entering Armstrong Nebula, ExoGeni terminal
Location:     Armstrong Nebula
Requirements: Spectre status

1 - Turn Back the Geth Invasion
When you enter the Armstrong Nebula, Admiral Hackett informs you of the 
increased geth activity in the region and asks that you eliminate the known 
geth outposts in each system.  You can also receive this assignment by 
decrypting the geth terminal in the ExoGeni facility on Feros.

2 - Gagarin System
Head to the Gagarin System and land on Rayingri.  Head south to the overrun 
research outpost, which is on top of a large plateau surrounded by husk 
spikes.  Inside there is a weapons locker and a storage locker in the first 
room.  The main room is filled with husks.  There are also husks in the back 
rooms that will pour out when you approach.  You can find three crates and 
two malfunctioning objects in the back rooms.  When you reenter the main room 
you will find that a squad of geth troopers, destroyers, and snipers have 
come in from behind you.  Take them out and head back outside.  As you exit 
the facility, more troopers, shock troopers, and snipers will get dropped all 
around you by a nearby geth ship.  Hop in the Mako to make dealing with them 
easier.  Note that you can also get more experience points by defeating the 
enemies on foot.  When all the geth are dead you can move on to the next 
system.

3 - Hong System
Land on Casbin in the Hong System and head northeast towards the geth 
outpost.  Follow the valley to the north and then east to avoid having to 
navigate the rocky hills surrounding the outpost.  Geth snipers will jam your 
radar when you get close, so check your map to be sure of your heading.  The 
outpost is surrounded by geth snipers and rocket troopers.  Keep your 
distance as much as possible and take them out one at a time.  Once they are 
defeated, a geth dropship will come in and begin depositing geth shock 
troopers in the center of the outpost.  It will continue providing 
reinforcements until you destroy it.  Once the dropship is destroyed, clear 
out the remaining geth and proceed to the next system.

4 - Tereshkova System
Head to Antibaar in the Tereshkova System and make for the geth outpost to 
the north.  Again, expect snipers to jam your radar so check your map to be 
sure you're going in the right direction.  The outpost is guarded by a geth 
colossus, along with more geth snipers and rocket troopers.  When the outpost 
is cleared out, reinforcements will begin arriving.  Expect to face rocket 
troopers, shock troopers, and a few geth primes.  Once all the enemies are 
defeated you are clear to move on to the next system.

5 - Vamshi System
The final known geth outpost in the nebula is on Maji in the Vamshi System.  
The outpost here is to the north on top of a large rocky hill.  Approach from 
the southeast, where you can find a path leading up the hill.  There are 
numerous geth heavy turrets built into the hill so be alert as you make your 
ascent.  The outpost itself is defended by rocket troopers and snipers.  
Reinforcements this time come in the form of a geth colossus.  When all the 
geth are killed your squad will remark that you still need to find the 
primary geth base for this sector.  Return to the Normandy.

6 - The Geth Base
You can find the geth base on Solcrum in the Grissom System.  After landing 
in the Mako, head east to find the main base.  As you come over the hill you 
can survey the base in the valley below.  There are two colossi and three 
rocket troopers guarding the entrance.  Your radar will be jammed once you 
make it inside.  In the main room you must fight a geth destroyer and 
numerous geth stalkers.  There is also a juggernaut on the second floor.  The 
mission is completed when all the geth are destroyed.  There is a secure 
crate and an upgrade kit in the back room, along with a terminal that can be 
accessed to begin the assignment "Tali and the Geth."
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Hades' Dogs
Given by:     Admiral Kahoku's corpse on Binthu
Location:     Nepheron
Requirements: Complete "UNC: Cerberus"

1 - Eliminating Cerberus
Having found Kahoku's remains on Binthu at the end of "UNC: Cerberus," you 
must now eliminate the people responsible once and for all.  Travel to 
Nepheron, in the Columbia System by way of the Voyager Cluster.  Head to the 
underground facility and eliminate all the Cerberus commandos and snipers 
inside.

2 - The Shadow Broker
At the back of the facility is a terminal containing encrypted files on 
Cerberus.  Return to the Normandy and access the Galaxy Map to receive a 
message from a representative of the Shadow Broker, offering to pay you for 
the information you've just recovered on Cerberus.  You can choose whether or 
not to sell the information.  Any response ends the assignment. 
 
    + Paragon for refusing to betray the Alliance
    + Renegade for selling the information
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Hostage
Given by:     Elevator newscaster during segment on biotic extremists
Location:     MSV Ontario
Requirements: Spectre status

1 - Board the Freighter
While riding in an elevator on the Citadel you may learn that a Chairman 
Burns has been kidnapped by biotic extremists.  Head to the Farinata System 
in the Hades Gamma Cluster and search for the MSV Ontario.  It is hidden so 
move your cursor around and look for a twinkle of light to indicate its 
location.  Once you've found it select a squad and board the freighter.  
You're facing all biotic enemies so adjust your equipment and tactics 
accordingly.  Once you're spotted by the biotics you'll have three minutes to 
reach the hostage before he is executed.  Head to the far side of the 
freighter when the main hold is clear of enemies.

2 - Negotiate with the Leader
Confront the terrorist leader.  If you can't persuade him to spare the 
hostage you will have to fight the extremists.  A high enough Charm or 
Intimidate score will allow you to avoid combat.  Either way completes the 
assignment.

    ++ Paragon for diffusing the situation using Charm
    ++ Renegade for diffusing the situation using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Hostile Takeover
Given by:     Helena Blake near the emporium in the financial district
Location:     Mavigon, Klensal, Amaranthine
Requirements: Spectre Status

1 - Taking the Assignment
Helena Blake solicits you outside the emporium on the Citadel.  She wants 
your help removing two fellow leaders of a galactic crime syndicate.  Since 
what she is asking you to do is illegal you receive Renegade points for 
agreeing to do as she asks.  If you refuse to do what she wants you will 
receive the mission anyway along with some Paragon points.

    ++  Paragon for refusing to take the assignment
    +   Renegade for accepting the assignment

2 - Eliminate Crimelord #1
Travel to Mavigon, a planet in the Han System of the Gemini Sigma Cluster.  
The syndicate base is on a hill to the southeast with heavy turrets outside 
that you should try to eliminate from a distance.  When the external defenses 
are taken care of you are free to enter the building and kill everyone 
inside.  Expect to encounter human and krogan mercenaries in addition to the 
crime boss.

3 - Eliminate Crimelord #2
The second target is on Klensal in the Dis System of the Hades Gamma Cluster.  
Head south to the syndicate base, which is guarded by mercenaries in towers 
surrounding the entrance.  Once again, enter the complex and eliminate 
everyone inside.  When both syndicate leaders are eliminated you need to go 
see Helena Blake.

3 - The Final Crimelord
Go to the Fortuna System in the Horse Head Nebula and land on Amaranthine.  
Travel south to Helena's base of operations.  You can find her just inside 
the entrance, guarded by more mercenaries.  Though still a leader of a 
criminal organization she vows to limit herself to gambling and smuggling 
operations.  With sufficient Charm or Intimidate you can convince her to 
disband the syndicate completely.  If you choose to try to arrest her however 
she refuses to go peacefully and you'll have to kill her along with her 
henchmen.  These mercenaries can be tougher than those faced previously so be 
careful.  When all the mercs are dead the assignment is completed.

    ++ Paragon for convincing Helena to mend her ways using Charm
    ++ Renegade for convincing Helena to mend her ways using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Listening Post Alpha
Given by:     Visit the Erebus System or access Listening Post Theta comm
Location:     Nepmos
Requirements: Complete Noveria

1 - The Rachni Horde
After finishing Noveria, the Styx Theta Cluster becomes available.  Heading 
to the Erebus System triggers an urgent distress call from the planet Nepmos.  
Head down to the surface and proceed towards the source of the transmission.  
A group of Alliance marines are pinned down by legions of rachni who swarm 
out of the ground on regular intervals.  Talking to Lt. Durand reveals the 
tough situation they are in.  She asks you to help in any way you can.  Head 
over to the damaged generator and hook up the Mako's power supply to 
reactivate the turrets.  Then move your squad to the opening between one set 
of barricades and place yourself in the other opening.  From here, the 
combined firepower should be enough to overwhelm any rachni that come your 
way.  Fight off a few more waves, then speak to the lieutenant again to learn 
that the rachni are coming from an underground complex nearby.

2 - The Infested Mine
Disconnect the Mako from the generator and drive west to the mine entrance.  
Though it appears to be empty at first, groups of rachni will begin pouring 
out of the ground as you get farther into the mine.  Proceed cautiously and 
retreat when necessary.  The soldiers tend to appear in groups of two or 
three.  When the main cavern is clear, there are two side passages at the 
back to worry about.  Each passage contains a few more soldiers and an 
enormous rachni brood warrior.  Retreat back into the tunnels as necessary, 
and use your biotic powers to disable each rachni if you can.  When the mine 
is cleared out, the assignment is over and you can return to the Normandy.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Listening Post Theta
Given by:     Marines on Listening Post Alpha or visit the Acheron System
Location:     Altahe
Requirements: Complete Noveria

1 - The Alliance Listening Post
Go to the Acheron System in the Styx Theta Cluster and land on Altahe.  
Approach the listening post to find some rachni holes outside.  Each hole 
will spew a few rachni soldiers as you get close.  Stay in the Mako to make 
quick work of them.  There are a handful of rachni in the base itself, but 
nothing you can't handle.  Grab the containers at the back, and then access 
the terminal to learn that a shipment was received by the outpost a few days 
ago.  It's likely the rachni were delivered aboard this ship.  To learn more 
you'll need to investigate the supply depot in the Gorgon System.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Locate Signs of Battle
Given by:     Survey of a Medallion or ID Tag
Location:     Uncharted Worlds
Requirements: Spectre status

*See the Locations section for information on finding all the salarian 
artifacts*
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Lost Freighter
Given by:     MSV Worthington in the Ming System
Location:     MSV Worthington
Requirements: Complete Therum, Feros, or Noveria

1 - Investigate the Freighter
It seems no one is aboard the MSV Worthington, which is adrift in the Ming 
System of the Gemini Sigma Cluster.  The hold it filled with explosives, 
however, and these are set to detonate when you get too close.  Head to the 
southeast room and play the logs and hear someone named Julia say that she 
won't give up on Jacob.  To the northeast you can find the brain-dead Jacob, 
still on life support, as well as a log from Dr. Smith.  In the cockpit you 
can access the computer to hear the captain recount what transpired.  It 
seems Julia went crazy after Jacob was nearly killed.  After hearing all the 
logs, Julia shows up and attacks you with her biotic powers.  She will also 
appear if you turn off Jacob's life support.  When Julia is dead you can go 
back to Jacob and deactivate his life support systems (if you haven't 
already).
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Lost Module
Given by:     Admiral Hackett via transmission in Attican Beta Cluster
Locations:    Eletania
Requirements: Spectre status

1 - Find the Data Module
Admiral Hackett needs you to recover a data module from a downed probe before 
the geth can get to it.  Land on Eletania and head northeast to find the 
downed probe.  The data module is missing, however, as a space monkey has 
made off with it.  Four monkey colonies will appear on your map.  You are 
interested in the one to the north, which is next to a mining complex.  The 
monkey with the data module is at the very back of the mine in the 
westernmost room.  The geth show up when you try to leave the mine.  You will 
have to fight a full compliment of geth snipers, shock troopers, and a 
destroyer.  When you are finished, return to the Normandy to complete the 
assignment.

    ++ Renegade for squishing a space monkey with the Mako
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Major Kyle (Strange Transmission)
Given by:     Console in Executor Pallin's office
Location:     Presrop
Requirements: Spectre status

1 - Follow the Transmission (Optional)
The console in C-Sec HQ directs you to the Century System in the Hawking Eta 
Cluster.  Your arrival will trigger a message from Alliance Command about a 
group of biotic cultists led by a former Alliance soldier.

    "Strange Transmission" -> "UNC: Major Kyle"

2 - Investigate the Compound
Land on Presrop and proceed southwest towards the compound.  To access the 
building with Major Kyle you must attempt to enter the large structure first.  
You speak on the intercom with a biotic cultist inside.  You can persuade 
them to let you see Major Kyle, or you can go inside and kill the cultists.  
At the far side of the building is a control panel to let you in to see Major 
Kyle.  Head outside and go to the other side of the complex to enter the 
round building.  If you persuaded your way in you can proceed to the back and 
talk to Kyle without incident.

    + Paragon for convincing the cultists using Charm
    + Renegade for convincing the cultists using Intimidate

3 - Major Kyle
You can use Charm or Intimidate to persuade Major Kyle to turn himself in 
peacefully.  If you accept his terms you can leave without a fight.  Return 
to the Normandy to inform Admiral Hackett about the mission.

    ++ Paragon for persuading Kyle using Charm
    ++ Renegade for persuading Kyle using Intimidate
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Missing Marines
Given by:     Rear Admiral Kahoku in the Citadel Tower
Location:     Edolus
Requirements: Spectre status

1 - Armiston Banes (Optional)
If you have completed the assignment "Doctor Michel" then you should know 
about Armiston Banes, an Alliance researcher.  Asking Kahoku about Banes 
reveals that he was found dead on a derelict scout ship by one of Kahoku's 
teams.  Kahoku sent a recon team to the system where Banes was found to scout 
the region.  This team has gone missing and Kahoku needs your help to find 
them.

2 - Find the Recon Team
Head to Edolus in the Sparta System to begin the search for the recon team.  
Take the Mako to the location of the distress beacon where you will be 
attacked by a thresher maw.  When fighting a thresher, be sure to keep moving 
or use the jump jets to avoid its attacks.  Once it is defeated you can check 
on the bodies of Kahoku's men, who were doubtless lured to the thresher nest 
by the distress beacon.  Return to Admiral Kahoku on the Citadel to give him 
the bad news.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Missing Survey Team
Given by:     Elevator newscaster during segment on ExoGeni
Location:     Trebin
Requirements: Spectre status

1 - Find the Research Team
While riding an elevator in the Citadel you may learn about a survey team 
that has gone missing in the Hades Gamma Cluster.  Head to the Antaeus System 
and land on Trebin.  Head north to the research base, where investigation of 
one of the structures reveals that the team unearthed some kind of alien 
technology at the nearby excavation site.

2 - The Dig Site
Nearly every inch of the mining tunnels is crawling with husks.  Try to lure 
them into the narrow hallways to make the fight easier.  The assignment is 
complete when all the husks are defeated.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Privateers (Missing Person)
Given by:     Garoth in the Citadel Tower, Port Hanshan terminal
Location:     Citadel, Xawin
Requirements: Spectre status

1 - Garoth's Request (Optional)
Find Garoth in the Citadel Tower.  If asked, he informs you that his brother 
has gone missing in the Horse Head Nebula.

    + Paragon for offering to help
    + Renegade for refusing to help

2 - Find Garoth's Brother
Head to the Strenuus System and find the MSV Majesty.  Scanning the vessel 
reveals an energy trail leading to the nearby planet.  Land on Xawin and make 
for the mercenary camp.  There are turrets and snipers defending the base.  
On the inside are a group of human and krogan mercenaries.  When all the 
enemies are dead, head up to the second floor to learn Captain Willem's fate.  
Head back to the Citadel and inform Garoth to end the assignment.

    + Paragon for comforting Garoth about his brother
    + Renegade for ridiculing Garoth for clinging to false hope
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Prothean Data Discs
Given by:     Survey of a Prothean Data Disc
Location:     Uncharted Worlds
Requirements: Spectre status

*See the Locations section for information on finding all the Prothean 
artifacts*
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Rogue VI
Given by:     Admiral Hackett
Location:     Luna
Requirements: Level 20

1 - To the Moon
Admiral Hackett informs you that the Alliance needs your help again.  It 
seems they've lost control of one of their training VIs on the Moon and they 
need you to go in and take it out.  Head to the Solar System in the Local 
Cluster and land on Luna.  Head to the Alliance training ground.  There are 
three buildings in this area, each guarded by a pair of heavy turrets.  You 
can tackle the facilities in any order, as they are all nearly identical. 
 
2 - Penetrate the Defenses
Each facility has around a dozen drones of different types (mostly advanced 
assault drones) which are very tough and have strong shielding.  Try to lure 
out a few at a time and deal with them in small groups so you don't get 
overwhelmed.  Don't be afraid to retreat if you have to.  Remember also that 
biotic powers are basically useless here.  Garrus and Tali are probably the 
best companions to have.  Make good use of all your tech powers to make 
dealing with the drones easier.  Save often to avoid having to repeat the 
whole assignment.

3 - The VI Conduits
At the back of each facility are two rooms, each with four conduits you must 
destroy.  Attacking the conduits results in one additional complication for 
each facility.  In the first building the VI will release toxic gas into the 
room to try to poison you.  In the second, the VI will erect energy barriers 
over all the conduits, and across each door that you need to shoot to get 
past.  Finally, the VI calls in reinforcements in the final building when you 
start destroying the conduits.  When all 24 conduits are destroyed, a binary 
message appears saying "HELP".

4 - Specialization Class
You have now earned your choice of specialization class.  This new class will 
add available levels to your base class on the Squad screen based on your 
choice of specialization.  Your base class determines which specialization 
you have access to:

    Soldier:     Commando or Shock Trooper
    Engineer:    Medic or Operative
    Adept:       Bastion or Nemesis
    Infiltrator: Commando or Operative
    Vanguard:    Nemesis or Shock Trooper
    Sentinel:    Bastion or Medic

Each specialization class adds certain benefits, but you must add talent 
points into the specialization to achieve them

    Bastion:       + Biotic talent recharge              - all ranks
                   + Barrier                             - rank 9
                   Damage target in stasis               - rank 12

    Commando:      + Weapons damage                      - all ranks
                   + Immunity                            - rank 9
                   + Marksman                            - rank 12
                   + Assassination                       - rank 12

    Medic:         + First Aid recharge                  - all ranks
                   + Neural Shock                        - rank 9
                   Healing revives squad members         - rank 12

    Nemesis:       + Biotic talent damage                - all ranks
                   + Warp                                - rank 9
                   + Lift                                - rank 12

    Operative:     + Tech talent recharge                - all ranks
                   + Overload                            - rank 9
                   + Sabotage                            - rank 12

    Shock Trooper: + Health                              - all ranks
                   + Immunity (soldier)                  - rank 9
                   + Barrier (vanguard)                  - rank 9
                   + Adrenaline Burst                    - rank 12
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: The Negotiation
Given by:     Radio message from Alliance Command
Location:     Nonuel
Requirements: 80% Renegade

1 - Mining Rights
Once you've sufficiently proved your malevolence by filling up most of your 
Renegade meter, Admiral Hackett contacts you with a request.  He wants you to 
broker a treaty with a man named Darius in the Hades Gamma Cluster.  If 
you're suspicious that Hackett wants a renegade like yourself to broker a 
peace treaty, your concerns are well founded.

2 - Aggressive Negotiations
Head to Nonuel in the Plutus System and travel northeast towards Darius's 
compound.  Enter the building and speak with Darius, who is on the second 
floor balcony.  He's not very impressed with you, and takes your presence as 
a sign that the Alliance isn't serious about negotiating with him.  The only 
way to avoid a fight with his guards is to remain polite and give him 
everything he asks for.  Otherwise, the negotiations break down and you're 
forced to fight Darius and the guards.  When the negotiations are complete, 
secure an exit and report back to Hackett to complete the assignment.  As you 
might have suspected, Hackett secretly wants you to kill Darius, both to 
eliminate the Alliance's dirty laundry, and to get unrestricted mining 
rights.  If you managed to swallow your pride and secure a treaty peacefully, 
Hackett is somewhat disappointed but agrees to abide by the terms of the 
agreement.

    ++  Paragon for negotiating peacefully
    +++ Renegade for killing Darius
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Turian Insignias
Given by:     Survey a Turian Insignia
Location:     Uncharted Worlds
Requirements: Spectre status

*See the Locations section for information on finding all the turian 
artifacts*
++++++++++++++++++++


++++++++++++++++++++
Assignment:   UNC: Valuable Minerals
Given by:     Survey of a metal, rare element, or gas
Location:     Uncharted Worlds
Requirements: Spectre status

*See the Locations section for information on finding all the valuable 
materials*
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Virmire: Assisting Kirrahe's Team
Given by:     Captain Kirrahe on Virmire
Location:     Virmire
Requirements: Complete two of: Therum, Feros, or Noveria

1 - Communications Tower
There are a number of ways you can make life easier on Kirrahe's teams while 
you're infiltrating Saren's base.  First, bear right and head north to the 
communications tower.  The tower is guarded by some light geth forces, but 
they have height and cover so proceed with caution.  Up on the balcony is a 
terminal you can use to disrupt the geth communications.

    + Paragon for disrupting geth communications

2 - Satellite Uplink Tower
Follow any path to the west to reach the satellite uplink tower.  Simply 
shoot the uplink before proceeding to destroy it.

    + Paragon for disrupting the satellite uplink

3 - Refueling Platform
Beyond the uplink tower, head north to reach the refueling platform.  Here 
you must destroy the geth drones.  There are large fuel tanks nearby that 
will explode when damaged, so use these to help take down the drones.

    + Paragon for destroying the geth flyers
    + Paragon for taking each opportunity to help Kirrahe's teams

4 - Breaching Security
To enter the base itself you must access a security terminal.  To help 
Kirrahe, don't redirect the forces in his direction.  If you've chosen to put 
the pressure on his men, Kirrahe will be killed.  Complete the Virmire 
mission to end the assignment.

    ++ Paragon for helping Kirrahe
    ++ Renegade for sending the guards towards the salarian teams
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Virmire: Wrex and the Genophage
Given by:     Captain Kirrahe on Virmire
Location:     Virmire
Requirements: Allow Wrex to join your squad

1 - Talk to Wrex
If Wrex is part of your crew, speaking with Captain Kirrahe on Virmire will 
force a confrontation with Wrex.  If you never recruited Garrus and you have 
yet to visit Liara's dig site then the conversation has to end peacefully.  
You can also end it peacefully if you've completed "Wrex: Family Armor" 
because he will trust you.  If not, then you need to use Charm or Intimidate 
to get Wrex to back down.  If you don't persuade him, Wrex is going to die 
one way or another.

    +++ Paragon for calming Wrex down using Charm
    ++  Renegade for calming Wrex down using Intimidate
    +++ Renegade for killing Wrex
    +++ Renegade for ordering Ashley to kill Wrex
    +   Paragon for lamenting your decision to kill Wrex
    ++  Paragon for chastising Ashley for killing Wrex
++++++++++++++++++++


++++++++++++++++++++
Assignment:   Wrex: Family Armor
Given by:     Wrex on the Normandy
Location:     Normandy, Tuntau
Requirements: Spectre Status

1 - Wrex's Armor (Optional)
You need to talk to Wrex enough to get him to tell you about his father.  
There's apparently a suit of armor out there somewhere belonging to Wrex's 
family that he wants back.

2 - The Armor Collector
Head to the Phoenix System in the Argos Rho Cluster and land on Tuntau.  From 
here, head to the structure to the south.  The base is filled with mercs and 
pirates.  Clear it out and then head upstairs (Don't forget all the 
containers to be found on the first floor).  In the back room you can decrypt 
the wall safe to recover Wrex's armor.  If Wrex is in your party you can give 
him the armor now, or return it to him back on the Normandy to complete the 
assignment.  Completing this assignment will also help you diffuse the Wrex 
situation on Virmire.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   X57: Avoid the Blasting Caps
Given by:     Simon Attwell on Asteroid X57 in the Asgard System
Location:     Asteroid X57
Requirements: Spectre Status, DLC "Bring Down the Sky" installed

1 - Tread Lightly
While on X57, Simon Attwell may warn you about the live blasting caps 
surrounding one of the fusion torches.  Sure enough, the eastern torch is 
surrounded by a field of proximity detecting mines.  When you approach, the 
Normandy's VI informs you of the anti-vehicle demolitions and advises you to 
proceed on foot.  Exit the Mako and carefully enter the minefield.  To get 
past the proximity detectors safely, watch for the X indicators on your radar 
display and space yourself evenly between them.  If you move between two 
detectors with enough space on either side you should be able to pass without 
causing an explosion.  The blasting cap controls are guarded by a pair of 
batarian troopers and batarian rocket troopers.  Take them out, then access 
the control panel to disarm the explosives.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   X57: Bring Down the Sky
Given by:     Asteroid X57 in the Asgard System
Location:     Asteroid X57
Requirements: Spectre Status, DLC "Bring Down the Sky" installed

1 - Collision Course
Head to the Exodus Cluster and enter the Asgard System.  An asteroid denoted 
as X57 is a collision course that will destroy the nearby colony of Terra 
Nova.  There are three fusion torches propelling the asteroid towards the 
colony.  Disabling all three will prevent the deaths of millions.

2 - X57 Radio (Optional)
Located to the southeast atop a small hill is a trailer with radio controls.  
Activating the radio will broadcast the familiar Citadel elevator music into 
your helmet.

3 - The First Fusion Torch
Each torch is guarded by a number of heavy turrets that remain shielded until 
you get within their range.  As you approach the first fusion torch, a woman 
tries to contact you on the radio, but there is significant interference in 
the signal.  Enter the nearby torch facility to find the controls that will 
deactivate the torch.  There is a body on the floor near the entrance.  
Opening the first door reveals the cause of his death.  Batarian extremists 
have taken control of the asteroid.  There are a half-dozen batarians to 
contend with--including a sniper on the far side of the room--as well as a 
pair of varren war beasts.  When all the enemies are dead, search the room 
for a grenade storage box and a storage locker.  Then head upstairs to find a 
secure crate and the torch controls.

4 - Kate
Disable the first torch and you will be contacted by the woman again.  Her 
name is Kate Bowman, a member of the science team in charge of brining the 
asteroid to Terra Nova.  Yesterday it was hijacked by the batarians, and she 
holed up in the main facility with a handful of other survivors.  She needs 
you to disable all three torches to keep the asteroid from colliding with the 
colony.

4 - Simon
Head back to the main entrance to find Simon, another survivor.  He may warn 
you about the live blasting caps surrounding one of the torches, and also 
asks that you try to find his missing engineers.

5 - The Second Fusion Torch
Kate tries to contact you again when you approach the second torch.  There 
are a half-dozen batarian troopers inside the facility, as well as an equal 
number of rocket drones.  When all the enemies are defeated, find the crate 
and the storage locker on the first floor.  There is also a medical kit and a 
secure crate on the top floor balcony.  While you disable the second torch, a 
group of terrorists--led by the batarian called Balak--break into the room 
where Kate and the others are hiding.  When Kate refuses to tell him who's 
been disabling the torches, he kills her brother.  Balak then sends his 
lieutenant, a batarian named Charn, to find and deal with you.

6 - The Third Fusion Torch
The final torch facility is filled with cryo and fusion containment cells 
that should come in handy for defeating the batarian troopers, shock 
troopers, and varren war beasts inside.  The batarian shock troopers have 
access to offensive and defensive biotic abilities, so be careful when 
dealing with them.  Don't miss the storage locker on the first floor and the 
secure crate on the second floor when the fight is over.  Disable the final 
torch and head back downstairs to find Charn waiting for you.

7 - Charn
Charn's looking to talk, but if you plan on killing him anyway it's best to 
attack him now while you have the element of surprise.  From the stairwell 
you can use a sniper rifle with high explosive rounds to kill Charn and the 
two nearby troopers in one shot.  When the fight begins the two varren war 
beasts at the opposite end will charge you, and reinforcements will begin to 
trickle into the room from the main entrance.  Expect several varren war 
beasts and troopers, as well as a handful of shock troopers and engineers.  
The batarian engineers are similar to the troopers, but have access to tech 
abilities.  When all the reinforcements are dealt with you can find the key 
card to the main facility on Charn's body.  Alternatively, with enough Charm 
or Intimidate skill you can broker an agreement with Charn.  Charn's having 
second thoughts about the mission, and he'll willingly give you the key if 
you can convince him that you have what it takes to get rid of Balak.

    ++ Paragon for convincing Charn to give you his key card

8 - The Main Facility
When you approach the main facility, three heavy turrets are triggered.  Each 
turret is on a rail such that it moves in and out of cover.  Keep your 
distance and aim carefully to take each turret down.  There is a grenade 
storage box and an aid station inside the main entrance if you need to 
resupply.  There is also another grenade storage box down the steps in the 
center of the main room.  Head up the stairs and into the main facility to 
trigger a fight with a large number of defense drones and batarian troopers, 
shock troopers, and engineers.  Climb the nearby stairs to reach the balcony 
on the second level where you can find more cover.  Stay put and let the 
enemies come to you when the fight starts.  When it dies down a bit you can 
move from cover and take down any stragglers.

9 - Balak
When all the enemies are dealt with, Balak appears.  His men have all been 
defeated so he's trying to escape with his life.  Knowing you won't let him 
leave, he's locked the remaining prisoners in a holding cell with a bomb.  If 
you try to follow him, he'll kill the hostages.  If you choose to attack 
Balak anyway, he will kill the hostages, then erect a small energy barrier 
guarded by a pair of varren war beasts.  Balak and his bodyguards will run 
along the balcony to the opposite side of the room, where he will set up with 
a sniper rifle and try to kill you from a distance.  Rather than waiting for 
the field to come down and dealing with the varren, you can cut him off by 
staying on the first floor and sprinting to the opposite side of the room.  
There are two defense drones to worry about as well.  When all the enemies 
are dealt with you can confront Balak face to face.  You can simply kill him, 
interrogate him, leave him to die a slow death, or take him into custody for 
the Alliance to deal with.  Alternatively, if you decide to let him go free 
in favor of saving the hostages, you have ten minutes to defuse three bombs 
that have been placed around the facility while fighting off a few defense 
drones.

    +++ Paragon for letting Balak go to save the hostages
    +++ Renegade for letting the hostages die to stop Balak
    +   Renegade for suggesting you want Balak to suffer for what he's done

10 - Aftermath
When everything quiets down, Simon shows up.  He offers you a reward of your 
choice for helping save the colony.  You can pick light, medium, or heavy 
human armor, as well as a set of quarian armor.  If you have enough Charm or 
Intimidate skill you can also get Simon to give you his omni-tool.  If you 
saved the hostages, you can then go open the prison door and let them out.  
Kate will speak to you and thank you for everything you've done.  When you've 
wrapped up your business on X57 you can return to the Normandy.  The next 
time you access the galaxy map, X57 will have moved, with a description 
indicating that the engineers got it under control and will soon be able to 
put it into orbit as originally intended.
++++++++++++++++++++


++++++++++++++++++++
Assignment:   X57: One Missing Engineer
Given by:     Simon Attwell on Asteroid X57 in the Asgard System
Location:     Asteroid X57
Requirements: Spectre Status, DLC "Bring Down the Sky" installed

1 - Missing Engineers
Simon Attwell will ask that you examine three survey stations to see if you 
can locate his missing engineers.  First head to the transmission tower and 
repair it, which will pinpoint all three stations on your map.

2 - Survey Station 1
Station 1 is located to the southeast.  There is a secure crate outside the 
station, as well as an aid station inside.  Here you can find the body of C. 
Hymes, killed by an explosion, along with the station's logs.

3 - Survey Station 2
Station 2 is located to the north, and contains a hardened crate and aid 
station.  There is no sign of engineer R. Montoya, but the logs indicate he 
saw signs of fighting and left to investigate.  Accessing the logs triggers a 
group of three defense drones that you must destroy.  Outside the station you 
can find a set of footprints leading off to the east.  Head east to find the 
body of R. Montoya, located at the bottom of a nearby crater.  Killed by a 
sniper, his body was never examined so you can find an omni-tool on his 
corpse.

4 - Survey Station 3
Station 3 is located to the southwest, near the drop zone for the Mako.  The 
body of G. Mendel is near the entrance, along with a technician kit.  An aid 
station is located in the station, along with the station logs.

5 - Give Simon the Bad News
Talk to Simon after finishing your business on X57 to tell him what happened 
to his engineers.
++++++++++++++++++++


COMPLETE CODEX
--------------

This is a guide to finding the information available to you through the 
Galactic Codex.  There is not necessarily only one way to receive a certain 
codex entry, but these are some of the circumstances in which an entry can be 
gained.


Primary Codex Entries:

Aliens: Council Races
    Asari - Talk to the Embassy Receptionist on the Presidium
    Salarians - Talk to Anderson after the Council hearing
    Turians - Start a new game
Aliens: Extinct Races
    Protheans - Talk to Anderson and Nihlus before Eden Prime
    Rachni - Talk to Avina Tourism Terminal III
Aliens: Non-Council Races
    Batarians - Talk to Anderson after becoming a Spectre
    Elcor - Talk to Calyn in the Volus/Elcor Embassy
    Geth - Talk to Ashley on Eden Prime
    Hanar - Talk to the Emporium Shopkeeper on the Presidium
    Keepers - Talk to Avina Tourism Terminal II
    Krogan - Learn about Wrex from Barla Von
    Quarians - Learn about the quarian from Dr. Michel or Wrex
    Volus - Talk to Din Korlack in the Volus/Elcor Embassy
Aliens: Non-Sapient Creatures
    Husks - Encounter Husks on Eden Prime
    Thresher Maws - Defeat the thresher on Edolus and inspect the marine
    Varren - Talk to Davin Reynolds about the food shortage on Feros
Citadel and Galactic Government
    Citadel - Talk to Captain Anderson after Eden Prime
    Citadel Council - Tank to Anderson and Udina on the Citadel
    Citadel Space - Approach the galaxy map on the Normandy
    Spectres - Talk to Jenkins and Chakwas before Eden Prime
Humanity and the Systems Alliance
    Earth - View Earth on the Galaxy Map
    First Contact War - Talk to Pressly before Eden Prime
    Systems Alliance - Start a new game
Planets and Locations
    Planet: Feros - Talk to Expat in the Upper Markets on the Citadel
    Planet: Ilos - Arrive on Ilos
    Planet: Noveria - Talk to Expat in the Upper Markets on the Citadel
    Planet: Virmire - Learn about Virmire from the Council
    Region: Terminus Systems - Talk to Anderson before Eden Prime
    Uncharted Wolds - Talk to Anderson before leaving the Citadel
Ships and Vehicles
    FTL Drive - Talk to Chief Engineer Adams
    Military Ship Classifications - Talk to Chief Engineer Adams
    Normandy - Talk to Chief Engineer Adams
    Sovereign - Talk to Matriarch Benezia
    Space Combat - Inspect the Gunnery Station on the Normandy
    Vehicles: M35 Mako - Inspect the Mako on the Normandy
Technology
    Biotics - Talk to Dr. Chakwas about Kaidan
    Computers: Artificial Intelligence (AI) - Find an AI on the Citadel
    Computers: Virtual Intelligence (VI) - Talk to Avina Terminal I
    Element Zero ("Eezo") - Examine the Normandy's Element Zero Core
    Mass Effect Fields - Examine Field Integrity Monitor on Normandy
    Mass Relays - Talk to Avina Tourism Terminal II
    Omni-tool - Talk to the Alliance Requisition Officer
Weapons, Armor and Equipment
    Body Armor - Investigate the dig site on Eden Prime
    Kinetic Barriers ("Shields") - Let Jenkins die on Eden Prime
    Mass Accelerator - Inspect the weapons from outside the Normandy
    Medi-gel - Use the aid station in the medical bay on the Normandy
    Small Arms - Examine the weapons locker in C-Sec Traffic Control


Secondary Codex Entries:

Personal History Summary
    Profile - Start a new game
UPDATE: Bring Down the Sky
    Technology: Translation - Encounter Batarians on Asteroid X57
Aliens: Council Races
    Asari: Biology - Pursue a relationship with Liara
    Asari: Culture - Talk to Liara
    Asari: Government - Talk to Liara
    Asari: Military Doctrine - Talk to Shiala on Feros
    Asari: Religion - Talk to Liara
    Salarians: Biology - Talk to Kaidan
    Salarians: Government - Talk to Captain Kirrahe on Virmire
    Salarians: League of One - Find a salarian artifact
    Salarians: Military Doctrine - Talk to Captain Kirrahe on Virmire
    Salarians: Special Tasks Group - Learn about Virmire from the Council
    Turians: Biology - Talk to Garrus
    Turians: Culture - Talk to Garrus
    Turians: Government - Talk to Garrus after finding Dr. Saleon
    Turians: Military Doctrine - Talk to Garrus
    Turians: Religion - Talk to Garrus after finding Dr. Saleon
    Turians: The Unification War - Find a turian artifact
Aliens: Extinct Races
    Protheans: Beacon - Talk to Liara
    Protheans: Cipher - Talk to Liara about your visions
    Protheans: Data Discs - Find a Prothean artifact
    Protheans: Mars Ruins - View Mars on the Galaxy Map
Aliens: Non-Council Races
    Geth: Armatures - Fight a Geth Armature on Therum
    Geth: Hoppers - Encounter the "Hoppers" on Therum
    Krogan: Biology - Talk to Wrex
    Krogan: Culture - Talk to Wrex
    Krogan: Genophage - Talk to Wrex
    Krogan: Krogan Rebellions - Talk to Avina Tourism Terminal III
    Krogan: Military Doctrine - Talk to Wrex after finding his armor
    Quarians: Economy - Talk to Tali
    Quarians: Government - Talk to Tali
    Quarians: Law and Defense - Talk to Tali
    Quarians: Migrant Fleet - Talk to Tali
    Quarians: Pilgrimage - Ask Tali about her Pilgrimage
    Quarians: Religion - Talk to Tali
Citadel and Galactic Government
    Citadel Conventions - Examine diplomatic archives in the embassy
    Citadel Station: Citadel Security Services (C-Sec) - Talk to Pallin
    Citadel Station: Presidium Ring - Talk to Embassy Receptionist
    Citadel Station: Serpent Nebula - View nebula outside Med Clinic
    Citadel Station: Statistics - Talk to Anderson after Eden Prime
    Citadel Station: Wards - Talk to Barla Von on the Citadel
    Treaty of Farixen - Examine diplomatic archives in the embassy
Humanity and the Systems Alliance
    Genetic Engineering - Talk to Rafael Vargas on Noveria
    Human Diplomatic Relations - Talk to Pressly
    Systems Alliance: Geological Survey - Survey a metal, mineral, or gas
    Systems Alliance: Military Doctrine - Talk to Ashley
    Systems Alliance: Military Jargon - Examine NAVMANUAL on command deck
    Systems Alliance: Military Ranks - Check the manual on your desk
    Systems Alliance: N7 - Examine Shepard's locker on the Normandy
    Terra Firma Party - Talk to Charles Saracino on the Citadel
    Timeline - Start a new game
Planets and Locations
    Stations: Gagarin Station - Talk to Kaidan about Jump Zero
Ships and Vehicles
    FTL Drive: Appearance - Examine the viewport near Joker
    FTL Drive: Drive Charge - Inspect the Normandy's Core Charge Status
    Space Combat: Combat Endurance - Inspect the ship's Heat Load Monitor
    Space Combat: Planetary Assaults - Talk to Ashley
    Starships: Carries - Use Intimidate with Mikhailovich or Al-Jilani
    Starships: Crew Considerations - Examine the Sleeping Pods
    Starships: Cruisers - Examine the Tracking Terminals in C-Sec Academy
    Starships: Dreadnought - Overhear a conversation in the Wards
    Starships: Fighters - Examine the Tracking Terminals in C-Sec Academy
    Starships: Frigates - Examine the Tracking Terminals in C-Sec Academy
    Starships: Heat Management - Inspect the ship's Heat Load Monitor
    Starships: Sensors - Talk to Pressly before Eden Prime
    Vehicles: Combat Drones - Inspect the Rogue VI on Luna
    Weapons: Ablative Armor - Inspect hull from outside Normandy
    Weapons: Disruptor Torpedoes - Check Peak 15's Gravitic Weapons Research
    Weapons: GARDIAN - Inspect the Normandy's Point Defense Systems
Technology
    Biotics: Biotic Amps - Talk to Dr. Chakwas about Kaidan
    Biotics: Life as a Biotic - Talk to Kaidan
    Biotics: Training - Talk to Kaidan about his training
    Communications - Examine the FTL Comm Link on the Normandy
    Communications: Administration - Access the Wards' Extranet Terminal
    Communications: Methodology - Inspect server node at ExoGeni on Feros
    Credits ("Creds") - Talk to the Emporium Shopkeeper on the Presidium
Weapons, Armor and Equipment
    Upgrades - Open an upgrade kit


----------------------------------------------------------------------
     SECTION III
----------------------------------------------------------------------


========================
Equipment and Abilities
========================

MANUFACTURERS
-------------

Aldrin Labs:         "Aldrin Labs is a human manufacturer based on the 
                     Luna colony.  Providing basic, reliable equipment at 
                     an affordable cost has made them a primary supplier 
                     of armor, omni-tools and bio-amps to the Systems 
                     Alliance military."

                         Available:    Level 1
                         License:      100 Credits
                                       C-Sec Requisition Officer

Ariake Technologies: "An Earth-based electronics concern, Ariake Tech is 
                     best known for their high-grade Omni-tools.  Recently 
                     they have branched out to develop a line of high-grade 
                     armor with an enhanced ablative weave to provide extra 
                     protection."

                         Available:    Level 18
                         License:      6,250 Credits
                                       C-Sec Requisition Officer, Rentola

Armali Council:      "The Armali Council is an affiliation of asari 
                     manufacturing guilds recognized for maintaining 
                     consistent standards of excellence.  Armali makes 
                     high-grade Omni-tools, and their bio-amps are widely 
                     recognized as the finest money can buy, though these 
                     are only available to a select list of clients."

                         Available:    Level 18
                         License:      6,250 Credits
                                       Rentola

Armax Arsenal:       "The main suppler of elite turian military units, 
                     Armax Arsenal weapons and armor are high-quality, 
                     high-priced, and very difficult to acquire for most 
                     non-turians.  They also make a basic-grade Omni-tool 
                     that is available to the general public.

                         Available:    Level 36
                         License:      30,000 Credits
                                       Expat

Devlon Industries:   "Devlon Industries is best known for producing basic 
                     armor models that can withstand a variety of 
                     environmental extremes such as cold, heat, or toxic 
                     exposure.  They also market a complete line of 
                     military-grade weapons.

                         Available:    Level 18
                         License:      6,250 Credits
                                       Delin

Elanus Risk Control: "Elanus began as a privately owned turian security 
                     firm.  It has expanded into an interstellar 
                     conglomerate after opening itself up to foreign 
                     investment.  Their affordable, yet reliable body 
                     armor, weapons and Omni-tools are popular with 
                     security personnel and mercenaries." 

                         Available:    Level 1
                         License:      100 Credits
                                       Morlan, Rentola

Elkoss Combine:      "A volus manufacturer based in the Terminus Systems, 
                     the Elkoss Combine produces less expensive versions 
                     of items carried by high-end manufacturers.  
                     Functional, yet affordable armor, weapons and Omni-
                     tools are all available from the Elkoss Combine."

                         Available:    Level 1
                         License:      100 Credits
                                       Delin, Expat, Opold

Geth Armory:         "Few details are known about the manufacture of 
                     geth equipment, though their weapons and armor are 
                     of the highest quality.  Geth Armory equipment is 
                     not compatible with existing mods and neither the 
                     Pulse Rifle nor the armors have any Upgrade Slots."

                         Available:    Level 36
                         License:      30,000 Credits
                                       Morlan


Hahne-Kedar:         "Reliable and efficient, Earth-based Hahne-Kedar has 
                     become a major supplier to the Systems Alliance 
                     military.  Their weapons are considered stock quality 
                     at best, though their armor lines are generally 
                     recognized as above-average.

                         Available:    Level 1
                         License:      N/A
                                       Normandy Requisition Officer



Haliat Armory:       "One of the smaller turian weapons manufacturers, 
                     Haliat Armory was given permission by the Hierarchy 
                     to sell excess units on the galactic market.  Rather 
                     than trying to compete with high-end manufacturers, 
                     Haliat specializes in a line of basic-level weapons."

                         Available:    Level 18
                         License:      6,250 Credits
                                       Ledra

Kassa Fabrication:   "A human-controlled private company, Kassa Fabrication 
                     is known to make the finest body armor in the galaxy.  
                     When it comes to personal protection suits, no expense 
                     is spared--as is reflected in the exorbitant cost of 
                     their products.  Recently, Kassa has also begun to 
                     manufacture Omni-tools, though it will be some time  
                     until the quality is brought up to the high standards 
                     of their armor lines."

                         Available:    Level 36
                         License:      30,000 Credits
                                       C-Sec Requisition Officer, Petozi

Rosenkov Materials:  "A human corporation, Rosenkov Materials has forged 
                     a reputation as one of the premier armor manufacturers 
                     in Citadel Space."

                         Available:    Level 18
                         License:      6,250 Credits
                                       Opold

Serrice Council:     "An asari consortium, the Serrice Council is the 
                     creator of the most powerful bio-amp on the market.  
                     Not just concerned with profit, they typically make 
                     customers undergo a rigorous screening process before 
                     being approved to purchase their product.  Serrice 
                     Council amps are incredibly rare--and highly prized--
                     items on the galactic market."

                         Available:    Level 36
                         License:      30,000 Credits
                                       Delin, Rentola

Sirta Foundation:    "A biomedical firm, Sirta made its fortune 
                     eliminating several genetic diseases endemic to 
                     human populations.  The foundation is renowned for 
                     its humanitarian efforts, and refuses to produce 
                     weapons or similar 'offensive' products.  They do, 
                     however, offer basic protective or utilitarian items 
                     ranging from armor to Omni-tools to Bio-amps."

                         Available:    Level 1
                         License:      100 Credits
                                       Delin, Petozi, Rentola

Spectre Gear:        "Master Spectre gear consists of prototype technology 
                     not yet available through other manufacturers."

                         Available:    N/A
                         License:      N/A
                                       N/A


WEAPONS
-------

++++++++++++++++++++
Assault Rifles

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Tsunami           -    -    -    216  228  240  252  264  276  288
SBO                     -    -    -    46   48   50   54   57   60   64
ACC                     -    -    -    24   26   28   30   32   34   36

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Crossfire         -    -    -    -    -    -    273  286  299  312
SBO                     -    -    -    -    -    -    65   69   74   81
ACC                     -    -    -    -    -    -    53   55   56   57

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Raptor            -    -    -    198  209  220  231  242  253  264
SBO                     -    -    -    49   51   54   57   61   65   69
ACC                     -    -    -    31   33   34   36   38   40   42

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Banshee           135  144  153  162  171  180  189  198  207  216
SBO                     36   38   39   41   42   44   46   48   51   54
ACC                     1    1    1    1    1    4    6    9    12   15

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Avenger           150  160  170  180  190  200  210  220  230  240
SBO                     35   36   37   39   41   42   44   46   48   51
ACC                     1    1    1    1    1    1    1    1    1    1

Geth Armory             I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Pulse Rifle       -    -    -    -    -    -    280  294  308  322
SBO                     -    -    -    -    -    -    29   31   33   36
ACC                     -    -    -    -    -    -    80   80   81   81

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Lancer            120  128  136  144  152  160  168  176  184  192
SBO                     38   39   41   42   44   46   49   51   54   57
ACC                     1    2    5    7    10   12   15   17   20   23

Haliat Armory           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Thunder           -    -    -    234  247  260  273  286  299  312
SBO                     -    -    -    44   46   49   51   54   57   60
ACC                     -    -    -    16   19   21   24   26   28   30

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Breaker           -    -    -    -    -    -    294  308  322  336
SBO                     -    -    -    -    -    -    61   65   69   74
ACC                     -    -    -    -    -    -    49   51   53   53

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Kovalyov          -    -    -    -    -    -    315  330  345  360
SBO                     -    -    -    -    -    -    57   61   65   69
ACC                     -    -    -    -    -    -    45   46   48   49

Spectre - Master Gear   I    II   III  IV   V    VI   VII  VIII IX   X
DMG   HMWAR             -    -    -    -    -    -    376  -    -    384
SBO                     -    -    -    -    -    -    63   -    -    77
ACC                     -    -    -    -    -    -    75   -    -    77
++++++++++++++++++++


++++++++++++++++++++
Shotguns 

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Katana            -    -    -    197  211  226  240  254  269  283
SBO                     -    -    -    4.2  4.3  4.5  4.6  4.8  5.0  5.3
ACC                     -    -    -    70   70   71   72   73   74   75

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Avalanche         -    -    -    -    -    -    260  276  291  307
SHD                     -    -    -    -    -    -    6.1  6.5  6.9  7.5
TBP                     -    -    -    -    -    -    81   82   82   83

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Firestorm         -    -    -    180  194  207  220  233  246  260
SBO                     -    -    -    4.5  4.6  4.8  5.0  5.3  5.5  5.8
ACC                     -    -    -    72   73   74   75   75   76   77

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Hurricane         115  126  137  148  158  169  180  191  202  212
SBO                     3.3  3.3  3.4  3.5  3.6  3.6  3.7  3.8  3.9  4.0
ACC                     56   57   58   59   60   62   63   64   65   66

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Scimitar          128  140  152  164  176  188  200  212  224  236
SBO                     3.1  3.2  3.2  3.3  3.4  3.4  3.5  3.6  3.7  3.8
ACC                     48   49   51   52   53   55   56   57   58   60

Hanhe-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Storm             102  112  122  131  141  150  160  170  179  189
SBO                     3.4  3.5  3.6  3.7  3.8  3.9  4.0  4.1  4.2  4.4
ACC                     60   61   62   63   64   65   66   67   68   69

Haliat Armory           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Tornado           -    -    -    213  229  244  260  276  291  307
SBO                     -    -    -    3.9  4.0  4.1  4.3  4.4  4.6  4.8
ACC                     -    -    -    67   68   69   69   70   71   72

Kassa Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Armageddon        -    -    -    -    -    -    280  297  314  330
SBO                     -    -    -    -    -    -    5.5  5.8  6.1  6.6
ACC                     -    -    -    -    -    -    80   80   81   81

Rosenjov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Sokolov           -    -    -    -    -    -    300  318  336  354
SBO                     -    -    -    -    -    -    5.0  5.3  5.5  5.8
ACC                     -    -    -    -    -    -    78   79   79   80

Spectre - Master Gear   I    II   III  IV   V    VI   VII  VIII IX   X
DMG   HMWSG             -    -    -    -    -    -    320  -    -    378
SBO                     -    -    -    -    -    -    5.8  -    -    7.0
ACC                     -    -    -    -    -    -    90   -    -    91
++++++++++++++++++++


++++++++++++++++++++
Pistols

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Raikou            -    -    -    163  173  182  192  202  211  221
SBO                     -    -    -    18   19   20   21   22   23   24
ACC                     -    -    -    63   64   65   66   66   67   68

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Brawler           -    -    -    -    -    -    208  218  229  239
SBO                     -    -    -    -    -    -    25   26   28   31
ACC                     -    -    -    -    -    -    77   77   78   79

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Stinger           -    132  -    150  158  167  176  185  194  202
SBO                     -    17   -    19   20   21   22   23   25   26
ACC                     -    65   -    66   67   68   68   69   70   71

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Striker           101  108  115  122  130  137  144  151  158  166
SBO                     14   14   15   16   16   17   18   18   19   20
ACC                     47   48   49   51   52   53   54   55   56   57

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Edge              112  120  128  136  144  152  160  168  176  184
SBO                     13   14   14   15   16   16   17   18   18   19
ACC                     38   39   40   42   43   44   45   47   48   49

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Kessler           90   109  102  109  115  122  128  134  141  147 
SBO                     14   15   16   16   17   18   18   19   20   22
ACC                     52   53   54   55   56   57   58   59   60   61

Haliat Armory           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Stiletto          -    -    -    177  187  198  208  218  229  239
SBO                     -    -    -    17   18   19   19   21   22   23
ACC                     -    -    -    60   60   61   62   63   64   65

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Razer             -    -    -    -    -    -    224  235  246  258
SBO                     -    -    -    -    -    -    23   25   26   28
ACC                     -    -    -    -    -    -    75   75   76   77

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Karpov            -    -    -    -    -    -    240  252  264  276
SBO                     -    -    -    -    -    -    22   23   25   26
ACC                     -    -    -    -    -    -    73   73   74   75

Spectre - Master Gear   I    II   III  IV   V    VI   VII  VIII IX   X
DMG   HMWP              -    -    -    -    -    -    256  -    -    294
SBO                     -    -    -    -    -    -    24   -    -    29
ACC                     -    -    -    -    -    -    87   -    -    88
++++++++++++++++++++


++++++++++++++++++++
Sniper Rifles

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Naginata          -    -    -    166  180  194  209  223  238  252
SBO                     -    -    -    1.5  1.5  1.5  1.5  1.6  1.6  1.6
ACC                     -    -    -    55   56   57   58   59   60   61

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Punisher          -    -    -    -    -    -    226  242  257  273
SBO                     -    -    -    -    -    -    1.8  1.9  2.0  2.0
ACC                     -    -    -    -    -    -    72   72   73   74

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Striker           -    -    -    152  165  178  191  205  218  231
SBO                     -    -    -    1.6  1.6  1.6  1.6  1.7  1.7  1.8
ACC                     -    -    -    60   60   60   61   62   63   64

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Hammer            92   103  113  124  135  146  157  167  178  189
SBO                     1.2  1.2  1.3  1.3  1.3  1.3  1.3  1.3  1.3  1.4
ACC                     35   37   38   39   41   42   43   45   46   47

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Reaper            102  114  126  138  150  162  174  186  198  210
SBO                     1.2  1.2  1.2  1.2  1.2  1.2  1.3  1.3  1.3  1.3
ACC                     24   25   27   28   30   31   33   34   36   38

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Avenger           82   91   101  110  120  130  139  149  158  168
SBO                     1.3  1.3  1.3  1.3  1.3  1.4  1.4  1.4  1.4  1.4
ACC                     41   42   44   45   46   47   48   50   51   52

Haliat Armory           I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Equalizer         -    -    -    179  195  211  226  242  257  273
SBO                     -    -    -    1.4  1.4  1.4  1.5  1.5  1.5  1.5
ACC                     -    -    -    50   51   52   54   55   56   57

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Harpoon           -    -    -    -    -    -    244  260  277  294
SBO                     -    -    -    -    -    -    1.7  1.8  1.8  1.9
ACC                     -    -    -    -    -    -    69   70   70   71

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMG   Volkov            -    -    -    -    -    -    261  279  297  315
SBO                     -    -    -    -    -    -    1.6  1.7  1.7  1.8
ACC                     -    -    -    -    -    -    66   67   68   69

Spectre - Master Gear   I    II   III  IV   V    VI   VII  VIII IX   X
DMG   HMWSR             -    -    -    -    -    -    278  -    -    336
SBO                     -    -    -    -    -    -    1.8  -    -    2
ACC                     -    -    -    -    -    -    85   -    -    86
++++++++++++++++++++


ARMOR
-----

++++++++++++++++++++
Light Armor

Aldrin Labs             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Agent             5    7    9    11   13   15   17   19   21   23
SHD   T                 49   63   77   91   105  119  133  147  161  175
TBP                     12   14   16   19   21   23   25   27   30   32
DMP   Hydra             5    7    9    11   13   15   17   19   21   23
SHD   H,Q               49   63   77   91   105  119  133  147  161  175
TBP                     12   14   16   19   21   23   25   27   30   32
DMP   Onyx              5    7    9    11   13   15   17   19   21   23
SHD   H,T,Q             49   63   77   91   105  119  133  147  161  175
TBP                     12   14   16   19   21   23   25   27   30   32

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mercenary         -    -    -    18   20   22   24   26   28   30
SHD   H,T               -    -    -    169  195  221  247  273  299  325
TBP                     -    -    -    19   21   23   25   27   30   32

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Predator L        -    -    -    -    -    -    24   26   28   30
SHD   H,T               -    -    -    -    -    -    342  378  414  450
TBP                     -    -    -    -    -    -    46   47   49   50

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Explorer          5    7    9    11   13   15   17   19   21   23
SHD   H,T,Q             56   72   88   104  120  136  152  168  184  200
TBP                     4    6    9    11   14   16   18   21   23   26
DMP   Liberator         5    7    9    11   13   15   17   19   21   23
SHD   H,T,Q             56   72   88   104  120  136  152  168  184  200
TBP                     4    6    9    11   14   16   18   21   23   26
DMP   Survivor          5    7    9    11   13   15   17   19   21   23
SHD   H,T,Q             56   72   88   104  120  136  152  168  184  200
TBP                     4    6    9    11   14   16   18   21   23   26
DMP   Thermal           5    7    9    11   13   15   17   19   21   23
SHD   T                 56   72   88   104  120  136  152  168  184  200
TBP                     4    6    9    11   14   16   18   21   23   26

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Duelist           2    4    6    8    10   12   14   16   18   20
SHD   H,T               70   90   110  130  150  170  190  210  230  250
TBP                     0    0    1    4         9    12   14   17   19
DMP   Guardian          2    4    6    8    10   12   14   16   18   20
SHD   H,T               70   90   110  130  150  170  190  210  230  250
TBP                     0    0    1    4         9    12   14   17   19

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Assassin          12   14   16   18   20   22   24   26   28   30
SHD   H,T               49   63   77   91   105  119  133  147  161  175
TBP                     0    0    1    4         9    12   14   17   19
DMP   Gladiator         12   14   16   18   20   22   24   26   28   30
SHD   H                 49   63   77   91   105  119  133  147  161  175
TBP                     0    0    1    4         9    12   14   17   19

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mantis            12   14   16   18   20   22   24   26   28   30
SHD   H,T               84   108  132  156  180  204  228  252  276  300
TBP                     20   22   24   26   28   30   32   34   36   38
DMP   Predator          -    -    -    18   20   22   24   26   28   30
SHD   H,T               -    -    -    156  180  204  228  252  276  300
TBP                     -    -    -    26   28   30   32   34   36   38
DMP   Scorpion          12   -    -    18   20   22   24   26   28   30
SHD   H,T               84   -    -    156  180  204  228  252  276  300
TBP                     20   -    -    26   28   30   32   34   36   38
DMP   Silverback        12   14   16   18   20   22   24   26   28   30
SHD   H,T               84   108  132  156  180  204  228  252  276  300
TBP                     20   22   24   26   28   30   32   34   36   38
DMP   Ursa              -    -    -    18   20   22   24   26   28   30
SHD   H,T               -    -    -    156  180  204  228  252  276  300
TBP                     -    -    -    26   28   30   32   34   36   38

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Colossus          -    -    -    -    -    -    61   63   65   67   
SHD   H,T,Q             -    -    -    -    -    -    285  315  345  375
TBP                     -    -    -    -    -    -    32   34   36   38

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Titan             -    -    -    34   36   38   39   41
SHD   H,T               -    -    -    130  150  170  190  210  230  250
TBP                     -    -    -    26   28   30   32   34   36   38

Serrice Council         I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Phantom           -    -    -    -    -    -    39   41        44
SHD   T                 -    -    -    -    -    -    266  294  322  350
TBP                     -    -    -    -    -    -         60        63

Sirta Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Phoenix           2    4    6    8    10   12   14   16   18   20
SHD   H,T,Q             49   63   77   91   105  119  133  147  161  175
TBP                     20   22   24   26   28   30   32   34   36   38
++++++++++++++++++++


++++++++++++++++++++
Medium Armor

Aldrin Labs             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Agent             17   19   21   23   25   27   29   31   33   35
SHD   T                 63   77   91   105  119  133  147  161  175  189
TBP                     1    3    5    8    10   12   14   16   19   21
DMP   Hydra             17   19   21   23   25   27   29   31   33   35
SHD   H                 63   77   91   105  119  133  147  161  175  189
TBP                     1    3    5    8    10   12   14   16   19   21
DMP   Onyx              17   19   21   23   25   27   29   31   33   35
SHD   H,T,K             63   77   91   105  119  133  147  161  175  189
TBP                     1    3    5    8    10   12   14   16   19   21

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mercenary         24   -    -    30   32   34   36   38   40   42
SHD   H,T,K             117  -    -    195  221  247  273  299  325  351
TBP                     1    -    -    8    10   12   14   16   19   21

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Predator M        -    -    -    -    -    -    -    38   -    42
SHD   H,T               -    -    -    -    -    -    -    414  -    486
TBP                     -    -    -    -    -    -    -    39   -    42

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Explorer          17   19   21   23   25   27   29   31   33   35
SHD   H,T,K             72   88   104  120  136  152  168  184  200  216
TBP                     0    0    0    0    2    4    6    9    11   14
DMP   Liberator         17   19   21   23   25   27   29   31   33   35
SHD   H,T,K,Q           72   88   104  120  136  152  168  184  200  216
TBP                     0    0    0    0    2    4    6    9    11   14
DMP   Survivor          17   19   21   23   25   27   29   31   33   35
SHD   H,T,K             72   88   104  120  136  152  168  184  200  216
TBP                     0    0    0    0    2    4    6    9    11   14
DMP   Thermal           17   19   21   23   25   27   29   31   33   35
SHD   T                 72   88   104  120  136  152  168  184  200  216
TBP                     0    0    0    0    2    4    6    9    11   14

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Duelist           14   16   18   20   22   24   26   28   30   32
SHD   H,T               90   110  130  150  170  190  210  230  250  270
TBP                     0    0    0    0    0    0    0    1    4    6
DMP   Guardian          14   16   18   20   22   24   26   28   30   32
SHD   H,T               90   110  130  150  170  190  210  230  250  270
TBP                     0    0    0    0    0    0    0    1    4    6

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Assassin          24   26   28   30   32   34   36   38   40   42
SHD   H                 63   77   91   105  119  133  147  161  175  189
TBP                     0    0    0    0    0    0    0    1    4    6
DMP   Gladiator         24   26   28   30   32   34   36   38   40   42
SHD   H,T               63   77   91   105  119  133  147  161  175  189
TBP                     0    0    0    0    0    0    0    1    4    6

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mantis            24   26   28   30   32   34   36   38   40   42
SHD   H,T,K             108  132  156  180  204  228  252  276  300  324
TBP                     10   12   14   16   18   20   22   24   26   28
DMP   Predator          -    -    -    30   32   34   36   38   40   42
SHD   H,T,K             -    -    -    180  204  228  252  276  300  324
TBP                     -    -    -    16   18   20   22   24   26   28
DMP   Scorpion          -    -    -    30   32   34   36   38   40   42
SHD   H,T,K             -    -    -    180  204  228  252  276  300  324
TBP                     -    -    -    16   18   20   22   24   26   28
DMP   Silverback        24   26   28   30   32   34   36   38   40   42
SHD   H,T               108  132  156  180  204  228  252  276  300  324
TBP                     10   12   14   16   18   20   22   24   26   28
DMP   Ursa              -    -    -    30   32   34   36   38   40   42
SHD   H,T,K             -    -    -    180  204  228  252  276  300  324
TBP                     -    -    -    16   18   20   22   24   26   28

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Colossus          -    -    -    -    -    -    68   69   70   71
SHD   H,T,K             -    -    -    -    -    -    315  345  375  405
TBP                     -    -    -    -    -    -    22   24   26   28

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Titan             -    -    -    44   46   47   49   50   52   54
SHD   H,T,K             -    -    -    150  170  190  210  230  250  270
TBP                     -    -    -    16   18   20   22   24   26   28

Sirta Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Phoenix           14   16   18   20   22   24   26   28   30   32
SHD   H,T,K             63   77   91   105  119  133  147  161  175  189
TBP                     10   12   14   16   18   20   22   24   26   28
++++++++++++++++++++


++++++++++++++++++++
Heavy Armor

Aldrin Labs             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Hydra             33   35   37   39   41   43   45   47   49   51
SHD   H                 84   98   112  126  140  154  168  182  196  210
TBP                     0    0    0    0    0    1    3    5    8    10
DMP   Onyx              33   35   37   39   41   43   45   47   49   51
SHD   H,K               84   98   112  126  140  154  168  182  196  210
TBP                     0    0    0    0    0    1    3    5    8    10

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mercenary         -    -    -    46   48   50   52   54   56   58
SHD   H,K               -    -    -    234  260  286  312  338  364  390
TBP                     -    -    -    0    0    1    3    5    8    10

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Predator H        -    -    -    -    -    -    -    54   56   58
SHD   H,K               -    -    -    -    -    -    -    468  504  540
TBP                     -    -    -    -    -    -    -    31   33   35

Devlon Industries       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Explorer          33   35   37   39   41   43   45   47   49   51
SHD   H,K               96   112  128  144  160  176  192  208  224  240
TBP                     0    0    0    0    0    0    0    0    0    2
DMP   Liberator         33   35   37   39   41   43   45   47   49   51
SHD   H,K               96   112  128  144  160  176  192  208  224  240
TBP                     0    0    0    0    0    0    0    0    0    2
DMP   Survivor          33   35   37   39   41   43   45   47   49   51
SHD   H,K               96   112  128  144  160  176  192  208  224  240
TBP                     0    0    0    0    0    0    0    0    0    2

Elanus Risk Control     I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Duelist           30   32   34   36   38   40   42   44   46   48
SHD   H                 120  140  160  180  200  220  240  260  280  300
TBP                     0    0    0    0    0    0    0    0    0    0
DMP   Guardian          30   32   34   36   38   40   42   44   46   48
SHD   H,K               120  140  160  180  200  220  240  260  280  300
TBP                     0    0    0    0    0    0    0    0    0    0
DMP   Warlord           -    -    -    36   38   40   42   44   46   48
SHD   K                 -    -    -    180  200  220  240  260  280  300
TBP                     -    -    -    0    0    0    0    0    0    0

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Assassin          40   42   44   46   48   50   52   54   56   58
SHD   H                 84   98   112  126  140  154  168  182  196  210
TBP                     0    0    0    0    0    0    0    0    0    0
DMP   Gladiator         40   42   44   46   48   50   52   54   56   58
SHD   H,K               84   98   112  126  140  154  168  182  196  210
TBP                     0    0    0    0    0    0    0    0    0    0

Geth Armory             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Battlemaster      -    -    -    -    -    -    71   72   74   75
SHD   K                 -    -    -    -    -    -    336  364  392  420
TBP                     -    -    -    -    -    -    47   48   50   51
DMP   Berserker         -    -    -    -    -    -    71   72   74   75
SHD   K                 -    -    -    -    -    -    336  364  392  420
TBP                     -    -    -    -    -    -    47   48   50   51
DMP   Rage              -    -    -    -    -    -    71   72   74   75
SHD   K                 -    -    -    -    -    -    336  364  392  420
TBP                     -    -    -    -    -    -    47   48   50   51

Hahne-Kedar             I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Mantis            40   42   44   46   48   50   52   54   56   58
SHD   H,K               144  168  192  216  240  264  288  312  336 360
TBP                     0    2    4    6    8    10   12   14   16   18
DMP   Predator          -    -    -    46   48   50   52   54   56   58
SHD   H,K               -    -    -    216  240  264  288  312  336 360
TBP                     -    -    -    6    8    10   12   14   16   18
DMP   Scorpion          -    -    -    46   48   50   52   54   56   58
SHD   H,K               -    -    -    216  240  264  288  312  336 360
TBP                     -    -    -    6    8    10   12   14   16   18
DMP   Ursa              -    -    -    46   48   50   52   54   56   58
SHD   H,K               -    -    -    216  240  264  288  312  336 360
TBP                     -    -    -    6    8    10   12   14   16   18

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Colossus          -    -    -    -    -    -    76   77   78   79
SHD   H,K               -    -    -    -    -    -    360  390  420  450
TBP                     -    -    -    -    -    -    12   14   16   18

Rosenkov Materials      I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Titan             -    -    -    57        60             65
SHD   H                 -    -    -    180  200  220  240  260  280  300
TBP                     -    -    -    6    8    10   12   14   16   18

Sirta Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
DMP   Phoenix           30   32   34   36   38   40   42   44   46   48
SHD   H,K               84   98   112  126  140  154  168  182  196  210
TBP                     0    2    4    6    8    10   12   14   16   18
++++++++++++++++++++


OTHER EQUIPMENT
---------------

++++++++++++++++++++
Bio-Amps

Aldrin Labs             I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Solaris Amp       5    5    5    5    5    5    5    5    5    5
PWR                     10   10   10   10   10   10   10   10   10   10
CLD                     5    7    8    10   12   13   15   17   18   20

Armali Council          I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Prodigy           25   25   25   25   25   25   25   25   25   25
PWR                     0    0    0    0    0    0    0    0    0    0
CLD                     25   27   28   30   32   33   35   37   38   40

Armax Arsenal           I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Gemini Amp        0    0    0    0    0    0    0    0    0    0
PWR                     5    5    5    5    5    5    5    5    5    5
CLD                     15   17   18   20   22   23   25   27   28   30

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Polaris           35   35   35   35   35   35   35   35   35   35
PWR                     10   10   10   10   10   10   10   10   10   10
CLD                     15   17   18   20   22   23   25   27   28   30

Serrice Council         I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Savant            -    -    -    -    -    35   35   35   35   35
PWR                     -    -    -    -    -    40   40   40   40   40
CLD                     -    -    -    -    -    33   35   37   38   40

Sirta Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
DUR   Unity Amp         15   15   15   15   15   15   15   15   15   15
PWR                     5    5    5    5    5    5    5    5    5    5
CLD                     0    2    3    5    7    8    10   12   13   15
++++++++++++++++++++


++++++++++++++++++++
Omni-Tools

Aldrin Labs             I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Bluewire Tool     5    5    5    5    5    5    5    5    5    5
TEC                     0    2    4    7    9    11   13   16   18   20
MED                     5    5    5    5    5    5    5    5    5    5

Ariake Technologies     I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Logic Arrest Tool -    -    -    25   25   25   25   25   25   25
TEC                     -    -    -    7    9    11   13   16   18   20
MED                     -    -    -    25   25   25   25   25   25   25

Armali Council          I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Nexus Tool        15   15   15   15   15   15   15   15   15   15
TEC                     30   32   34   37   39   41   43   46   48   50
MED                     5    5    5    5    5    5    5    5    5    5

Elkoss Combine          I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Cipher Tool       15   15   15   15   15   15   15   15   15   15
TEC                     0    0    0    2    4    6    8    11   13   15
MED                     0    0    0    0    0    0    0    0    0    0

Kassa Fabrication       I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Polaris           15   15   15   15   15   15   15   15   15   15
TEC                     10   12   14   17   19   21   23   26   28   30
MED                     15   15   15   15   15   15   15   15   15   15

Serrice Council         I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Savant            -    -    -    -    -    35   35   35   35   35
TEC                     -    -    -    -    -    43   45   48   50   52
MED                     -    -    -    -    -    25   25   25   25   25

Sirta Foundation        I    II   III  IV   V    VI   VII  VIII IX   X
SHD   Chameleon Tool    0    0    0    0    0    0    0    0    0    0
TEC                     10   12   14   17   19   21   23   26   28   30
MED                     0    0    0    0    0    0    0    0    0    0
++++++++++++++++++++


UPGRADES
--------

++++++++++++++++++++
Grenade Upgrades

Upgrade      Capacity        Cost
Level I     6 Grenades        200
Level II    7 Grenades      3,125
Level III   8 Grenades     12,500
Level IV    9 Grenades     56,000
Level V    10 Grenades    110,000

Cryo Explosive          I    II   III  IV   V    VI   VII  VIII IX   X
    Max Accuracy        -20% -23% -26% -29% -32% -35% -38% -41% -44% -47%

Fusion Explosive        I    II   III  IV   V    VI   VII  VIII IX   X
    Toxic Damage        +20% +25% +35% +45% +50% +55% +60% +65% +70% +75%
    Damage/sec          5    6    7    8    9    10   11   12   13   14
    Duration (s)        5    5    5    5    5    5    5    5    5    5

High Explosive          I    II   III  IV   V    VI   VII  VIII IX   X
    Damage              +10% +13% +16% +19% +22% +25% +28% +31% +34% +37%
    Radius (cm)         +50  +60  +70  +80  +90  +100 +110 +120 +130 +140
    Weapons Force       +10% +13% +16% +19% +22% +25% +28% +31% +34% +37%

Incendiary Explosive    I    II   III  IV   V    VI   VII  VIII IX   X
    Damage/sec          15   19   23   27   31   35   39   43   47   51
    Duration            5    5    5    5    5    5    5    5    5    5
++++++++++++++++++++


++++++++++++++++++++
Medi-Gel Upgrades

Upgrade      Capacity        Cost
Level I     6 Medi-gel        200
Level II    7 Medi-gel      3,125
Level III   8 Medi-gel     12,500
Level IV    9 Medi-gel     56,000
Level V    10 Medi-gel    110,000
++++++++++++++++++++


++++++++++++++++++++
Armor Upgrades

Armor Plating           I      II     III
    Damage Protection   +5%    +7%    +9%

First Aid Interface     I      II     III
    Health Regen/sec    +1%    +1.5%  +2.0%

Hardened Weave          I      II     III
    Hardening           +10%   +11%   +12%

Motorized Joints        I      II     III
    Smash Damage        +10%   +15%   +20%

Shield Battery          I      II     III
    Shields             +40    +45    +50

Shield Regenerator      I      II     III
    Shield Regen Rate   +15%   +18%   +21%

Shock Absorbers         I      II     III
    Physics Threshold   +10%   +15%   +20%

Stimulant Pack          I      II     III
    Cooldown Rate       +5%    +7%    +9%

Toxic Seals             I      II     III
    Toxic Resistance    +30%   +40%   +50%

Ablative Coating        IV     V      VI     VII
    Damage Protection   +10%   +12%   +14%   +16%

Energized Weave         IV     V      VI     VII
    Shield Regen Rate   +20%   +24%   +28%   +32%
    Hardening           +15%   +20%   +25%   +30%

Exoskeleton             IV     V      VI     VII
    Smash Damage        +25%   +30%   +35%   +40%
    Physics Threshold   +30%   +40%   +50%   +60%

Kinetic Buffer          IV     V      VI     VII
    Talent Regen Rate   +10%   +12%   +14%   +16%
    Mobile Accuracy     +10%   +12%   +14%   +16%
    Shields             +10    +12    +14    +16

Medical Interface       IV     V      VI     VII
    Health Regen/sec    +2.3%  +2.6%  +2.9%  +3.2%
    Toxic Resistance    +30%   +40%   +50%   +60%

Shield Modulator        IV     V      VI     VII
    Shields             +90    +100   +110   +120

Combat Exoskeleton      VIII   IX     X
    Smash Damage        +25%   +30%   +35%
    Physics Threshold   +50%   +70%   +90%
    Hardening           +25%   +30%   +35%

Energized Plating       VIII   IX     X
    Damage Protection   +15%   +19%   +23%

Kinetic Exoskeleton     VIII   IX     X
    Shield Regen Rate   +25%   +30%   +35%
    Mobile Accuracy     +20%   +23%   +26%
    Shields             +40    +45    +50

Medical Exoskeleton     VIII   IX     X
    Health Regen/sec    +3.5%  +4.0%  +4.5%
    Toxic Resistance    +50%   +65%   +80%
    Talent Regen Rate   +15%   +19%   +23%
    
Shield Interface        VIII   IX     X
    Shields             +120   +140   +160
++++++++++++++++++++


++++++++++++++++++++
Ammunition Upgrades

Anti-Personnel Rounds   I      II     III
    Dmg. vs Organics    +15%   +20%   +25%

Armor Piercing Rounds   I      II     III
    Dmg. vs Synthetics  +15%   +20%   +25%

Chemical Rounds         I      II     III
    Toxic Damage        +30%   +35%   +40%
    Damage/sec          5      6      7
    Duration            5      5      5

Hammerhead Rounds       I      II     III
    Weapons Force       +20%   +25%   +30%

Phasic Rounds           I      II     III
    Shield Bypass       +20%   +25%   +30%
    Damage              -30%   -30%   -30%

Radioactive Rounds      I      II     III
    Target Cooldowns    -15%   -18%   -21%

Cryo Rounds             IV     V      VI     VII
    Target Accuracy     -20%   -25%   -30%   -35%
    Shield Bypass       +10%   +14%   +18%   +22%

Incendiary Rounds       IV     V      VI     VII
    Damage/sec          10     12     14     16
    Duration            5      5      5      5
    Target Accuracy     -10%   -12%   -14%   -16% 

Polonium Rounds         IV     V      VI     VII
    Toxic Damage        +40%   +45%   +50%   +55%
    Damage/sec          5      6      7      8
    Duration            5      5      5      5

Proton Rounds           IV     V      VI     VII
    Shield Bypass       +40%   +45%   +50%   +55%
    Damage              -20%   -20%   -20%   -20%

Shredder Rounds         IV     V      VI     VII
    Dmg. vs Organics    +25%   +30%   +35%   +40%

Tungsten Rounds         IV     V      VI     VII
    Dmg. vs Synthetics  +25%   +30%   +35%   +40%

High Explosive Rounds   VIII   IX     X
    Blast Radius (m)    +4     +4.1   +4.2
    Weapons Force       +500%  +500%  +500%
    Heat Generation     +500%  +500%  +500%
    Damage              +20%   +24%   +28%

Inferno Rounds          VIII   IX     X
    Damage/sec          15     18     21
    Duration            5      5      5
    Target Accuracy     -20%   -24%   -28%

Sledgehammer Rounds     VIII   IX     X
    Weapons Force       +40%   +45%   +50%
    Toxic Damage        +40%   +50%   +60%
    Heat Damping        -20%   -20%   -20%

Snowblind Rounds        VIII   IX     X
    Damage              +20%   +24%   +28%
    Rate of Fire        -40%   -40%   -40%
    Target Accuracy     -20%   -24%   -28%
++++++++++++++++++++


++++++++++++++++++++
Weapon Upgrades

Combat Sensor           I      II     III
    Detection Level     1      2      3

Heat Sink               I      II     III
    Heat Absorption     +10%   +12%   +14%

High-Caliber Barrel     I      II     III
    Damage              +10%   +12%   +14%
    Rate of Fire        -20%   -20%   -20%
    Heat Absorption     -20%   -20%   -20%

Improved Sighting       I      II     III
    Max Accuracy        +5%    +7%    +9%

Recoil Damper           I      II     III
    Kickback Damping    +10%   +12%   +14%

Combat Scanner          IV     V      VI     VII
    Detection Level     4      5      6      7

Kinetic Stabilizer      IV     V      VI     VII
    Stability           +15%   +18%   +21%   +24%

Rail Extension          IV     V      VI     VII
    Damage              +20%   +23%   +26%   +29%
    Heat Absorption     -20%   -20%   -20%   -20%

Combat Optics           VIII   IX     X
    Detection Level     8      9      10
    Max Stability       +15%   +18%   +21%

Frictionless Materials  VIII   IX     X
    Heat Absorption     +20%   +24%   +28%
    Damage              +5%    +6%    +7%

Kinetic Coil            VIII   IX     X
    Stability           +20%   +24%   +28%
    Damage              +5%    +6%    +7%

Scram Rail              VIII   IX     X
    Damage              +20%   +23%   +26%
    Heat Absorption     -10%   -10%   -10%
++++++++++++++++++++


==================
Combat Strategies
==================

GENERAL STRATEGIES
------------------

1. Know your class
Each class in Mass Effect is different, and each has strengths and weaknesses 
to accompany those differences.  Soldiers are the best at using weapons, and 
have the best armor to keep themselves alive, but fall well short in terms of 
other powers.  Engineers do well against synthetics like the geth and have 
the useful decryption and electronics abilities, but aren't the best when it 
comes to combat.  Adepts are best at disabling opponents with their biotic 
powers, but don't do as well using conventional weapons.

If you are a soldier, you are more than capable of handling most enemies that 
come your way.  The biggest downside to playing as a soldier is the lack of 
other abilities, so consider bringing along tech and biotic characters for 
balance.

One of the big advantages to playing as an engineer is in the non-combat 
abilities like Decryption and Electronics, which can allow you to access new 
assignments or hidden information.  They aren't helpless in combat, however, 
and have the ability to disrupt enemy shields, abilities, and weapons.

Adepts are among the weakest classes when it comes to direct combat.  To 
offset this, you may want to upgrade your talents in as broad a spectrum as 
possible.  The more abilities you have available, the more likely you'll have 
one when you need it.  They also specialize in crowd control abilities like 
Singularity, that more than make up for any combat shortcomings.


2. Balance
Though it would seem to make sense that the more combat users you have in 
your squad the more formidable you would be, balance in your squad selection 
can go a long way--if you know how to best utilize the abilities of your 
followers.

If you need to face a geth armature on foot for example, heavy weapons fire 
will certainly do the trick, but you will always have to worry about the 
armature's weapons--which can easily eliminate you or any of your teammates 
in a single strike.  If you have a biotic user with you however, you can use 
abilities like Lift to disable it temporarily.  Likewise, with a tech user 
you can disable its shields or overheat the weapons of any support troops

There are also non-combat bonuses, like being able to hack into more 
difficult storage devices when playing as a soldier.


3. Know your enemy
The strengths and weaknesses of your enemy are important to be aware of.  
Tech powers that eliminate shields and overheat weapons won't be much use 
against the rachni, but can be a life saver against the geth.  If you aren't 
sure what you're walking into, a balanced squad is the way to go.  But if you 
do know what you're going to face on a given planet, consider brining along 
characters suited to dealing with that specific enemy type.


4. Using cover
Pressing your back against a wall is the safest thing you can do in combat.  
It provides you protection, and allows you the ability to only fire when it 
is safe to do so.  However, there are some disadvantages, and it's important 
to be aware of them.

Not all enemies have ranged weapons, and even some of those who do will 
charge at you anyway.  You will frequently see krogan and geth destroyers 
running full speed up a hallway to try to engage you at close range.  In 
these cases the best bet is to backpedal away, as staying in cover severely 
limits your mobility and opens you up to melee attacks.  Powers like Lift can 
also offset charging enemies.

You will also want to stay mobile when you're facing a large number of 
enemies.  Sometimes big groups will try to surround you, in which case 
staying in one place isn't a good idea.  Your cover won't help you if it's 
not between you and your enemy.

There's an additional concern when facing biotics, as they can lift light 
cover and take away your hiding place.  In these cases, try to find immobile 
cover like corners or heavy objects.


5. Using your squad
This is certain to vary depending on your class, but a few general ideas 
apply when it comes to using your squad in combat.

First, you should always know what abilities each of your squad members has 
and how best to use them.  Depending on your settings, your squad may use 
many of their abilities on their own, which can usually take the pressure off 
of inexperienced players to make those kinds of tactical decisions.  Remember 
that certain powers--like Stasis--will only be used if you select them.  As 
you go progress in the game, it is a good idea to get familiar with using all 
the abilities available to your squad.  The more experience you have using 
abilities, the more natural they will become, meaning that in a pinch you'll 
know exactly what to do to survive.

More subtle is the ability for you to use your squad for fire and maneuver 
tactics.  Sending your squad out front to take up a position near the enemy 
(but still in cover) is a good general rule at the start of many fights.  
Enemies tend to focus their attention on whoever is closest to them, so 
having your squad protected but also drawing fire from the enemy frees you to 
flank and finish them.  This is also a good technique for infiltrators and 
soldiers that are focused on sniper-rifle combat.  Sending your squad up 
ahead can draw enemies out into the open, where you can deal with them from a 
distance.


6. Improving your odds
On the higher difficulty levels some of the more aggressive tactics break 
down.  It becomes less of a good idea to run out into open areas, or to fight 
enemies in places where they can surround you.  To make up for this, you can 
revert to the classic RPG tactic of scouting ahead to locate a few enemies, 
then retreating to a safe place where you can easily destroy them when they 
follow you.  This is especially effective in narrow corridors where you can 
funnel enemies into a tight field of fire.


7. Make good use of your equipment
Throughout Mass Effect you're going to collect an absurd amount of loot in 
the form of weapons, armor, and upgrades (especially upgrades).  Make sure 
you're outfitting yourself and your team with the best possible equipment at 
all times to keep your competitive edge.

Remember that armor and weapons vary significantly by manufacturer, so the 
sophistication level of the equipment doesn't tell the whole story.  Be sure 
to look at the stats of each item before you equip it to make sure you're 
trading up.

A very important and often overlooked component of Mass Effect is the ability 
to upgrade your weapons.  You're likely to find more upgrades than anything 
else, and you should put them to good use.  Though armor and weapon upgrades 
can provide general advantages to your gear, the ammunition upgrades can make 
a big difference depending on who (or what) you're fighting.  You can swap 
these out at any time, so be sure to keep a few different types of ammunition 
on hand.  As the situation dictates, you'll be able to deal extra damage to 
organics, or bypass shields, for example.

Unused items go to waste and take up valuable space in your inventory.  Any 
equipment and upgrades you aren't using should be sold or turned into omni-
gel.  The latter is good for a variety of decryption and electronics 
purposes, but selling items can provide you with the funds to buy new and 
better equipment.

Some weapons can only be found by purchasing them, and be sure to pick up any 
licenses you come across to increase the range of items your requisition 
officer can carry.


8. Miscellaneous tips
Explosives are your friend.  There are a number of them placed in each area, 
and it's a shame to let them go to waste.  If an enemy is nearby, shoot the 
explosive to deal massive damage.

Save often.  It's never fun to have to start a planet over because you didn't 
reach a checkpoint.  Save after every major battle to be safe if you don't 
know what you're walking in to.  Along the same vein, don't be afraid to 
retreat and regroup if you have to.

<><><><><>
TIP - Sonny Nilsson: "Everything can be killed on foot, and by using the Mako 
you cut the exp by 3 times, so everything is worth more exp on foot."
<><><><><>


SUB-BOSS STRATEGIES
-------------------

1. Armatures
Fighting armatures and colossi in the Mako is considerably different from 
fighting them on foot.  In the Mako simply keep your distance enough to avoid 
their attacks by using the jump jets while you whittle down their defenses 
with the machine gun and cannon.  On foot you'll want to take cover, as a 
single blast can be lethal.  Using your squad as a distraction is also a good 
idea, as the armatures tend to focus on the threat that is closest to them.  
This will allow you to attack them without worrying about being hit.  Biotics 
to disable armatures and tech powers to lower shields are also very useful.

<><><><><>
TIP - R_Russ_R: "Just park the Mako on top of it.  It won't be able to get
up, and you can exit Mako and kill it on foot without it shooting back."
<><><><><>


2. Asari Commandos
The biggest concern when facing the asari commandos is their biotic 
abilities.  In a group they are particularly deadly because they can disable 
you and take you out while you don't have a chance to fight back.  Moreover 
they can lift light objects to take away your cover.  They also have the 
defensive barrier power to protect themselves and make it difficult for you 
to hurt them.  Upgrades that bypass shields are a good idea, since tech 
powers aren't particularly effective.  If your biotics work, they can be 
extremely helpful for disabling the commandos before they can disable you.


3. Geth Heavy Soldiers
The destroyer, juggernaut, and prime are some of the most dangerous geth 
enemies you can face on foot.  Unlike the armatures which tend to stay in one 
place, these soldiers will often charge directly at you, firing heavy weapons 
and rockets in your direction.  Keep your distance and don't stay behind 
cover if they're going to reach you before you can kill them.  Like most 
geth, they are susceptible to biotic powers, so use these to disable them 
before they can do too much damage.


4. Krogan
Saren's heavily armed krogan troops can be some of the most formidable and 
challenging opponents you will face.  Keep your distance as some will tend to 
charge to engage you from close range.  They also have the ability to 
regenerate health, and have a resistance to most powers.  The best way to 
deal with them is heavy and concentrated firepower.  Biotic powers that can 
disable them are tremendously useful.  Have your squad target the nearest 
krogan and deal with it before any other enemies.


5. Rachni Brood Warriors
Only encountered on one assignment in the uncharted worlds, these fearsome 
rachni are a great deal larger than the soldiers and even more deadly.  Like 
all rachni you will face, equipping upgrades that increase your resistance to 
toxins should help, but it's most important to keep your distance and avoid 
melee stacks.  When dealing with rachni, using biotic powers can also help to 
disable enemies and keep them from attacking you.


BOSS STRATEGIES
---------------

1. Fist
The weakest of the bosses, Fist can be challenging because of the turrets 
guarding him, and the nature of the combat space.  Though there is cover in 
Fist's office, it's difficult to get your squad in a good (and safe) position 
to deal with him.  You can go straight for Fist if you want, or play it safe 
and try to disable his turrets instead.  The turrets are susceptible to tech 
powers, as is Fist himself, though biotics work just as well on the latter.  
If you added Wrex to your squad for this fight he can make it easier on you, 
since he can take considerable damage.  Disabling the turrets is all you need 
to be able to defeat Fist.


2. Matriarch Benezia
There are two portions to this fight.  The first simply involves Benezia 
summoning asari commandos and geth to help her, while the second requires you 
to fight her directly (along with a few reinforcements).  The biggest 
challenge when facing Benezia head-on is that you are in such close proximity 
to her at the start, and taking cover is pointless because she is a biotic, 
and she has more biotic commandos coming in to flank you.  She can't easily 
be harmed by biotics of your own, and--since she has no weapon--some tech 
powers are useless.  Your best bet is to concentrate as much direct fire (and 
powers) on her as possible from all your squad members.  If you can take her 
out before she or her commandos can use their biotics on you, you're likely 
to have a much easier time fighting her.

<><><><><>
TIP - Angelmedia: "The geth you face are easy, slow, and dumb.  Point and 
shoot, don't waste biotics.  The asari commandos are fast, deadly, and 
powerful.  They have guns and hardcore biotics that can immobilize you.  
Benezia stays on the bridge, but can still hit you with biotic orbs that zap 
massive shields and health if she can target you.  Keep moving.
    First Wave:
    Immediately target the first asari commando on the stairs with a biotic 
attack that will take them out in one hit.  Buff shields on the other team 
members and boost your weapon in case something goes wrong.  Don't fire at 
the first enemy until the biotic attack is executed or she will back up and 
and move out of range.  Quickly run up the stairs and shoot the exploding 
canister to take out commando number two.
    Second Wave:
    The two new enemies are at the end of the walkway.  Run back down the 
stairs and duck in the doorway where you first entered.  You are safe here 
from Benezia and the geth.  Target the explosive canister on the bridge in 
case one of the enemies rushes you.  Pop out from hiding and fire until you 
bring down the enemies.  If one of them comes at you shoot the canister on 
the bridge.  There is a third enemy that generally comes around the back and 
joins the other two on the walkway, but sometimes she comes down the bridge 
at you.  Watch your radar to see which way she goes.  Once the enemies on the 
walkway are dead go to their previous position on the walkway.  Open the two 
crates to the left along the way.  Continue around to the west and take out 
the geth behind the crates.
    Third Wave:
    Take out the geth that appear at the end of the walkway, and continue 
past their position and past Benezia to the doorway you crouched in during 
the second wave.  Take out the geth on the end of the walkway.
    Benezia:
    Go crazy and unload on her.  Have your squad hit her hard with biotics 
while you blast her with a weapon (remember to buff your weapons before 
firing.  She should go down in less than five seconds.
    Fourth wave:
    Crouch or take cover near Benezia's body and take out her remaining enemy 
agent's.  You can fire at them from up on the bridge, but they will rush you. 
If you get close, have a heavy duty biotic or high end weapon ready to push 
them back."
<><><><><>


3. Saren
Saren has no weaknesses.  Using some tech powers won't hurt, but most biotics 
have no effect whatsoever because of his glider.  It's best to stay mobile--
using your squad to try and draw his fire--while you gradually whittle him 
down.  Using ammunition that does extra damage to organics will help you out.


4. Saren Reborn
The monster Saren is turned into by Sovereign is a very different foe than 
the one you've faced previously.  He is now a synthetic, so you'll need to 
adjust your upgrades accordingly.  He also has the addition of a number of 
tech abilities, so he will try to overheat your weapons and take down your 
shields.  Because he is so fast you will need help from your squad to have 
any chance of hitting him.  It's also worth a try to use any biotic or tech 
powers you have, since these can be done while paused at the power wheel.  
Any way you can disable him or damage his abilities will make this fight that 
much easier.

<><><><><>
TIP - Sonny Nilsson: "Biotics are very effective on him...Lift is what you 
want to use, easiest by far was when I had Liara and Wrex with me.  Also keep 
a constant fire on him so he won't regen his shields."
<><><><><>


5. Thresher Maws
The easiest way to defeat a thresher is in the Mako.  If you're lucky, it's 
possible to find a spot where it won't go back underground, but won't be able 
to hit you either.  This can be a tough feat at times though, and because its 
attacks are so deadly it's often better just to keep moving--or use the jump 
jets to avoid its fire.  Beware of splash damage from the toxic spray it 
shoots at you, as well as the threat of it emerging directly beneath you.  To 
improve your accuracy, zoom in with the turret and slow down or stop when 
firing the cannon.  To have any chance you will need to avoid its attacks at 
all costs.

<><><><><>
TIP - Sonny Nilsson: "These can be defeated on foot, and I actually recommend 
doing so.  Keep the distance to around where the skill target starts to 
appear, then just side step and shoot.  This usually also keeps them from 
going down into the ground.  With the Immunity skill they cannot kill you, 
but if they land a 'melee' hit you die instantly." 
<><><><><>


========
Secrets
========

ROMANCES AND SQUAD CONVERSATIONS
--------------------------------

While you're on the Normandy you can talk to each of your crew members in 
order to learn more about them.  If you are a male you can also pursue a 
romantic relationship with either Ashley or Liara.  As a female, you can 
pursue a romance with Liara or Kaidan.

There's no real trick to the romances; usually being nice to the object of 
your affection is enough.  You can take advantage of opportunities to flirt 
at certain points, though this is not always necessary.  Note that choosing 
the middle ("neutral") responses throughout the game will not be sufficient 
to woo any of your crew members.

You only have the opportunity to talk to each member of your crew while you 
are on the Normandy, and they usually only have something new to say after 
you complete each primary mission world (Therum, Feros, Noveria, etc.).


++++++++++++++++++++
Ashley Williams

-> Conversation 1
Immediately following Eden Prime you can find Ashley in the crew quarters.  
If you resisted her inclusion in the squad while on Eden Prime she will be 
cold towards you, but you have the option to patch things up.  She doesn't 
hold a grudge.  She feels somewhat guilty because she believes that if 
Jenkins were still alive she wouldn't have been assigned to the Normandy.  
You can reassure her to make her feel more welcome.

    + Paragon for being welcoming towards Ashley
    + Renegade each for being fixated on the mission's failure

-> Conversation 2
With Ashley and Kaidan in your squad, head down to the Wards and examine the 
view of the Citadel out the main window to initiate a conversation with your 
crew.  Ask what's not to like about humanity to initiate a small but cute set 
of dialogue options with Ashley.

-> Conversation 3
Ashley expresses her concern about having nonhumans on the Normandy.  She 
doesn't want them to have the ability to gather intelligence on the most 
advanced ship in the Alliance fleet.  If you're trying to court her it's a 
good idea to try to smooth things over diplomatically, even if you disagree 
with her position.  Telling her she is out of line will make her disinclined 
to speak openly with you again.

-> Conversation 4
You interrupt Ashley in the middle of a vid-mail from one of her sisters.  If 
you're a male and have been showing interest in Ashley then her sister will 
mention that she's seen you on the vids and thinks that you're cute.  
Otherwise, Kaidan will be the one who is mentioned in the message.  This 
opens up an avenue to talk about Ashley's family.  You can learn about her 
father's military service, and how she had to help her mother raise her 
younger sisters.  Discussion of her father leads to his interest in poetry, 
and how she reads his favorite poem to his grave every time she returns home.  
At this point she asks if her belief in God will be a problem.  If you're 
interested in courting her then it's best to be diplomatic here, even if you 
disagree with her viewpoint.

-> Conversation 5 
Ashley offers you a drink in commemoration of Armistice Day, the anniversary 
of the end of the First Contact War.  This leads to a conversation about her 
family being blacklisted because of her grandfather's actions at Shanxi 
during the war.  If you're trying to be nice to her then it's best not to 
criticize her grandfather.  You should also tell her it isn't her fault and 
that she's still welcome on your ship.

-> Conversation 6
Around this time--if you've been showing interest in both Ashley and Liara--
they will confront you in the comm room and ask that you choose between them.  
Trying to keep both doesn't work for Ashley, who gets disgusted and leaves.  
She also takes it harder than Liara if you reject her.  If you choose Ashley, 
she expresses an interest in continuing your relationship when the mission is 
over.

-> Conversation 7
During the lockdown on the Citadel, your romantic interest will approach you.  
Dismissing them and telling them you don't want to talk will effectively end 
the relationship.  Otherwise, they express their concern that you aren't 
being taken seriously.  You are interrupted by Joker, who tells you to meet 
Captain Anderson at Flux.

-> Conversation 8
Once you plot a course for Ilos, you have one final opportunity to have a 
private moment with your romantic interest.  They will confront you in your 
quarters before you reach the Mu relay.  Your responses dictate whether or 
not the two of you will wait until the mission is over to further your 
relationship.
++++++++++++++++++++


++++++++++++++++++++
Kaidan Alenko

-> Conversation 1
If you are male then Kaidan has nothing to say to you after Eden Prime.  If 
you are female however, then you have the option of talking with him.  He's 
curious to know why you're headed towards the Citadel, and you have the 
choice of informing him of the Captain's plan.  You can also tell him that he 
helped on the mission, or lament your own failures.

    + Renegade each for being fixated on the mission's failure

-> Conversation 2
With Ashley and Kaidan in your squad, head down to the Wards and examine the 
view of the Citadel out the main window to initiate a conversation with your 
crew.  Ask what's not to like about humanity to initiate a small but telling 
set of dialogue options with Kaidan.

-> Conversation 3
Kaidan expresses his concerns that the Council isn't doing enough to help you 
track down Saren and stop the Reapers.  He also talks about brain camp 
("BAAT") and about his relationship with Rahna and his other friends there.  
If you are a female you can also learn about his romantic tendencies, and how 
he used to read books about space-farers who traveled the stars to earn the 
love of women.  He also asks if you get this personal with everyone on the 
ship, at which point you can openly declare your interest in him.

-> Conversation 4
If you're female, Kaidan expresses concern for you; he doesn't want you to 
cut corners.  He tells you about the mistakes the Alliance made when first 
dealing with biotics.  They brought in turian experts to teach those with 
biotic capabilities, and Kaidan didn't get along with Vyrnnus, his teacher.  
He may also inquire about a rumor that you're interested in Liara.  If you're 
interested in continuing a relationship with Kaidan then it's a good idea to 
downplay any relationship you have with Liara.

-> Conversation 5
Kaidan continues to be concerned that the rest of the galaxy isn't worried 
about Saren or the Reapers.  He talks more about Vyrnnus and how he killed 
him for hurting Rahna.

-> Conversation 6
Around this time--if you've been showing interest in both Kaidan and Liara--
they will confront you in the comm room and ask that you choose between them.  
Trying to keep both doesn't work for Kaidan, and he will leave.  He also 
takes it harder than Liara if you reject him.  If you choose Kaidan, your 
next conversation involves his desire to get the Council on the side of 
humanity.  He also expresses an interest in continuing your relationship when 
the mission is over.

-> Conversation 7
During the lockdown on the Citadel, your romantic interest will approach you.  
Dismissing them and telling them you don't want to talk will effectively end 
the relationship.  Otherwise, they express their concern that you aren't 
being taken seriously.  You are interrupted by Joker, who tells you to meet 
Captain Anderson at Flux.

-> Conversation 8
Once you plot a course for Ilos, you have one final opportunity to have a 
private moment with your romantic interest.  They will confront you in your 
quarters before you reach the Mu relay.  Your responses dictate whether or 
not the two of you will wait until the mission is over to further your 
relationship.
++++++++++++++++++++


++++++++++++++++++++
Liara T'Soni

-> Conversation 1
You can go to the med bay after picking up Liara to make sure that she is 
alright.  She thanks you for saving her from the geth, but is concerned that 
the rest of your crew does not trust her.  If asked, she will tell you about 
her research into the Protheans, which leads her to admit her fascination 
towards you.  You can also talk about Benezia, as well as learn more about 
the asari.  Liara discusses the rumors concerning asari promiscuity, and 
clarifies the misinformation about asari unions and relationships.

-> Conversation 2
Liara talks about how impressed she is with humanity, and with you in 
particular.  She may also ask about your relationship with Ashley/Kaidan.  If 
you're interested in continuing a relationship with Liara then it's a good 
idea to downplay any relationship you have with Ashley/Kaidan.

-> Conversation 3
Liara asks how you are feeling, and says she is concerned that you bear too 
much of a burden for one person to carry.

-> Conversation 4
Around this time--if you've been showing interest in both Liara and either 
Kaidan or Ashley--the two of them will confront you in the comm room and ask 
that you choose between them.  Trying to keep both doesn't work for Kaidan or 
Ashley.  Liara takes it the best if you reject her, as she blames herself for 
misjudging your interest.  She is very embarrassed, and hopes that you can 
both put it behind you and move forward as friends.  If you choose Liara  
then your next conversation involves some more information on asari unions.

-> Conversation 5
During the lockdown on the Citadel, your romantic interest will approach you.  
Dismissing them and telling them you don't want to talk will effectively end 
the relationship.  Otherwise, they express their concern that you aren't 
being taken seriously.  You are interrupted by Joker, who tells you to meet 
Captain Anderson at Flux.

-> Conversation 6
Once you plot a course for Ilos, you have one final opportunity to have a 
private moment with your romantic interest.  They will confront you in your 
quarters before you reach the Mu relay.  Your responses dictate whether or 
not the two of you will wait until the mission is over to further your 
relationship.
++++++++++++++++++++


++++++++++++++++++++
Urdnot Wrex

-> Conversation 1
Talk to Wrex to learn about the krogan's war with the turians and the 
consequences of the genophage.  He tells you how his people are dying but 
that they don't seem to want to do anything about it.

-> Conversation 2
Wrex tells you about the first time he saw Saren.  He was operating with a 
large group of mercenaries that were raiding ships out in the Traverse.  They 
had been hired by Saren, but Wrex only saw him once.  Wrex had a bad feeling 
when he saw him, so he quit.  A smart move, because all the other mercs 
turned up dead within a week.

-> Conversation 3
When asked why he became a mercenary, Wrex tells you about how he tried to 
unite the clans so that they could focus on breeding in order to sustain 
their population.  He ran into opposition from his father, Jarrod, who still 
believed in the old ways of constant warfare.  Jarrod betrayed Wrex and 
killed those loyal to him.  Wrex was able to slay Jarrod, but he knew it was 
too late for the krogan.  He gave up on saving their species and left to 
become a mercenary.  He also tells you about a promise he made to recover his 
family's long lost battle armor, something you can help him with.

-> Conversation 4
Wrex elaborates on his earlier sentiment that killing for credits is better 
than killing for a lost cause.  It's easier to just forget about the problems 
of the krogan than it is to try to fix them.  You can also inquire about his 
life as a mercenary.

-> Conversation 5
At this point you can ask Wrex about any adventures he's had as a mercenary.  
He tells you about a time he was hired by a volus diplomat to eliminate a 
target which turned out to be another mercenary and a friend of his.  They 
battled for days but in the end neither one got the better of the other.
++++++++++++++++++++


++++++++++++++++++++
Garrus Vakarian

-> Conversation 1
Garrus thanks you for bringing him along.  He also talks about why he left C-
Sec.  He felt that C-Sec's rules imposed too many restrictions and made it 
difficult for him to do his job.

-> Conversation 2
You can ask Garrus about why he joined C-Sec in the first place.  He wanted 
to fight injustice, but also to make his father happy.  Garrus's father was a 
highly decorated C-Sec officer, and someone who always did things by the 
book.  His father talked Garrus out of receiving special training that could 
have helped him become a Spectre.  Garrus resents the C-Sec way of operating 
because he knows that the only way to take down Saren is to beat him at his 
own game.  You can agree or disagree with Garrus's viewpoint on rules.

-> Conversation 3
When asked if he has any interesting stories from his days at C-Sec, Garrus 
informs you about Dr. Saleon, a salarian scientist who was performing brutal 
experiments on the poor citizens of the Citadel.  He escaped the station, and 
Garrus has been unable to get anyone to track him down.  You can offer to 
look into it for him, but he asks that you bring him with you when you go 
after the doctor.

-> Conversation 4
Garrus expresses his concern that you may never find Saren, and asks if 
you're concerned that the Council might actually be protecting him.  He 
suggests that if you do find Saren you should kill him because he's too 
dangerous to be left alive.  You can choose to agree or disagree with this 
sentiment.

-> Conversation 5
After dealing with Dr. Saleon, Garrus thanks you again for bringing him 
along.  Depending on how you dealt with the Dr. Saleon situation he may also 
have something to say about what he learned from the experience.  Your 
actions help to shape his character, and his words reflect this.
++++++++++++++++++++


++++++++++++++++++++
Tali'Zorah nar Rayya

-> Conversation 1
Tali expresses her admiration for the Normandy and discusses her interest in 
ships.  You can also discuss her pilgrimage and learn more about the quarian 
people.  She can also tell you the story of the geth uprising and how her 
people were driven into exile.

-> Conversation 2
Tali's excitement has dies down and she has become uneasy.  She isn't used to 
how quiet your ship is and it worries her.  On the flotilla silence means 
that something is broken and needs to be fixed.  You can reassure her that 
she is imply homesick and that she will feel better soon.

-> Conversation 3
Tali is sleeping better, but she still needs something to bring back to her 
fleet when she finishes her pilgrimage.  Her gift needs to be especially 
valuable because her father is on the Admiralty Board.

-> Conversation 4
Tali comments that it feels like you're getting close to catching Saren.  She 
thanks you for bringing her along and treating her like an equal.

-> Conversation 5
If you found the data on the geth from their incursion in the Armstrong 
Cluster then Tali will ask for a copy to take back to her fleet.  She says 
that new information on the geth will be invaluable to her people and that it 
would make a perfect gift for her pilgrimage.  You can choose whether or not 
to give her a copy.
++++++++++++++++++++



ACHIEVEMENT BONUSES
-------------------

Medal of Honor                  - 100 -  Finish Mass Effect
                                      -> Unlock Hardcore and levels 51-60

Medal of Heroism                -  25 -  Finish Feros

Distinguished Service Medal     -  25 -  Finish Eden Prime

Council Legion of Merit         -  25 -  Finish Virmire

Honorarium of Corporate Service -  25 -  Complete Noveria.

Long Service Medal              -  25 -  Finish Mass Effect twice
                                      -> +5% weapon damage

Distinguished Combat Medal      -  25 -  Finish Mass Effect on Hardcore
                                      -> Unlock Insanity and gamer picture

Medal of Valor                  -  50 -  Finish Mass Effect on Insanity
                                      -> Unlock gamer picture

Pistol Expert                   -  10 -  150 Pistol Kills
                                      -> +25% Marksmanship duration

Shotgun Expert                  -  15 -  150 Shotgun Kills
                                      -> Bonus Talent: Shotguns

Assault Rifle Expert            -  15 -  150 Assault Rifle Kills
                                      -> Bonus Talent: Assault Rifles

Sniper Expert                   -  15 -  150 Sniper Rifle Kills
                                      -> Bonus Talent: Sniper Rifles

Lift Mastery                    -  15 -  Use Lift 75 times
                                      -> Bonus Talent: Lift

Throw Mastery                   -  15 -  Use Throw 75 times
                                      -> Bonus Talent: Throw

Warp Mastery                    -  15 -  Use Warp 75 times
                                      -> Bonus Talent: Warp

Singularity Mastery             -  15 -  Use Singularity 75 times
                                      -> Bonus Talent: Singularity

Barrier Mastery                 -  15 -  Use Barrier 75 times
                                      -> Bonus Talent: Barrier

Stasis Mastery                  -  15 -  Use Stasis 75 times
                                      -> Bonus Talent: Stasis

Damping Specialist              -  15 -  Use Damping Field 75 times
                                      -> Bonus Talent: Damping Field

AI Hacking Specialist           -  15 -  Hack 75 synthetic enemies
                                      -> Bonus Talent: Hacking

Overload Specialist             -  15 -  Use Shield Overload 75 times
                                      -> Bonus Talent: Electronics

Sabotage Specialist             -  15 -  Use Sabotage 75 times
                                      -> Bonus Talent: Decryption

First Aid Specialist            -  15 -  Use medi-gel 150 times
                                      -  Bonus Talent: First Aid

Neural Shock Specialist         -  15 -  Use Neural Shock 75 times
                                      -> Bonus Talent: Medicine

Scholar                         -  25 -  Find all primary Alien codex entries

Completionist                   -  25 -  Finish majority of all quests
                                      -> +5% experience rewards

Tactician                       -  25 -  Total shield damage > health damage
                                      -> +10% shields

Medal of Exploration            -  50 -  Land on an uncharted world

Rich                            -  25 -  Earn 1,000,000 Credits
                                      -> Unlock Spectre gear

Dog of War                      -  25 -  150 organic kills
                                      -> +10% health

Geth Hunter                     -  25 -  250 synthetic kills
                                      -> +10% shields

Soldier Ally                    -  20 -  Finish majority of game with Ashley
                                      -> +10% damage protection

Sentinel Ally                   -  20 -  Finish majority of game with Kaidan
                                      -> -10% Lift and Throw cooldown

Krogan Ally                     -  20 -  Finish majority of game with Wrex
                                      -> +10% health regeneration per minute

Quarian Ally                    -  20 -  Finish majority of game with Tali
                                      -> -10% Sabotage and Hacking cooldown

Turian Ally                     -  20 -  Finish majority of game with Garrus
                                      -> -10% Damping and Overload cooldown

Asari Ally                      -  20 -  Finish majority of game with Liara
                                      -> -10% Stasis and Barrier cooldown

Power Gamer                     -  20 -  Get to level 50
                                      -> +10% experience rewards

Extreme Power Gamer             -  50 -  Get to level 60
                                      -> +5% experience rewards

Renegade                        -  15 -  75% Renegade

Paragon                         -  15 -  75% Paragon

Paramour                        -  10 -  Complete a romantic subplot

Spectre Inductee                -  15 -  Become a Spectre

Search and Rescue               -  10 -  Rescue Liara

Charismatic                     -  10 -  Save Wrex/cause Saren's suicide


WALKTHROUGH CONCLUSION
----------------------

SECTION 10: Break the Cycle


1 - Backdoor
The Mako arrives on the Presidium with a bang, taking out a group of geth in 
the process.  Pull yourself from the wreckage and make for the nearby 
elevator.  There are some husks nearby to contend with, but no other enemies 
in sight.  Hop in the elevator to ascend the Citadel tower.

    "Race Against Time: Conduit" -> "Race Against Time: Final Battle"

2 - "Suit Up, We're Going Outside!"
By this time, Saren has access to the station's controls and Sovereign is 
coming in to activate the Citadel relay.  To make matters worse, the 
transportation system has been shut down.  The only way to reach the top of 
the tower now is to scale the outside on foot.  Head forward along the 
maintenance shaft.  You don't have long to go before you're ambushed by a 
group of geth troopers.  Beyond you've got destroyers and krogan warriors to 
worry about.  Ascend the ramp to the left to enter the next area.

3 - The Dropship
To orient yourself, just look for Sovereign off in the distance and head in 
that direction.  Eventually you reach an open area where a dropship begins 
deploying geth soldiers in front of you.  You don't have the firepower to 
deal with it on your own.  Fortunately, there are three defense turrets in 
the immediate area that can deal with the dropship for you.  Two of the 
turrets can be turned on simply by activating them, but the third has an 
average electronics lock.  The more turrets you activate the faster the 
dropship will be taken care of.  When the turrets are firing on the ship, 
simply find a trench to hole up in and fire at the geth that get dispensed 
onto the battlefield.  When the geth ship takes sufficient damage it will 
retreat and you can proceed.

4 - The Geth Turrets
In the next area are several geth heavy turrets to worry about in addition to 
the large number of soldiers.  There are shields around the turrets, but they 
are exposed enough that you can still hit them.  If you don't want to fight 
the turrets you can dip into the side passage to the east to avoid them.  The 
passage is guarded by a large number of powerful krogan however, so it's a 
pick your poison situation.  Beyond this area is a hatch you can use to 
reenter the tower.

5 - The Tower 
Back at the top of the elevator you must now fight your way through the 
remaining geth defenders to reach Saren.  Compared to what you've just been 
through, these remaining soldiers shouldn't provide much of a challenge.  
Head up the steps at the far side to interrupt Saren before he can do any 
more damage.

6 - Stopping Saren
Like last time, Saren is on his glider, and he takes the time to speak with 
you before your encounter.  This time however, you have the chance to put a 
stop to the fight before it begins.  It's not easy, but with enough Charm or 
Intimidate skill you can force Saren to give up on Sovereign and end his own 
life.  If not, you'll have to fight him once more.  This fight is much like 
the one on Virmire, so remember to stay mobile and use every power at your 
disposal to take him down.  Despite Sovereign's upgrades, he is still an 
organic, so adjust your upgrades accordingly.

    +++ Paragon for avoiding the fight with Saren using Charm
    +++ Renegade for avoiding the fight with Saren using Intimidate

7 - The Council's Fate
When Saren is defeated, head over to the control panel and use Vigil's files 
to regain control of the Citadel.  You open up a comm link to Joker, who is 
standing by with the entire Arcturus Fleet ready to come to your aid as soon 
as you unlock the mass relays around the Citadel.  The timing of their attack 
is critical.  Until the Citadel's arms are opened the Alliance fleet won't be 
able to attack Sovereign, and they will be targets for the geth fleet until 
that happens.  In the meantime, the Destiny Ascension--the Citadel's flagship 
carrying the Citadel Council--is under heavy fire from the geth.  You can 
bring in the Alliance fleet now to save the Council at the cost of many human 
lives, or you can hold them back until they can attack Sovereign directly.  
The choice is yours.

    +++ Paragon for ordering the Alliance to save the Ascension
    +++ Renegade for ordering the Alliance to hold back
    ++  Paragon and Renegade for saying Sovereign is all that matters

8 - Dark Energy
Bad news.  Saren's dead, but his synthetic components aren't.  Sovereign is 
controlling Saren's remains in one last attempt to stop you.  Make sure your 
weapons upgrades are set to damage synthetics and that you are using the best 
equipment available.  Saren is much more mobile than before--akin to the geth 
hoppers--so you will need to keep on your toes to avoid being flanked.  Don't 
bother taking cover, move about and do your best to avoid his attacks.  He 
has a deadly rocket barrage when he is stationary, along with the ability to 
overheat your weapons and take down your shields.  The safest thing you can 
do is disable him using biotics.  As long as he is immobilized he won't be 
able to harm you and you don't have to worry about him zipping around the 
room.  When Saren is finally beaten your victory over Sovereign is assured.  
Sit back, relax, and enjoy the ending sequence.


CONGRATULATIONS!  You've Completed MASS EFFECT!



----------------------------------------------------------------------
     SECTION IV
----------------------------------------------------------------------


========
Credits
========

I wish to thank...

-> Casey Hudson, Preston Watamaniuk, Drew Karpyshyn, Derek Watts, David 
   Falkner, Ray Muzyka, Greg Zeschuk, and the talented team at BioWare for 
   their dedication and commitment to creating the best story-driven games in 
   the world.
-> Evil Chris Priestly for putting up with the BioWare Community.
-> The Mass Effect Wikia (http://masseffect.wikia.com) for providing a 
   community for knowledge--and providing me with some planetary information.

Contributors:

-> Jonathan Williams for a number of important contributions.
-> dmartinua for missing planetary information.
-> Zachariah Gibson for noticing a mistake in the Fourth Estate assignment.
-> Anonymous for noticing some missing Paragon and Renegade points.
-> Angelmedia for detailed strategies on defeating Benezia.
-> R_Russ_R for a tip on defeating armatures.
-> J Laudig for finding an alternate way to finish the Signal Tracking 
   assignment.
-> Brian Bjornsson for noticing a missing league medallion in the Artemis Tau 
   Cluster.
-> JRISSMART1500 for pointing out a typo in the Dr. Michel assignment.
-> Vladkre2 for Berserker armor stats.
-> Aivar Pardla for noticing a mistake in the Family Armor assignment.
-> George Siotos for poiting out a mistake in the Asari Diplomacy assignment.
-> Stephen Wright for a strategy on entering the secure labs on Noveria.
-> Samuel Williams for pointing out some errors in the Paragon / Renegade 
   rewards.
-> Videogameman5 for some info on the Pulse Rifle stats.
-> David Link for pointing out a mistake in the Asari Consort assignment.
-> Sonny Nilsson for boss strategies and the Explorer armor tip.
-> Jonathan DeVries (C. Darksun) for pointing out a mistake in the Paragon 
   and Renegade points for the Asari Consort assignment.
-> stompy101 (BioWare forums) for confirming an alternate way to complete the 
   Wrex and the Genophage assignment.
-> Brent (bstocking) for information on the Doctor at Risk assignment.
-> The Mass Effect instruction manual for basic information
-> Prima's Mass Effect Guide (borrowed from a friend) for upgrade info, as 
   well as missing codex and planetary information.

===========
Contact Me
===========

One of the difficulties in writing a walkthrough for an RPG lies in its 
depth.  To learn everything requires multiple playthroughs with different 
characters making different choices.  Because my process for seeing 
everything is likely imperfect there is a very good chance I will miss 
something.  That's why I need YOUR help to make this guide the best it can 
be.

Should you happen to find any mistakes, errors, or omissions in this guide--
or if you simply wish to submit something new--please email me at 
etjester@hotmail.com and let me know about it.  Also please be sure to 
include your name so I can credit you.

==========
Revisions
==========

v0.10 - 11/26/2007 - Started Writing.  Added table of contents and began 
                     writing Section I.
                     -> 1,374 words

v0.11 - 11/27/2007 - Completed the Game Basics part of Section I.  Began 
                     writing the walkthrough for Eden Prime.
                     -> 5,365 words

v0.20 - 11/28/2007 - Finished the Eden Prime and Citadel (I) walkthroughs.  
                     Added locations and codex entries.
                     -> 9,176 words

v0.21 - 11/29/2007 - Added codex entries.  Began side quest entries.  Minor 
                     formatting changes and adjustments.
                     -> 11,398 words

v0.30 - 11/30/2007 - Wrote minimal squad bios.  Expanded locations section.  
                     Minimal work on Equipment section.  Major side quest 
                     entries, location entries, and codex entries.  Finished 
                     Liara's Dig Site Walkthrough.
                     -> 15,464 words

v0.40 - 12/01/2007 - Major additions to Manufacturers section, and to 
                     Weapons, Armor, Equipment, and Upgrades.  Added to 
                     Locations section.  Completed Achievements section.  
                     Edited Assignments section.
                     -> 21,357 words

v0.50 - 12/02/2007 - Minor info added to various sections.
                     -> 22,539 words

v0.51 - 12/03/2007 - Proofread most sections.  Optional Assignments info 
                     added.
                     -> 24,878 words

v0.52 - 12/04/2007 - Minor additions and changes to the Optional Assignments 
                     section.
                     -> 25,287 words

v0.61 - 12/05/2007 - Finished the Feros and Noveria walkthroughs.  Added 
                     optional assignments and locations information.
                     -> 30,384 words

v0.62 - 12/06/2007 - Optional Assignments information added.
                     -> 32,795 words

v0.70 - 12/07/2007 - Finished the main story walkthrough.
                     -> 36,699 words

v0.71 - 12/07/2007 - Fixed some formatting issues.  Added optional assignment 
                     information.
                     -> 36,736 words

v0.72 - 12/08/2007 - Added combat strategies.
                     -> 39,461 words

v0.73 - 12/08/2007 - Edited codex entries, added equipment stats, fixed some 
                     Paragon/Renegade information.  Fixed the early Citadel 
                     missions with Wrex and Garrus.  Spell checked.
                     -> 41,028 words

v0.80 - 12/08/2007 - Finished most non-collection assignments.
                     -> 42,918 words

v0.81 - 12/09/2007 - Added planetary information.  Miscellaneous edits.  
                     Added some codex entries.  Some Renegade points added.  
                     Equipment updates.
                     -> 43,460 words

v0.82 - 12/10/2007 - Added some codex entries.  Added to main missions and 
                     optional assignments.  Subtracted some missing equipment 
                     information.
                     -> 43,207 words

v0.90 - 12/11/2007 - Added some mission information, and some Renegade 
                     points.  Fixed some codex and equipment issues.
                     -> 43,250 words

v0.91 - 12/11/2007 - Miscellaneous info.  Added equipment entries, and 
                     strategy tips.
                     -> 43,594 words

v0.92 - 12/12/2007 - Equipment updates and edits.  Miscellaneous edits and 
                     additions.
                     -> 43,866 words

v0.93 - 12/13/2007 - Added equipment info.  Minor fixes to optional 
                     assignments.  Miscellaneous error fixes.
                     -> 44,108 words

v0.94 - 12/14/2007 - Added equipment updates and fixes.
                     -> 44,430 words

v0.95 - 12/20/2007 - Added relationship and squad conversation information.  
                     Started to change locations to coordinates (considered 
                     using phasors, but couldn't find an 'angle' symbol that 
                     would work).
                     -> 45,840 words

v1.00 - 12/21/2007 - Finished updating locations.  Proofread entire guide.  
                     Completed missing assignments.
                     -> 48,612 words

v1.01 - 12/24/2007 - Corrected a mistake in the Asari Diplomacy mission.  
                     Added to the character creation section.
                     -> 48,799 words

v1.02 - 12/28/2007 - Corrected some major mistakes in the Character Creation 
                     section.  Added autoleveled squad attributes.
                     -> 49,689 words

v1.03 - 01/02/2008 - Miscellaneous edits and additions.
                     -> 49,956 words

v1.04 - 01/03/2008 - Proofread the walkthrough and fixed some minor mistakes.  
                     Added some equipment information.
                     -> 50,180 words

v1.05 - 01/12/2008 - Added reader submissions.
                     -> 50,804 words

v1.10 - 01/25/2008 - Added Renegade and Paragon points, revisions to the 
                     walkthrough, and equipment information.
                     -> 51,093 words

v1.11 - 02/08/2008 - Added missing planetary information.
                     -> 51,122 words 
 
v1.12 - 02/28/2008 - Added miscellaneous info.
                     -> 51,190 words

v1.13 - 03/11/2008 - Added information for the "Bring Down the Sky" DLC.
                     -> 53,363 words

v1.20 - 03/24/2008 - Proofread guide.
                     -> 53,503 words