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Mass effect: legendary edition - everything that carries over in each game.

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The  Mass Effect  trilogy tells a single, cohesive story about Commander Shepard saving the galaxy from the Reapers, and a player's decisions and actions in each game have consequences in the next. Throughout the series, players are faced with decisions, many of which can lead to a number of NPC deaths . Players can easily import their unique Commander Shepard between  Mass Effect ,  Mass Effect 2 , and  Mass Effect 3  in  Mass Effect: Legendary Edition , keeping the narrative consistent across the trilogy. The decisions players make as Shepard carry over when importing a character between games and affect the dialogue and story.

Related:  Mass Effect: Legendary Edition First Impressions: Subtle, Yet Effective

While some of the major plot points in Mass Effect: Legendary Edition , like Wrex's fate and Kaidan's or Ashley's fates , will obviously impact the sequels, players may not know that some of their smallest decisions do have an impact later. The NPCs they choose to speak to or ignore, their morality scores, and even some credits, levels, and XP all follow their Shepard across the trilogy. Here's everything that carries over when importing Shepard across games in Mass Effect: Legendary Edition .

Everything That Carries Between Games in Mass Effect: Legendary Edition

Features That Mass Effect Legendary Edition Doesn't Change (But Should) (1)

When a player imports their Shepard across each game in  Mass Effect: Legendary Edition , they can expect some of the choices they make to carry over and often have consequences in the later games. No decision made in Mass Effect: Legendary Edition affects Mass Effect: Andromeda , however, and save files cannot be imported to Andromeda .

Below are a list of decisions Shepard will make, as well as stats and collectibles, that carry over to or have consequences in each game in the trilogy:

Mass Effect 3's Best Crewmates In Legendary Edition (2)

  • Shepard's First Name
  • Shepard's Appearance
  • Shepard's Class (can be changed between games if desired)
  • Shepard's Background and Psychological Profile
  • Shepard's Love Interest (can be changed)
  • Fate of Ashley or Kaidan on Virmire
  • Garrus' morality
  • Ashley's feelings about aliens
  • Kaidan's feelings about aliens
  • Fate of Colonists on Feros
  • Fate of the Rachni Queen
  • Fate of Captain Kirrahe
  • Fate of Balak,  Bring Down the Sky  DLC
  • Appearances of Conrad Verner
  • Temperament of journalist Khalisah Al-Jilani in conversation
  • Conversation paths taken with minor NPCs
  • A percentage of Shepard's Paragon/Renegade scores

Tali the Quarian from Mass Effect

Mass Effect 1  to  Mass Effect 2 

  • Wrex's fate on Virmire
  • Fate of the Council
  • Fate of Asari Commando Shiala
  • Fate of the Rana Thanoptis
  • Fate of Fist
  • Helping, Ignoring, or Betraying Gianna Parasini
  • Whether Shepard gave Tali Geth Data for her pilgrimmage gift
  • Whether Shepard helped find Wrex's Family Armor
  • Completion of side mission  UNC: Rogue VI
  • Selected Human Councilor
  • Some credits
  • Shepard's ending level (translates to XP in  Mass Effect 2 )

The Illusive Man in his chair from Mass Effect 2

Mass Effect 2  to  Mass Effect 3

  • Squadmates recruited
  • Fate of the Normandy Crew
  • Fate of Squadmates during the Suicide Mission
  • Squadmate Loyalty
  • Fate of Maelon's Data (final decision during Mordin's Loyalty mission)
  • Whether Shepard exposed Tali's father
  • Whether Tali was exiled
  • Fate of Aresh Aghdashloo (final decision during Jack's Loyalty mission)
  • Fate of Morinth
  • Whether Shepard deleted or rewrote the Geth heretics
  • Fate of the Collector Base
  • Temperament of The Illusive Man in conversation
  • Shepard's ending level (carries over exactly to  Mass Effect 3 )
  • Shepard's Skills (can re-spec later)
  • Some Normandy Ship Upgrades
  • Some purchased collectibles (Shepard will need to find Model Ships and Space Hamster around the Normandy and their fish by finding Kelly Chambers in  Mass Effect 3 )
  • Rare minerals from  Mass Effect 2

Shepard wears the Equalizer Armor in Mass Effect 2

Gear Shepard collects during missions or by purchasing from vendors does not transfer, so players will need to find or purchase it again in the next game. Additionally, while most DLC missions do not have major story impact, any decision made in DLC will affect dialogue and result in some emails at Shepard's private terminal in the sequel or sequels.

If players do not want to import a character at any point in Mass Effect: Legendary Edition , they can instead choose to complete Mass Effect: Genesis . This short, fully voiced interactive comic allows players to input the most major decisions from each game and alter the default world state before starting a new campaign. Most of the decisions that carry over will not appear in Genesis , however, and players will lose the opportunity to do everything from saving their squadmates and earning their Loyalty to finding collectibles and helping NPCs from past games.

Next:  Mass Effect 3: How to Increase Galactic Readiness

Mass Effect: Legendary Edition  is available for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S.

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All Mass Effect 1 Choices That Carry Over To Mass Effect 2

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Mass Effect  is all about decisions. Throughout the trilogy, Commander Shepard will be faced with a number of decisions. With some of them, the consequences will be clearly outlined, while others, players may not see results until a while later.

This article contains story SPOILERS for  Mass Effect 1  and  2.

As many know, the save files between each  Mass Effect   game carry over, if the player chooses to do this at the start of each game. This means all background traits, choices, deaths, and consequences in  Mass Effect 1  will roll over to  Mass Effect 2 . While it may not be as impactful as decisions carrying over from  ME 2  to  ME 3 , here's how players can prepare for the sequel based on the choices Commander Shepard made in  Mass Effect 1 .

RELATED:  Mass Effect: How to Leave the Citadel

The Major Mass Effect Characters and Romance

mass effect liara

Unless players take the right steps, many characters will likely die throughout their playthrough of the  Mass Effect  trilogy. In the first game, one major decision relates to Wrex and whether or not Shepard should kill him . Due to a conflict of interest, he could be a potential issue, warranting Shepard or Ashley to use force against him. But there's a way to get out of this situation civilly.

Shortly after, Commander Shepard will have to decide who to sacrifice on Virmire: Ashley or Kaidan . One must die, and only one can be saved. This means the dead character will not be in any following games. Additionally, dialogue with Commander Shepard can influence how either Ashley or Kaidan, depending on who lives, feels about aliens.

After defeating the main antagonist of  Mass Effect 1 , Shepard must decide to either save the Council or focus the Alliance's efforts on killing a Reaper. If the Council dies, they will be replaced by lookalikes if Shepard chooses not to make an all-human Council per Ambassador Udina's request. Shepard will also decide if either Udina or Anderson becomes the human Councilor.

Finally, if Shepard decides to romance a character in  Mass Effect 1 : either Kaidan, Ashley, or Liara , that will carry over into  Mass Effect 2 , where players can stay loyal to their partner or romance someone new.

RELATED:  Mass Effect 3: What Happens if Garrus Dies in ME 2?

Other Mass Effect Missions and Character Choices

mass effect legendary edition garrus

When Shepard meets Fist, they'll have the option to either kill or spare him. However, if Wrex is in the squad, he will kill Fist himself regardless of Shepard's choice. If he lives, Fist can be met in the Afterlife in  Mass Effect 2 . Another  Mass Effect  side mission regards a small group of human colonists on Feros and an Asari named Shiala that was indoctrinated, and their fates will roll over into  Mass Effect 2  as well.

On Noveria, deciding if the  Rachni Queen should be killed or set free is a decision that is mentioned off-hand in  Mass Effect 2 , but has a bigger influence in  Mass Effect 3 . Also on Noveria, aiding Gianna Parasini can lead to another mission in  Mass Effect 2 while ignoring her leads to her death.

At some point when building a rapport with Garrus Vakarian, he will request Shepard's help with a corrupted doctor selling organs on the black market. While confronting the doctor, Shepard will tell Garrus to either stand down or let the Turian kill him. This will affect Garrus's morality levels , and therefore dialogue, in  Mass Effect 2 . Likewise, whether or not Shepard helps Tali with her pilgrimage assignment by giving her the Geth data will change some dialogue in the sequel.

On Virmire, a side character named Rana Thanoptis can either be killed or spared, and this decision will carry over to  Mass Effect 2 during Grunt's recruitment. Another side character met on the same planet can also live or die. A number of conditions have to be met to save Captain Kirrahe , however.

Mass Effect: Legendary Edition  is out now for PC, PS4, and Xbox One.

MORE:  Every Interaction, Choice, and Consequence Related to Mass Effect: Legendary Edition's Rachni Queen

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Mass Effect: Legendary Edition

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  • Walkthrough *

4. Mass Effect Legendary Edition Mass Effect 2

Welcome to the main body of the Mass Effect 2 walkthrough. The guide is written to get you through the entire game without missing a thing. First, you will need to create a character. If you have a save game from Mass Effect (ME1), you can load that save. The decisions you made in the first game will carry over to your Mass Effect 2 (ME2) playthrough. In addition, using a save from Mass Effect will provide you with bonuses. Performing other tasks in both ME1 and ME2 will provide you with yet more starting bonuses.

You should definitely be importing your character from ME 1, as there is an achievement for doing so across all three games

Finish Mass Effect 1, 2 and 3 with the same character

Long Service Medal

so make sure you do that so you avoid a very irritating mistake.

Also, this guide will be assuming you will be playing on a lower difficulty and followed the steps for the Insanity achievement glitch that is available in Mass Effect 1.

Other then that, lets get into it!

Prologue: Save Joker

Normandy SR1

After the opening cutscene, you are thrown into trouble. There is nothing you can do but make your way to the bridge where you will find Joker struggling to control the disintegrating ship. It's not long before it becomes apparent that Shepard isn't going to survive this encounter.

ME2: Save your crew from an overwhelming attack

Missing in Action

fter a few more cutscenes, you'll have to create your character. Once you are happy with your Shepard's face, proceed to choose your class. This is probably the most important decision in the game so choose carefully. If you are unfamiliar with RPGs, you might want to go with Soldier but if you want a bit more gameplay diversity then going with Engineer or Adept would be best. Alternatively, you can go with Infiltrator, Vanguard or Sentinel which mix the three main classes nicely.

If you have completed ME2 before, you will be allowed to choose a bonus power. For every Squad mate that was loyal to you during your previous playthrough, his/her loyalty power will be available to you. The full list is:

  • Armour-Piercing Ammo
  • Fortification
  • Geth Shield Boost
  • Energy Drain
  • Neural Shock
  • Shredder Ammo
  • Inferno Grenade
  • Flashbang Grenade

Choose one that compliments your character well. Keep in mind that just because you have an extra power doesn't mean that you have more talent points to spend on it. It may subtract from your more important powers. If this is the case, select one of the ammo upgrades that work well without having to upgrade them.

A summary of all your character creation decisions will appear before yet more cutscenes play.

Once you gain control of Shepard, various bonuses will start to list at the right hand side of the screen.

Prologue: Awakening

Enemy Protection: Armour

Lazarus Station

Follow Miranda's initial instructions, grabbing a pistol and ammo before taking out the solitary Hacked Mech. Continue forward and take out the single advancing mech before waiting to engage four more mechs that will come from the left. Miranda will walk you through the next few steps. When she starts to break up, you'll find a door that opens into a corridor. Straight ahead of you is a second door that opens into a room. Once inside, kill the two damaged mechs and listen to the two logs. In this room is a Wall Safe you can open for 975 Credits. Head up the stairs and take a U-turn before going through the door. Listen to another one of Wilson's logs before meeting up with Jacob. After your conversation, get Jacob to Pull the three mechs. If you don't order Jacob to his biotic powers, the mechs will keep coming. Once you're done speaking to Jacob, grab the last of Wilson's logs. Fight your way forward until you reach a set of stairs. Once you reach the top, go left and listen to Miranda's second log. Meet up with Wilson for a quick introduction to Medigel. After you regain control, quickly get Wilson to overload the explosives to end the battle. Hack the datapad that is in front of you for another 900 Credits. Move forward. Once you reach the shuttle bay, head up the right set of stairs. Quickly kill the six mechs to your left before entering the room they entered from.

Listen to Miranda's final log while you hack and bypass the two objects in the room for 1875 Credits. Approach the locked door to the south to end the mission. Enjoy the shuttle ride as your new friends refresh your memory. There is a chance for a few paragon and renegade points here so pick your options accordingly.

Minuteman Station

Approach the armour locker for your first chance to equip any DLC armour you may have. You can also change the casual appearance of Shepard for when he is at social occasions. Many of the N7 armour upgrades can have their colours changed to suit your own personal taste. Make your way down the stairs and confront the Illusive Man. After the intense confrontation, you will receive an achievement.

ME2: Return to active duty

Very Elusive

Make your way back up the stairs and chat with your team before heading off to the shuttle.

Freedom's Progress

Enemy Protection: Armour, Shields

Question your team on the way there. Once you arrive, you will get lots of new guns depending on your class. Follow the path and grab the spare parts for 1000 Credits before heading through the door. Quickly take cover and take out the two LOKI Mechs across the gap. When both are dead, two more and two FENRIS Mechs come at you from your side. When three of the four new mechs are dead, a third LOKI Mech pops up across river. Grab the medigel and bypass the wall safe for 2000 Credits. Outside are more spare parts for 1000 Credits and two more mechs. Move up to the door for a quick conversation with an old friend. After a heated exchange, move down into the next house where there is another wall safe with 2000 Credits guarded by a lone mech. Move outside and take cover from the drones. This is your first opportunity to get the overload achievement.

ME2: Disrupt the shields of 25 enemies

Overload Specialist

Weaken the drones with gunfire before having Miranda finish them off with an Overload. Once all six are dead, grab the medigel before moving through the next building. More mechs will attack you. Once all are dead, move down the steps and take a U-turn to salvage another 1000 Credits. Grab the medigel and set up by the large door. On the other side lies a fearsome YMIR Mech. Stay on the stack of crates you spawn next to and maneuver around the crates constantly between you and its chaingun arm. You can continue to fire at its rocket arm. If it goes to fire a rocket, quickly duck behind the crates. With just a single target it is fairly easy to outmaneuver it and finish it off without your teams help. Make sure you get Miranda to use Overload as many times as she can while she is still alive. Lying around the camp is a box of power cells, a wall safe with 3000 Credits, a box of 2000 Refined Iridium, Heavy Weapon Ammo Upgrade and some medigel. Grab it all and confront Veetor on the far side of the loading bay. There is a chance to use both a Paragon and Renegade interupt here so don't put down the controller. For a substantial paragon or renegade boost, use both the interrupt and choose to return or abduct Veetor respectively.

After a quick conversation with the Illusive Man, Shepard gets a visit from another old friend. Follow him through the base for quite a nostalgic moment.

A few cutscenes later you will be introduced to a new companion, EDI. When you regain control, check out your private terminal. Since we are playing the legendary edition it has all the DLC preloaded here so your unread messages will be chock full of useless nonsense. Once you've read all your mail, be sure to check out the Advanced Combat Training section for Codex entries.

Have a quick chat with Kelly Chambers before heading up to Joker. Once there speak to EDI and Joker to get the full low down on whats happening aboard the new Normandy. By now there is a good chance you have picked up 15 new codex entries, in which case you will get

ME2: Unlock 15 new Mass Effect 2 codex entries

Scholar

If you haven't then you will likely get it before you leave the ship. Go and meet Jacob in the armoury and talk to EDI again in the comms room. In the armoury you can find a weapons locker where you can equip your squad mates with your new DLC weapons. In your own time make your way to the lift and investigate the top floor of the ship. At the moment it is fairly barren but it will be filled with stuff Shepard has collected on his travels in no time.

Take a trip down to the crew quarters for a quick chat with Miranda. Also worth checking out is Mess Sergeant Gardner for the Special Ingrediants side quest. Head over to the medical wing to meat up with Dr Chakwas who has found her way to Cerberus and managed to get posted with you once again. Talk to her to get the Serrice Ice Brandy side quest. Lastly, head down into the Engineering level and speak to the two Engineers to get the FBA Couplings side quest. Once all that is done, return to the CIC and plot a course for the next planet.

Enter the galaxy map to bring up the navigation interface. You are currently in the Sahrabarik system. There are a number of mission critical locations in this star system, but ignore those for now. Travel to the three unexplored planets, Bindur, Imorkan and Urdak. Go grab some fuel and probes from the fuel depot before continuing. Once you have been to all three, head to the edge of the solar system and travel to the star Fathar. Explore the three planets Dorgal, Korar and Lorek. When you load up Lorek you will hear EDI announcing that she has detected an anomaly. Use the scanner to pin point its location and send down a probe.

Land on the planet to begin the mission.

N7: Lost Operative

Enemy Protection: Shields, Barriers

Make sure you grab the 1200 Platinum before heading inside the complex. Immediately take cover on your left after heading through the door and engage the eclipse mercenaries. Target the Vanguard first as he will most likely flank you from the right. More vanguards and troopers will come so make sure you eliminate them before leaving cover. Again, watch out for flankers. Once they are dead make sure you grab the medigel and bypass the safe in the back room before advancing. Read the logs and bypass the door controls. Kill the first wave of Eclipse Troopers. Once most of them are dead, doors will open and release a Vanguard and Morl out onto the battlefield. Morl is a powerful Engineer so watch out for Incendiary attacks and combat drones. Grab the 800 Platinum from the northwest of the complex before bypassing the last door. Access the data logs to complete the mission.

ME2: Complete a mission discovered by scanning an unexplored world

Operative

Once back on the ship, check your mail before heading off to the Amada system. Explore all the planets ending with Alchera where EDI detects another anomaly. Land to begin your next mission.

Normandy Crash Site

To bring up your compass push in the left analogue stick. I'll use this to guide you to all the Dog Tags in this mission. The first one is to your east. Head south for a flashback and place the Normandy monument. The second pair is to your south. Go west and climb the mound. Do a U-turn to your right and grab the 100 Element Zero. Continue southwest and melee the box. Grab the next pair. To your west is another pair. From here head south and trigger another flashback before picking up the fifth pair of dog tags. Head north and drop down the ledge and grab the pair in the small alcove. From here head north for a few feet then immediately turn east and climb the Normandy to trigger another flashback. There is a dog tag in one of the statis pods. Keep heading west as far as you can go for the next pair. Another pair is by some rocks back the way you came just round the corner. Keep heading north for 135 Refined Element Zero. Go southeast, climb the small ledge and melee the box for the tenth pair. Follow the rocks southeast and take a U-turn right to grab another pair near the starting shuttle. Head directly east and go left round the tower of rocks and debris for another pair. Keep heading east into the old bridge to trigger another flashback and grab the next set of dog tags. Leave and head northwest. Behind some rocks is another pair. To your west is another crate that contains yet more dog tags and just to the north of that is 115 Element Zero. Drop off and move towards the Mako to trigger another flashback. Behind it are some dog tags and just to the northwest is another pair close by. Climb north and trigger a flashback before grabbing the eighteenth pair. To the left is a datapad which turns out to be Presley's journal. This triggers another flashback. Stay up high on the ledge and head northeast to retrieve Sheperd's old N7 helmet. This will now appear in his quarters. Drop off the southeast to get the penultimate pair and take 150 Eezo close by. The last dog tag is in a crate at the top of a nearby ramp. Return to the shuttle to end the level.

Read the new message before once again heading into the galaxy map. This time travel to the Kairavamori system. Your fuel should be quite low, around 400, by now so make sure you grab some more once you are done in this particular system. Explore the three planets and return to Sahrabarik for fuel. Make your way to Arinlarkan, explore the single planet, and go to the last system, Batalla. Your fuel should once again be low as it is a long distance between the two systems. Exploring the three planets should complete the Omega Nebula and grant you another achievement.

ME2: Visit 100% of the planets in an unexplored cluster

Galactic Explorer

Return to Sahrabarik, restock on fuel before heading through the Mass Relay. From here, head to the Serpent Nebula. Dock your ship on the Citadel to continue.

Dossier: The Master Thief

If you have the Kasumi - Stolen Memory DLC then a nearby advertisement should catch your eye. Go over and interact with it to start a lengthy conversation with your new friend Kasumi Goto.

Investigate the landing pad before making your way through the door. Approach the C-Sec officer who points out a rather major problem. Apparently, you are dead. Rather than going to the doctor, head through the door and speak to Captain Bailey. Once that's cleared up, return through the security checkpoint and take a shuttle to the Presidium.

Check in with the council and tell them of the situation. They are less believing then you might have hoped for, but if you keep the conversation going in the right direction you can get them to reinstate you as a Spectre. Alternatively, you can tell them to sod off. Return to the Dock once done.

Make your way through the security checkpoint and speak to Avina if you wish. Make your way to Citadel Souveniers and speak to Deleia Sanassi. Use your charm or intimidate to get a discount. From now on, every store you visit on the citadel, follow the same procedure for a discount. If you have the money to spare, buy everything available here. Just outside is a pair of Krogan. Listen in on their conversation for a new quest. Make your way up the stairs and into Rodam Expeditions. There are a lot of very expensive upgrades in this shop but if you have the money then it is well worth it. If you don't, just go for the armour options that aren't nearly as expensive. Once ready, speak to Khalisah al-Jilani. She does a quick interview that can net you a few morality points if you play it right. Watch out for the renegade interrupt if that's your thing. Make your way into Dark Star Lounge and purchase some Serrice Ice Brandy at the counter. Speak to the bartender and order a few drinks. Keep drinking until you are happy. A point will come to where Shepard won't be able to drink anymore so feel free to drink until that happens. Have a quick dance in the back of the club before starting the quest picked up from the Krogans earlier.

Citadel: Krogan Sushi

Speak to the Presidium Groundskeeper to learn that there are no fish on the Presidium. At this point, you can either tell the Krogan that there aren't any fish or buy a fish from the gift shop to trick him. Telling him the truth gets you Paragon points and lying to him will get you Renegade points.

Stop by Zakera Cafe to grab the ingredients that the cook on the Normandy needs and a pair of novels for Shepard's quarters. Make your way down the stairs to the next level. Speak to Avina and head over to Saronis Applications. Buy the incredibly expensive upgrades if you can afford them before heading over to the Sirta Foundation. Get the discount and grab the upgrades. By this point, you're probably going to be broke and chances are if this is your first playthrough, you ran out of credits long ago.

Citadel: Crime In Progress

Go over and talk to the Quarian. She is being falsely accused of stealing. Both the volus and the C-Sec officer think she is guilty. Work out what is happening before setting out to find the credit chit. First stop is Sirta Foundation. Ask around to find that she does not know about the credit chit. Head over to Saronis Applications and ask Morab to find that the Volus left his chit there. Return to the Quarian. Now that you have the information, it's up to you how to deal with it. Watch out for a paragon interrupt later in the coversation.

Now that's cleared up you can return to the Normandy and continue your quest to stop the Collectors.

If you picked up Kasumi on the citadel, get Kelly Chambers' opinion on her before heading up to your quarters to look at the new changes to your room. Make sure to feed your fish while you are there. Once done, head down to the crew quarters and speak to Mess Sergeant Gardner and Dr. Chakwas.

Normandy: Serrice Ice Brandy

Speak to Dr. Chakwas in the medical wing and give her the Brandy. I highly recommend agreeing to a drink with her for a fairly enjoyable conversation. Keep the conversation going for as long as possible without making a toast to anything. When the conversation is nearing its end, make a toast to being happily drunk to complete the quest in the best possible way.

Normandy: Special Ingriedents

Stumble over to Gardner in your drunken stupor and hand him the ingredients. Have a taste of the meal he has prepared to finish the quest.

Return to the Omega Nebula and land on Omega. Omega is the opposite to the Citadel in pretty much every way imaginable. When you land it shouldn't take long for crime to find you.

Dossier: The Veteran

If you have the Zaeed - Price Of Revenge DLC, talk to Zaeed directly ahead of you. Have a quick chat to learn the situation. He'll move into your ship and you can catch up with him later.

Avoid Afterlife for now, you will return here later. Make your way east, past the Mad Prophet and into Harrot's Emporium. Speak to Harrot but don't buy anything, yet. You can get them cheaper with a bit of legwork. Head over to the Omega Market and get the discount before you buy anything. It's very unlikely you will be able to afford everything but buy what you can and remember to come back for the expensive upgrade later. Head north and then west down some stairs and speak to the Vorcha, Shisk.

Omega: Struggling Quarian

Speak to Kenn the Quarian. Rather than get a discount, ask about his problem. Don't offer to pay his way off Omega yet and instead ask about Harrot. Return to Harrot and tell him what you think of the situation. Get the discount from both Harrot's and Kenn's prices. Buy what you want before returning to Kenn. Once you get the discount, offer to pay his way off Omega for extra paragon points if you want. Kenn has some incredibly expensive gear but make sure you buy the FBA couplings for the Normandy quest before you get anything else. At the moment, you can't actually use the upgrades until you get a Scientist to research them but try to remember where you still have things to buy.

Return to the start and proceed into Afterlife. A couple of seconds after you enter the club you are approached by Kylan and his gang of thugs. Scare them off. And move further into the club. Head over to the bartender and order a drink. Go speak to Aria in the booth overlooking the club. Ask her all about Archangel and the Professor. Once you are done, move through the door directly beneath Aria down to the lower levels of Afterlife. If you played Mass Effect you might meet Helena Blake, a retired Warlord from one of the side quests. Turns out she has really turned her life around and so it is a comforting thought to think you are making a difference. Speak to Forvan the bartender to get a quick drink while you are down here.

Omega: Batarian Bartender

Head down the nearby steps and go back into the club. If you saved Fist's life back in Mass Effect then he will be close by so have a quick chat with him before you go back to speak with the bartender. Whatever options you choose, it doesn't go well for Forvan.

Now that you've done everything that is immediately available, head to the far south of the map to get a shuttle to the quarantine zones. Speak to the guard to start on your quest to find Mordin Solus.

Dossier: The Professor

Grab 250 Element Zero from behind the crates ahead of you before moving further into the Gozu district. Make sure you grab the medigel before heading through the door. If you haven't already got them, it's likely you will get the following achievements during this mission. If you don't you will likely get them soon after. The Brawler achievement might take longer if you are on the harder difficulties.

ME2: Make 20 enemies scream as they fall or are set on fire

Merciless

ME2: Warp the barriers of 25 enemies

Warp Specialist

ME2: Perform 30 headshot kills with any weapon on humanoid targets

Head Hunter

ME2: Incinerate the armor of 25 enemies

Incineration Specialist

Quickly open fire on the two Blue Suns Troopers and take them out without any difficulty. Hack the nearby bank for 5,000 Credits before heading through the door to the west. Take the power cells and bypass the locked door. Investigate to find out what happened to the poor souls trapped inside the room. Return back the way you came and speak to the injured batarian. There is a paragon interrupt where you can save his life. Alternatively, let him die and steal his 3,000 Credits. Bypass the next door and take the credits. Listen to the log to find out what happened here. You can play it twice for the full story. Move forwards but keep left and head up the stairs. Take the medigel and 1,000 Credits before moving to the balcony and opening fire on the Blue Suns below. If you changed your heavy weapon since using the grenade launcher in the prologue, make sure to kill at least one with the new gun to help you on your way to the Master at Arms achievement. Once they are dead, move down and bypass the door at the northeast. Open the wall safe for 4,000 Credits and speak to the occupants of the house to find out what's happening. Grab the assault rifle upgrade before moving through the door. Head up the stairs for a vantage point in the next encounter. Below you is a pair of Blue Suns and in the distance are Vorcha. Help the Blue Suns as best you can but chances are they will die. Don't worry about that though, because if they don't they will turn on you next. Aim for the assaulting Varren first as they are the most immediate threat. When fighting Blood Pack Pyro's aim for the canisters. If you can puncture them you will see a tiny flame. At this point back off and wait for it to blow. Before too long a Blood Pack Warrior will attack. This fearsome Krogan takes a huge amount of punishment before it goes down. Aim for it above all other targets. If it gets onto the stairs and loses its armour, use Jacob's pull attack to knock it off its feet and you have a fairly lengthy period of time to open fire until it slides down to the bottom of the stairs. Watch out for another Blood Pack Warrior attacking later in this fight. Once this lengthy attack has ended, move down the stairs and into the house to the south. Grab the 250 Eezo and go inside. Speak to the looter and tell him how you feel. Shepard doesn't like looters and so depending on your answers you might end up killing the pair of them. There isn't much to worry about now until you reach the clinic so when you are ready make your way over there.

Once inside the clinic, weapons are disabled. However there is a weapon locker for you to change to new weapons. If you have other Heavy Weapons from DLCs, then now is a good time to switch to help get that achievement. Grab the medigel before heading down the corridor towards Mordin. Take a left and take the 2,000 Platinum, 2,000 Palladium, medigel and medigel capacity upgrade. Move into the opposite room but don't speak to Mordin yet. Instead take the 2,000 Iridium, 500 Element Zero, medigel and power cells. Once ready, speak to Mordin. Soon after you speak to him, there is a renegade interrupt followed soon after by a paragon interrupt. Mordin is a scientist and he is needed to help stop the collectors. Once you have him in the team, you can use him to research all the upgrades you have been buying. Things go bad soon after you speak to him and he throws a new gun at you. Change to it at the locker before moving out.

Take cover at the corner but don't open fire. Identify the Blood Pack Pyro. Once you have him in your sights quickly shoot his tanks to cause massive damage to all nearby vorcha. Move round to the right slowly killing vorcha as you move. Your new pistol is great for vorcha because it deals damage fast which ignores their recharging health. Krogan have the same ability too but it is less apparent. Move round the entire corner so you can see the stairs in the distance. Keep pushing the vorcha back and they will start to retreat occasionally sending reinforcements. A Blood Pack Warrior will attach before too long so take him out quickly. A second Krogan will attack as soon as the first falls. Approach the stairs collecting the fallen ammo and watch out for two more vorcha that pop up at the top of the stairs. Hack the gambling terminal before climbing the stairs for 3,000 Credits. Another bank terminal lies at the top of the stairs so hack it for another 5,000 Credits. Continue forwards and go through the door to the left. Deal with the encounter however you see fit before moving on. Grab the medigel and head through the next door. Kill the three vorcha opposite you. Move down the stairs and into a very large battle. Move to the very long balcony wall and have your team set up either side of you. Have them fire on those below you while you concentrate on the heavies above you. When you kill the first two, two more appear. Now that the heavies are dead, turn your attention to the blood pack below. They will start to gather directly below you. Kill those who don't before moving down the stairs to the east. Carefully advance and kill any opposition. Watch out for Warriors and Pyros. When it's clear go through the doors and take cover quickly as two more vorcha and a krogan attack. Move up the stairs and head through the door.

All four types of vorcha you've encountered feature in this next fight. However they are fairly weak and you should be able to storm forwards and sweep them aside. Grab the ammo at the far end of the room and get ready to fight. Immediatly take cover behind you and kill the vorcha. Watch out for heavies on the balcony above. When you are ready, grab the ammo and move down either set of stairs. Fight your way to the first fan, grab the medigel and ammo and turn it on. Now return to the other stairs and fight your way to the second fan. There are more enemies this time including Warriors so watch out. Be careful of more heavies in the balconies above. Once you reach the second fan you are pulled back to the clinic.

Talk to Mordin to learn that he's joining the team. There is nothing more to see here so choose to leave.

ME2: Successfully recruit the Professor

The Professor

Welcome Mordin to the Normandy and be prepared for a paragon interrupt. Mordin is a little uneasy around EDI but soon settles in.

Leave the comms room and take a right into the new lab. Head over to the research terminal and begin to upgrade your equipment. Make sure you go to prototypes first and get the Heavy Weapons upgrade. Now go back to prototypes again for a new Heavy Weapon. Make sure you equip this weapon before you leave the Normandy. Research everything you can afford but don't go for Advanced Training. It's a waste of money and makes Shepard less effective in the higher levels. Upgrading at least one thing will get you the following achievement.

ME2: Complete any research project in the Normandy's laboratory

Scientist

If you can't afford to get all the upgrades, then start to mine some planets. Get enough resources to get every upgrade you have available. Note that some upgrades are greyed out no matter how many resources you have because they require others that you don't have yet.

When you are done, do the tour of the ship asking everyone how it's going. Jacob, Miranda, Mordin, Kelly and Joker all have something to say. Kasumi and Zaeed never have anything specific to say but have things you can ask them about in their quarters.

Normandy: FBA Couplings

Return the FBA Couplings to the two engineers to finish the quest. They will ask you if you want to play cards. If you pretend to be a novice you can win some money but if you claim to be a card god the two engineers will wipe the floors with you.

After doing everything available, feed your fish and return to Omega. If you have not bought everything available at the Citadel, now is a good time to return and buy anything you are missing. Mordin's mission nets you around 50,000 Credits in total.

When you land at Omega, spend any money you have left on upgrades. Kenn has a heavy weapon ammo capacity upgrade that allows you research the next heavy weapon so make that your priority. If you buy it, make sure to go back and research it at the Normandy before progressing.

Omega: The Patriarch

Go to Afterlife and speak to Grizz, a turian bodyguard of Aria's. Head to the lower level of Afterlife. Be sure to check by the replacement bartender for a drink. It seems like you taking out his predecessor has provided him with a job so he is quite happy about it. Seek out Patriarch in the east room of the club and listen to his war stories if you wish. Convince him either to go out fighting or let you kill the assassins. If you decide to be his "krantt" you will need to leave the room and take a left. Through the door is a pair of blood pack warriors. Return to Patriarch and then to Grizz to finish the quest. You may need to speak to Aria to finish the quest. If so, be sure to investigate the history between the two warlords.

Dossier: Archangel

Enemy Protection: Shields, Armour, Barriers

Speak to the Merc Recruiter in Afterlife to begin. Find out what's happening from the Blue Suns Trooper. Late in the conversation, just as you're leaving, there is a paragon interrupt so be ready. Let the Blue Suns Driver at the transport depot take you down to the lower levels of Omega where Archangel is camped out. Talk to Salkie to hear more about Archangel's many accomplishments. Make your way through the base and ask Jaroth about Eclipse. The Eclipse are the next stratergy after the freelancers so you will need to take them down once you team up with Archangel. Learning a bit about them and performing some sabotage will help your chances. It's very important that you pick up the datapad in the back of this room. Without out it you will miss a quest and potentially miss out on being a level 30 in one playthrough. Leave the room and take the door to the left to hack a datapad for 4,000 Credits. Be sure to pick up the 500 Eezo as well but most importantly hack the YMIR mech in the room. This will be a big help later. Go straight through the next set of doors and speak to Garm. Garm will be mentioned later in some side quests so feel free to speak to him to learn more about the Blood Pack. Turns out the Blood Pack will attack if the Eclipse fail so it looks like you will need to deal with them too. Through the next door is a datapad with 6,000 Credits. Watch out as one of the Vorcha gets shot in the head. Bypass the door on the right for a huge range of goodies. Another freelancer loses his head when you approach the front line. Talk to the freelancer to learn the whereabouts of Sergeant Cathka. Before you go to him though make sure you stop by the Blue Suns base. Everyone here is a bit busier than the previous two. Walk in and talk to Tarak. He isn't happy to see you. If you have Zaeed in your party Tarak will be more receptive when he spots his old friend. Make sure you have a quick look at the hologramatic blueprints of Archangels base that appear on the table. When speaking to Cathka ask him about the plan and watch out for a renegade interrupt later in the conversation which makes taking out the gunship that little bit easier. You are thrown straight into the fight after the conversation so be ready.

Follow the freelancers in but don't fire at them yet. When you spot the Freelancer working on the bomb, shoot or overload the bomb to kill him before taking cover to kill the remaining freelancers. There are five medigels in Archangel's base, not to mention a ton of ammo and a wall safe. When all five freelancers are dead move up to confront Archangel.

turns out that you knew Archangel better than anyone else did. Talk to Garrus to find out how you are going to deal with the immediate problem, getting out. There is a renegade interrupt when the Eclipse start to make their move. When you take control, be sure to grab the new assault rifle besides Garrus. Use your heavy weapon to kill at least one mech to make progress towards the heavy weapons achievement. Move to the stairs at the back of the base. Hold this position and if you need to fall back hold them in the corridor at the top of the stairs. When all the footsoldiers are dead, Jaroth sends in the mech but it has disastrous effects on his own troops. Now is a good chance to restock on ammo before moving up to the entrance of the base to deal with anyone that gets past the YMIR mech. Make sure you team is targeting anyone other than the mech to keep it alive. Do this by pressing up on the D-pad. The mech will decimate everything that comes over the barricade. The Eclipse keep coming and will eventually finish the mech off. When this happens, Jaroth himself takes to the battle. He isn't too much of a threat with all four of you firing at him. He will most likely die before he can use a single tech attack. Grab ammo on the way back to Garrus and get the omni-tool upgrade if you haven't already.

While speaking to Garrus, Blood Pack breach the lower levels of the base. Offer to leave behind one of your team so Garrus doesn't die while you are away. I recommend leaving the stronger of your two squad mates and keeping the one that uses more tech and biotic attacks for yourself as they won't be using them when defending Garrus. When you go through the door, grab the medigel and approach the locker. If you or your teammates can use assault rifles, now is the time to change to the new gun you picked up. Either way, change Shepard's heavy weapon to the Avalanche if you have it.

Quickly move down the stairs and sprint to the emergency shutter control. Start the timer and hold your position. It should close just before the Krogan makes it through. Quickly head left and fight your way forward. When you reach the corner, do not vault over. There is a pyro waiting just round the bend that will torch you instantly. Try to lure him out and then move on. When using the avalanche, you just have to freeze the enemy and finish him off with any other weapon for it to count. When Garrus shouts to close the shutter, sprint forwards and press the switch and it should close before the pyros and krogans reach you. Hurry back the way you came and close the last shutter. Varren are the main threat here. Watch out for flanking Vorcha. If they get too close, mash the melee button as fast as you can and it kills them surprisingly quickly. When the Krogan turns up you should switch to heavy weapons. You don't have time to waste as Garrus continues to loose health. If the opportunity presents itself, sprint to the shutter control before backing off to cover. When this happens, Garrus radiosin to tell you Garm has arrived and you spawn back up in the base. Kill the two vorcha and varren before chasing Garm up the stairs. Whoever you left behind here is vital in keeping Garrus alive. If you squadmate goes down, be sure to heal them so Garm continues to attack them rather than Garrus. Kill the Krogan bodyguard and confront Garm, he is a moderate Biotic, rare in Krogan so watch out for his attacks. When he goes down make sure all your guns are fully loaded before speaking to Garrus.

Mid conversation, the Gunship floats into shot. Kill Jentha as fast as you can. She is your main target but if other Blue Suns move closer you will need to deal with them first. When the first group goes down, another team attacks from behind. Move to the corridor that covers the stairs and hold them there. When they die, Tarak gets mad and decimates Garrus. You will have to take him on alone. Open fire on Tarak with everything you've got. If you or your team have incinerate or incendiary ammo, now is the time to use them. The gunship has no health, only armour so use weapons and powers that work well. When you take away a portion of its health, it will drop reinforcements. Take them out first but watch out for Tarak who attacks from a different angle. If you are quick you can take it down before it drops another wave.

ME2: Successfully recruit Archangel

The Archangel

Garrus clearly took a major hit as most of his face is wrecked. He is more than happy to be part of the team though and welcomes the opportunity to work with Shepard once again.

Research anything that you picked up on the mission and do the tour of the ship, talking to all your team mates. Make sure you feed your fish before you go anywhere new.

Land on Omega and spend what cash you made in the last mission.

Omega: Archangel: Datapad Recovered

Turn the datapad you found near Jaroth over to Aria. She is angry that she hadn't been told sooner but thankful you told her at all. As a reward she sends you some coordinates of a supply shipment. Be sure to check it out if you get the time.

There is a good chance you will have at least 10 squad points so if that is the case be sure to spend them on a specific skill the evolve it which nets you the following achievement.

ME2: Evolve any power

Power Full

Use the Mass Relay to get to the Hourglass Nebula. When you arrive, explore all the planets in the Osun system. Before landing on the Prison Ship Purgatory, leave for the Ploitari system. Explore the three planets, and on Zanethu, EDI will find an anomaly.

N7: MSV Estevanico

The shuttle leaves you in a very precarious situation. You are balancing on top of a wrecked cruiser as it teeters over the edge of a cliff. Head south and shoot the tiles loose to make them fall and clear a path. Move east and be careful as a nearby piece of hull falls and almost sends the ship crashing down. When the ship starts to sway, watch how far it leans by looking at the adjacent cliffs. Walk down the narrow path and then down again. Continue moving and cross the tiles you shot down. On the other side is 500 Iridium. Continue to climb, and past another 500 Iridium you will find a very narrow walkway. Vault up onto it and cautiously move along. Follow it to the end and vault back up onto the exterior of the ship. Continue east and then cross a tiny beam of metal onto the other side. Move to the far east of the ship and cross the bridge south. Your objective is directly below you at this point. Go down the spiralling pieces of metal and carefully descend the stairs. Behind you is 500 Iridium. Climb the stairs and access the mainframe to finish the mission. Remember to feed your fish after every mission and side mission.

Travel to the Faryar system. Explore all the planets in this large solar system and land on Daratar.

N7: Eclipse Smuggling Depot

Enemy Protection: Shields, Armour

You are spotted by two gunships the moment you land but they aren't a threat. Waste no time in destroying the three YMIR Mechs. Go for each one at a time as the others occupy themselves destroying crates. You target is to get between 5-10 crates depending on the difficulty. Don't end the mission yet. Make sure you gather the power cells, eezo, and medigel, not to mention read the various logs to find out what was happening here. Remember to feed the fish.

Return to the Osun system, restock on fuel and probes any land on Purgatory.

Dossier: The Convict

Purgatory is a Blue Suns run prison ship that houses some of the worst criminals in the galaxy. And you are looking for one of those criminals to join your team. Speak to the guard and take the guided tour of the ship. Make your way to outprocessing. Speak to some of the guards and prisoners along the way to learn a little more about your new team mate. When you arrive at outprocessing the situation turns ugly as the entire station descends on you. Hold your position at the back of the room and take out wave after wave of attacking mercs. Watch out for FENRIS Mechs that can take out your entire team if you don't pay attention. When it's clear move in and take the ammo. Two more FENRIS Mechs come at you in the hall so watch out. Push the mercs back down the hall and into the supermax wing. A lone technician stands between you and Jack. Take him out and grab the eezo and medigel. Then release Jack!

Chase after Jack, making sure you grab the damage protection upgrade from the destroyed YMIR Mech. Move quickly as the entire ship starts to disintegrate. Move out into the prison blocks and team up with the prisoners to kill the blue suns and YMIR Mech. If any prisoners survive they will attack you so don't stand too close. When it is dead, scan the Shotgun for a damage upgrade. There is also a PDA in the far corner of the room with 4500 Credits. In the next room, take out the guards up high by firing at the explosive. Then focus on the two down low. Move up slowly and take out the next wave of guards. After this is another YMIR Mech. Try to take out as many Blue Suns as you can before the mech becomes a threat.

In the next room the prisoners are making a desperate attempt to escape. However, Kuril is having none of it and massacres them on the spot. Kuril is protected by shield system. You will need to take out all three shield generators in order to finish him off. First, start by killing the Blue Suns below you. Once they are dead, take out the first of three generators directly in front of you. Move up the ramp on your left and slowly push forwards killing Blue Suns as you go. When you get a chance take down the second generator. Now retreat back down the ramp and up the one at the opposite side to take down the last generator. Finish off any remaining Blue Suns before taking down the Warden. He is actually fairly weak once you take down his shields. Confront Jack and leave the station.

ME2: Successfully recruit the biotic Convict

The Convict

Jack and Miranda instantly become friends. This relationship will come back to bite Sheperd later.

Do the tour of the ship as usual. Feed your fish, read you messages, research upgrades and spend you cash back on the Citadel and Omega.

If you aren't personally a Biotic, now is your first opportunity to get the Tactician achievement. Using the biotic powers of Miranda and Jack will help you fulfil the requirements of the following achievement.

ME2: Hit 20 different targets with multiple biotic powers to combine the effects

Tactician

Take the Mass Relay across to the Eagle Nebula and explore the Imir system. Scan the colourful Relic system next. There is a tiny planet at the bottom of the map close to the Asteriods that you might miss. Next explore the Amun system. There is a large gas giant hiding inside the sun here. Land on Neith to investigate the distress Signal.

N7: Wrecked Merchant Freighter

Collect the 500 Platinum near the start and move down the hill. Read the ship logs and salvage the wreckage. The path splits, so be sure to circle round to collect everything from both sides. There is 1,020 Platinum and the navigator's log to collect. Move towards the distress signal and listen to the evacuation order. Read the shipping manifest and collect the 420 Platinum and salvage 1,500 Credits. Grab the power cells and listen to the message before powering down the distress signal. Whatever happened to the ship is coming for you; time to get out of here. Fight your way through a seemingly endless horde of LOKI Mechs until you reach the YMIR Mech. Visibility is incredibly low due to a sandstorm so take extra care. When you reach the shuttle flee from the area and leave the mechs behind. If you have completed all the side quests I have covered in this walkthrough then you will be rewarded with the following achievement. If you don't have the Normandy Crash Site DLC then you will receive it at the end of the next side mission.

ME2: Complete 5 missions discovered by scanning unexplored worlds

Agent

Explore the Malgus system before flying your ship to the Strabo system and exploring the lone planet. Land on Jarrahe Station.

N7: Abandoned Research Station

Jarrahe Station

Bad things have happened here and it's up to Sheperd to find the source of the problem. Proceed through the first door and read the datapad. Grab the 1,000 Iridium before restoring power to this wing of the station. Move through the now unlocked door and read the PDA on your right before access the hub area power. You have three ways to go, choose any you like.

Research Lab: There is 1,000 more Iridium in this area. Grab it and restore power. Activate the computers in the following sequence. 1, 2, 2, 4, 4, 4, 3. You can now leave this area.

Engineering: Watch out for the jets of plasma here. Take your first right and grab 2,100 Credits. Read the PDA as well. Your team will likely die here. When you turn on the power on they revive and plasma jets are gone.

Living Quarters: Read the PDA on your right in the large hall. Grab the medigel and restore power. Turning on the power locks all the doors trapping you in the room. On a nearby holographic interface is a map of all the doors showing which are locked and which are unlocked. There are also three computers. Activate the right computer followed by the left computer to unlock them all quickly. Go into the previously locked room for another 1,650 Credits.

Return to the hub and turn on power. This causes the VI to start transmitting a virus to the Normandy. You have to shut it down fast.

Check your mail and return to Imir where you can land on Korlus.

Dossier: The Battlemaster

You're here to recruit the Krogan Warlord Okeer to your team. He is an old and incredibly powerful warlord who is rumoured to have interacted with the Collectors. This mission is fairly monotonous and requires just a lot of fighting and not much else. It isn't long before you bump into a patrol of Blue Suns. Move down and question the injured Blue Suns Merc you just fought. When his friend calls in on the radio try and make him call in that all is well. Round the corner is a few more Blue Suns. There are a couple waves of enemies before anything major happens so just keep pushing forwards. There is medigel on the left after going down the first ramp. When you move inside the wreck you will find a besieged Krogan. Help him out and speak to him.

Grab the 2,000 Credits and kill the pair of fleeing Blue Suns. Around the corner you will find what they were running from; a seemingly endless group of Krogan Berserkers. Hold your ground and push forwards once the first one falls. Take cover on the dead Blue Sunsand hold this position until all 12 remaining Krogan are dead. If you need to, fall back to the bottom of the ramp. Do not flee back up to the earlier Krogan. Incinerate and Warp work well on their armour. When the music stops, move forwards and grab the medigel. There will likely be a huge pile of ammo where all the Krogan kept dying so restock on all your dangerously low ammo guns. Grab the 2,000 Platinum and bypass the door.

In the next room are power cells, ammo, medigel and a sniper rifle upgrade. Grab them all before going through the next door. Kill everyone across from you and move along the balcony. Quickly take cover and dispatch the incoming Blue Suns. Move forwards to the next piece of cover but don't go out onto the balcony yet as more and more Blue Suns will rush the position. Grab the ammo off their bodies and hack the nearby PDA for 4,000 Credits.

Move up the stairs and quickly turn left to get medigel and into good cover. Fight the next wave and grab 2,000 Credits before reaching the bridge. Continue to push forwards through another large wave of Blue Suns. In the large room you will find power cells and 4,000 Credits. Be sure to hack the PDA round the corner before heading through the next door for 4,000 Credits. Move up the stairs to the last level of the ship. A large wave of regular troopers assaults from the right so watch out for flankers. You can move left to get a height advantage but watch out for one sneaking up to your left. Keep moving and take out the next wave. Cautiously move round the corner and watch out for a pair of Blue Suns on the balcony above. When they are dead move up onto that same balcony and take out the large but final wave of enemies. There is more around the corner so retreat down the stairs you came from rather than heading down the other side of the balcony for a safer approach. Grab ammo and move through the door. If you played the first game you will get an extra conversation here. Hack the terminal and grab the medigel before approaching Okeer in the next room. Bypass the terminal at the back of the room before you speak to him.

Okeer is clearly a monster. He plans to send thousands of Krogan to their death in order to restore their name as ruthless barbarians. He will achieve this buy creating one pure Krogan, not by curing the genophage as previously thought. Mid conversation Jedore starts to gas the room. You must go out and face her. Okeer chooses to stay risking his own life so that his creation may survive. Move down the stairs and trigger the release of the Krogan. At this point, retreat back up the stairs and wait for them to come to you. If you get trapped in the room, have your team deal with the Krogan coming from the right while you deal with the YMIR mech. Make sure you're taking cover at the overturned crate at the far end of the room so there is a blast shield to your left that protects you from Jedore's rockets. This is a difficult fight if you get trapped in the room but not impossible. It is very unlikely the YMIR Mech will come up to your level if it doesn't at the very start so just move between the two pieces of cover where there is a blast shield to protect you to deal with the flanking Krogan. There are four in total. Once the Krogan and mech are dead move down the stairs and into the room again. Finish off Jedore without much trouble and make your way back to Okeer. Watch Okeer on the screen give his final speach. He pleads with you to take his prototype with you. It's not the Krogan you came for but I guess it will have to do. There is no achievement for this level, at least not directly.

Listen to Miranda speak about the Krogan before setting off on your usual tour of the ship. Remember the fish. When you have researched everything and spoken to everyone make your way down to the cargo hold, where the Krogan is being held. If you want you can choose to release him. If you do you'll get the following achievement.

ME2: Successfully recruit the krogan

The Krogan

Convince Grunt to release you, one way or the other before returning to the CIC. Kelly informs you that the Illusive Man wishes to speak to you in the comm room. Make your way over there to be briefed on the next mission.

After completing all the recruitment missions there isn't much you can do. Take a quick tour of the ship and check on your fish before heading to the briefing room. Once there, the Illusive Man briefs you on your next mission. Another planet has lost contact with the outside world and he suspects the Collectors are moments from striking. Depart for the planet immediately.

Enemy Protection: Barriers, Armour

You will witness a brief cutscene featuring whoever survived the Virmire mission in the first game. If you didn't play the first game, the survivor will be the opposite sex to your Shepard to keep them open as a potential love interest. All hell breaks loose and the colony is overrun.

Move along the outskirts of the settlement. It's only a few seconds before a group of Collectors fly in to greet you. This is likely your first chance to get the following achievement

If you don't have Warp yourself, make sure you take Miranda. You will really need someone with that power for this mission. If you didn't take her, you can restart the mission from the load screen. Having someone with Incinerate also helps greatly so the perfect combination would be Miranda and Mordin. You should be able to take them out without any difficulty, but don't move down the steps as you fight as a few more will fly into the battle. It's quite crowded so watch out for flankers. Make sure you grab the power cells and datapad. Don't use your Heavy Weapons for this entire level until the final encounter. You will need it all to make it an easy fight.

When you drop down the point of no return and more collectors fly in, immediately head left and move to the far corner. Wait here. Three husks will rush you. These things will kill you in moments on Insanity but are almost completely harmless on anything lower. Dispatch of them here before moving up to deal with collectors. A good way to conserve ammo when fighting husks is just to melee. They won't be able to hit back but if a second husk attacks immediately back out. The central path is the safest for you since the collectors don't like to flank at this stage in the game. There is a datapad in this area and a dead collector with a heavy skin weave upgrade. Grab them both before examining the husk for a cutscene.

Quickly move around the corner and follow the wall all the way to the end where you can take cover at the base of the stairs. You are safe here, but your team will be in the line of hire. When you are ready, open fire on the unaware collector up high on your left. When he is dead it's just a case of slowly picking off the remainder. Don't move through the buildings on your left; instead take the longer route to the right where you will find a safe. When you push forward a little further, three more Collectors will come out of hiding which is why your teammates won't respawn. There is a medigel back in the earlier building you took cover outside if you need to revive them for help.

Move forward to find a number of colonists trapped in stasis. Move up the stairs to find more colonists and a computer to hack. Move back down the stairs and grab the particle beam. The weapon will instantly equip on Shepard. It has massive multipliers against shields and barriers but deals little damage against armour.

Move through the building on the left and gingerly step outside until the cutscene triggers. Retreat back inside immediately and take cover on the left of the door. Keep your team back and focus all their powers and your fire on Harbinger. Read this before going any further. Harbinger has two different biotic attacks. One is a simple biotic incendiary. The other is a unique concentrated shockwave. The incendiary is yellow and travels quickly. This is no more a problem then the tech equivalant. The shockwave is a very slow moving black ball and is much more deadly especially on the harder difficulties. It deals less damage than the incendiary attack but it forces you out of cover and makes Shepard stumble. While he is stumbling, you have no control and all surrounding enemies will fire at you most likely killing you. You will learn to hate this. There is an easy, although risky, method to avoid this. Stay in cover when you see him throw this and make sure your shields are fully charged. If they are charged, you should fire at him until you get shot at as he will continue to advance until he's within melee range. Just before the ball hits your piece of cover, step out of cover. You need not move any further away than that. The ball will hit the cover and do nothing allowing you to instantly jump back into cover. When Harbinger dies you have a time to kill the remaining Collectors before they too are possessed. This is actually quite a long fight because when you kill one lot, another flies in. After they die more come. You will probably have to kill Harbinger around three times. Double back to get a computer with 3000 Credits. There is also power cells to be found before bypassing the garage door.

Question Delan the mechanic about the situation. Open the wall safe and change your equipment if you need it. Keep your Collector Particle Beam as the Barrier damage bonus will come in handy very soon. When you head through the door take a left and keep as far away from the enemies as possible. You will quickly get swamped otherwise. Take cover by the large crates. This part is a challenge no matter what. Take out the attacking husks first before taking on Harbinger. If you manage to survive the initial attack you should be alright for a while but that's no easy task. Unfortunately there is no advice I can give you because a lot of it is based on the behaviour of Harbinger and what path he follows. Just don't take any unnecessary risks once Harbinger is dead. Take out the remaining Collectors. If you are unlucky a second Harbinger will come before you have a chance to deal with the enclosing Scion. The scions health is purely armour so incendiary attacks and warps are key. Dole out the pain while circling the crate to avoid its combat form of shockwave attacks. If you keep your distance, you can sidestep faster than its projectiles travel so at this stage when there is only one you shouldn't have too much trouble even on Insanity. The blue slime that covers you when hit by its projectile prevents health from recovering for some time after the attack so once again don't take any risks until it is fully restored. Once this monster falls move in but cautiously because some Collectors might still be hiding in the buildings. There are lots to collect in this area. At the far left is some power cells, at the far right, a dead collector with a biotic damage upgrade and at the very top is a computer with 3000 Credits.

Moments after passing through the bulkhead you are assaulted from all angles by an enormous force of Reaper technology. Husks and a pair of Scions will do their best to crush you. The trick to this part is to stay mobile and use rapid fire weapons. Keep saving that Heavy Weapon ammo for now. Run enormous circles around the courtyard until the husks are dead. When they are no longer an issue, take up a fortified position as far away from the Scions as possible. Now you can attack them from safety as they approach you. When they get too close, move to the other side of the courtyard. Make no mistake this is a long and tough fight on Insanity but worse is yet to come.

When you activate the centre console, immediately retreat to the raised balcony at the north of the courtyard. From here you can shoot any advancing Harbingers from relative safety. Prioritise on Husks but other than that its easy at this stage. EDI will call in once the first wave is dead but hold your ground. When the second wave falls move to either stairs up to your balcony. You'll know when to move because one of your squad mates will give an audio cue. Four husks will spawn just below and climb up. Take them out as quickly as possible so you can settle back down behind your cover. The last wave will spawn much closer to you but your current position provides the best chance of survival.

At the end of the last wave, the true battle begins. A giant Praetorian, easily the biggest and hardest thing you've had to fight up until now, must be defeated in order to secure victory on Horizon. Immediately equip your Particle Beam and open fire bringing down its barrier as fast as possible. Have Miranda unleash a barrage of Warps as well. When the barrier falls you have a limited time to deal damage to its armour. Use any gun other than the Particle Beam and Mordin's Incendiary. Use your own powers as you see fit, just try to remember what's good against what. After a short time of having no Barrier the Praetorian will crash into the ground knocking all those nearby out of cover and recovering its Barrier. Keep as far away from it as possible and every time it lands you should reposition to the best place. Keep in cover at all times and never poke your head out when its firing no matter how close it gets. However make sure you move when it gets closer because if you don't it will do its ground attack which recharges its barrier. Staying still then is running you out of ammo as you have to keep removing its barrier more than necessary. Let your team die as once again they are causing it to do its ground attack. Once the Praetorian falls then Horizon is saved. Make your way back to the Normandy but not before a chat with a very old friend.

ME2: Defend a human colony from attack

Colony Defense

A talk with Illusive Man tells you that he is making decisions regarding your life behind your back. Most unsettling but Shepard can take it. From this point on, Loyalty missions are open to you. Both Zaeed and Kasumi's loyalty missions were open the moment you recruit them, but, for the sake of streamlining the guide, I've left them until now.

After Horizon you should do a tour of the ship. If you've been talking to all your crew every chance you get, Jack and Grunt should have something to say. Jacob and Miranda on the other hand need your help. If you don't have the DLC these are your first and second loyalty missions. Loyalty missions are needed to ensure you crew survive the final battle and are there for you when you need them. There is no reason why you shouldn't do them. Question them both and agree to help. Both of them are having family problems one way or another. Put these on hold for the moment as you still have a team to assemble.

Explore the rest of the Iera system before jumping into the Mass Relay. Take a quick trip to the Citadel where new items have become available for purchase at the souvenir shop. You should have everything else available at this point, but if you don't, now is the time to buy. When you are confident you have everything, take a trip over to Omega and buy any remaining upgrades in the shops.

Omega: Packages for Ish

After Horizon when you go to Omega, near the entrance to Afterlife are two Salarians called Ish and Sel. Make sure you have Jacob and Miranda in your party for the full story here. Ish gives you a proposal saying that doing this for him could bring about real change. If you accept he gives you the location of two packages that he needs to be collected and delivered to him. These are on the Citadel and Illium. Keep this side quest in mind as we will come back to it later. There are one or two other things to do before you set off to get the packages.

Return to the Normandy and open your galaxy map. Head to the Far Rim. Scan the three planets around the enormous red giant Dholen before leaving the system and traveling to Ma-at. Here scan the lone planet before returning to Haestrom to recruit Tali.

Dossier: The Quarian

Haestrom is a play on the word Maelstrom which means a large violent whirlpool. This gives a general idea of the turbulent nature of Haestrom. When you land EDI informs you that staying in sunlight will remove your shields. This is one more thing you will have to think about when fighting on this planet.

The entrance to the ruins has been closed off by an unknown Quarian. Detour into the small bunker to the east. When you open the door you hear the lasts words of an overwhelmed Quarian. Take the credits and medigel and open the door. A Geth dropship flies overheard and drops what is likely your first encounter with Mass Effect 2 Geth. They are noticeably more agile than their Mass Effect 1 counterparts. Take them down quickly and move on. Take the high route on the right as it gives you a slightly harder advance but much more cover. All the rockets are coming at you from one direction too which helps. When you make it half way along you will see an alcove to the right. Head down there and grab a medigel. Head down the ramp just next to you and grab the heavy pistol upgrade before returning back the way you came to fight the geth. Take cover at the far north of the high balcony and kill any geth below before moving down the stairs. Rounding a corner you will find geth and quarians fighting. The quarians fall soon after you arrive so dispatch any remaining geth before salvaging credits off the geth and picking up the new Tempest SMG. Beyond you can see more quarians under fire, but before you try to help answer the radio nearby. While you are on the radio the last few quarians in your area are wiped out by a passing dropship. Commander Sheperd drops down to try and reach the door in time but a pillar falls and blocks the doorway. Now you have to find some explosive charges to blast your way through.

Immediately take cover and take out the cloaked geth hunter, then kill the remaining geth. Hug the left wall and move down into a garage. Many geth defend the area and some might come out to stop you. Push inside but watch out for another geth hunter. There are two sets of medigel in the room so stock up now. Grab the demo charges and listen to Tali's log.

As you leave a large squad of geth jump into battle, one of which is a Geth Prime. This behemoth increases the skill of other geth around it so taking it out is your main concern. Make sure you are taking cover in the back of the garage because the Prime will rush your position. Kill the five or so geth troopers and head east to pick up 400 Iridium. Then head north towards the next set of demo charges.

Focus all your fire on the Geth Destroyer. Then kill the rest. At the bottom of the ramp in the shade is 400 more Iridium. Head north into the small room and grab the medigel, power cells and demolition charge. When you leave the room a ton more geth drop in. Don't worry about those above you; you'll deal with them in a minute. Kill all the geth at your level paying special attention to the charging geth destroyer. This is a tough fight no matter what so you might find it easier to retreat straight back into the room with the demo charges. Once both destroyers and all troopers are dead follow your squad mate's advice and flank up to the left. Doing your best to avoid rocket fire, move into the small room to the east and up the ramp. Grab the medigel and open the shutters. From this vantage point you should have no trouble killing the rocket troopers. Just don't take any risks because it's a long way back to the last checkpoint. Move along the balcony in the blazing sun, but don't stay out in the open for too long otherwise you'll hear the last of your shields beeping away and when the beeping stops Sheperd will burn up. Listen to Tali's log before planting the charges on the pillar. Set the charges and make sure the timer is green to indicate you are outside of the blast radius. Listen as the music builds towards an epic explosion only for a tiny pop to destroy a piece just big enough for Sheperd to get through. What an anti-climax.

Pass through the double doors to be greeted with the aftermath of a large struggle. Dead quarians and geth and strewn about the room. An injured geth crawls towards you, decide whether to put it out of its misery or not. There is a lot to do in this room. Ignore Tali's calling and gather the assault rifle damage upgrade and 15000 Credits from various parts of the room. Listen to Tali's third log before answering her call. Talk to Tali and learn the situation.

Make your way through the now unlocked door and grab the medigel. Move down the ramps and open fire on the geth recon drones. There is an infinite supply of Geth here so the best option is to take the far right route and push forwards as fast as you can. When you bump into the Prime retreat all the way back to the back right corner and take it out as it advances. More and more swarms of drones will attack so your only option is to charge. The closer you are to the drones the further away any reinforcements will stop. When you pass under a second building another Prime attacks, although this one seems unusually reluctant to rush you. Take it out fairly easily and move on. Pass through the door and bypass the wall safe. Open the locked door and catch sight of a Geth Colossus.

Move out the door and speak to Kal' Reegar. He wants to help you reach Tali. If you want his help ask for it but there is a chance that he will die if you want his help. It's not a certainty but I wouldn't risk it on the higher difficulties if you are going for a paragon playthrough, since Tali asks you to save his life if you can. You will need to utilise a paragon interrupt to get him to stay in cover so watch out for that.

Right, here we are then. The Colossus is the toughest enemy you have faced with the possible exception of the Praetorian. However this is without a doubt the hardest fight so far on Insanity. There are two strategies I developed involving both the left and right path. The centre path isn't so much a path, more a bloodbath. The easiest way to kill the colossus involves weaving all over the battlefield as you approach it and then unloading every single bit of your heavy weapon into its side. I'll try my best to walk you through it.

First off kill all the geth below you. The geth aren't infinitely respawning per se, but if you retreat even one inch a replacement squad for the area you just cleared will spawn which means once you move to cover you have to stay there else you will run out of ammo. A few more geth will move in but hold your position. Once the only things firing at you are the Colossus and one or two geth out of sight to the left and right, move down the ramp and take a right up another ramp. Take cover on the boxes at the very top. Ignore the geth towards the Colossus and kill the geth that move in behind you. They shouldn't move up the ramp so take your time. Ammo should already be running low. If you need a better place to fire from, move forward one set of crates so you have cover to the left and front. If you do this a geth destroyer will come at you. Try to take out the geth behind firing at Reegar until the destroyer becomes a threat and then focus your attention on it. When you are ready move up to the third set of cover on the left, kill any geth that you can see from here before moving up to the fourth and last piece of cover on the left side of the balcony. Again, kill any geth that spawn. There will probably be around four at this point. When they die, take cover on the north facing side of the down ramp. At this point you'll be in the shade and so the sun won't be a problem for the rest of the level. Your team will open fire on the Colossus at this point. Don't try to stop them just keep them firing at troopers whenever they appear. Wait here for a bit until geth start to flank to the far left. You may need to retreat back up the ramp to deal with them. If they don't spawn just inch down the ramp until they do. The destroyer is your main threat here. At the far end of the balcony is some medigel and ammo if you need it. When you are ready, move down the ramp and grab the Iridium, then take cover on the wall facing the Colossus so it is directly above you. There should be a block protruding from this wall. Take cover so you are facing east and be ready for any geth that might come down. Be ready to switch sides on this block if any come down behind you. This is an annoying place to die, but from here on the Colossus is no longer an issue. Just try to keep risk taking to a minimum; it's a long way back to the last checkpoint mid conversation with Reegar. Move along the wall heading west until you reach the corner. Kill any geth here before moving another metre up to a kink in the wall. Kill any reinforcements. Ahead you should see a crate. Take cover on it so it is between you and the Colossus. Have your team take cover on the wall. Kill any smaller geth until all that's left is the Colossus. Focus all fire on the destroyer when it comes. Be prepared to retreat. You will hate yourself if you die here. If you do retreat, fight your way back up to where you were. There will likely be another Destroyer before the end so don't let your guard down. When they all die unload everything you have into the Colossus. Use every last bit of your heavy weapon to bring it down. Occasionally the AI won't recognise where you are taking cover believing you to be further away and so geth will keep spawning. If this happens you may need to retreat and come back. If that still doesn't work just fire at the Colossus whenever a chance allows but don't let too many geth build up otherwise they will overrun your position.

When all is silent. Grab the Iridium at the bottom of the ramp if you haven't already, and the power cells at the top. There is another set of power cells at the other side. When Tali unlocks the door, head through. Salvage the dead destroyer for credits. If you are on Insanity or Hardcore, you have a unique opportunity here. Lying next to the dead destroyer is a geth. On this geth is an intact pulse rifle. This is arguably the best assault rifle in the game so having it is a huge advantage. Speak to Tali to end the mission.

ME2: Successfully recruit the quarian

The Quarian

Tali reluctantly agrees to help Sheperd back on the ship and all seems to be going well until Jacob mentions EDI. Tali gives Sheperd a look (as only someone who you never see their face can) and goes off to the Engineering Deck.

Start off by doing the tour of the ship. If you've been keeping up on conversations, Grunt and Tali have something to say. Jack on the other hand has a loyalty quest to offer you. Research any upgrades before setting course for the Citadel.

When you land, take a shuttle straight down to Zakera Level 26. Make your way over to Saronis Applications, and grab the Datapad at the entrance, then return to the Normandy.

Set a course for the Crescent Nebula. Start off by scanning all the planets in the Tasale system. Fly the Normandy to the Ondeste system. This is very far away so make sure you have full fuel. You will use around 400 fuel getting there. Scan the planets and then make your way over to Lusarn . This is a very large system. Scan all the planets and then locate the anomaly on Tarith . This is the first of a series of side quests that link in with Garm , a Blood Pack Commander you met while on Garrus' recruitment mission.

N7: Blood Pack Communication Relay

Enemy Protection: Armour, Barriers

While landing on the planet you catch sight of an enormous creature called a Harvester. You won't have to fight these directly on the mission but they aren't going to make your life easy. Make sure you have a team geared to fight people with armour. Mordin is always a good bet as is Miranda. Move along the narrow path and read the data pad. Activate the nearby node. This creates a channel of electricity you have to follow. Move downhill into the dangerous gas and activate the second node. Moving forwards you'll have your first encounter with Klixen . These tough creatures spit flame at close range and have a dangerous melee attack. They also explode when they die. Activate the node but instead head northeast to get some platinum. Follow the electricity but branch off to the left to get more platinum. Make your way to the fourth node and activate it. There is a second data pad here that sheds some light as to what happened. Move downhill and take the left path to get platinum. You will likely see the harvesters in the distance dropping off more Klixen . There are three more Klixen guarding the next beacon. There is also a third data pad that completes the trinity of blood pack Krogan . Garm , Kalusk and Salamul were all working together but we don't know what for yet. Keep going and stay right for more platinum. Head uphill to the sixth node before heading back down for the seventh. Before you activate the seventh beacon, branch off to the far left to read another data pad. Clearly there is another person working on Illium . Make your way back to the seventh node and activate it, then head east and take out a pair of vorcha . There is no cover here so taking them down on Insanity is frustratingly difficult. Luckily you get a checkpoint when you activate the beacon. Take the platinum and head over to the eighth node. That is the last node; all that's left to do now is find out if any blood pack are still alive. When you approach the beacon a gunship flies overhead but it soon leaves. You have to deal with Salamul and his blood pack. Salamul is a Krogan Biotic; a rare thing, so treat him with caution. When they are all dead, bypass the communication relay to find the source of the blood pack incursion.

Limp back to Talase on reserves and restock on fuel. Then set out for Zelene . Scan the planets and send out probe to identify the anomaly on Helyme .

N7: Captured Mining Facility

Move forwards and read the cargo log. When you enter the facility you hear a scream and Eclipse attack. Eliminate them while watching out for the vanguards. Make your way through the mining complex and take a left at the locked door to get 2,000 Palladium. Bypass the door and read the PDA. Move outside and engage the Eclipse. When all but the heavy remain, take a U-turn to the right and grab the power cells. Watch out for people firing into your back though. Keep moving along the right wall and then climb up onto the higher platform at the far southeast of the map. Take out the Heavy and grab the medigel . From here take cover against the massive squad of Eclipse troopers and take them out quickly from safety. Keep moving along the far right of the map and activate the bridge. Take an immediate right and grab 2,000 Palladium. When you have that, hack the mainframe. Choose to decrypt the data and immediately run east and then south back to the vantage point where you eliminated the early squad. Hold this position against waves of Eclipse until the data is decrypted. Watch out for more Eclipse that attack from the right. Have your squad focus on the vanguards as they are the only ones that flank. Once they are dead it's just a matter of mopping up the survivors. When the second wave falls a final push is made by Eclipse led by Captain Vorleon , a powerful Salarian Engineer. Try to hold your position, but keep track of both Vorleon and the vanguard at all time as either of them can climb up the steps like you did earlier and flank you. If this happens you'll get slaughtered. The mission ends when everyone is dead.

After those two missions you might want to speak with your crew. Chances are Grunt and Mordin's loyalties have become available. Make sure you feed your fish before you land on Illium .

Speak with the Concierge to learn the situation. EDI gives you a lengthy talk about what to do on Illium as well. If you played the first game you are welcomed with a variety of treats early on this planet. It won't be long before someone calls your name. Approach the Asari to learn what she has to say. Shockingly she is working on behalf of the Rachni . The queen thanks you for your actions and promises that the Rachni will return when the galaxy is ready. Investigating leads to the conclusion that the Reapers caused the rachni war. Could this mean that the Rachni will help you defeat the reapers before the end?

Illium : Gianna Parasini

Further along the balcony is another friend from Noveria . Gianna Parasini needs your help once again. She leaves suddenly, but leaves a note. Go speak to the merchant and convince her to show you the rare items she has. Parasini walks over mid conversation and busts the whole thing wide open. The merchant runs off but it's clear she won't get far. Go back and speak to Parasini to finish the mission.

Move further along the trading balcony to the Serrice Technology kiosk. It's very unlikely you'll be able to afford everything, but buy what you can. I'll remind you to come back later. Move up the stairs and talk to the troubled Asari outside "Eternity."

Illium : A Troublemaker

Move into Eternity and find the troublemaker over at the bar. It turns out its a familiar face, Conrad Verner . Turns out that Eternity has been accused of selling the drug "red sand" which the bartender soon points out that even if they did, it's legal. Sheperd decides to go speak to Conrad's source of information, an undercover cop. Before that though, speak to the bartender. Return to the trading floor and head through the middle door to get to the cargo floor. Keep going until you reach the transport depot. Take a left, and speak to the Weapon Merchant. Convince the merchant to make her way over to the bar. Wander in to find the corrupt merchant being arrested. Speak to Conrad to finish the mission.

In the far corner of the bar is the second data pad Ish needs. Pick it up and return to Omega later. In this bar is the start to Miranda's loyalty, but wait before starting that. Make your way over to the transport depot listening in to a stressed Salarian's call on the way. If you did Conrad Verner quest you should get a discount at the Gateway Personal Defense. Buy anything you can afford and move on.

Illium : Blue Rose of Illium

At the far southeast of the depot is an asari with a Krogan wildly reciting poetry at her. She's afraid he only wants her for kids. It's up to you to decide whether he is genuine or not and convince her to see it your way. She'll either reject him or go off with him. Either way she gives you a discount at her store.

Buy what you want at Mermories of Illium . It's a fun little shop that sells fish and model ships depending on which ones you've picked up elsewhere. Approach the taxi stand and listen in on an Asari's conversation. She mentions someone called Thax and she plans to steal some illegal goods off him. Keep this in mind later when a quest becomes available. Make your way round to the other side of the transport depot.

Illium : Medical Scans

If you played Mass Effect 1 and spared Shiala's life at the end of Feros then you will meet her here. If not, then one of the other colonists will be here to greet you. Either way, they ask for your assistance. After the Thorian was destroyed some of the colonists were experiencing strange dreams and vivid headaches. They asked Baria Frontiers for help but they were conned into an agreement they didn't want. As Sheperd you can offer to help them out. Go over and speak to Erinya . She is not grateful for your presence and it' s soon apparent that she is a xenophobe. Questioning her tells you that her daughters were killed during the attack on the citadel. In fact if you played Mass Effect 1 you will have met both of them. She soon breaks down into tears and she agrees to change the contract if you persuade her a little. Return to Shiala to finish the quest.

You can return to the Baria Frontiers kiosk to buy star charts to previously unexplored regions of space.

Illium: Liara: System Hacking

To begin your quest to find the Justicar and Assassin, make your way over to the administration department on the trading floor. Walk up the stairs and talk to Nyxeris . Ask her about Liara before walking in to meet her yourself. If you pursued a relationship with Liara in Mass Effect 1 you receive a kiss from Liara . This gesture will help you to distinguish whether you are currently in a relationship with one of your team. If you did pursue a relationship with her and don't receive a kiss it means that Sheperd is at the first stages of a relationship with one of the team. Quiz Liara and learn that she needs your help. She asks you to hack some terminals but won't tell you what you'll find when you do. Head to the transport depot and hack the terminal just to your left when you enter the area. When you hack it a number will appear at the bottom right of the screen. This tells you how many feet you are from the next terminal and you have one minute to find it or risk failing. The second terminal is to your right when you enter the transport depot. The last terminal is at the far east of the area. When you have all three Liara will call you in. Return to Liara and she tells you a bit more about what she's up to. She's trying to track down the Shadow Broker. Ask a bit more and offer your help. If you have downloaded the Shadow Broker DLC you can tell her that you have information but try to avoid that dialogue option. Save that for later when it fits more naturally into the story. The line you're looking to avoid is "Let's get the Shadow Broker."

Illium : Liara : The Observer

Ask Liara how she is to learn that the data you gathered helped her find information about an agent for the Shadow Broker called "The Observer." She asks your help in tracking them down. This quest can get very complicated when you are trying to work out who the Observer is but it's okay because even if you don't understand my logic, Sheperd does and you just select the option that's correct. At the bottom of the stairs is a terminal you can hack. This gives you Data Point 5. This tells you that the Salarian is male and the Observer is female. At a kiosk just outside is another terminal. Hacking this one gets you DP4 which rules out the Turian . Further along the line of Kiosks heading back towards the Normandy is yet another Terminal, this time giving you DP1. The Batarian is not The Observer either. Someone called the trader is also male. On a massive computer screen as you move towards Eternity is the next terminal. DP3 tells you nothing you don't already know. It's starting to look like The Observer is the Krogan . The last bit of evidence that will confirm your suspicions is just next to the bar in Eternity. This gives you DP2. Using all the pieces of evidence together, it is possible to work out that the Smuggler is the Krogan . However the Smuggler is referred to as he in the post. Call Liara and tell her what you found. Liara seems to work it out and calls you back to her office. Liara managed to take Nyxeris out while you were on the way back. This finishes Liara's involvement with the main story line, for now at least.

When you were in Eternity earlier, you might have noticed there were a few more people than before. Return there now.

Illium : Indentured Service

Talk to the Slave Broker and Quarian to find that they are having difficulties selling the Quarian on. Investigate and agree to help. Make your way over to the Synthetic Insights Representative and persuade her that buying a Quarian would be good for the company's image. If you have Tali in your team you get an extra line of dialogue. Return to the Slave Broker to finish this short quest.

Dossier: The Justicar

To start your quest for the Justicar , speak to Officer Dara. She is afraid of the consequences that a Justicar killing a non-asari might have. She recommends you hail a cab to go find her. If you have nothing else to do first, choose the "[Hail a Cab]" dialogue option to go straight there. Make sure you have Miranda in your team here. You'll need her Warp. When you arrive at the Commercial Spaceport you witness a Volus named Pitne For trying to flee the scene. The detective in charge stops him but it's clear that the situation is tense. Start off by approaching Pitne For. He's terrified for his life but proves quite useful for information. Move into the office and grab the medigel . Talk to Detective Anaya . She gives you access to the crime scene. Moments after you enter there is a shipping log to your right. Thax was mentioned earlier and you know that the stocks mentioned are illegal even on Illium so if you don't want an encounter with Thax later, don't send him the message. If you do he'll meet you outside the Normandy and thank you granting you Renegade points. Salvage credits at the bottom of some steps before engaging the Eclipse around the corner. The Eclipse on this part of Illium are a purely Asari splinter group but just as deadly. They all use barriers instead of shields though. If you managed to miss this achievement back on Horizon then you will likely get it during this recruitment mission.

Go through the door and witness the final moments of an Eclipse Lieutenant. Samara annihilates an entire squad of Eclipse. Samara is more than happy to join your team and so ends what is possibly the shortest recruitment mission. Or at least seems that way at first. Detective Anaya enters the room and the two exchange words and Samara cooperates. She asks that you find the name of the ship. The one she is hunting fled while she waits in custody. You have exactly one day before she kills every cop in the building and continues her hunt. Apparently Pitne For knows more than he let on. Surprise, surprise. If you want you can have a quick chat with the Detective but Pitne For is who you really need to speak with. There is a renegade interrupt early in the conversation. He gives you the pass to their base.

Take the elevator down to begin the main body of the mission. Watch out for the toxic packets of red sand in the area as you dispatch the first few groups of Eclipse. Move through the door and grab the new shotgun. If you don't have the Geth Plasma Shotgun from the Firepower DLC then this should be your shotgun of choice for your team. If not, then stick with the Geth alternative. In a nearby room is a cowering Eclipse soldier called Elnora. She promises she has no involvement having only just joined Eclipse. Then she pulls a gun on you. If you're quick there is a renegade interrupt that shoots her dead but if you wait it turns out she was just handing it over, but that doesn't mean she's completely innocent. Ask her questions to learn the type of person Samara is hunting down, an Ardat-Yakshi. In the room she came from is some power cells and a biotic upgrade.

Move upstairs and take out the Eclipse. Not much to do but fight through wave after wave of enemies. Eventually you will reach some more medigel and a hackable computer for credits. Move up one level and fight the next squad. At the end of this area is another computer with 6,000 Credits and some more medigel . Move up the stairs and through the door. Kill the next vanguard as fast as you can and unleash all your attacks on the docked gunship before it flees. At the far left of the room is a box of 2,000 Platinum. Move up the stairs onto the bridge and dispatch any Eclipse from this vantage point. Once they're dead push forward and take out the reinforcements, while watching out for the Heavy. Move into the corridor and grab the power cells and medigel . Listen to the log entry to learn the poor old innocent Elnora was in fact the killer of the Volus Detective Anaya was investigating. Move through the corridors and dispatch the group of LOKI mechs . Grab the power cells and equip your heavy weapon.

Sprint down the steps as the Gunship from earlier returns and take cover as far forwards as you can. Fire as many shots as you can before it flies off into the distance. It will then charge you and fly overhead so turn and take cover on the wall behind. At this point ignore the gunship and focus on attacking the FENRIS Mechs. When it flies past again return to your original position. Keep firing and it will probably drop one more wave of FENRIS Mechs before it goes down. It can kill you in an instant but it is fairly susceptible to damage.

Bypass the next door and pick up the Shipping Manifest. This says that Pitne For, the Volus from earlier sold the Eclipse the Red Sand. Access the Eclipse Terminal for 4,000 Credits and then proceed through and speak to Niftu Cal, biotic god. He is quite possibly the mightiest biotic ever so you should be afraid. He offers to help you defeat Wasea . If you leave him he'll charge through ahead of you but if you use the Paragon interrupt Sheperd will "persuade" him to take a nap. Access the med station and change your loadout if you wish before going through to confront Wasea .

Wasea isn't too tough but she has backup and can cut you down pretty quick. She also throws Red Sand at you forcing you to keep moving from cover to cover and obstructing your visibility. Try and take out her backup first, aiming at the Eclipse Heavies before anything else. After a while she will throw two enormous crates out of her path and retreat further up the battlefield. Move forwards, but don't go up the stairs. Wasea goes crazy when you don't follow her and throws all the Red Sand at you because she can't fire. Fortunately none of it can reach you if you stay down. After the Red Sand dissipates move up and take on her team. You can kill the Heavies but the Initiates just keep on coming so at this point aim for Wasea . Once she's dead finish off the rest of her minions. After the battle hack the console in the first area and pick up the data pad that she was holding at the start of the cut scene . Whoever the Justicar is seeking, she's no longer here. It's time to return to Samara.

When you get back to the spaceport you can speak to Pitne For and give him the Manifest. Alternatively you can give it to Detective Anaya who promptly arrests Pitne For. Speak to Samara who promises to serve you. Before you go, tell Samara you need to speak to Anaya . Tell her Elnora was the murderer and if you want you can tell her about Pitne For. No matter whom you choose you get money. After that you can return to the Normandy.

ME2: Successfully recruit the Justicar

The Justicar

Samara is happy to be aboard the ship and settles in fairly well. There isn't much more to say about this mission now so move on to the next one.

Have a quick look around the ship and speak to Kelly. She tells you that Garrus has received some bad news so you should go by him. Make sure you check your other messages, too. Your first stop should be Samara who has plenty to speak about. Once that's done go and speak to Garrus and Grunt. Both of them have a loyalty quest to offer you. You'll need to do both before the end but they can wait for now.

Head back to Illium for now as you are only one third of the way through.

Dossier: The Assassin

Speak to Seryna at the Shipping Cargo port on Illium . Thane is going after your old friend Nassana Dantius . She had you kill her slaver sister in the first game so you should already know about her. Seryna is glad to see that someone is going after Nassana, and offers you a lift over to Tower 2. Here you can take a bridge across to Tower 1 where you will find Nassana in her penthouse suite. Accept the lift and choose a team that has Overload, as Eclipse are tech heavy and rely on shields and barriers.

When you arrive you are just in time to witness the slaughter of Salarian workers. Nassana is cleaning house and killing everyone who has worked for her to avoid paying them. Kill the mechs, head inside and take a left. Clear the room of goodies and move across the hall to the injured Salarian Worker. Use the paragon interrupt to save his life and find more information about the situation here.

There is nothing to do here but fight your way through wave after wave of mech supported Eclipse Mercenaries. Just keep fighting and watch out for charging Vanguards and FENRIS Mechs. Try to keep as far away as possible so you don't get over run. It's a long battle, so don't take any chances. At the end, save and move up the ramp.

When you enter the next room you overhear a conversation between two Mercs . Grab the two crates of medigel as you wait only to hear someone interrupt their conversation and one of the mercenaries to fall through the roof. Move out into yet another long fight. Once again there is little to do other than kill wave after wave of enemies. Be careful not to retreat at all otherwise the wave you've just killed will respawn . You'll know you're at the end when you reach the lift door but don't press it yet.

Instead bypass the door hidden just round the corner. After a quick chat with some Salarians grab the medigel and credits. As you leave this small room take a U-turn to the right and head down a long corridor. At the end is a terminal you can hack for credits, power cells and a new sniper rifle. Head over to the lift, but save before you access it.

Position your team back the way you came just over the barrier in sight of the lift entrance. Activate the lift and immediately retreat to the same piece of cover and prepare to open fire. The Eclipse Engineers are a nuisance but the main threat is the charging Bounty Hunter. Focus everything on taking him down, but watch out for Combat Drones from the Engineers. The enemies don't normally advance around the corner so they will just stand a few feet in front of you out in the open. They can kill you very quickly at this range however, so take no chances. Immediately focus on Drones when they are summoned. Once the three of them are dead move into the elevator.

Interupt the Merc speaking to Nassana . He is reluctant to give you information. If you use a renegade interrupt you'll send him plummeting to his death. If not you can use a charm or intimidate to get the information out of him. Either way he is gone. Grab the data pad on the floor before heading through either of the two doors.

Clear the room of enemies and bypass the nearby door. There are more survivors in here that can tell you about Thane's activities as well as a renegade interrupt. Hack the PDA in this room for credits before heading over to the Comm Link around the corner to tell Nassana who is after her.

Charge up the ramp and take cover before taking out the Eclipse in this area. Grab the goodies and move outside onto the balcony. Fire a couple of shots at the explosives that three Mercs are working on to take them all out, and then just mop up the stragglers. Watch out for the Eclipse Commando; she has a very powerful Biotic shield as well as armour underneath. If she gets too close it's game over. Just up ahead is a dead Merc with a PDA holding a whopping 12,000 Credits. There is also a SMG upgrade. Save and drop down onto the bridge.

Hold your position against oncoming Mechs and Eclipse, and cautiously move up when they are dead. The winds are very strong here, so using anything that knocks people over like Shotguns, Concussive Shots, Lift or Throw will send people flying to their death. Keep pushing forward and when Nassana speaks out on the intercom two rocket drones open fire. Ahead is a couple of stacked crates that give you a minor height advantage once you climb onto them. Hold here until any rushing Eclipse are dead. Move forwards and take out the drones but watch out for more enemies on the balcony above. Kill as many as you can from here before very carefully moving up the stairs. At the top is one last Eclipse Commando who can ruin your day by sending you back miles if you die here. She doesn't move far from the door and hates cover but at this range if you get hit by a single biotic attack she will kill you in one or two hits from the shotgun while you are still recovering. Head through the door to end the mission.

Speak to Nassana who is convinced you are here to kill her. Enjoy the cut scene and dialogue. When it ends, you'll have a full team and will almost ready to take on the Collectors.

ME2: Successfully recruit the Assassin

The Assassin

Thane doesn't exactly get a warm welcome from Jacob, but seems happy enough nonetheless.

Go speak to Thane down in the crew quarters. He tells you a bit more about his illness, but little else. Samara has a loyalty quest to offer you. She has managed to track down the Ardat - Yakshi and needs your help. You'll be able to help her soon but not just yet.

Disabled Collector Ship

Collector Ship

Disabled Collector Vessel

After recruiting all squad members you receive a call from the Illusive Man. Sheperd takes the call in the conference room. The Illusive Man tells you that he has intercepted transmissions about a battle between a Turian Patrol and a Collector Vessel. The Turians were destroyed and the Collector Vessel appears to be offline. He sends you to investigate. Make sure you take people who can deal with barriers and armour. Mordin and Miranda are a great choice, but tough characters like Grunt also work well here. This ship is probably the most challenging part of the game on Insanity but also has a unique opportunity for certain classes.

As soon as you arrive something is not right. The Collector Ship appears to be completely unharmed with no damage as far as EDI can tell, and yet the whole thing seems to be offline. Sheperd has no choice but to land inside and continue the investigation on foot. What they find is not good.

The collector ship appears to have living things growing within it in a similar fashion to the flood on High Charity. The once smooth and angular walls have been rounded off by organic shapes. Continue through the ship making more and more disturbing discoveries culminating in the discovery of the truth about the collectors.

Here you have to make an important decision. Each of the six classes has a different choice to make so I will outline them below. There are three weapons here, the M-76 Revenant, the M-98 Widow and the M-300 Claymore. Not everyone can get these weapons though. As well as the weapons, the opportunity to specialise in another weapon class is available here so choose wisely. You may want to experiment by reloading the mission if you didn't like you first choice.

Assault Rifle Training

  • Infiltrator

Shotgun Training

Sniper Rifle Training

M-300 Claymore

M-76 Revenant

As you can see, the soldier gets the most choice here with being able to choose any of the three elite weapons. Only they can pick up the immensely powerful revenant. If you are already happy with your SMG then there is no need to pick up Assault Rifle Training. Go for either Shotgun or Sniper. If you have one of those already consider going for the polar opposite. If you have access to the elite weapons, you'll probably want to avoid the shotgun. It does more damage than most of the Heavy Weapons, but it is too slow and cumbersome for any of the harder difficulties. If you want a more powerful bolt action rifle then go for the widow, but if you like the Viper from the last mission you might want to pass. Soldiers should take the opportunity to go for the Revenant as it is a fantastic weapon. In short then, just because you can get an elite weapon doesn't mean you should go for it if you are an Infiltrator or Vanguard.

In the next room you'll find hundreds of pods each containing a captured colonist hanging from the ceiling. This is what Sheperd is trying to stop and it shows the scale of the abductions. Or so you think. Grab the salvage and the upgrade in the next room before Joker calls in to tell you that this Collector ship was the very one that killed you two years ago. At the top of the ramp things go very bad. Sheperd enters into a hall that spans the entire length of the pod. Millions of pods surround Sheperd and it becomes apparent they are about to assault Earth. Step onto the pad and save before contacting the Normandy.

And now things go very bad! Immediately take cover and fight for your life. You want to position yourself at the end of the U shaped cover at the centre of the pad as far away as possible. Revive as soon as someone goes down as you do not want to be alone here. Take out each Collector Drone individually. They stay back for the most part but when they get possessed by Harbinger they assault you. The Scion floating around in the distance will continue to knock you out of cover leaving you exposed. Kill as fast as you can but NEVER take any risks. The moment your Armour, Shield or Barrier is gone dive into cover. When the first pad is cleared a third one comes in. Ignore the Scion and reposition at the centre of the U and face 11 o'clock. A fourth pad containing a second Scion comes in soon after making the battle even harder. Once the second pad is clear take out the closer of the two Scions, the one that arrived first, and heal your team if you haven't already. Take cover at the opposite end of the cover you did at the start as far away from the 5th pad that lands. Harbinger is already on this pad so focus on him before anything else. If Harbinger gets on your pad when he still has Barrier you might as well restart because you will struggle to stop him. The only way this fight gets any easier is if you have stasis where you can stop one of the people from fighting, and even then it's still hard.

Maybe it's because I knew exactly what I was doing after 100 attempts on my first play through but when writing this guide I actually managed it the first time, although I came close to death a number of times. A good team definitely helps but I used all 6 medigels I had on me during this fight. At the end grab the power cells from the 4th platform the second Scion was standing on, and return to the console on your original platform.

Disembark the platform and move along the passage following EDI's instructions. Take cover and fire on attacking Collectors. Work quickly to avoid more than one Harbinger here and move down the ramp behind them. Move up the the L shaped cover at the base of the small ramp up to your left, and open fire on the Collectors directly ahead. Try to prevent them from flanking up to your left by holding your ground here. While you are fighting you might notice a Collector Assassin fly in and land just out of sight on the left. If there is no Harbinger to deal with focus on taking him out before you have to move from this cover. Then turn back to deal with enemies directly ahead as more reinforcements arrive. As you kill more enemies ahead two drones will land on your left so focus fire there again unless there is a Harbinger. Once all enemies are dead, grab the goodies and save before dropping down a level where you can no longer move back.

There is another tough fight here as you have to face your second Praetorian. Move forward and take cover facing to your right where a distant Praetorian moves in for the kill. Use whatever strategy you did back on Horizon, but this time there is no circling it to get away. You have until it reaches you to inflict serious damage otherwise you'll struggle to kill this beast. Watch out for Husks that come in and direct fire to these much smaller targets before attacking the Praetorian. It should hug the outer wall of the room and try to flank on your left. Hold this position until it disappears behind the pillar and then move to take cover a couple feet from where you are now just around the corner. Sometimes it may move backwards and start trying to flank from the right. If this happens you are lucky as it puts you in a better position to deal with the Collector Drones and more Husks that attack. Once again ignore the Praetorian for a second while you deal with the rest of them. If it starts to move up the right quickly move down the wall to the L shaped cover in the corner of the room. As it moves down the ramp towards your new cover stay hidden until it does its ground pound and then run as far as you can towards the door, but take cover the moment it starts to fire. When it ground pounds again run to the door and take cover. Sadly the door shuts as you approach and you have to finish off the Praetorian, but standing here no other enemies will spawn and it should be very close to death by now. When it evaporates, EDI manages to open another door so head on through.

Make sure you grab the Upgrade and Credits before heading through the door and taking cover on the sideways pod. Watch out for charging abominations and when the first Harbinger goes down try to take the long route around to the right hugging the wall. Take cover when the next wave of enemies opens fire. When the second Harbinger dies move up to where it was and take cover facing to your left. More Collectors land and you can just about make out a Scion advancing too. Take out the third Harbinger and then focus on the Scion. From your high wall you have a good vantage point but it can still hurt you if you are firing at it. When it dies save and move down the passage behind it. Around the next corner is around 20 Husks so fire on them as you backpedal down the corridor. Sprint to the Shuttle to end the mission. Sheperd makes it out in the nick of time.

ME2: Complete the investigation of a derelict alien vessel

Ghost Ship

To say Sheperd was unimpressed with the Illusive Man's actions would be an understatement. The Illusive Man did sell you out, however you learnt some crucial information, namely the location of the Collector home world. Unfortunately it's at the centre of the galaxy surrounded by exploding stars and black holes. You've also learnt that you will need to pick up an advanced Friend or Foe device to safely navigate the relay to reach their home world. The location of just such a device is added to your galactic map but there is more to do before you go there.

Loyalty Missions

You can do the loyalty missions in any order, but you'll need to do all of them for the achievements. I tried to do them in the order I added them to my squad. I made some exceptions in the case of Tuchanka, the fourth and final Hub World. There is also the issue of Tali's Loyalty mission that can take on a whole different turn depending on when you reach it in the game.

To start there is always the tour of the ship to do. Tali needs to speak to you after receiving a message from the Migrant Fleet. Thane too has something to say but isn't willing to share his loyalty mission just yet. Head upstairs to the galaxy map to start the next mission. By now the map is overflowing with information and it is difficult to read. The following videos are all side quests.

N7: Blood Pack Base

At the far top left of the map is "The Shrike Abyssal." Scan the Xe Cha system before landing on Zada Ban. You already know where to land on the planet after completing N7: Blood Pack Communications Relay.

You are here to kill the last of the trio of Krogan that played a prominent role running the Blood Pack. Salamul and Garm are already dead so that just leaves Kalusk. Read the data pad behind you and head across the land bridge. Turn left, grab the palladium, read the data pad and then move down the ramp to take cover and confront the Vorcha. Take out the ones at your level before firing through the gap to the ones below. When you've killed as many as you can move down the ramp hanging out in the canyon, and mop up any remaining. Grab the palladium and read the data pad before crossing the land bridge. Grab the medigel and take cover as a Heavy attacks from above, and a pyro moves across towards you. When they are dead take a right and move through the door. Take cover quickly and take down Kalusk. He has a weak shield and armour and a basic shotgun so is probably the easiest of the three. Then kill any vorcha left. Grab the last crate of Palladium before firing at the explosives lying around the generators. Run for the door to trigger a cut scene and end the mission.

Go down and speak to Thane to pick up the last loyalty mission. You now have the full set but there is more to do before you begin to score them off the list.

Fly out to the Urla Rast system to 100% The Shrike Abyssal before moving on to the next cluster.

N7: Hahne-Kedar Facility

At the very top of the galaxy map is the Titan Nebula. Go here and scan the lone planet, Capek. This is the last part of a three part side quest that started with the investigation of the crashed ship, and then the exploration of the infected space station.

Move towards the factory and engage the mechs that come out to fight you. Head inside. Move into the room directly ahead and sweep for goodies. Watch the infected mech on the other side of the glass self-destruct before going through the door and reading the datapad on your left. Reach over the banister and grab the power cells below. This is just one long slog of seemingly endless LOKI Mechs so there isn't much I can say other than be careful. Automatic close range weapons work best here. There are three crates of Element Zero to pick up in this factory. At times it will appear like the mechs just keep respawning but trust that eventually they will end. You probably have to kill around 50 mechs in total. Make sure you keep grabbing ammo otherwise you will run out. Reach the end and hack the terminal to destroy all mechs and evacuate the exploding facility just in time.

N7: Imminent Ship Crash

Enemy Protection: Shields

MSV Broken Arrow

Just to the right of the Omega Nebula on the galaxy map is the Pylos Nebula. If you can't find it on the map, that's because you didn't buy the respective Star Chart from Baria Frontiers in Illium. Do so first if you're missing any of the charts, as you'll more than likely have plenty of credits by this point. Go to the Pylos Nebula and scan the two planets in the Nariph system before docking with the crashing ship, the MSV Broken Arrow. Geth have taken over the ship and are crashing it into a human colony. You have a time limit on this one so work fast.

Save immediately when you arrive. You have six minutes to finish this quest before it's too late to pull out of the dive the ship is in. Read the Captain's log at your feet and then go through the door to attack the Geth. Access the med station, grab the iridium, read the ship status, and override the engine room access. Enter the engine room and move down the ramp. At the bottom take a U-turn to the right and take cover behind a box to fight the Geth on the balconies above. Once the first wave is dead activate the engine coupling beside you. Take cover again and take out the second wave. Move down low and cross to the other side of the room. Quickly activate the second engine coupling and if you are lucky you can get it then. If not you'll have to face the Geth attacking from above. When the third wave is dead move up the ramp beside you. Ignore the last wave of Geth and restart the engines by bypassing engine control. Sheperd manages to save the ship and the colony.

N7: Anomalous Weather Detected

Fly out to the Dirada system in the Pylos Nebula and scan the planets there. On Canalus you'll find an anomaly.

The Geth have built some form of weather alteration device and it's up to you to stop them. The visibility on this planet is virtually zero and it makes it very difficult to fight. Start off by walking to the cliff at the back of the shuttle and following it along to the Palladium hidden around a rock. Return to the shuttle and head up the path just in front of the shuttle and hug the left wall. Follow the wall around the corner and you'll find three more Palladium rocks. Then move down the hill near the last one and take cover on the rock wall to your left as the Geth open fire. If you did this right none of the Geth will have spawned. You can then go straight to the weather tower where there are few enemies and deactivate it. If you circle back for any more Palladium however whatever the closest wave to you is will spawn and you'll have to deal with them. The fifth piece of Palladium is to your left at the top of the first ramp that you may have to fight up. Head down into the hole to find it. There are three more as you move towards the tower. When you head downhill there are three more down here. The path narrows and more Geth will open fire. Watch out for the Geth Destroyer that can appear out of the fog far too close for comfort. There is one last rock at the base of the tower. Shut it down to end the mission.

Travel back to Nariph and restock on fuel. Fly to Satent and scan the five planets there, one is almost inside the sun and hard to see. At the far right of the Nebula lies the Kriseroi system and it will take almost all your fuel to get there and back. Scan it and return to the relay. You can just about make it if you let your ship drift as you approach the system which uses less fuel.

N7: Quarian Crash Site

Travel to the Hades Nexus cluster at the far top right of the galaxy map. Scan Hekate before leaving for Pamyat. Once you have scanned 100% of planets in the two systems fly to Sheol and land on Gei Hinnom. A Quarian ship has crashed and in need of assistance.

Save quickly when you land and prepare for a Jurassic Park like experience as the local wildlife assault your position. Gran the Palladium and read the logs before moving down the path to help the injured Quarian. At this point Varren attack en masse so build a wall out of your team mates by positioning them in front of the Quarian. Go berserk with melee, and kill them before they reach the Quarian. You only have to hold out for a minute before a shuttle arrives to evacuate you. Watch the cut scene and escape.

N7: Abandoned Mine

Travel to the Minos Wasteland, close to the Serpent Nebula. Once there travel to Caestus and scan the system. Return to Fortis and scan the planets here. On Aequitas you'll pick up an anomaly. Land here to begin the mission.

Mordin is a must for this mission on the harder difficulties. When you land you'll catch a glimpse of what you'll be facing here. Grab the container outside before venturing into the mine. Move inside and tackle the first wave of husks. By now you'll have developed your own strategy for them so there is little for me to say. Watch out for the Iridium and the data pad when you enter. Kill the husk that drops from the ceiling and fire at the canisters to kill most of the sleeping husks quickly. Grab the Iridium when you're done. Always aim for the Abominations first. Other than that, just keep on fighting. Another wave is just up ahead. Grab the Iridium, hack the locker and then take yet another case of Iridium before a fourth wave comes. Read the logs and then take the right route to get the high ground in the next battle. Make sure you grab the Power Cells. This next fight is insane. You'll have to kill around 100 Husks as they charge out. No more than 10 will be on the battlefield at once but they will keep spawning in plain sight if you are standing where they spawn. The only way to stop them is to kill them all which will get you a checkpoint. Hold the top of the ramp for as long as you can but the moment you have to start backpedalling abandon the position. It takes around 15 hits from a Husk to down you on Insane, so they are very easy to deal with. Move backwards and take a right past the explosives and then grab the Power Cells hidden in the alcove. Vault up the wall and head straight to the device. Now you can end the mission here, but you'll miss the credits in the terminal you have to bypass. It's up to you. If you are struggling just shoot both bombs at the base of the device and this triggers a cut scene. Moving in circles around the Reaper Artifact is also a good strategy, and if they surround you, you can dive through the centre of the device using the four pillars as an obstacle for the husks. If you are completely surrounded, try to storm out of them. Once you have triggered your sprint it automatically knocks people out of the way so you only need a fraction of a second where no-one is hitting you to escape their clutches. When they are all dead grab the credits and medigel and then end the mission.

As a tip to save medigel in this fight, if your team goes down you can retreat back down the passage you came from, and they will suddenly respawn when you reach one of the earlier areas where Husks came out of the ground. However, only use this as a last resort as once you start to go down this path it's very difficult to push them back and there is little room for manoeuvring.

N7: Archeological Dig Site

At the top of the galaxy map is the Rosetta Nebula. If you scan the Enoch system EDI will pick up an anomaly on Joab. Land to begin.

Move off the landing pad and take cover to dispatch the attacking Blue Suns. Watch out for the Turians who carry shotguns and like to flank. Everyone else will just stay back and fire. Grab the two cases of Element Zero and move inside. When you get inside take cover on the nearest overturned box. Enemies attack from left, right and centre, so just hold out until they are all dead. Some reinforcements might arrive from up high on the right once you move forward, so watch out. Open the two lockers for credits, nab the medigel, and read the terminal. Vido Santiago, one of the heads of Blue Suns, is trying to acquire something from the Dig Site here. When you've done that very carefully head through the door at your level. Watch out because three enemies are just at the other side and will charge you, so immediately retreat. Head back into the room, up the tunnel, open the locker and then leave through the nearest door. Go up the ramp and take a left taking cover quickly in the next room. This is an awkward place to fight as the cover doesn't give you a good shot at any of the enemies. Ignore the regular guys at first and focus all fire on the Commander who is moving towards you. Take the high route to get a good shot on the enemies to your right. Make sure you grab the element zero at your feet. Lieutenant Locke will try to stop you but he is actually slightly easier than the Commander and doesn't assault your position. Lieutenant Locke is part of chain of high ranking Blue Suns that you will have to dispatch in much the same way Garm, Salamul and Kalusk were for the Blood Pack. Head through the door and scan the Prothean Artifact for the same vision Sheperd had back on Eden Prime only this time there is an extra bit on the end of it. This ends the mission.

Head over to the Phi Clio system and scan both planets there before departing to Alpha Draconis. Once there scan both planets.

Jacob: The Gift of Greatness

When you land you can see that this planet is an unexplored garden world full of life. Move down the path towards the wreckage of the Gernsback and listen to the Officer's Log. It's badly damaged, but something doesn't sound right. Perhaps the VI Beacon a few feet away can answer some of your questions. After quizzing the VI salvage the nearby parts, and cross the bridge into the ship. The crew log on your left starts to sound sinister before it cuts off. The second crew log speaks of how little confidence people have in their new captain. Hack the PDA and listen to the doctor's log which is showing signs of the neural decay the VI mentioned. Leave the way you came in and continue along the coast.

A cut scene triggers when you bump into a woman. She mentions some sort of political struggle between Jacob's father and some of the crew. Use a paragon interrupt to save her from the hunter attack. Fight back against them and watch your left flank. Move to a box at the far left to get a good shot at the enemies. They are all armed with Tempests making for a tough fight. The amount of bullets flying at you makes it difficult to get a shot off but as long as you watch out for flankers you should make it through. Grab the salvage when you're done, and continue along the coast. Examine the mech and then enter the town.

A short cut scene does not help Jacob or Sheperd feel any better. Something is most definitely wrong here. The survivors have little to say so grab the medigel and PDA, and move to intercept the attacking party of mechs. The Doctor from an earlier log calls you over and hands Jacob a PDA. It reveals the truth about what's been going on here, and Jacob isn't impressed. His father has gone power mad and has been living like a king for the past 8 years, but why has he only just activated the beacon? Move up the hill and take out the mechs at the supply base. Salvage more parts, and scan the heavy pistol before moving on. Take out the mechs at the entrance to his "Castle" and then move inside, but be prepared for a tough fight. There are plenty of goodies at the entrance too.

After you take down two of the guards they release the heavy mech, so focus all your attention on taking it down. There are five guards in total. Four of them aren't a problem but one of them is a skilled engineer who loves to throw incendiary attacks and summon attack drones. Don't be afraid to retreat back along the coast when the mech gets too close. When they are all dead get the credits from the PDA and element zero, and go confront Jacob's father.

ME2: Gain the loyalty of the Cerberus Operative

Ghost of the Father

When Sheperd returns to the ship, Jacob is questioning the Illusive Man believing him to be responsible for sending him the information about his father. Miranda interrupts, however, and reveals it was in fact her who leaked the information to him. Whatever path the conversation follows Jacob is loyal to you now. You unlock a new outfit for him which you can change at the squad selection screen. Every loyalty mission unlocks a new outfit so I won't mention it again.

After completing Jacob's loyalty he becomes the first romance option for Female Sheperds. If you are carrying a character through from the first game and want to keep the same romance option from then, especially if its Liara, you might want to make a save now and complete the game without romancing anyone and then go back to this save to get the achievement later. If you're a Male Sheperd then you can continue to talk to him without travelling down the road to a romantic relationship.

N7: Endangered Research Station

If you head to the Caleston Rift wou will find the Balor system has already been fully scanned due to the large colony on Caleston. Leave the system and head to Aysur, and scan the planets there before returning to Balor to refuel, and then fly to Solveig. On Sinmara, the moon of Surtur, you'll find there is an anomaly. This is a short anomaly with no fighting but there is a bit of a problem to solve.

Salvage the broken generator and bypass the Station Central Control Terminal. In front of you are four things to interact with: The Cooling Unit, the Shield Generator, the Shield Control and the Control Switch. The Control Switch connects the other three and you'll see three pipes that go between them all. Right now the pipe between the Control Switch and the Shield Control is glowing yellow to show it is active, but you cannot activate the shield because the generator is offline. Press the control switch, and the pipe leading to the Generator glows. When you activate the generator it starts to overheat, so press the switch again and turn on the Cooling Unit. Now press the Control Switch twice to select the Generator and switch it on. Now press the switch twice again and bypass the Shield Control. This ends the mission and saves the colony from the dangerous solar flares.

N7: Mining the Canyon

Fly from Solveig to Talava and land on the planet Taitus. You'd think Sheperd has more important things to do than this. This mission is pretty much the definition of pointless. Walk over the mech and activate it, then follow it for a couple of feet before it shuts down. Walk back to where it started, and you'll find a data pad. Reading this should shed some light on what's wrong. Next to some boxes is a power cell which you have to pick up and plug into the mech. The mech blasts a hole in the wall and the path splits. The mech shuts down again so take the right path and bring it back to life. When the mech shuts down again take the left path to get the high ground on a pair of Varren. Take them out, grab the power cell and put it in the mech. The next power cell is just to the right of where the mech shuts down near a drill. The mech soldiers on and opens fire on the cliff face before malfunctioning and exploding in your face. Moving into the exposed rock you'll find a large deposit of platinum which ends the mission.

Illium: The Assassin: Salarian Family Data

You are heading back to Illium now to do Miranda's loyalty mission, so now's a good time to drop off some data you picked up while recruiting Thane. Find the Salarian in the Shipping Cargo Depot and hand him over the data. Feel free to quiz him, but either way you've finished this quest.

Miranda: The Prodigal

Head over to Eternity Bar and speak to Lanteia. Miranda's father has hired Eclipse to find his daughter, so Sheperd and Miranda hatch a plan to help her sister escape. They will draw attention to themselves while Miranda's trusted friend Niket smuggles her family to safety.

When you approach the area Eclipse open fire and shoot down your car. After a quick chat there is a renegade interrupt that can take out a couple of mercs ending the conversation, but either way Miranda opens fire. Immediately focus on the Merc Leader, you should be able to get him before he makes it to cover, and then go for the Engineers. Normally you'd try and take out the Heavies first, but there is so much cover here it's very difficult for them to hit you, so leave them until last. Around the corner is two more but they pose little challenge. Take the lift up to the next area. Miranda shares some truths with Sheperd just before the lift up. There's still plenty of Eclipse to fight through so get moving.

When you leave the elevator take an immediate right and enter the container to hack the PDA. Move out and open fire. Move in as close as you can. There is only one way they can approach you, from the far left, so defend that small passage as best you can. Getting ridiculously close seems to deter them but you have to be ready to quickly repel chargers. Miranda's Overload works well at removing shields on harder difficulties. The two Engineers are the biggest threat here, but they tend to stay back. At the end of this fight Captain Enyala radios in to say they've almost reached Oriana. You have to move fast. There is medigel as well as a Sub Machine Gun upgrade in the next crate.

A small group of mechs await you up ahead but they are little challenge. Open the locker and then sprint right to the end of the walkway. Take cover in the L shaped cover at the very end and fight back against the Eclipse. Make sure you have your team stay away from this cover. The small piece of wall between a parked truck and some crates is a great place for both of them. If they do decide to flank you they are usually aiming at your friends, so you can unload an entire clip at close range into their backs. Watch out for the Engineer and Heavy that arrive midway through the battle. Combat drones will do their best to knock you out of cover so target them first. You'll get a save when they are all dead, so move up and scan the dead merc, as well as hacking the terminal in the crate before taking a left around the corner their reinforcements were coming from just a minute a go.

Fight through the next small wave before coming to a much larger encounter. Quickly take a left then a right and take cover on the boxes below all the enemies. It's difficult to shoot at them from here but it's also hard for them to hit you. You only need to fire at those at the corner just above you, and when they work out where you are they'll retreat out of sight. Reinforcements soon arrive and take up their old position, so stay still. Take the opportunity to fire under the barrier at their feet as there is little they can do about it. There are a total of four Engineers in this fight and they all come at once, so you have to be careful and watch out for those drones. When most are dead, move up the other side and take a right to finish off any stragglers. Hack the dead merc in the container for credits. You'll find an element zero crate in the next container. Access the service terminal for more credits.

Take cover for the last fight at this stage of the level. There are two Engineers, a Heavy, plenty of Troopers and a Vanguard who is the main threat in this fight. Wait for the flanking vanguard to take cover on the explosives, and then trigger it with Miranda's Overload for a large explosion. Access the med station and then go into the lift. Miranda doesn't like the lift music very much. Talk briefly with her about Niket before leaving and confronting Enyala.

When you leave Niket and Enyala are mid conversation. The Shipping Assistant tries to run when everyone pulls guns on each other, but gets shot in the back by Enyala. She is carrying one hell of a shotgun, so watch out for her. It's the M-300 Claymore that only Grunt and Sheperd (If he chooses it as his elite weapon) can wield. After a tense stand-off Miranda goes to shoot Niket, but be ready to use a paragon interrupt to save his life. Enyala soon blows a hole in his back anyway. Miranda gets mad and throws her 200 feet across the docking bay. And so the fight begins. Run to the far right path, and stop the Vanguard from flanking you. She's already in sight of your team so make her your primary target. Move forward to the cover and fight the Eclipse directly ahead. Keep healing your team when they go down, but otherwise leave them to fight Enyala. Have Miranda take cover on the overturned box at the corner, and have your other team mate take cover at the corner itself while you move down the boxed in alley. All the other Eclipse, including the very dangerous Eclipse Operative, try to come around your side, so holding your ground is vital to victory. If Enyala gets too close to your team it's time to move up to where the Eclipse are taking cover. She normally waits, firing at you from the centre bridge, but occasionally she'll move in. When only Enyala is left (Or one person if she died), move around to the other side of the room and pick up the trinket in the far corner of the room. You can also grab the credits while you are over here. Now you should be totally surrounding Enyala with your team at one side and you at the other. She's a sitting duck, so finish her off in your own time. If she starts to get a bit overzealous just call your team over to you and swarm her. Head through the elevator near where you found the trinket. Talk to Miranda on the way down to find Oriana. If you want you can convince Miranda to go speak to her sister or just let her walk away. Whatever you choose, it's done now.

ME2: Gain the loyalty of the Cerberus Officer

The Prodigal

It should also be around this time you should be getting the second of three kill achievements

Kill 100 enemies with melee attacks in Mass Effect 1, 2 or 3

Bruiser

If you havent, dont worry, still plenty of enemies to kill.

When you end the mission you are back in Eternity. Be sure to buy everything you couldn't afford before now. Hopefully you will have bought everything on the Citadel and Illium by this point. Head back to the Normandy to continue.

Miranda becomes the first romance option for Male Sheperds after this point. Like I said earlier, consider making a save here to preserve relationships with romanced characters from the first game. Female Sheperd's can continue to talk to her.

Illium: The Prodigal: Lost Locket Found

Just before you reach the Normandy you'll find a worried Asari. Hand her the locket to receive thanks from her and end the quest. She hands you "much less than [she'd] have to pay the bureau to reclaim it," which I think is an insult. How dare she?

Jack: Subject Zero

Fly to the Nubian Expanse and survey the Dakka system, but don't land on Pragia just yet. Jet off to Qertassi for quite a sight. One of three interesting stars in the galaxy. Survey the lone planet before leaving for Kalabsha. Once you've surveyed all the planets in the cluster head back to Dakka and land on Pragia.

There is no reason to stay out in the rain so go inside. Throughout this whole mission Jack will be having flash backs and telling you what she remembers. This was clearly not a place of happiness for anyone. Hack the terminal and go through the first door. In the next room is a malfunctioning log that implies the Illusive Man didn't know what was going on here. Turn it off, and go through into the next room. Go down the stairs, and follow the crates around to the right. You'll find a locked crate to bypass. At the end of this room is your first group of enemies--A pack of Varren. Be careful as this breed is very fast and can swarm you easily. Grab the medigel and listen to the log which offers a different interpretation of the events from Jack's. Two dead Varren in the next room isn't a good sign. Bypass the door for some element zero, and then move down the stairs. When you move into the next room a group of Blood Pack Vorcha uncloak and attack. Focus on the Krogan first and the rest should go down easy. When you kill the first wave reinforcements shoot through the glass to your left, so move cover and take them out. Before you go through the next door, hack the terminal in the corner.

Take out the ambush on the above balcony in the the long corridor. Then move down the stairs and dispatch the Varren. In the second to last cell on the right is some spare parts you can salvage. Continue through the base until you reach a room with two interrogation chairs. Listen to the logs, and pick up the power cells before leaving. Be sure to pick up the biotic damage from one of the chairs in the last room.

In the following room is the main battle of the level. Aim for the nearest Vorcha before dealing with the Krogan. The moment you've killed three of his friends he will send the remaining Warrior to flank you, so attack them next. When he is the last one left he'll attack. He is actually quite weak, but my god does he move fast for a Krogan. He will be all over your team before you have a chance to escape. Bypass the terminal at the far end of the room before heading into Jack's cell.

Aresh turns out to be another survivor like Jack. He wants to restart the facility which Jack doesn't take to kindly to and goes to kill him. A high Charm or Intimidate can persuade her not to though. After he runs off (or is shot) Jack asks if she can have a look around. You can now approach items in the room and ask Jack what happened here. When you've interacted with everything, a cut scene triggers that ends the mission.

ME2: Gain the loyalty of the biotic Convict

Catharsis

If you've completed both Miranda's and Jack's loyalty quest, Sheperd gets a call from Joker. Miranda and Jack are in the middle of a heated biotic argument. If Sheperd has a high charm or intimidate he can calm both of them down. Otherwise he will have to side with one of them which eliminates the other as a romance option. Jack is now a Male Sheperd's second romance option.

Garrus: Eye for an Eye

When you arrive at the Citadel go to Zakera Level 26. Head into the warehouse entrance and speak to the contact. The deal goes bad but no fighting takes place. There is a renegade interrupt you can use to shoot a pair of Krogan, though. It turns out the Volus isn't Fade after all. Fade happens to be an ex-C-Sec officer called Harkin that you may remember from the first game. Go outside to the rapid transport terminal and take a ride down to the Factory District.

Fade isn't exactly happy to see you and runs off. Kill the two Blue Suns, and chase after him. Fight your way through the first few waves of mechs and troopers. There is little challenge here. Keep an eye out for the wall safe on the left. When you enter the huge open area keep right for medigel and some more salvage. Climb up onto the crates for a height advantage in the next fight, and watch out for a large container that opens at the far right of the battle. When you kill the first few enemies a crane will fly overhead dropping two mechs, and A Turian with a shotgun will jump down off a crate. Keep moving along the path and fight anyone who tries to stop you. There is very little challenge in these fights, but that crane will keep dropping LOKI Mechs. There is a pair of Batarians up ahead that are a little more challenging, but should still be no problem for you. Make sure you don't miss the two Bypass opportunities on the right just before this, but be careful as it doesn't freeze combat, and you only have one shot at each of them. Grab all the goodies before lowering the bridge to continue.

Kill the enemies that fly out of the container to attack, but try to keep your distance as just up ahead is a Blue Suns Commander who is very dangerous at close range. He has very little in the way of back up, so you should be able to drop him easily enough. Do not move in after he is dead, however, because a Heavy Mech is dropped off by one of those cranes. It is quite far away at first so try to weaken it before it gets too close. If you are really lucky the troopers and mech will try to fit through a gap at the same time and jam out in the open. It won't be able to get any closer, so destroy it before killing the trooper. Now you can advance safely. Bypass the circuit boards before going through the door.

Once in the next room, refrain from opening the windows or going through the next door just yet. There are plenty of things for you to pick up and interact with such as a med station, a wall safe, power cells and forged ID. Now open the windows. Sheperd and Garrus catch a glimpse of something lurking behind the crates. Move through the door and investigate. Pick up the sniper rifle upgrade before you head into the main warehouse. EDI calls in with some frankly useless advice. Shooting the containers flying overhead will cause them to drop and explode, but this is a fairly pointless strategy. Just focus on destroying the LOKI Mechs. Another Commander is high above your position and in good cover. It's tricky to take him out without moving closer, but a good sniper can do it. A great way to advance is by climbing onto the large platforms that look like they can move up and down. Just watch out for flanking mechs. Once the Commander is dead move close to the Heavy and kill her. The mechs will now gather around your feet unable to kill you if you're in cover. Hack the datapad at the far right of the warehouse before going through the narrow passage at the left.

Climb the first three platforms, and then climb backwards into a very good defensive position. Tell your team to take cover here and wait. Moving just a little closer triggers two Heavy Mechs to deploy and assault your position. From your high ground you are safe from them reaching you, but two miniguns are quite effective at destroying Sheperd's shields. Just take them apart, bit by bit, and don't take any chances. Like I said, they can't really do anything about you from where you are. By the time you are close to killing the first one they should be right next to each other. Now just headshot the weakest one with your most powerful single shot weapon like your sniper, or heavy pistol if you don't have one, to trigger an enormous explosion. Even on Insanity this will take off all the shields and almost all the armour of the second mech. Now do the same for the second one for an explosive finale.

As you approach, Harkin starts to mess around with the loading platforms. Take out the mechs on the balcony above before climbing up onto the first platform to the right. Climb all the way to the top and confront "Fade." Garrus interrogates Harkin and makes him arrange a meeting. At the end he goes to shoot Harkin, but you can stop him with a paragon interrupt. Either way you go to meet Sidonis.

Garrus is really losing his cool by the time you arrive. You can cut the mission short by saying, "All right," which lets Garrus assassinate Sidonis, or you can convince him to let you speak to Sidonis. You call Sidonis over and Garrus asks you to move out of shot. You have two choices here. Move out of the way and let him take the shot, or purposely block his line of sight. If you want the paragon outcome make sure you hit the paragon interrupt, and then continue to get in the way. Eventually you can talk Garrus out of it for the paragon ending to the loyalty quest.

ME2: Gain the loyalty of Archangel

Fade Away

Garrus becomes the second romance option to Female Sheperd after this mission. If you want to pursue this keep talking to him in the Normandy.

Thane: Sins of the Father

With Thane in your team, approach Captain Bailey on the Citadel. Ask him about Thane's son. Apparently a Drell has been spotted speaking to a petty criminal called Mouse. Apparently he sells copies of a Commander Sheperd VI. Mouse is just outside the Dark Star nightclub. Question him and use the renegade interrupt if you want to get the information faster. Charm or intimidate the information out of him and even ask for a Sheperd VI if you want. Head back to Bailey and ask about Elias Kelham. Bailey gets some C-Sec officers to arrest him and you get to go in and interrogate.

If you have a high paragon level, get Thane to be bad cop. If you have a high renegade level, then tell him to be good cop. If you don't you might get dialogue options thrown at you that you can't deal with and you will actually fail the mission. This is one of the few loyalty missions you can complete, but still fail. The previous ones only had one outcome. There are a number of renegade interrupts in this conversation here. Using them gets you to the truth faster. Not using them might mean you run out of time. Using all of them will knock him unconscious but not before you get the information you need. You will not get any renegade points for using them unlike most other interrupts. Bailey tells you a little about the target and you leave for the 800 blocks.

Grab the Heavy Pistol upgrade from the computer and then update Thane on his position. If you aren't in a hurry you can wait and listen to what he has to say before updating Thane. The moment you do so he moves on. Go through the door and take a right, then go through the next door, and wait at the corner. He stops right below you. Update Thane and move on, this time going through the left door. He stops soon after, so update Thane. He then sends his Krogan into a shop to shakedown the Human owner. When the Krogan comes out both of them make a run for it so do your best to keep up. Head through the left door and wait while the Krogan talks to the bartender. Update Thane, then head through the next few doors until a cut scene triggers. Either knock the worker out with a renegade interrupt or persuade him you're working with health and safety, and then go through the next two doors. Sheperd is just in time to stop Kolyat from killing Talid. Thane and Sheperd chase after him only to find he has taken Talid hostage. C-Sec turns up which further complicates the situation. Watch out for the paragon interrupt which causes Sheperd to fire off a shot startling Kolyat and giving Sheperd the chance to disarm him. Thane and Kolyat then reconcile their differences but C-Sec arrests him.

ME2: Gain the loyalty of the Assassin

Cat's in the Cradle

When you arrive back at C-Sec, Sheperd speaks to Bailey for a while until Thane comes out to meet them. If you have a high charm or intimidate you can convince Bailey to drop the charges of attempted murder and try to arrange a job with C-Sec. Either way the situation is resolved. Thane is the last of the three romance options for a Female Sheperd.

Citadel: Found Forged ID

Just before you confront Harkin you should have picked up some Forged IDs. After completing Thane's loyalty mission, two Asari can be found sitting on some benches between levels 26 & 27 near the C-Sec offices. The two of them are stranded and need help to leave the station. Go speak to the Customs Official and persuade her to look at their case again. Return to the Asari and share the good news that they are free to go. If you couldn't persuade the Customs Official, now is the time to offer those Forged IDs. This will end the mission, but get you renegade points.

This is the last time you'll be coming to the Citadel (unless you choose to come back later), so make sure you've bought everything before leaving. I recommend you buy everything on Illium and Omega too if you haven't already. You will have more things to buy very soon.

Take a relay to the Krogan DMZ. Once there, scan the three systems before returning to the Krogan home world, Tuchanka. Make sure you check out Nith which is an enormous star, the largest explored star system in the galaxy. Land on Tuchanka with Grunt and Mordin in tow. You'll do both their loyalty missions while you're here.

When you arrive you may find Charr from an earlier Illium quest. There is also a Blood Pack recruiter in the landing bay. Head over to the Overcaptian to be greeted in true Krogan fashion. Head through the door and up into the light. Depending on how you played the first game, if at all, you will be met with one of two Krogan: Wreav, or your old friend Wrex. After catching up with Wrex (or not) ask about Mordin's problem as well as Grunt's condition. The warlord points you in the right direction, but there are a couple of other things to do before you continue.

Tuchunka: Killing Pyjaks

Find Ratch, a local shop owner. He tells you he has a problem with Pyjaks, small monkey like vermin that are stealing whatever they can find. He needs someone to take care of the problem. Offer him your help, and go and man the cannons. There are three waves in total, 12 in the first wave, 15 in the second and 18 in the last. You have 20 shots for each wave so try not to miss. Once it's done return to Ratch for a discount on his goods. Buy everything you can afford at his store, making sure you pick up the Pyjak Meat. Once you've bought the Pyjak Meat, feed it to Urz. Urz will now follow you and you can bet on matches with him in the arena.

Tuchunka: Combustion Manifold

Speak to the mechanic working on the damaged Tomkah. He tells you he's missing a vital part for it to run. Offer him your help as you will pick up the missing part soon during Mordin's loyalty mission.

Tuchunka: Old Blood: Missing Scout

When you speak to the Chief Scout in a minute, he tells you about a missing scout that disappeared near the Weyrioc base. Offer him your help and see if you can find this scout when you are searching the place in a couple of minutes.

Mordin: Old Blood

Speak to the Chief Scout near where you fought the Pyjak. He tells you that the Salarian has been captured by the Blood Pack who have taken him to Weyrioc Guld, founder of the Blood Pack. Take the truck he offers to reach their base and start the mission.

It seems you can't help but kill off Blood Pack high command. This is the fifth and final leader of the mercenary band and he is probably the most heavily defended. When you leave the garage you are attacked by Klixen. They explode when they die, so don't get too close. More Klixen and Varren are just around the corner. Move in and engage the Blood Pack Boom Squad.

Move up onto the highway and take out the Blood Pack here. There is a single Krogan, but it takes him a while to reach you. Move up and another Krogan attacks, backed up with a team of Varren. This is a little more dangerous as they can quickly overwhelm. Luckily Mordin's Incendiary attack is very effective against their armour. Take out the two Pyros, and grab the Iridium before climbing down off the highway. Around the next corner is the entrance to the hospital, and it's heavily defended by another team of Pyros and more Vorcha. You should be aware by now that Vorcha are pushovers. A much more difficult fight awaits you the other side of the door, but make sure you salvage the combustion manifold before going in.

Investigate the human corpse and chat with Mordin. Sounds like the Krogan might be close to curing the Genophage. Grab the Iridium and go through the next door. A Clanspeaker shouts down at Sheperd from above. You're being given a chance to flee, but we all know Sheperd isn't going to do that. There is a renegade interrupt that will kill the clanspeaker before the fight begins. When it all kicks off, leave your team where you started, but run to the far right of the room. From here you can repel the Vorcha that try to flank you. From this corner near the med station you are the only thing keeping your team alive. When the Vorcha are dead, the three Krogan will move in. At this point two things can happen. They will either all gather at the corner or they will approach you one at a time. Even one Krogan is too much to stop on your own on Insanity, so retreat if they do attack. Run to the complete opposite side of the room and take cover behind the pillar facing the path they are coming from. You are protected from any that remain up high and in a good position to catch the Krogan in the open. The Clanspeaker has high regenation powers so if you decide to take him down you have to finish him before he can heal. You can't just whittle away his health a little bit at a time. When you are done pick up the Iridium and access the med station before going through the door into the labs.

In the labs there are a couple of things to do. Salvage the parts, pick up the Iridium and hack the terminal. Then look at a second terminal to discuss Mordin's work on the Genophage with him. There is also a dead Krogan you can talk to Mordin about. Leave the labs, take a right and hack the PDA on the dead Blood Pack Warrior, then speak to the Sick Krogan. This is the missing scout the Chief Scout told you about. If you have a high enough Charm or Intimidate then you can convince him to leave for Urdnot, otherwise you will have to leave him behind.

Go through into the main hall and ignore the Vorcha straight ahead. Take cover at the bridge as a Krogan Warrior advances. If you can take out his armour before he reaches the explosives, you can trigger them by firing, incendiary attacking, or overloading them to launch him off the bridge and plummeting to his death. Hold this position, and take out the Vorcha. When they are dead, three Blood Pack Warriors attack en masse. Try to kill them as fast as you can because you have nowhere to retreat to. There are some salvageable parts at your side of the hall. When they are dead move across the bridge and along the path. This triggers another Warrior to attack with Varren support. This is a little easier than the last fight. Move down the ramp just enough to cause two more Blood Pack Warriors to attack. Killing them both will trigger the final wave of two Varren and two Warriors along with Weyrioc Guld himself, a somewhat powerful biotic but a very tough Krogan. There is plenty of cover available and you have lots of space to retreat to, so as long as you don't get too close you should manage just fine. Go through the green door at your side of the hall, bypass a locked crate, then go down the path Weyrioc Guld came from and hack the terminal for a heavy weapons upgrade. Head through the door to find Maelon.

He seems surprisingly calm for someone who was kidnapped. As it transpires Maelon came here voluntarily to try and cure the genophage out of guilt. Mordin goes to execute him but a paragon interupt can stop him. After Maelon flees Sheperd is faced with a difficult decision. When you have four options up on the screen, the top two save to data and the bottom two destroy it. The top left makes Sheperd suggest that Mordin should continue Maelon's work, in a more ethical way of course. The bottom left tells him to destroy it as the Krogan are too dangerous. The other two are keeping it for Sheperd's own gain or destroying it as the data is too dangerous. Choose whichever you like but consider that if you keep the data, the Krogan might recover in the third game, and perhaps come to Humanities aid against the Reapers. Of course nothing is certain. Tell Mordin you'd like to look around and hack the computer. Press B to leave. Sometimes it glitches here and pressing B does nothing. If that happens, just reload the autosave and skip through the conversation being careful to select the same end result.

ME2: Gain the loyalty of the Professor

The Cure

When you get back to camp, speak to the Chief Scout to end that side quest, and then give the combustion manifold to the mechanic to finish that one. Don't bother buying anything from Fortack just yet. Buy whatever is available from Ratch if you've finished his side quest, as you should have a discount there.

Before you go for the next mission, make sure you have the M-920 Cain and as many heavy weapons upgrades as you can find. You'll need them.

When you arrive back on Tuchunka, head upstairs and speak to Ambassador Nakmor if you wish. The person you are really after though is the Shaman.

Grunt: Rite of Passage

Uvenk is trying his best to convince the Shaman not to allow Grunt to take "The Rite." If you use the renegade interrupt you headbut Uvenk which immediately earns the Shaman's respect. If not you can use a Charm or Intimidate to make Uvenk look like an idiot. The Shaman lets Grunt take the Rite, and you all drive off to where this ritual will take place.

When you arrive, listen to what the Shaman has to say before he leaves, but do not press the button. There is tons of stuff in the area to pick up: three medigels, two power cells, two engines to salvage and four dead Krogan to loot. When you collected it all save and hit the keystone for the first of three waves. The enormous hammer hits the ground, and echoes through the earth summoning the first type of foes.

The first wave is but simple Varren, the slow kind, too. The key here is to stay mobile. Most of them will come up the same staircase so just try to hold them here as best you can. Make sure you don't get surrounded and try to keep your team alive, although you shouldn't bother with positioning them. They manage on their own. There are around 30 to kill.

An enormous Harvester lands after you activate the keystone for the second time, but don't worry, you don't have to fight it. The next wave is Klixen which aren't as fast as the Varren, but since they are so tough you need to focus on one at a time. Don't worry about your team here. Instead of waiting for them to come to you like the Varren, go find them. This gives you plenty of time to react and stops you from being surrounded. There are around 20 to kill.

The third strike summons one of the toughest enemies in the game. Three tentacles come up at each side of the battle. Shoot one of them to begin. Whichever you shoot is where it will appear. Immediately take cover as an enormous Thresher Maw comes out of the ground. Get your team to take cover, but hold your fire. Wait for it to disappear underground, and the moment it resurfaces open fire with the Cain. This will probably be the first time you use it so make sure you don't miss. This should take out a whopping third of its health on Insanity which gives you an idea just how strong this thing is. You now have around 4:30 to survive at which point rescue will arrive, but you don't want rescue; you want to kill this beast. It's health bar doesn't always appear, but trust you are hurting it. It should go down with a minute to spare but the test isn't over yet.

ME2: Thresher Maw defeated

Big Game Hunter

Gatatog Uvenk arrives and offers a deal. He wants Grunt in his clan and plans to betray Urdnot. Grunt isn't too pleased with this offer and pulls out his gun. The two of them run for cover and the fighting begins. Immediately kill the Warrior very close to you and line up all your team on your piece of cover. A second Krogan now moves in, so dispatch him next. Just as he dies leave your team behind and move around to the right of the area. Grab the two medigel crates and search the Urdnot corpse before returning to cover to deal with the third Gatatog Warrior. When he is dead the last one moves in along with Uvenk himself, but don't engage them. Leave your team behind and move around on the right again. At the far corner where Uvenk was waiting is another corpse to loot. Now attack Uvenk from two sides and finish the traitor off. The Chief Scout arrives and you all return to base.

ME2: Gain the loyalty of the krogan

Battlemaster

The Shaman is pleased Grunt passed the test and welcomes him into the clan. He also gives you a discount at Fortack's weapons so you should check them out now. Speak to him more if you wish, but you've earned Grunt's loyalty now. You're done on Tuchunka except for buying things. Chances are you won't be able to afford everything just yet.

N7: MSV Strontium Mule

MSV Strontium Mule

Head back to the Omega system, and fly to the Arinlarkan system where you will find a single planet and the ship. The derelict ship is not responding, but Sheperd can sneak inside through an emergancy airlock. This mission is the second in a chain that carries on from the Archeological Dig Site where you found the Prothean artifact.

When you arrive set your team up in cover at your end of the hangar, and open fire on the Blue Suns welcoming party. There are a ton of troopers here, and more come when you kill the first few. When they are all dead focus on the two left--A Legionaire Batarian and a Heavy Captain. Blue Suns Heavies come in two varieties, the ones without helmets being the far more dangerous of the two. When they are both dead, read the PDA and move through the doors.

Check the airlock status and move up the first ramp, but watch out for enemies above in cover. This is a very difficult place to fight from. When they are dead, read the PDA and bypass the locked doors. Go through either the left or right door, and then turn right if you went through the left one or left if you went through the right door. Now head to the same room on the other side before going up the ramp to engage the Blue Suns on the balcony above. Take a left and head towards the bridge. It's locked right now, but the terminal to unlock it is just around the corner. Hold off unlocking it just now as there are other areas of the ship to explore. Go through the door at the far end of the balcony and take a right, but be careful as there are two Turians in here with shotguns. Take them both out, and then go back downstairs to go through the last of the three doors at this level.

In the room at the end of this corridor, take a right and run around the room to take cover on the crate next to the ramp. From here, take out the two troopers as well as the Senior Engineer. The Engineer is a tough one, essentially a Commander. Read the PDA and grab the power cells before returning to the bridge. The PDA suggests that one of the Blue Suns is planning to kill the captain. You'll see how that pans out in a minute. Charge into the bridge and immediately take cover. The most dangerous person in here is the Command Bodyguard, but Captain Vorhess is no pushover either. No one thinks to move in on you in this fight, and the bodyguard just moves from one side of the room to the other.

When you kill Vorhess, Boortis sends in a group of his own Blue Suns including four FENRIS Mechs. Stay near the bridge, and take out the two troopers and Boortis who take cover at the end of the corridor. Move in to take out the two Heavies at the far side of the balcony. Once they are dead proceed into the previously locked room across from where those two Turians were earlier. Read the PDA, and hack the research locket before grabbing the Iridium and recovering the payload. Now press B to end the mission.

Make sure you save before finishing this mission. It has a nasty habit of glitching and not ending in your journal. If you convince Ish not to take the packages either through Charm or Intimidate the quest won't finish, and your result won't be recorded. As a result the only way to end this mission is to give him the packages and get some renegade points, but it really doesn't matter. Even a die-hard paragon player will have picked up a few renegade points before now. There is, however, a secret way to end this mission that gets you paragon points. There is no way to know that the packages are regarding Anto, one of Aria's guards until you are seconds from giving Ish the data and Sheperd makes a tiny reference to it. Quit the conversation and speak to Anto. Use the Charm when it becomes available and give him the data, ending the mission.

Samara: The Ardat-Yakshi

Speak to Aria with Samara in the party. Just as you suspected, Aria knows about the Ardat-Yakshi and tells you where to start looking. Head over to the entrance to the quarantine zone where you recruited Mordin all those hours ago. Go inside the house and speak to Diana. Ask about Nef, her dead daughter. Use the paragon interrupt to comfort her if you are in the mood. Look in the room and examine the note and listen to all three diary entries. You'll need to gather clues from these so try to remember names. When you're done leave for the VIP room of Afterlife. This is the second loyalty mission you can actually fail, so you want to save before you go in.

Speak to Samara just before you go in and ask her to repeat what you've learnt, then save and enter the club. Speak to Vij who mentions that an amazing Asari likes a band called Expel 10. This is yet more information you may need in your hunt for Morinth. There are a number of things you can do in the club. I'll list them in a random order. It's up to you which ones you do, as not all of them are necessary.

Speak to Horftin just to your left when you enter. He asks you to help his friend who is a reporter. She is in big trouble and doesn't realise it. She is trying to investigate gangs, but little does she know one of these gangs is on her way to find her. Turn right and go speak to Florit near where you entered. Ask if there is an extranet terminal around and then tell them how your omni-tool has been broken for an eternity. She gets the message and sneaks away. Go back to Horftin to tell him the good news.

Go to Meln on the dance floor who is harassing an Asari dancer. Ask him to leave her alone. He doesn't take to kindly to this, but Sheperd takes him down no problem.

Speak to Waera, and if you have a high enough Charm you can ask if she wants to dance. There is a quick cut scene that ends this sequence.

Speak to Vertin in the corner of the club. He is about to rob someone with his partner. If you have a high Charm or Intimidate skill you can convince them to abandon this plan, however. Or you can threaten them. Either way works.

Charm Edwin, the bartender, into giving everyone a free round of drinks by persuading him he'll make more money in the long run.

Insult Verf the Krogan at the bar. If you have a high renegade you can make him back down.

When Morinth asks you over ask her about Art, Music and Travel. Keep selecting the bottom left option to keep the conversation going and Morinth interested. Ask about Justicars and Family as long as you've already asked one of the main points for each of them. At the end of this she will invite you back to her apartment.

When you get to her apartment ask around the various things in her room. Be sure to scan the Assault Rifle on the wall. When you are done speak to Morinth again. If you have a high Charm or Intimidate you can keep your senses just long enough for Samara to arrive. Morinth sees through your plan just before she gets there, but she's not fast enough. After an intense biotic battle Sheperd is suddenly given a very important decision to make. Who do you save? Morinth or Samara. Saving Samara is obviously the Paragon option whereas saving Morinth is the Renegade option. If morality doesn't interest you then perhaps knowing their different loyalty powers will help you decide. Samara has reave which is an organic version of energy drain. This steals health from organics and gives it to you in the same way energy drain works on synthetics and mechs. Morinth has dominate which is an organic version of AI Hacking. Choose whichever you want, either way this ends the mission.

ME2: Help the Justicar resolve her mission

Doppelganger

N7: Javelin Missiles Launched

Go to Sigmund's Cradle and survey the Skepsis system. One of Watson's moons, Franklin, has an anomaly on it. Land to begin.

A group of Batarian radicals have taken over an Alliance missile base and launched two of them at a nearby human colony. It's up to you to stop them. You have 5 minutes to complete this mission. Move down the corridor and take out the four Batarians to your left as quickly as possible, then go through the door behind you. Take out the first three Batarians straight ahead, and then take your team across to the glass wall at the far left of the room. All the Batarians line up across from you, so this is the perfect opportunity to use your Sniper rifle. The two main threats are the Batarian Commanders, but these two are nothing more than the stronger Batarian Troopers. When most of the enemies are dead use the boxes to climb up into the centre of the room. From here shoot down on anyone taking cover behind this large rise in the ground. Grab the power cells and Palladium, and then proceed through the door into the missile silo. Kill the last of the three Batarian Commanders, and hack the wall safe. You can only destroy one missile so choose between the city and the spaceport. Important note: the A button doesn't save the selected target, it saves the spaceport. The B button saves the city. It's your choice.

N7: Blue Suns Base

From Skepsis, fly out to Decoris and scan the planets there. You should already know of an anomaly on Sanctum where you can land to complete this chain of side quests.

When you land on Sanctum, Captain Narom sees your shuttle and flees inside. When you take control immediately take cover and open fire on the Blue Suns. Wave after wave of troopers will come out of the base, so just sit back and take them all out, one at a time. When the last one falls, grab the Iridium and go inside.

At first it might appear like a lone Commander is going to try repel you single handedly, but backup soon arrives. Dispatch the three Turians that try to move up the ramp before dealing with the more distant enemies. This is a good opportunity to use a sniper rifle if you have one. When they are dead, move down the ramp and take a right into the crew quarters. Hack the wall safe and listen to the PDA before leaving and going into the Mess Hall. Take cover on the glass wall of the ramp at the entrance, as a group of troopers file out of the tunnel and into the mess hall. Take them all down, and proceed into the tunnel. There are three crates of Iridium in here as well as a PDA and some power cells. Save and head back into the base.

After a short cut scene, a pair of YMIR Mechs attack. Send your team straight to cover while you run to the small alcove at the far back corner of the room near the landing pad with the fighters. Your team will probably die early on, but that's not really a problem. The mechs don't seem to flank you from where you are and often just stay back. Work on just gradually wearing them down, and try to cause them to self-destruct in the same way you dealt with them back on Garrus' loyalty mission. If one of the mechs does decide to move in, simply move into the furthest forward corner of your alcove. From here the YMIR mech cannot chain gun you as it just hits the fence. Only the rockets hit, and Sheperd's shields will recharge before the next one is fired. Just be careful not to trigger the self-destruct when you kill it.

When the two mechs are dead reposition to the centre of the three cover pieces at your end of the room as Captain Narom moves in. Have your team take cover at either side of you, but spaced out. This prevents flankers. Everyone in this fight just piles in but they are all fairly weak, even Narom. Just shoot whoever is closest. After killing them all head up onto the landing pad for medigel, and then into the corner room to read the logs. All but Santiago are dead, but this is the last mission in this chain or side quests. Santiago won't last much longer. Bypass your way through the door and overload the generator to end the mission.

Project Firewalker: Rosalie Lost

Travel to the Ismar Frontier and scan the planets in the Aquila system. Once you've done that, fly out to the Elysta system and land on Zeona to investigate the missing Cerberus Operative.

When you land approach the wrecked starship, and bypass the storage container computer. The container opens to reveal the Hammerhead. This mission acts as a tutorial for the Hammerhead, the replacement for the aging Mako. You'll need to become good with the controls to complete the next couple of missions in this side quest chain as well as the Overlord DLC. The mission is very linear, and doesn't require any help from me. Just simply follow the path and do what it asks, collecting data along the way.

Zaeed: The Price of Revenge

Survey all the planets in the Faia system of the Ismar Frontier. Land on Zorya when you are ready to begin Zaeed's loyalty mission. You can fail this mission if you choose a paragon option mid-way through, and don't have a very high charm rating for the end conclusion, so be warned .

When you land, proceed along the jungle path. When you reach the clearing, Blue Suns open fire on you, so take them down from the nearby cover. When the first three are dead, move up on the right. Watch out for the Heavy above, and take out the next couple of Blue Suns. Moving up, a more varied but powerful wave attacks which includes a FENRIS Mech, a Trooper, one of those Heavy Captains and an exclusive Blue Suns Pyro. Focus on the mech and pyro first, as they will be closing down on your position. Once they are dead take out the rest and grab the Palladium before making your way to the bridge. Activate the bridge, but it jams half way across. At this point you listen in on a radio call from Vido Santiago who you should remember from the side quests not too long ago if you've been following this guide. Turns out he and Zaeed were the founders of the Blue Suns. The bridge unjams and you can cross. Grab the next canister of Palladium before entering the base.

Vido is waiting for you just inside, and is threatening to shoot when Zaeed goes berserk and pretty much dooms everyone inside the entire refinery, Blue Suns and civilians alike. There is a paragon interrupt where Shpered punches him in the face bringing him out of his blood frenzy. After the cut scene grab the Palladium and kill the two remaining Turians. Move along the path and keep right just before you reach the door for yet more Palladium. This is where you have to make the choice. A civilian runs out behind you and asks for help. The entire refinery is collapsing, and they are trapped inside. What you chose here drastically alters the outcome of this mission. The paragon option is to save the civilians, whereas the renegade is to pursue Vido.

If you chose to save the civilians read here. If not then skip down a paragraph. Move down the stairs, and bypass your way into the building. Move back upstairs and open the door. The path ahead is blocked by flames, so redirect the fuel flow to clear the path. Cross the small bridge and do the same again to continue. Grab the salvage on the right, and then go over to the windows where the civilians are trapped. From here redirect the fuel for the last time before going upstairs to turn on the fire fighting systems. Make sure you get the Palladium just outside the office and the heavy weapon upgrade inside before you hit the switch. Now move through, drop down, and continue the chase.

This section is for the renegade path of chasing Vido. If you took the paragon path then skip down a paragraph. Take out the first few Blue Suns in the room ahead before moving up. A Blue Suns falls to his death ahead when the bridge collapses, but this is to take your attention away from a group that's come through a door beside you. Go through the door they came from, and salvage the parts. There is an assault rifle upgrade just up the steps, too. Go through the next door, and kill the enemies that come from the door on the right, and then kill the next wave that attacks from straight ahead. Go through the pair of doors to join your paragon alternative for the rest of the mission.

In the next room is the last of the heavy weapons in the game, the M-451 Firestorm.

Move into the next room, and take out the pair of Turians. Grab the salvage and power cells before you go into the next room. Once in this area take the far right route to take you to a long piece of cover with a good angle across most of the room. Take out as many of the Blue Suns as you can from here. When the fuel tank on the crane above starts to move, open fire on it to make it drop on the Blue Suns taking cover below. More enemies will attack from your right, and you'll need to take them out to clear a path to Vido. Rather than deal with them now you should stay in your original cover, as reinforcements come through the door ahead. Stay here until the second crane starts to move, and take it out too before leaving this area. Just when you think you've finally killed them all, Vido sends in a YMIR Mech. There is plenty of cover, so just use whatever strategy you've developed for killing them up until this point. It's a long fight to have to redo, so don't take any risks. There are four rooms coming out of the factory floor you are in. The two closest ones both have salvage in them. Cross the bridge and go through the doors to leave this area.

Depending on your choice earlier, one of two things can happen now. If you chose the paragon path you'll get there just in time to see Vido make his escape in the gunship. Zaeed will shoot at it with a bullet passing through the head of the guy just next to Vido, but ultimately he escapes and Zaeed is not happy. He pulls a gun on Sheperd, but before much can be said, Zaeed's spent clip ignites a pool of fuel and blasts a metal girder into Zaeed almost crushing him. If you have a high Charm you can make Zaeed see his mistake, and accept him back into your team. If not Sheperd shoots him then and there considering him too dangerous to be on the mission. If you didn't rescue the civilians Zaeed will catch Vido and stop him from escaping. After a few words Zaeed tosses a cigarette into that same pool of fuel burning Vido alive. If Zaeed survives this mission then you earn his loyalty, regardless of the choices you made.

ME2: Gain the loyalty of the mercenary

Revenge!

Kasumi: Stealing Memory

Go to the Serpent Nebula and leave the Widom system. Fly to Boltzmann and scan the planets there, landing on Bekenstein when you're done.

Talk to Kasumi on the ride over to Hock's mansion. Go over the plan with her until you arrive, welcomed by Donovan Hock himself. He lets you in but asks Kasumi to stay outside. From here the game takes a Hitman like turn and you have to work out a way to steal the graybox without attracting attention. In the far corners of the room are two staircases that lead down to the vault. There is plenty of protection on the vault so you have to work on taking out each part one at a time.

Kasumi: Kinetic Barrier

When you leave take a right and at your feet you should see a power cable go underground. Scan it with your omni-tool to bring up a hologram of where the pipe goes. Follow this to the end to disable the kinect barrier.

Kasumi: Voice Lock

Leave the room and speak to Hock near the entrance. If you have a high enough charm and intimidate you can get enough of a voice sample you won't need to bother with the rest of the conversation. Nearby is the door to the Security Room. Bypass your way through the door to meet Kasumi. The two of you will now take care of security through the next locked door. Access the med station and open the wall safe. Then go and read the datapad. Return to the vault door and input the password to release the second of the two locks.

Kasumi: DNA Scanner

Leave the vault and go onto the balcony at the back of the building. Once here interact with the Balcony Railing to sneak into Hock's private quarters. Take out the three security guards and then climb up and smash the window. Climb through and proceed into the nearby room. The first thing you want to do is bypass the wall safe at the far end of the room. Now you have to go looking for any DNA samples you can find in the room. There are three items in the room that give you enough of a DNA sample. The rest don't help at all and activating the alarm clock will alert the guards. Searching the couch, you will find a single credit chit. The three items are the Wineglass, the Swords and the Datapad. If you didn't trigger the alarm then you will have to fight the two guards here anyway. Leave and go back to the vault. This should open the last of the three locks.

Sheperd collects his armour and weapons and heads into the vault. Once in there look around at all the various objects (and easter eggs) in the vault but don't activate the Graybox just yet. Lying on the table beside it is a new weapon, the M-12 Locust. This is a very accurate silenced SMG but has a short clip size. Refer back to the weapons guide at the start of the walkthrough for more information. When you interact with the Graybox, Donovan Hock comes on the screen and orders his security, led by Chief Roe, to attack.

Take cover at one side of the vault and do your best to keep Kasumi in cover at the other side. If you've been using the Tempest SMG for some time the Locust will actually feel less powerful but it just requires a different strategy. Work on the Eclipse Troopers first but watch out for Chief Roe's incinerate and attack drone. Gradually bring them down and head for the med station at the far end of the room.

In the next area take out the two troopers as fast as possible because there is an YMIR Mech closing down on you. Take cover as far left on the closest barrier as you can. It is vital you do this because it will drop the YMIR Mech at the other side of the support and it just moves left and right forever. You can still fire at its arm however so just gradually wear it away. If you don't do this is will come into your room and decimate you at close range. When you take it down to half its health try to trigger the self-destruct by getting a headshot. This will clear some of the enemies out of the next room. The Vanguard is the biggest threat so focus on her first. As you approach the exit the door lock so take the stairs on the right and hack the PDA.

In the next room, take out the enemies in the back of the flatbed. When the four enemies are dead move round on the right and hang back. Wait for the enemies to come into view. Hock looks like he's preparing for war with many YMIR Mechs in their standby modes and Javelin Missiles moving overhead. When the two LOKI Mechs are dead you may want to move to the left and attack from the back of the flatbed. There is a nice long piece of cover near the old series of Mako tank that gives a great angle on the Eclipse. After taking them all out grab the case of Platinum and salvage the rack of LOKI Mechs before firing the Mass Accelerator Cannon on the Mako to blow a hole in the wall. There is also some spare parts near the Mako.

In the next room take cover and fire at enemies advancing from the right. Another YMIR Mech is closing so do your best to clear out the Troopers and the Heavy before it reaches you. If you go through the opening to your left and take cover at a crate at the front of a blue flatbed then this gives you a good position to tackle the mech from. Barriers lying across the path prevent the Mech from getting too close so just take your time here. Quickly move down the passage and take cover at the first chance on the left amongst some crates. Now take out the Vanguard who will try to close in. Use Kasumi's Shadow Strike to incapacitate them and then shoot her while she is on the ground. Scan the dead merc for a tech upgrade and then head through into the cargo bay.

Taking cover on the right, as far back as you can, attack the Vanguard as she is a significant threat. Now take out the troopers before finally dealing with the Heavy but stay in this cover. If you have a sniper its very useful for taking out the distant heavy. Salvage the parts on the left and then take cover by the crate of Platinum on the right. Move left and right on this piece of cover, inside one of the vehicle docks to take out the enemies. The Engineer is the biggest threat but she's sometimes difficult to hit when she has backup. Before going through the end door make sure you get the Platinum in one of the containers, the storage crate at the far corner and the PDA in the back of the truck.

Donovan Hock attacks in a heavily shielded gunship. He is a very tough enemy to defeat and its a long fight to have to restart if you fail. Immediantly fire Kasumi's Overload at him as you need to take down his shields fast while you have this chance. When the Eclipse attacks a couple of seconds after the start, attack them. When the first wave is dead switch your focus back to Hock. Just when you think you've taken his shields down they immediantly fill up again and a second wave of Eclipse attacks. Once again attack the Eclipse first, the LOKI Mech being the initial target, and repeat this whenever they arrive. When they die Hock reappears and opens fire as does a third wave of Eclipse. When the third wave falls a fourth will arrive from the opposite side of the landing pad. When the fourth wave falls a cutscene triggers. Kasumi manages to disable the shields in true Matrix style and Hock is now unshielded. Try to get some hits in on the armour before the fifth wave arrives. Watch out for flankers on the left. When Hock drops below half armour he flies down and the sixth and final wave arrives at the far side of the landing pad. At this point I had only a few shots for my Sniper rifle left so you may need to venture out but be very careful. Hock returns mid-wave so drop the last few Eclipse and take him out. Grab the medigel and power cells and then leave in the Cerberus Shuttle that has just landed.

On the ride back to the Normandy, Kasumi opens the Graybox. The information there could be disastrous to the Alliance if anyone ever discovered it but Kasumi does not want to destroy it because she will lose her last connection to Keiji. It's up to you to decide what's right. Whatever the choice you've passed the loyalty mission.

ME2: Gain the loyalty of the thief

Broke, Blind, and Bedlam

You should also by this point by yourself personally or with your teammates have by now incinerated enough enemies to unlock

Project Firewalker: Survey Sites Located

Go to the Hawking Eta cluster and scan the planets in the Chandrasekhar, Schwarzschild and Century systems. You may recognise the Century system from the first game, but maybe not. When you've been to all these places, go to the Verr system and survey the planets. Land on Corang to begin the mission.

Corang is very similar to Korlus where you recruited Grunt. It's essentially a junk planet. If you are on Insanity you will hate both the Hammerhead and the Geth by the end of this mission. The Hammerhead is ridiculously weak on Insanity. The trick is to never get shot at and always fire from miles away. Take out the Geth patrol quickly, and then follow the path. Don't jump up onto the platform ahead, though, as a Geth Dropship flies overhead dropping a Colossus among other things. Jump up and fire, and just repeat this slow process until they are all dead. The Hammerhead missiles home in on enemies, but the problem is they have an independent targeting system which means they won't always go for the enemy you're pointing at, and instead flying to the left or right or perhaps missing. When the area is clear recover the first artifact, then go around the corner and dispatch the two Geth here.

Drop down onto the piles of garbage amongst the toxic sludge and move forward at the far left until you reach a platform with some Platinum on it that you can recover. There is also some cover here for taking out the Geth ahead. Just repeat the jumping process and drop down for cover. You'll probably find you can just sit ontop of the cover, hold down the trigger, and they won't fire back. If the missiles don't seem to be hurting your intended target it's because they are flying off course to attack something else, so change your target. Recover the second artifact, and then go up the steps nearby. Take the right, high route rather than going through the wrecked ship, as it offers a better position up ahead.

Drive to the top of the slope, and then fire down on the enemies below as your vehicle slowly slides downhill. Drop down when they are dead to recover the third artifact, then boost up the ramp and jump to the slope ahead. At the top of this ramp is a platform surrounded by sludge with some platinum on it to recover. Jump towards the next artifact, and take cover behind the large ramp. Fire a few shots around the corner and drop back to safety when your Hammerhead starts to make its alert noise. There is a Geth Colossus, a Geth Prime and a Geth Destroyer, all have to be destroyed.

Recover the fourth artifact and boost up the nearby ramp you took cover behind, but before you reach the top three rocket drones pop up, so take them out. Jump to the high platform ahead. There is more platinum up here. Drop down to the large platform below, then jump the gap to the last artifact, but stay on the sloped area while Geth reinforcements drop in. Jump back one platform and unload on the Geth from here. There are two Colossi, one Prime and one Destroyer here. When you've killed them all, rather than grab the artifact, go around the corner to the last Platinum cluster. This gets you all 5,000 Platinum. Collect the last artifact to end the mission.

Project Firewalker: Geth Incursion

Use the relay to get to The Pheonix Massing. Scan the planets in the Tassrah, Salahiel and Chomos clusters. Land on Lattesh in the Chomos cluster.

The Geth are using another one of those weather devices to alter the weather systems on this planet. You first came across this during N7: Anomalous Weather Detected. This time, though, the weather is far worse and can kill Sheperd due to the freezing cold. Just boost along the path as fast as you can and collect the data nodes. By the time you collect the fifth node, the engine will no longer be returning to normal temperatures, so work fast. Even in the poor visibility you can't miss any. By the time you have two left to collect the engine temperature is now cold. The last one is quite a distance from the one before and requires you to make a somewhat difficult jump. If you miss it you are going to have to be quick to get to the jump again before the Hammerheard freezes. Once you have all the data the Normandy arrives and you leave.

Project Firewalker: Volcano Station

Fly to the Caleston Rift, and go to the previously hidden Yakawa system. Land on the volcanic world of Karumto to begin the fourth mission in this side quest chain.

When you land, it's pretty obvious where you have to go. There are plenty hidden areas where resources can lie, however. Take a left at the start and follow the spiral all the way down to two deposits of Iridium. Move back up the spiral, and jump to a nearby ledge. There is more Iridium here. Now return all the way to the start and take a right. Jump along the platforms at the right side of the canyon until you reach the rock arch where there is more Iridium. Stay at the right side, and move along the long platform looking left. You should see two more deposits, so jump across and retrieve them. Keep moving along the left side for a third cluster, and then drop down. Go through the tunnel and collect the last of the eight clusters of Iridium, then go inside the research base.

Access the med station and proceed into the base. Take a left and open the wall safe before reading the datapad. Go into the main control room and bypass the locked door. There is more Iridium in this room. Examine the Computer Console to hear about the last location you will have to travel to. Open the locker and use the terminal to read the second of Dr. Cayce's Logs. Activate the sensors to learn the location of the last planet. This triggers a major volcanic eruption. Run to the Hammerhead and leave the doomed base.

The volcano is still erupting though so quickly go up the ramp and into the tunnel. Follow the path and collect the last Iridium deposit giving you a total of 5000 Iridium. Then continue your escape. Make sure you jump the collapsed bridge and boost up the final ramp to trigger the cutscene.

Project Firewalker: Prothean Site

Go to the Hades Nexus and fly to the previously uncharted star system of Hoplos. Scan the planets and land on Kopis, a moon of Makhaira.

When you land, kill the two Rocket Drones and then do a loop of the large dome. You'll see many power cables coming out of the dome and leading off to various parts of the crater. From the start take a right and you should see a generator behind some rock pillars; three drones guard it. Take a right and extract the element zero but watch out for another drone. Drones will just spring out of the ground at random from this point so just be careful. Return to the start and take a left jumping the small cliff and driving up the ramp. Keep moving along this path and jump up one ledge. At the end of this is another generator. Make sure you drive along a narrow ledge to reach more element zero. Now drive all the way back but hop up onto a platform to your right to get more element zero. From here move along at this level to reach the third generator. Now follow the path all the way along, grab the last of the element zero and destroy the fourth generator at the very end. With the barrier deactivated, drop down into the pit and exit the vehicle.

Move into the dig site and read the datapad. The Blue Suns tasked with defending the site have been overrun. There is more element zero behind some crates. As you move down into the Protean Ruin a droning noise becomes louder and louder. At a pile of dead Blue Suns is more element zero and credits on a dead merc. A journal describes how one of the scientists was transmitting the finds directly to the Geth. Move further in for a biotic damage upgrade and another journal. Listen to the journal and hack the terminal to reveal the Protean relic. There is one more datapad next to O'Loy's body. Approaching the relic triggers a cut scene that ends the mission and this chain of side quests. This Prothean relic can now be found in Sheperd's quarters.

Derelict Reaper

YOU SHOULD HAVE DONE ALL OF THE POSSIBLE LOYALTY MISSIONS BEFORE DOING THIS ONE. IF YOU WANT TO SAVE YOUR CREW ON THE FINAL SUICIDE MISISON OR NOT (CHAMBERS, THE COOK, ETC, THIS WILL NEED TO BE DONE BEFORE DOING THIS MISSION BECAUSE HOW MANY MISSIONS YOU DO BEFORE COMPLETING THIS ONE AFFECTS WHETHER OR NOT THEY SURVIVE. MAKE SURE TO COMPLETE THE LOYALTY MISSIONS TO HAVE THE BEST POSSIBLE OUTCOME IN THE GAME.

Once it begins, it starts a timer that does not end until you have completed the main quest line. You can leave the larger DLC packs for later as they fit in better after the story is finished but make sure you've done all loyalties and side quests. You'll also want to have bought and researched everything you can. After completing the mission you cannot afford to do anything that isn't essential. Even landing on planets to do some shopping is a big mistake. I had just enough to buy everything before I left for this mission with around 20,000 Credits to spare. However if you didn't import a character and get a lot of the bonuses at the start of the game you'll probably be a bit short. You'll have to leave the rest until after you've finished the game.

Fly to the Hawking Eta Cluster and then to the Thorne system. Scan the planets and then save before landing on the Reaper.

Joker is trying his best to control the Normandy but the winds of the nearby brown dwarf are throwing it around. Suddenly you pass into the Reapers Mass Effect field and all is calm.

When you dock proceed into the Cerberus facility latched onto the Reaper husk. Collect all the credits in the next room and listen to the log. At the end of the hallway are two med stations and another log. Leave the safety of the Cerberus base and enter the Reaper proper. Joker radios in to say that the Reaper has trapped you inside. The only way to escape is to destroy the core but this is also the only thing keeping you from plummeting into the planet's core.

Listen to the third log and move down the path. When the husks and abominations come to life, overload the explosive crate to take most of them out at once if you can. Shooting works well too. Move down the ramp and take on the second wave of husks. Listen to the fourth log when you are done. When you move back up the ramp, sniper fire kills a pair of husks. Could this be the owner of the Geth ship that Joker mentioned on the flight down? Grab the power cells, minerals, credits and sniper rifle upgrade before going to investigate the sniper. Take out the third wave of husks and then move forwards ignoring the door on your right for now. A large wave of husks attack backed up with a Scion. Retreat while dealing with the husks and then move in to deal with the Scion. When the Scion is dead head to the end of this area for medigel and a research upgrade. Now bypass your way through the door on the right and head outside.

When you go through the door a cutscene triggers and you see a sniper looking down on Sheperd. Rather than taking the shot it fires at a group of husks sneaking up on them. The camera changes and we see a Geth wearing N7 armour and missing a sizable chunk of its body. It calls down to Sheperd and leaves. Your team are oddly calm about this but remark that they've never heard of a Geth speaking or working alone. Kill the first wave of husks and then move down the steps but retreat when the second wave arrives as they have Scion support. When the husks are dead take out the Scion.

Move all the way up and take a left for medigel and a terminal. Then take a right to reach another terminal but when the next wave spawns retreat and be careful not to trap yourself at a dead end. Move forwards and down from the earlier terminal to make the next wave spawn and again start to retreat as this wave too has Scion support. When the second Scion falls advance again and make sure you scan the shotgun near where the last wave spawned. Make sure you are saving regularly during this sequence of fights as its annoying to have to redo them.

Move in just enough to trigger the next wave which includes two Scions. Move back onto the balcony to get a great angle when the husks and Scions move up the ramp into view. You should be able to bring them both down fairly easily from here. Return to that ramp and take a right to get another terminal. You are almost there now. Take the power cells up ahead to trigger the last wave and then retreat all the way back to the balcony and take them out in the same fashion as before. When the last husk falls, grab the medigel and go back inside. Take the IFF on your left and go into the core.

When you go through the next door you can see the Geth trying to disable a barrier that lets you into the Reaper core. It manages just in time but a husk smashes it in the face, shutting it down. You now have to destroy the core while fending off husks. The only strategy I can really give you here is stay alive. The core hides away behind its shield every now and again and you just have to wait it out. If you have the Cain with enough ammo you can unload an entire shot at point blank range to end the mission in a couple of seconds. If you don't have enough ammo for the Cain this is a very difficult part of the game. Keep healing your team as when they die all the husks head for you. Grab the Geth body and run for the Normandy as the Reaper falls into the crushing depths of the Brown Dwarf.

Depending on your choice here you can miss out on a pair of achievements. Jacob and Miranda are debating what to do with captured Geth. You have two options here. Give it to Cerberus or activate and question the Geth. Choose the top right option to activate the Geth. Head down into the AI Core through the medical wing and activate the Geth.

ME2: Obtain geth technology

Friend or Foe

Question the Geth and you'll make some interesting discoveries. The Geth are not all in alliance with the Reapers. Most oppose them and the Geth you fought in the first game are a smaller splinter faction called the Heretics who wish to side with the Reapers believing it to be the best option. You can welcome him into your crew completing Sheperd's suicide squad.

Tali: Treason

The Migrant Fleet

Travel to the Vallhallan Threshold and leave the dual star of Raheel-Leyya to fly to Paz and scan the lone planet, Garvug. Now fly to more distant Micah. There are a total of three planets hidden in the asteroid field. These three planets are full of minerals and this is a great opportunity to stock up on all but platinum. Now return to The Migrant Fleet.

The reason I left this loyalty quest until later is because there is tons of extra depth and dialogue options if you have Legion in your party as well as a bunch of secret cutscenes. My walkthrough will assume Legion is on your team so some details might not be correct. This is the fourth and last loyalty mission you can actually fail.

When you arrive a Quarian patrol are waiting for you. They are not happy to have a Geth on board their ship and demand you leave it behind. If you have a high enough charm or intimidate skill however you can take Legion with you, which is what you want. Move through the ship and speak to Shala'Raan.

You'll need a good charm and intimidate to win the trial. Using these persuasions will show weaknesses amongst the admirals that you can exploit. It is revealed in the trial that Tali's father's ship, the Alarei, has been taken over by Geth and Tali is being claimed responsible. Sheperd volunteers to help retake the Alarei so the three of you leave to retake the ship. But before you go you should take the opportunity to speak to the Admirals and find out what they believe has happened.

Go round to the left of the court and speak to Veetor if you sent him home safely after completing Freedom's Progress. Veetor wishes he could speak on Tali's behalf but he is mentally unstable after his experience and his doctor advises against it. Nearby is Kal'Reegar from Haelstrom if he survived the fight with the Colossus. Reegar is happy to speak in Tali's defence if you ask him. The first of the three Admirals is nearby so speak to her next. If Legion is on your team you should get new dialogue where each General will discuss what they think is best for the Quarian people, fight the Geth to retake the home world, stay in the Migrant Fleet or find a new home world and settle there. You can actually support one of them at the end of the mission if you succeed and Legion was in your party. Speak to Xen for an interesting conversation. Tali's trial is nothing but a cover for the real issue, what to do about the Geth. Xen is in favour of recruiting the Geth to fight with the Quarians once more and return them to glory.

Moving around the other side of the plaza you'll first meet Shala'Raan who Tali is not nearly as happy to see as before. She gives some ideas of evidence that might clear Tali's name if you can find it. She also tells you her stance on the Geth situation. She doesn't like living in the Migrant Fleet but knows that they cannot win a fight against the Geth. The next Admiral is Gerrel and he is already on Tali's side. Gerrel is in favour of attacking the Geth on the Quarian home world. The last Admiral is Koris and he isn't exactly fond of Tali. Koris believes the Quarians were wrong to attack the Geth and the two should have a chance to coexist. It's difficult to decide which Admiral to side with on the argument as not all of them are very likeable but you may not want to support something that is going to lead to a bloodbath. When you're done go through the nearby door and speak to the Shuttle Guard to fly to the Alarei.

Take cover and take out the first wave of Geth watching out for the cloaked Hunter. A second wave arrives along with another Hunter shortly after. When you are done collect the medigel and powercells and in the far corner of the room is a pair of laptops as well as a log to listen to. Move into the next room and speak with Tali about the Geth Repair Drone. There is also a med station and terminal to hack in the room too. In the next storage room is a terminal you can hack for an upgrade. Listen to the second log and go into the next room.

A Hunter charges down the steps ahead so take it out fast. Access the two laptops and bypass the wall safe before listening to the third log. Move up the stairs and focus on the Hunter that comes from the left door. Then work on the rest of the Geth until the second Hunter arrives from the door on the right. Use Legions AI Hacking to take control of the Hunters once their shields are down but continue to fire at them as they are the biggest threat. In many ways this is like recruiting every other Geth in the room to your side as they all class the Hunter as the largest threat. A third Hunter comes from the left door shortly after. Grab the Palladium and medigel before saving once you've spoken with Tali at the Wall Console. There is also a Wall Safe hidden behind you. Through the next door is a very tough fight.

Tell your team to take cover either side of you and focus all your fire on the attacking Hunter. Don't worry about the rest of the Geth at first. Use your same technique of hacking the unshielded Hunter to finish it off safely. Now just wait in cover and have your team do most of the killing so you can maintain full shields. Only kill Geth when they move up the ramp. After killing two regular Geth Troopers a second Hunter arrives. Take is out fast so you can deal with the rest of the Geth again. Watch out for the occasional Geth that attacks from the left balcony but they aren't a significant threat. When the second Hunter dies the rest of the Geth will attack all at once. This is the hardest bit as a third Hunter arrives shortly after but a well-timed Hack and Drone can increase your squad size to five to help deal with the Hunter and his friends. When the last Geth falls move down and access the two laptops, grab the medigel and listen to the fourth log.

Move into the next corridor and Tali runs to her father's body. There is a paragon interrupt shortly after the cutscene begins. Move up the stairs and engage the last of the Geth led by a fearsome Geth Prime. Access the laptop and pick up the model ship before opening fire on the three Geth. Take out the Hunter first and then the two Troopers. This will make the Prime mad and he will come to get you. Using Tali's Drone you can easily distract the heavily armed Prime and take down his shields and armour without him even noticing you. Finish him off and get the evidence you need. You find what you need to clear Tali's name but she doesn't want you to use it as it will result in her father going down in history as a war criminal.

When you arrive back at the fleet you can hear the trial has already begun. Listen to what is said if you want before going through the door to interrupt the trial. The Admirals are just about to posthumously declare her an exile. You arrive just in time to show the evidence. However as you step forward Tali tells you to stop. You must now decide what the best option is. Showing the evidence means she is no longer an exile but you won't gain her loyalty. Failing to show evidence will mean she is exiled but she remains loyal to you. If you have a high charm or intimidate you can ignore the evidence altogether and get the best ending. You manage to prove her innocence but the trial turns to discuss the Geth. You can now either encourage them to go to war or to hold back and help you fight the Reapers. If you've been collecting allies since the first game you may well be able to call upon the Quarians, the Krogan and the Rachni by this point. That's quite an impressive army you have at your disposal.

You can now leave but before you go you might want to talk to some of the Quarians in the plaza. The four remaining Admirals, the Captain Kar'Danna and Reegar all have something to say. If you want you can tell Gerrel what you actually found without ruining the mission. Press B to end the mission or just return to the Normandy.

ME2: Gain the loyalty of the quarian

Treason

At the end of this mission Legion wishes to speak to you. After discussing a problem with him you will receive the last of the loyalty missions. There is just enough time to complete it before it's too late (although you can go back later after you complete the game). Return to the galaxy map and leave for the Heretic Station.

Legion: A House Divided

Heretic Station

Go to The Phoenix Massing and leave to the previously hidden "The Sea of Storms." Once there land on the Heretic Station to begin.

When you arrive at the station Legion suddenly tells you that you might not have to destroy the Heretics like you had originally planned. You could in fact rewrite the virus and spread it amongst the Heretics so they would see the logic of the main Geth faction. This would unite the Geth into one faction who would not be concerned with extermination organics. It's a moral dilemma. Is it really brainwashing since the Geth are AI. Your choice right now makes no difference as you can change it later so if you're paragon, just choose the top option or the bottom one if you're renegade.

Take the medigel and proceed into the next room. On the floor is a series of green holograms that skirt the edge of the room and occasionally cut across it. These are the alarms. Navigate your way round them until you reach the locked door. On your right are three inactive Geth. If someone in your squad has an Overload then use it on the Geth Hub. If not then take cover and open fire on the Hunter. The others will come to life but should be no problem. After taking them out salvage the Geth Hub. This gets you 3,000 Credits and also starts a short conversation with Legion. From this point on make sure you salvage all the Geth Hubs.

Move into the next corridor and wait at the nearby rocket drone. Your guns will come out and you team will run for cover. Wait until the first Geth comes round the corner and then activate the Drone. Focus on the Hunter first. Now proceed into the next room. There are two Geth Hubs in the next room each with a Hunter and two Troopers. Overload the nearest one if you can or just make it explode and then retreat to the locked door. Have your team stand in front of you as the two Hunters approach so they soak up some of the fire and just keep shooting until they are both dead. Then just kill the remaining Troopers and Hub.

Move along the path killing Geth as you go and eventually you'll reach a door. Move into the next room and have Legion take control of a Drone. Then take position on the left flank to kill any Hunters that come round this way. A second Hunter moves down the centre of the room so it's your next target. Hack the second drone to finish off any remaining enemies. Move down the path at the other side of the room and look out for Power Cells and medigel as well as a crate of Palladium a little later on.

In the next big room take cover on your right the moment you go in and take control of a Drone. The charging Hunter is always the biggest threat. Bypass the Geth Terminal when you're done fighting and leave through the other door. You'll now find yourself in the third of the Hub rooms. Move along the path very carefully and find the two Hubs downstairs. Pick one and destroy it to trigger the Geth but don't hang around to fight. Immediately retreat back up the path until you reach the door. Don't go through unless you have to if you need health. Hold this position and wait for the Geth to come to you. If they don't then cautiously move back along the path and engage anything you see through the gaps at the edge of the path. There are three Hunters and three Troopers to take out and you'll know when they are all dead because you're inevitably dead team will respawn. Salvage the two Hubs and continue.

In the next corridor speak to Legion about the databases. Now go through into the last room and save. When you're ready, hack the Geth Terminal. Tell Legion to take control of two Drones downstairs while the three of you retreat to the U-shaped cover behind you. Tell your team to take cover either side of you while you dispatch the Geth that move up the stairs. Leave the two turrets at your level for now. The first wave is only Troopers who don't flank. The second wave is Troopers supported by Rocket Troopers and is also very easy from this cover. The third wave is Troopers as well as Hunters and this is when you want to override the two nearby turrets. There are a total of two Hunters here. The last wave is all three types of lower ranked Geth but is easier as there is only one Hunter and one Rocket Trooper. After this a cutscene begins.

Choose to save or wipe out the Geth Heretics. Your choice here might decide whether the Geth return at all in Mass Effect 3 or maybe even return as allies. Unfortunately for you the virus broadcast is so powerful it will kill all organics inside the station. Time to move. Run for the door to the right of the console and fight your way through the Geth to the exit. You should take down the first wave in around 40 seconds. With 2:20 remaining on the clock move around the corner to come face to face with an enormous Geth Prime. Tell your team to take cover at the low wall while you remain at the corner. The Prime can't move around the cover so it cannot reach you but its bullets and drones still can. Be careful the two Troopers hidden behind the wall supports don't catch you out moments from the end. You should make it even on Insanity with a minute to spare.

ME2: Hack a geth collective

A House Divided

When you get back to the ship you'll find Legion and Tali in the middle of a confrontation. Just like the situation with Miranda and Jack earlier you'll need a high charm or intimidate to get out of it without driving the other away and ending all dialogue options with them.

Collector Base

After completing Legion's loyalty mission, you'll want to research every possible upgrade before you attempt to leave the Normandy.

If you have been doing all of your upgrades at the terminal, you should have by now unlocked

ME2: Fully upgrade a weapon

Weapon Specialist

Access the galaxy map to continue. This triggers a cutscene as Sheperd and his team leave in the shuttle while EDI runs a scan of the IFF on the Normandy.

Stop the Collectors

A problem is found in the IFF. EDI discovers that it is transmitting the Normandy's location. From nowhere a Collector ship flies in to board the Normandy. The crew grab weapons to defend while EDI tries to convince Joker to give her full control over the ship. From this point on you take control of Joker.

Move along the bridge towards the galaxy map and take a right. The Praetorian now comes out of the elevator and attacks the crew. Move round past the elevator behind the Praetorian as it circles back around to kill the two remaining crew. Run for the laboratory and go down the service hatch.

A crewman is waiting to help escort you to the AI Core. He doesn't last long however. Take a right to avoid the two Scions and watch as Kelly Chambers is dragged into the elevator. Move into the AI Core and allow EDI full access to the ship. She still needs you to activate the ships power manually so go through the service hatch behind you.

Take a right but wait at the bottom of the steps until the Scion's shadow is gone but a Collector and pod comes straight after so just hang on a little longer. Move through the door and override the engines. EDI manages to save the Normandy and Joker is the sole survivor. The rest of the crew has been captured by the collectors but you can still save them if you are quick.

When Sheperd arrives back on the Normandy you have to make a choice. Go after the crew and save as many as you can or continue to build your team. If you've been doing everything before now you won't need to bother hanging around and your crew will say so. If not then Jacob and Miranda will be divided over what the best course of action is.

Do not go to the galaxy map just yet. If you want all the achievements it is essential you double check every crew mate and make sure you've unlocked their upgrades. Most are ship upgrades and those are the ones you care about. For every upgrade you don't have, someone will die at the other side of the Relay. The only thing you have time for here is scanning planets. If you land anywhere else before going through the Omega 4 Relay, a large portion of your crew will die.

When you are certain you want to continue, go through the Omega 4 Relay.

If you've been following a romance with any of your crew members, the conclusion of this happens just before you go through the relay. If you haven't been romancing anyone but romanced someone in the first game then Sheperd will stare at a hologram of your former love.

Establish or rekindle a romantic relationship in two games in Mass Effect Legendary Edition

Paramour II

After a quick conversation with The Illusive Man, the Normandy flies through the Omega 4 Relay and almsot crashes into a wreck of an ancient starship at the other side.

ME2: Use the Omega 4 Relay

Suicide Mission

The space is littered with thousands of wrecks. As the Normandy makes its way through a squadron of Collector Oculus' attack, watch the cutscene as Joker attempts to dodge their attacks and fights back. Occasionally you'll see tiny split second shots of your team. Each one of these represents a moment when one of your team would have died had it not been for a certain upgrade. There are also shots of the Normandy getting attacked that often lead to deaths too. Suddenly one of the Oculus' breaches the hull and makes its way into the Cargo Hold. Sheperd takes a team down to deal with it. Take cover on the long piece of cover ahead and engage the Oculus.

Make sure you take Mordin and Miranda here as their powers are vital. Try to do some damage to the Oculus before it flies out of the hull but it comes back angry. Leave your cover and position yourself at the further away support at either end of your cover. From here just lean around the cover to fire off a couple of shots or powers while your team shoot at it from point blank range. It only goes for Sheperd so your team are safe. It's easier not to be on cover, just keep moving left and right as it hovers around at the far side of the cargo hold. Ignore your team when they say use your heavy weapons. This is a lie as it wastes your Cain which you'll definately need later. Do not use you Heavy Weapons for the rest of the level until the very end. You only have to take it down to half armour before a cutscene triggers.

Joker manages to lose all of the Oculus' in the debris field including the one you were fighting. However another Oculus breaches the hold and you find yourself at the far side without the cover you were using before. This time you will have to kill it rather than just weaken it. The first thing you want to do is carefully sneak around it and back to your old cover. Now just repeat the same process as before. This Oculus is obsessed with killing your crew so reviving them is the key. If you have your team take cover where they were before though, when the Oculus returns after leaving the ship it will hover above them unable to shoot down at enough of an angle to kill them. As a result this is much easier than before. At the end of this fight another cutscene triggers as the same Collector ship that's been following you this whole game comes out to fight. This really shows the scale of the Collector Base as it's tiny in comparison. With the right weapon upgrade installed you should manage to take it down in a matter of seconds. However the blast causes the Normandy to crash into the Collector Base and it no longer functions. You now have to continue on foot.

What follows is a series of decisions that will effect who lives and dies. If you want the achievement for saving the entire crew then follow these instructions. You have to send a tech expert down the ventilation shaft. Many of your team have tech powers but the two Tech Experts are Tali or Legion. If you favour either of them in your team during normal play then send the one you don't use as much. Either way you should really pick one of those two and not the others. Your next choice is who will lead the second of the two teams. If you've been talking to your team you should know who the best choices are although you can pick anyone but this will always result in a death, as will every other poor choice you make. Garrus and Miranda are the two best choices as both have experience in leading before. Again chose the one you don't normally use if you like to have one in your team. Garrus is the best choice here because you will definitely want Miranda's powers. As for your own team, choose Miranda and Thane. Both have Warp which is essential for completing this mission on Insanity.

Collector Base: Infiltration

Collector Station

Save and move down the path. You have to work quickly here and move alongside Legion or Tali to allow them to travel along the ventilation shaft. If you aren't quick enough they will die of heat inside the tube. Take cover on the right and take out the first wave of Drones. Have your team Warp all the Barriers off the Collectors. Move forwards and save just before you activate the first heat exchanger. This will start the timer I spoke of earlier so be ready. Take out the next wave and a probable Harbinger before opening the second valve. Two Drones and a Harbinger fly in from the right. The Drones land much closer so take them out so Harbinger can't respawn. Open the third valve and save. Then move forwards and open the fourth one.

Around the next corner is a much larger wave. Take out the Drones first if you can before moving onto Harbinger. This avoids the possibility of two Harbingers slowing you down as your tech expert starts to burn. The moment the wave is clear charge for the valve as a second wave and another Harbinger arrives. Have your team Warp the Drone that lands right next to the valve and then take cover after you've released it. After taking out this second wave, save and release the sixth heat exchanger.

Three Drones are around the next bend. Try to kill two of them as they retreat to the right. Then kill the last one and his Assassin backup. Do not press the last heat exchanger just yet. Move forwards and kill as many of the next wave as you can before the temperature reaches critical levels and the bar goes red. This will allow you more time before you have to hit the last one. There will probably be two Harbingers in this fight. After it's clear, hit the last switch to end this sequence.

A cutscene triggers as Legion tries to open your door to let you through and then close it behind you while also letting the second team through to support. If you didn't chose Tali or Legion your tech person will die here. Miranda calls you over and asks you to look at something.

You find the crew along with some remaining members of the Horizon colony. If you got here straight away you'll see Lizbeth die right in front of you. If not then Kelly Chambers will die along with some of the crew. The longer you took the less crew there will be until it is only Dr. Chakwas left. Hopefully you'll manage to save all the crew.

It's decision time again. You need to move through a room full of seeker swarms. Mordin's countermeasures aren't enough to protect you so you need some other strategy. A biotic field around you and your team would work but it could only be large enough for a small team. Pick which biotic you think will be best. Obviously, Samara and Jack are the two most powerful you have so either one of those will be a good choice. The others will not survive if you pick them. Again you'll need to pick someone to lead the diversion team. Since you need Miranda, Garrus is the best option. Your crew needs to get back to the Normandy as they are in no shape to fight. However it will take too long to go back yourself. Either take a chance and send them back by themselves and hope some will make it or choose an escort. When choosing an escort, pick someone who is a powerful combat specialist. Regardless of who you pick, if they are loyal they will survive. However if they aren't a good frontline fighter then your crew might not all survive. With Garrus already chosen, Grunt is your only option without the DLC. Zaeed too is a very tough fighter and can escort the crew safely.

Collector Base: The Long Walk

Stay with Samara or Jack as she moves through the hall. Save every time she stops and there are no enemies. When you're ready, tell her to move out. This will trigger the first wave of Collectors. Harbinger and some minions fly in and hovers in front of you. Take the opportunity to fire off two warps (or three if you can too) at him and your team will have recovered before they can fire again. The moment you can, take cover on the left wall and fire at the Collectors. Samara stops here so make sure the area is clear before you continue. Clear the area and tell her to move again. A platform flies past but that's only to distract you from the Husks that come up from straight ahead. Your biotic will take cover in a drop along the path allowing you time to take out the next couple of Drones as well as Harbinger. There are a pair of Guardians here that are much tougher than Drones and can summon shields in front of them. Harbinger has a nasty habit of possessing them just before they die and recovering all their health. Tell your biotic to move and you'll notice she is starting to struggle. Move with her until the next wave arrives: a bunch of Husks supported by a Scion. Although the Scion is far more dangerous take out the Husks first and then focus on the Scion. By this point it's at point blank range so you just have to endure and fight as best you can. Unfortunately another wave of abominations attack when it reaches this range but do your best. It's tough but doable. By this point your chosen biotic will really be struggling so move fast. Watch out for a pair of Husks on the left. When you reach the top of the ramp the end is in sight. At this point your biotic will start to run. Just kill the single Husk and Abomination to trigger a cutscene that ends this sequence.

Decisions, decisions. At this point EDI will radio in to inform you on the progress of the survivors. The Collectors are trying to get through the door behind you so choose a team to stay behind and hold them off. You don't actually pick the team to leave; you pick the team to take with you for the final fight. Everyone who isn't loyal at this point will die but whoever you leave should survive if you've done their mission. Although you don't know what's going to happen at the end, you should make a decision now. If you think you can manage it without Thane, if you are a paragon player you'll find that taking the two Cerberus employees will produce the most interesting results. If you are renegade then just stick with the same team as before.

Try to take out the first platform of Drones without a single Harbinger. The next platform has two Drones and a Guardian. The next platform has three Drones but one will become a Harbinger shortly after it arrives. The next two platforms arrive together and there are two Assassins and two Guardians. Harbinger will possess two of them during this fight but this still shouldn't be an issue for you. The last platform is three Abominations which you should take out first and two Scions. The scions don't move and are easy to take down, just time consuming. Activate the platform at the end to finish this fight.

As you approach the end you make a terrifying discovery. The Collectors are building a Reaper out of the harvested humans. Quiz EDI on the origins of this Human-Reaper Hybrid. When you're done the final battle begins. Move forwards to the long piece of cover and have your team take cover either side. The first platform lands on the right and is full of Collectors. Take out Harbinger first and then work on killing as many as you can before a second Harbinger arrives. Watch out for enemies that move up high on your right as they can kill you easily. When you are done ignore your team's commands and move up high on the right to the piece of cover here. This is a great place to be once the first wave is taken care of. When you are ready, reload your SMG or Machine Gun and choose two tubes. Try to destroy two of them before the shields close around them.

From here you can deal with the next wave. Flankers on the left are the main threat here but the rest should go down easy. Harbinger doesn't come into play this wave. Now do the same at the other side and try to destroy two before they close to end the mission quickly. If for whatever reason you miss one of the tubes then a third wave arrives. This is a much smaller wave of Collector elites like Guardians and Assassins but this should be easy enough.

At the end of this battle the Reaper falls into the abyss and The Illusive Man calls in. He makes a proposal. Kill the Collectors but save the base. It's clear which is the paragon and renegade choice here so it's up to you. The reason I told you to bring the Cerberus soldiers along if you are paragon is because The Illusive Man has some interesting dialogue with them if you choose to destroy the base. Regardless of choice, from nowhere the Reaper springs to life and attacks.

Use all your heavy weapons and fire at its weak spots. All three eyes and its chest can be damaged. When you see it about to fire, stay in cover until it is over as it is an instant kill to the Reaper if you get hit by it on Insanity. A Cain shot will take down around a third of its armour. The rest is up to you. When it disappears take out the attacking Collectors and every time it goes down out of sight take the chance to clear the area of Collectors. When it reaches two thirds of its armour left it takes a swipe at the platforms and destroy the further away ones allowing it to get closer to you. You'll often find that its attacks will decimate its own team and Harbinger will get hit by its attacks before it gets close. Just over the wall and to the right is an enormous heat sink that can be used in heavy weapons. This should give you enough for a second shot of the Cain so make sure you don't miss. When it reaches two thirds of its health it will destroy the platforms at the left side of the battlefield. It will now attack from the left on occasion. If it does jump over the cover ahead and take cover facing it. You may notice that Harbingers are dropping more of these heavy weapon heat sinks. Collect as many as you can until you have enough for a third shot. There is nothing more satisfying that finishing this beast off with a shot from the Cain. When it reach a quarter health it will destroy the platforms at the right leaving you stuck in the middle but that's where all the cover is so it doesn't matter.

When that last shot hits a cutscene triggers where the Reaper is destroyed and one of your team goes starts plummeting to their doom. If they are loyal Sheperd will catch them just in time but the platforms you are on will be falling into the abyss. When you wake up at the other side, whoever was in your squad and wasn't loyal will be dead. Sheperd and the gang flee to the Ship with Sheperd being the lsat one. He jumps and only just makes it. If there is noone left in your team Sheperd falls to his death and there is no recovery this time.

ME2: Survive suicide mission

Against All Odds

Joker pilots the Normandy away from the exploding station. You then see Harbinger releases his grip on the Collector General. His eyes fade out and the flame consumes him. The Normandy jumps away as the black holes collapse around the safe area.

If you did Insanity difficulty the legit way, you should unlock

Complete two games in Mass Effect Legendary Edition on Insanity without changing difficulty

Insanity II

Regardless of whether or not Sheperd survives you will get this achievement.

ME2: Save humanity throughout the galaxy from certain annihilation

Mission Accomplished

And finally for dragging your misfit crew through the very depths of hell you'll be awarded this prize.

ME2: Keep your team alive through the suicide mission

No One Left Behind

Sheperd goes to see the Illusive Man. If you destroyed the base he is not at all happy to see you and the sun behind him will have changed colour to reflect this. If not he congratulates Sheperd and assures him that saving the station will save many lives in the long run. The Normandy flies off into the distance as the music kicks in. You made it but it's not over yet. Joker hands Sheperd a datapad with a picture of Harbinger on it and Sheperd looks out to the stars.

And the stars look back...

Extra DLC Missions

The original DLC missions will be included right at the beginning of this game for you, so you could have done them at any time (preferably before the Reaper IFF mission) but in case were you following this exactly, now is the time to complete them.

After completing the game you'll get a message asking if you want to keep playing. It doesn't matter what you choose here as you can always come back to the game later. Do a tour of the ship and speak to everyone, even minor characters. All but Joker and Jack have something to say. When you're done feed your fish and go to the galaxy map

Fly to the Pheonix Massing and travel to the Typhon system. Land on Aite to begin the mission.

Grab the Palladium and Power Cells in the first area and then go inside. Approach the TV screen and listen to Dr. Archer to hear what he has to say; sounds like there has been a Geth outbreak. There is nothing but bodies in this first room so go through the nearby door. The door on the right in this next room is locked but you can smash the glass on the right in the last room and climb through. In this room listen to the log and take the credits and medigel. In the next room listen to Archers second log before retracting the dish.

When you do so, the VI interrupts and yells at Sheperd but you can't make out what its saying. You'll notice now that every moniter you approach has his face on it and the security cameras have been taken over by him and are tracking your every move. The green glow is giveaway. Examine the PDA for credits and then go through the next door to confront the Geth. The Geth Destroyer is the biggest threat but there is also a Rocket Trooper up high. Move along the cover to the right to trigger the second wave. Troopers will come from the door at the right of the room and a Rocket Trooper and Destroyer will attack from the left. Move into this room when it's clear and listen to the third log and take the credits. Move along the balcony to trigger the third and then fourth wave to clear the room. In the cafe downstairs are more credits, power cells and a med station. Salvage the parts in the next room and enter the tram.

Move outside and take the power cells in the small room. Take out the Destroyer across from you and enter the room it came from for Palladium, a med station and another log. Extend the walkway and sprint down to the door. Just as you reach it the VI locks it and Geth attack from the left. Bypass the door and move inside.

It looks quiet at first, but move round to the glass wall on your left and take cover. This should release a Hunter along with backup. There is always Geth Troopers in the next few waves but what comes with them varies. The next wave is a Destroyer and a few Rocket Troopers. When they fall, the Prime arrives. Just keep moving around and it should be fine. Don't think that just because the Prime is dead it is over. Wait for the music to stop to know for sure. Move up the stairs and out onto the dish.

The first support structure capacitor console is directly ahead. Expose the capacitor but don't destroy it just yet. A team of Rocket Troopers will attack so clear the entire dish of them but still refrain from destroying the capacitor. Reveal a second capacitor to release the next wave of two Destroyers and a Prime. Take them out and open the last two capacitors. Now destroy all four quickly. This triggers a cutscene. Unfortunately for Sheperd the entire dish starts to collapse and he narrowly escapes with his life.

Speak to Archer about what happened. The idea was to take control of the Geth by fusing a human mind with a VI. Unfortunately it all backfired and the VI went on a killing rampage. You have to cancel all three lockdowns at Hermes, Prometheus and Vulcan station before you can reach the VI in Atlas station. Archer cancels the Hermes lockdown for you but you'll need to do the rest yourself. Interact with the Hammerhead to leave the area.

Drive out into the valley and hug the right wall around the corner and into a cave. Cautiously move forwards until you trigger two Cerberus turrets. Take them out from a distance and then move in to collect the first data packet. Go back into the cave only this time, go right. Move along the cliff but don't pass under the rock arch into Prometheus Station just yet. Hug the right wall again and go through the waterfall. This is the entrance to Atlas Station but it's in lockdown. Collect the second data packet while you are here. Again, move along the right wall until you see another outpost. Open fire on the two turrets from a safe distance and duck into cover when the Hammerhead needs to recover its shields. The third packet is near the Mako. Move along the right cliff until you reach yet another outpost with two more turrets. Collect the fourth data packet. Go along the nearby passage and out into the main area. Go down the path under the rock bridge and take out the two YMIR Mechs. They guard the fifth packet. Now go across the rock bridge towards Vulcan Station and there is one more outpost on the left.

Move into Vulcan Station to begin the next mission.

Overlord: Vulcan Station

Jump across the lava and boost through the vents when they are inactive. At the last vents ride them up the cliff and proceed into the tunnel. Take out the turret on the left and then take a left at the fork in the road to mine some Iridium. Now go down the other path and use the platforms on the lava river to cross. They only stay afloat for a short time so be quick. Use the vent to go up one level and then go into the base.

Move upstairs and take out the three LOKI Mechs. Then listen to the Engineer's log. Bypass Valve A3 to continue. The VI suddenly pops up but it is too late. Return to the Hammerhead and go up the next vent. Take out the turret on the left and mine the Iridium. Then ride the platforms downriver and cross where there is no more cliff. Use the vent on the right to jump up onto the rocks and mine more Iridium just downhill. Now jump up the steps at the other side and take out the two turrets. Mine the last of the Iridium. Sometimes these turrets will glitch and wont pop back up for a couple of minutes. Keep climbing uphill along the lava river cliff. When you reach the far corner, get a run up and boost all the way across the river, jumping at the end if you have to. Approach the hangar doors to end the Hammerhead sequence.

Move into the factory and take a right. Bypass Valve D4's Controls to clear a path. As you move along the path the VI destroy part of it so you can't cross. Grab the Datapad and return back the way you came. Shoot the explosive container to clear the debris and take the medigel. Move up the stairs and take out the LOKI Mechs. Shoot the explosive container on the left to kill them quickly. There are more mechs up ahead as well as a squadron of Assault Drones. Kill the LOKI Mechs first and then shoot the explosive containers up high to clear all the Drones at once. Move up the pipes and go into the room to take the credits from the wall safe and listen to the second Engineer's log.

Move through into the next room and quickly kill all the LOKI Mechs. When most of them are dead, an YMIR Mech and a couple of Assault Drones arrive. Shoot the explosive container far in the distance on the right, the target won't show up because it's so far away but you can see it, to clear the drones and let you focus on the mech. If the mech gets too close just move around to the right and keep a pillar between you and it. Access the computer and move upstairs where you need to bypass the door. A lone mech is trying to destroy the lockdown but it sees you and opens fire. Release the lockdown and then use a renegade interrupt to shoot the damaged mech. This ends the second part of this mission.

After arriving back in the valley, fly across the entire map towards Prometheus Station. When you arrive at the other side, you'll find a crashed Quarian dropship and just past it, a much larger Geth Cruiser. From your cliff vantage point you should be able to see five shields: one massive one containing a Cruiser sized cannon and four smaller ones containing the generators for powering such a massive gun.

Overlord: Prometheus Station

Drop down and hide behind the furthest right generator, Delta. When the cannon is about to fire jump and boost out of the way and the cannon should destroy the shields on the generator. Now do the same to Charlie, Beta and Alpha before destroying the Geth Cannon. Mine the large piece of platinum before leaving the Hammerhead. Take the crate of Platinum just next to the Hammerhead and enter the ship.

Listen to the log at ground level and then move up the ramp to listen to a second log. Salvage the lab equipment and move through the door. David, the VI, is following you through the ship, watching your every move. You'll see his face at most windows and hear his scream every time you do something. Take the medigel and listen to the third log before leaving through the next door. Take a left to get more salvage and then move down the corridor. The fourth log is on your right. You might notice that David is shutting most doors but leaving some open, herding you where he wants you to go. Jump over the barrier on the right and then listen to the fifth log on the left. Listen to the last log in the large chamber and then move into the last room.

Up the ramp to your right is a puzzle to solve. There are three platforms and five switches that you can press. Press the switches in this order: Up, Right, Right, Cycle, Right, Up, Up, Right. Now collect the goodies on the secret platform. Return to the switches and press them in this order. Left, Up, Cycle, Left. This clear the path to the other side. Hack the laptop and then use the final Override Switch.

After the cutscene run back the way you came. In the next room take cover and take out the attacking Geth. Now climb through the window and take out the Hunter on your right. Take out the Geth across and above you watching out for rockets. Move up the ramp and take cover until the next Hunter arrives. Take out the remaining Geth and move in but watch out as a Destroyer moves through a nearby door.

In the next room the walls are collapsing. Attack the Hunter first and then the rest of the Geth. Another Hunter arrives soon after but it's not too much of a problem. Move up the ramp through the door and engage the Geth to your left. There are two more Hunters in this fight but the rest are just Troopers and Rocket Troopers.

Move into the last room and send you team to cover on the right. They should hold back the Troopers, Rocket Troopers and Hunters by themselves while you deal with the Geth Prime below. Gradually wear away its shields and armour, firing at the other enemies flanking on the right when it goes out of sight. It's actually not too difficult. When you're done move downstairs and go outside to end the mission.

When you return to the valley, go back through the waterfall to reach Atlas Station.

Overlord: Atlas Station

Atlas Station is a wreck. The computers have been completely corrupted with the VI virus and nothing works the way it is supposed to as you will soon see. Move towards the locked door but it opens before you can bypass it. Investigate the drinks dispenser to turn on the lights and hear one of Archer's logs. Go through the locked door and approach the two doors ahead. One door is locked and the other open. If you activate the open door the locked door opens though. Make your way through the base and go through the next door into a large room. Salvage the parts and grab the medigel before summoning the lift to floor 7. This does not work as planned however.

There is another puzzle to solve here. You are on level 7, the top floor. If the elevator goes above that it malfunctions and goes back down to floor 0. Summoning the elevator lifts it two floors. Doing the 3D Diagnostic drops the elevator three floors. Using the M-CNE Console drops it one floor and using the Secure Computer lifts it three levels. Summon the elevator twice and then use the computer to put you in a good position for when the doors open. Take out the Prime and two Troopers and then go into the elevator.

Predictably, the lift doesn't work as planned and after it comes to a halt, Sheperd finds himself at Level 1. If you try to get back in the lift it goes shooting past and crashes into the basement. Scan the damaged Geth for an upgrade, hack the computer terminal, listen to the log that plays when you enter the room and take the Palladium. When you've done all that approach the door with the infected switch. The switch moves across the wall and ends up on another door. Open it and go inside to trigger a cutscene.

Your team is trapped and you have to continue alone. With your Omni-Tool infected and Sheperd's vision totally messed up, you can finally understand what David is saying in his screams. Take out the Geth and move into the next room. A flashback triggers and watch as Gavin and David speak to the Geth on the table. Take the power cells in the corner and interact with the disturbance nearby. This triggers another flashback. Take the Palladium in the corner and take interact with the other disturbance to see the third flashback. Open fire on the Geth Hub in the next room to blast the Troopers across the room and remove their shields. Now take them out. Grab the medigel and credits and destroy the VI Connection in the next hall. There are more power cells, Palladium and salvage in this next room. Approach the centre console to see a hologram of the Normandy. Activate the Elevator Controls and retreat to the back of the room. Kill the Hunter first and then take out the two Rocket Troopers. Ride the lift down into the VI Core room.

Watch the flashback as David takes control of the Geth. At this point he finds a way to connect to the Normandy and begins to transmit the virus aboard. You have to stop him singlehandedly. The first thing you want to do is shoot the VI Connection which releases the shields. Fire as many shots as you can at the core before the shields come back online. After a second flashback, shoot the Geth and then the two VI Connections. You have just enough time to fire off a Cain shot to end the mission quickly. A cutscene triggers that ends the fighting.

Archer runs in just as you see David strapped into the machine. He is pretty much dead but Gavin believes it was for the greater good. Talk to Gavin about his brother and you have two options: let Gavin keep his brother for experiments or take David with you to safety. If you leave him it ends the mission there but if you take him Gavin opens fire but Sheperd is too quick for him. Use the paragon interrupt to stop yourself from shooting him in the face or maybe you think he deserves death. Whatever you choose, it ends with David repeating his numbers but its far more harrowing if you chose the paragon ending.

ME2: Successfully shut down the rogue VI in Project Overlord

Digital Exorcist

Lair of the Shadow Broker

Go speak to Liara T'soni on Illium. Choose the "Let's get the Shadow Broker," option to begin the mission. The information Cerberus provided is about Feron, a Drell who helped Liara recover your body and stop it falling into the hands of the Collectors. If you've done all the Illium missions already then there is nothing to see on her computer. Go straight to the Taxi Stand and chase after Liara.

When you arrive, Illium police are investigating a crime scene. There has been an assassination attempt on Liara's life and she's disappeared. Tela Vasir is waiting for you. She is another Spectre and asks you to help her find some evidence as to where Liara has gone. Examine the painting, bullet holes, N7 armour, and university certificate before going upstairs. Look at the picture here and you'll see it change to show the Prothean dig site back on Eden Prime. Whatever message she left you is hidden along with a Prothean relic in her room. The one you want is just to your left when you go down the stairs.

Take Tela Vasir's car to the Dracon Trade Centre. When you arrive a bomb goes off totally destroying the Baria Frontiers offices where Liara was. Vasir takes the car to the roof and will work her way down. You will move up from the ground floor. Move inside and go to the elevator on the left. It's not working so you'll need to find another way up. Open the locker at the other end of the lobby and investigate the the dead employee. Move up the stairs and access the med station before moving into the large hall. Investigate another dead employee and grab the credits from the PDA. Another med station is hidden around the corner. Move up the stairs and hack the ATM for credits. Take the nearby power cells and examine the bomb before moving into the Baria Frontiers offices.

Look at the log book to see Liara was here just a few minutes ago. In the next room a flashbang goes off and Shadow Brokers private army attacks. Kill the first few waves of Shadow Broker Agents and then access the terminal in the corner room. Watch out for the Vanguard just after this. Move up and take out the next wave including a Salarian Engineer. There is a terminal on the right when you move in. There is a med station at the end of this fight so heal your team if they go down. The path ahead is blocked so access the maintenance controls to activate sprinklers. Salvage the parts and take the Element Zero before moving up the stairs.

Take out the Agents on the balcony and move into the next room to take the research upgrade. Collect the credits in the wall safe and move through the door. A cutscene triggers and an Agent kills Sekat. Vasir kills the Agent just before you enter the room. Suddenly, Liara comes out of the flames and points a gun at Vasir. She saw her kill Sekat and it turns out she has betrayed the council and is working for the Shadow Broker. She throws an entire window at you but Liara shields you from the glass as you jump out of a window with Vasir. She knocks you off as Liara chases after her. A wave of Agents and a Vanguard arrive to stop you.

Take cover and dispatch the wave from a distance. The Vanguard is the main threat here so focus on it first. Kill them fast and chase after Vasir. When you move into the lobby, wave after wave of Agents will come through the door on the left so take up position where you have a good shot but cannot be flanked easily. The bench just past the pillars works well. This fight goes on for a long time and you'll start to run out of ammo by the end of it. Every now and again an Engineer or Heavy will come into the room so focus on them next. Move outside to trigger another cutscene. Vasir jumps for her car and you have to pursue in your own vehicle.

You now take control of the car. Immediately boost and chase after Vasir in her own car. There is nothing major to worry about at first so just get the hang on the controls. She goes between narrow buildings and takes a U-turn to the left and goes into a construction site. She then takes a U-turn to the right and into a tunnel. After leaving the tunnel she flies between two cargo ships and then through another tunnel. At this point she begins to drop mines you'll need to avoid. Soon after reinforcements arrive and she causes a truck to crash in yet another tunnel. Keep as far left as you can to avoid it. Take a right to avoid the next crashing Cargo Ship and trigger another cutscene.

When you land the Shadow Broker sends all his forces on Illium to stop you. This is one of the longest fights in the game and you can't save at any point. The first wave is only a few Agents and an Engineer that drop right in front of you. Take cover a reasonable distance away to take them out. When there is only one enemy left, a second truck lands just to the right up the stairs and drops another wave of the same enemies as before. Again when only one enemy is left, usually the Engineer, a third truck arrives this time landing on the left. This third wave is the same as the first two. If you need medigel for your team it can be found in the car you arrived in. From this point where the last two waves drop is random and they are always the same thing, an Engineer with Agents. When the sixth wave arrives a fleeing civilian crashes their truck into the Shadow Brokers and it flies into the building clearing a path. Access the bank terminal and move inside.

Move into the apartment and bypass the wall safe. Take the medigel in the room and move into the bedroom. Speak to the survivors and talk to Liara about the video playing on the wall. Investigate Vasir's car and take the Power Cells and upgrade. Then move further along the balcony. In the next apartment access the med station and personal datapad. There is a weapons locker and medigel in the bedroom if you want to change your equipment. Move through the final door to trigger a cutscene. Vasir takes an innocent hostage and asks you to drop your weapons. You have three real choices here. Drop your weapons, shoot through the hostage or if you have a high enough charm or intimidate you can bluff and Liara throws a table at her which triggers a massive fight.

Vasir is the only enemy in the game to have the Charge biotic power. Have Liara use her Warp on her Barriers whenever you can and just stay in the cover you were next to right at the start. Never take any risks as her shockwave followed by shotgun blast can kill you on Insanity before you can react. When her barrier is almost gone she retreats to safety and two Rocket Drones and two Engineers come in from the right. Take cover at the small kink just along the wall from where you were a second ago. Take out the Rocket Drones first but whenever the Engineers summon Combat Drones, they are the biggest threat. Kill all four of them and Vasir returns. You get an autosave here.

Her Barrier hasn't fully recovered so just do your best to keep damaging her Barrier. When she starts to gather an enormous ball of biotic energy in front of her keep shooting and it will shatter in her face. If you don't she'll fire it at you which will seriously hurt you even if you are in cover. Once her barriers are gone, you get about one shot on her armour before she retreats again. Now another wave of two Rocket Drones and two Engineers. Do the same as above but the Engineers sometimes like to flank this time. Take them out and she comes back one last time. She has only Armour now and doesn't have any new powers so just use whatever strategy you were using before. Finish her off and a cutscene triggers.

You go and speak to Liara inside the hotel and tell her Vasir is dead. There are a total of three paragon interrupts in this conversation and if you persuaded a romance with her in Mass Effect then you get unique dialogue options.

You re-join the action on Hagalaz. The Shadow Brokers ship is orbiting the planet constantly hidden in a lightning storm. After landing, move along the exterior of the ship. Destroy the maintenance drones and move up. The next wave is just a team of Agents. Shoot the two capacitators to seriously hurt them all and then just mop up. Take out the wave of LOKI Mechs and continue along the ship. There is another capacitator to use in the next fight. When the area is clear, approach the rod control to trigger a short cutscene.

Take out the next wave of Agents and their Vanguard backup. Watch out for the Heavy hidden around the corner too. Move down onto the edge of the ship and destroy the LOKI Mechs. Salvage the parts and move down the ramp. A pair of Agents rappel in but focus on the mechs first. Move inside and speak to Liara about the engines. Take the power cells and Palladium before moving back outside.

Once you climb back up onto the top of the ship, use the capacitators to help you take down the next wave of enemies which includes Heavies and a Vanguard. Move across the awkward terrain but take cover when one of your team gives an audio cue that indicates more enemies are around. Take them out and move back onto the edge of the ship. More LOKI Mechs are up ahead but they shouldn't be a problem. Move back onto the top of the ship and take out the Vanguard first and then the rest of the Agents. Use the panel controls to trigger another short cutscene that allows you to progress.

Move forwards and engage the next set of enemies. There is a Vanguard, Engineer and Heavy in this wave but with careful use of the capacitator it's not very challenging. It's quite tricky to attack the enemies to your right but if you just keep waiting for the capacitator to refresh then you can take them down solely through that. Interact with the last rod controls to trigger a cutscene. Move down the middle of the ship towards the very back of the ship. Access the med station and open the door.

This triggers a defence sequence that goes on for a long time. The first wave attacks from the right of the door and is led by a Vanguard. The second team attacks from the opposite side but unlike the first wave it's got an Engineer instead of a Heavy as well as a Vanguard. The third attack comes from the front of the ship in the form of a squadron of Rocket Drones. The fourth wave is the same as the second one but attacks from the same place as the first wave. The last wave is two Heavies and a Vanguard. Mid-way through the wave some Rocket Drones will attack too. At the end of this, move inside.

Dispatch the first wave the Shadow Broker sends to stop you after the cutscene. There is a Heavy and an Engineer but plenty of cover to use. Keep pushing forwards and you'll bump into a Vanguard eventually. Fight your way up the stairs and engage the Vanguard. Most enemies attack along with an Engineer. When the last Agent falls, access the terminal and bypass the door to find Feron. You need to shut down the Shadow Broker's information network before you can safely remove him from the torture chair. Move back outside and attack the last wave of Shadow Broker's Agents and a lone Vanguard. There is now only one Agent between you and the Shadow Broker. Take him out and access the terminal. Take the medigel and go through into the last room.

ME2: Confront the Shadow Broker

Heart of Darkness

Sheperd and Liara confront the Shadow Broker, a hideous alien you have not encountered before. This alien is called a Yahg and he is not the original Shadow Broker. The space ship is older than his species discovery so he must have killed the last Shadow Broker and taken his place. A fight kicks off and you have to kill him. He has a fairly weak shield and armour for a boss so it's kind of easy at first. Stay in the first piece of cover and try to take down half of his health before he destroys it. Just keep moving round it when he starts to flank. Run to one of the other two pieces of long cover in the room and take down the remaining half of his armour to trigger a cutscene. He calls down a status like shield that protects him from weapons so charge forwards and melee him. Just before Sheperd can land a final blow he creates an energy shield in his hand and the fight begins again with him receiving a brand new shield and armour.

When you have to fight him a second time you'll need to fire past his shield as that will deflect the shots. His shields still aren't very weak and nor is his armour. When you take off his armour again you'll need to melee him which triggers another cutscene. Liara hatches a plan to stop him but you'll need to take him down one last time. His shields and armour are incredibly tough now and you are probably running out of cover but as long as you keep away from his gun you should be safe. Melee him one last time to end the fight. Liara destroys his shields generator above him and he comes to a sticky end.

At the end of this mission, all of Shadow Brokers contacts come on the radio asking for a status update. Liara takes his position and talks to them down the microphone. Feron runs in and finds Liara taking her new title as the Shadow Broker. She breaks down in tears and there is a paragon interrupt to use. With Feron rescued and the Shadow Broker destroyed, the mission is over.

When you take control of Sheperd again, move into the room ahead and Liara appears on the screen above you. The Shadow Brokers VI comes out and follows you around the room providing assistance. When you go into the room, look at the first terminal on your left for a slightly altered version of your team's status and what the Shadow Broker's plans was with all of them. You can check each item on here for tons of information on each individual topic and there are a couple of easter eggs thrown in but well hidden. Go to the Delivery Pickup near Liara and collect the goodies waiting for you. Now go to the Research Terminal to research the upgrades you found during this mission. There is a model Shadow Broker ship on a table as well as Survey information that will help you find planets with high amounts of certain materials. Go into the back room and speak to Feron.

In one of the corners of the main room is a computer called, Investment Opportunities. Here you will find four randomised options. They all cost money but only some will make a profit. Here's the list of what works and what doesn't.

Warning Signal

Smear Campaign

Just Reward

Embedded Correspondence

Chemical Warfare

False Profits

Bureaucracy Inaction

Blue-Listed

Mutually Assured Income

Speak to Liara in the main hall. Ask her how she is managing with her new job. Invite her up to the Normandy for some extra cutscenes.

After inviting Liara up to the Normandy you'll find yourself back on the bridge. Go to the galaxy map and scan the planets in the Sowilo system.

There isnt any achievements for this DLC in this version of the game, but i include it here anyways for completionist reasons.

After downloading this DLC, whenever you approach the private terminal, Admiral Hackett will call and ask to speak to you in private. Sheperd automatically goes to his private quarters and Hackett tells him about a lost agent in Batarian space that has learned something about the Reapers. He wants you to go and save her and then asses the risk. Travel to the Viper Nebula at the bottom right of the galaxy map. Scan the Bahak system and land on Aratoht.

The door nearby is locked so cut the power around the side to get access into the base. Move in and take a right and then a left into a cage where you will find some Iridium. Approach the malfunctioning Bridge Control and attempt to extend the bridge. It doesn't work so you'll need to find some other way to cross. Move down the nearby ramp and kill the Batarian War Beast and then hit the Bridge Control. Move across the bridge and then upstairs. You'll hear another Batarian War Beast spot you and it runs around the edge of the laser fence to reach you. Kill it and then cut the power to the lasers. The path is blocked so you'll need to find another way around. If you want the achievement for rescuing her without being seen then you can't trigger the laser alarms. Move around the edge and then shoot the explosive container to clear a path. Use the valve to clear a path through the fire. Activate the valve on your right to clear one jet of flames and then kill the Varren as you approach the third valve. Use this to clear a path into the room. Listen to the log and take the credits and heavy weapon upgrade. Return to the third gas valve and hit it to proceed. Go through to door to exit the sewers.

Make your way upstairs and save just before you go through the door. Avoid the prison guards and cut the power. Now climb up onto the truck and then up again onto the platform. Go through the door and take the credits and leave through the back of the room to avoid the guards. Take a left here up the small flight of stairs and take the Iridium. Now go back the way you came and drop down from the bin. Move upstairs and back inside. Sneak around the guards in the next room, don't go in for the credits and log because they will spot you. Ignore the landing shuttle and go into the next room.

There is a small puzzle here with three buttons to press. Press them in this order to clear a path and to reveal the secret goodies: Middle, Left, Right, Right. Move down the truck and take the Iridium and upgrade hidden in the corner. Then press the vehicle lift switch. Move down and press the switch again to reveal medigel and credits. Open the locker and listen to the log in the next room. Cut the power and stay away from the two guards. Don't open the door because they will spot you. Keep moving around the edge and open the last door to trigger a cutscene.

Kill the single guard and open the locker in the interrogation room. Move down the stairs and take the medigel on your left before moving into the cell block. Take out the first small wave of guards and move forwards. When the windows open ahead take cover and attack the second wave. Watch out for the Elite Prison Guard with the Vindicator Rifle as he can kill you at an alarming rate. Examine the Security Console and defend Kenson while you hacks you a way out.

Take cover at the window facing back the way you came to repel a team of guards. Try to kill at least one and then retreat to the central pillar close to Kenson. Even if it looks like the bullets are hitting you here, the enemies have to actually move through the gaps to hit you which they rarely do. If they do decide to charge, you just melee them to death. After you kill the first wave, hold this position until the second wave arrives. Kenson will tell you to close the door you came from but you need to take out this wave first. Make sure you are already part way there when you kill the last enemy in this wave as a third one spawns instantly but if you sprint to the door it shuts in their face.

Now take cover at the other window facing the right side. This third wave doesn't rush Kenson like the last two did. Take out the regular guards first as two more come to replace them. Take out the last three and then position yourself on the left window. Again kill the two regular guards first as reinforcements arrive in the shape of one elite and one regular Prison Guard. Kill the last wave and move to the elevator in the middle of the room to trigger a short cutscene.

When you arrive at the top of the elevator, immediately take cover. Take out the first wave from behind the truck and then shoot the explosive container on your right to open the first part of the door. This triggers a second wave but still it's not too much to worry about. Move along the left edge of the hangar and kill the third wave of guards. The last wave has an Elite in it and they guard the last explosive container. You can't hit it until they are dead as it's hidden behind cover. Destroy it and board the shuttle for a cutscene that ends the mission.

Talk to Kenson on the way to the base and ask her about her plans to stop the Reaper invasion. She found an object in an asteroid field that they believe to be a Reaper Artifact. They've called it Object Rho and they've learnt that the Reaper invasion is imminent.

When you arrive, Kenson points out a timer to Sheperd. According to this, the Reaper fleet will arrive in two days' time and from here they can go anywhere in the galaxy in a matter of seconds. Collect the credits, Palladium and Power Cells in the hangar and follow Kenson. Keep with her and take the Palladium just before you go into the elevator. Bypass the door and move into the main chamber where Object Rho awaits. A cutscene triggers and Sheperd is betrayed by an indoctrinated Kenson.

Immediately run to the U-shaped cover on your left. You won't leave this cover until the very end of this fight now. If you die rather than respawning a cutscene will trigger which means in order to get the achievement you have to load in the one second where the screen is red but you can still move while the game tries to work out how to play a cutscene without you failing the mission. The first thing you want to do is kill the idiot guard that often tries to move into the same cover as you. Once he's gone the rest is just about being careful and not letting yourself be overrun. Take cover at the far right end of the desk and attack the guard taking cover at the other end of the room. Every now and again a guard will move round this way and if left unchecked they will charge your position so they should be your priority. The rest of the guards build up either behind Object Rho or behind the desk infront of you. The first wave is nothing but Project Guards. When there are two left a second wave arrives.

Each wave has six enemies, one of which will be a special class. This time it is a Project Pyro who is a very dangerous enemy. Take out his shields and use an incinerate to make his tanks explode or just shoot the tanks yourself to trigger the explosion. Each wave will arrive when only two remain from the previous one. The third wave has a Project Elite. The fourth wave is a pair of Engineers. The second one only arrives when the first dies. When you only have three enemies in wave four left, work on taking out all their shields as they cannot recover. Then kill one of them. This will make the last wave just a tiny bit easier. Try to kill one of the other two Guards just before the last wave arrives. This time it is a YMIR Mech and an Engineer which is where you will need to adjust your strategy. The mech will move to point blank range. Luckily it cannot hit you from across the cover. Its missiles however will knock you out of cover so do not fire at anyone. Keep making tiny adjustments to your position until the mechs missiles no longer hit you when you are in cover. Now very slowly take away its shields using your powers as best as you can to preserve ammo. Never ever keep firing once your shields are gone as you can never tell when a stray missile will hit you and knock you out of cover which is when you'll need it to just take cover again before the guards kill you. Causing the mech to self-destruct at this range is very dangerous so you might want to avoid that. When the mech explodes take out the rest of the enemies just as before. Object Rho releases a paralysing blast which knocks you out. Kenson approaches in a cutscene will glowing eyes and you fall asleep.

When you wake up you are in a med bay with a scientist trying her best to keep you sedated. Move out of the medical room and listen to Kenson's log. Then move to the mech control terminal and assume control. Take out the scientist and the first two mechs with yours before it gets shot by the second pair of mechs. Take control of another mech to take out those two and then shoot the power junction. Move out of the med bay and listen to the scientists log. You've been unconscious for two days and the Reapers are just under two hours from Arrival. Listen to the scientist's log in the next room and approach the weapons locker to equip your guns and armour. Move into the guard's quarters and take the element zero. Listen to the log and bypass the door to leave this area.

Kill the two guards and move along the tubes into the next room. Kill the guard up high and then move round to the left. Move through the living quarters fighting guards as you go and salvage the mech parts. Move along another tube and kill the guard trying to weld the door shut. Take cover on the pillar facing your left. Kill the Pyro and Project Guard and then move up the stairs on the right and quickly take cover to kill the two guards that come out of the door. Open the wall safe and listen to the log before leaving the kitchen. Kill the guard behind the reception desk and then kill the Engineer waiting for you in the next room. A second wave with an Elite arrives after that. Take the element zero and listen to the log on the desk. Sprint along yet another tube to reach project control.

Move out from behind the windows and take cover at the end of the U-shaped cover. Find the pyro and immediately take it out as it moves to flank on your right straight away. Your next target should be the Engineer that arrives when you kill the Pyro. Now find the Elite and take him out. After that another Pyro arrives and he becomes the main threat again. Once all four specials are dead, take out two of the guards to release yet another Engineer. Take out the last three guards and open the med station. Approach Engine Control and activate The Project. After doing this you can either warn the Batarians or the Normandy but either way, Kenson interrupts and she tells you she is going to destroy the asteroid. Take cover on the console behind you and take out the two Project Guards that attack from the right. Move to the elevator and go down the core.

You arrive just as Kenson is starting to overload the reactor. Shoot the explosives to hurt the two guards and then finish them off. Take the element zero and Overload the lock to clear a path to the elevator. Ride it up and take the element zero. Kill the guards and Engineer in Control Station A to clear a path to the Cooling Controls. A pair of guards defend the next elevator. Take it down and access the med station and PDA before deactivating plasma venting. Move across behind the plasma vents and take a right. Take cover and dispatch the enemies behind you. Take the element zero in this room and move back down the corridor. Take cover at the glass wall and attack the guards below. Reinforcements come when there is only one left which includes a Pyro and an Elite. Move down and shoot the explosive crate to clear a path. Kill Williams and remove the security lockdown. Now move to the door and kill the Project Pyro and Guard. Move up the same elevator they just came down.

Take the element zero and then go up another elevator. Access the PDA and open the door on the left. From a safe distance, take out the enemies in this room. Carefully move in as reinforcements come from the far side of the room. Move around the corner and take out all four types of enemies and bypass your way into the last room. Open the wall safe, take the element zero and insert Cooling Rod B to stabilise the reactor. Go down the last elevator and through the door to trigger a cutscene. There is a renegade interrupt here that shoots Kenson but even if you don't shoot her she blows herself up. Sheperd tries to radio the Normandy but it doesn't work. Take the main elevator up to the tower.

Go through the door and then into the left room. In here you will find a wall safe, Palladium and an upgrade. Leave the room and move towards the comm tower. Collect the survey data for credits and then into the airlock where you can find power cells.

When you get outside you have a very short time to kill all the Guards and move forwards towards the last shuttle. Take out all eight guards as quickly as possible and a YMIR Mech attacks. The last shuttle takes off just before the mech arrives which leaves Sheperd only one option. He has to hope the comm tower can still find the Normandy and escape through that. Equip you Cain and leave cover but keep a crate between you and the mech. Charge up and shot and step round the corner to fire it at the Mech which takes down most of its armour. Fire at its head to bring an explosive finale to the last enemy in the game. Move to the comm tower and activate it.

Suddenly a hologram of Harbinger appears. Speak to the Reaper leader and warm him that you will not die without a fight. His hologram fades as the Normandy pulls into view. Joker flies through the relay seconds before the asteroid collides with it. The relay tries desperately to launch the asteroid through the galaxy but it's far too large. The relay explodes and the explosion wipes out the entire star system.

When you get back to the Normandy, Admiral Hackett is waiting for you. He wants to congratulate you but is rather surprised you blew up an entire system. He tells you that the Batarians will want someone to blame, namely you. He tells you you'll need to go back to Earth at some point to face the music. Speak to him if you wish and end the mission by either saying you won't go to Earth or will be willing to stand trial.

Congratulations! You've completed the game. Have fun playing through it again to see different outcomes. Remember the decisions you made in the first and second game will come through into the third game so perhaps you'd like things to play out a little differently than they did on your first playthrough.

Mass Effect 2 Assignments - every side quest & how to trigger them

Mass Effect 2 is a far more streamlined game than its predecessor, but it still has aspirations of being a traditional, full-fat RPG - and that means there’s a bunch of side quests and optional missions which take the form of Assignments , just as they did in the previous game.

In ME2, assignments are generally a lot more simple and fall into two basic categories. First, there are missions that involve talking - to resolve a situation, to buy an item, etcetera. Second, there are missions where you’ll find an item during a story mission (such as a recruitment or loyalty quest) and must return it to the correct NPC. Finally, there are combat-focused side missions where you get into a scrap and fight your way through.

The entire game has been streamlined, meaning this guide isn’t quite as complicated as our ME1 assignments list - however, there’s still assignments here that can have consequences in Mass Effect 3 if undertaken - and the rewards are valuable in your main story quest, too - with credits and resources gained valuable for getting the best weapons & ship upgrades to survive the suicide mission .

This page lists every assignment in Mass Effect 2 , broken up into a few simple sections, based on where you are in the game and when the quests unlock:

  • Act 1 Assignments
  • DLC Side Quests & when to play them
  • Act 2 Assignments

mass_effect_2_assignments_side_quest_list_quests_assignment.jpg

Mass Effect 2 Assignments - Act 1 side quests

Here’s all of the assignments and side quests that can be triggered in ME2 in the first ‘act’ of the game - so after Freedom’s Progress and getting the Normandy, but before the next compulsory story mission on Horizon. First, the assignments on planets and major locations:

  • Normandy: FBA Couplings - talk to Ken and Gabby, the Normandy’s engineers, down on the engineering deck. They’ll ask for these. You can buy them cheaply from Kenn’s Salvage on Omega. Can result in unique ambient dialogue in ME3 if completed.
  • Normandy: Serrice Ice Brandy - talk to Chakwas on the Normandy Crew Quarters deck, in the med bay. You can buy the item you need in the various bars across the world; the Citadel’s Dark Star Lounge, Afterlife on Omega, and from shops on Tuchanka or Illium. You only need to buy it once.
  • Normandy: Special Ingredients - talk to Mess Sergeant Gardner on the Normandy Crew Quarters deck. Buy the item from Zakera Cafe on the Citadel.
  • Citadel: Crime in Progress - interrupt a conversation between a Quarian, Volus, & Human on the Citadel Wards, Level 26. Find the chit at Saronis Applications store nearby.
  • Citadel: Krogan Sushi - overhear two Krogan arguing on the Citadel Wards Level 27. Talk to the Turian groundskeeper inside the Dark Star Lounge club nearby. Either tell the Krogan the truth, or buy a fish from the Souvenirs store to give to them to lie.
  • Omega: Archangel: Datapad Recovered - pick up a datapad during the Archangel recruitment mission. Hand it over to Aria in Afterlife on Omega.
  • Omega: Batarian Bartender - downstairs in Afterlife, order a drink from the Batarian Bartender. Choose how to deal with him.
  • Omega: Struggling Quarian - speak to Kenn the Quarian at Kenn’s Salvage shop. Either pay his way, or help him another way.
  • Omega: The Patriarch - after completing one or both recruitment missions on Omega, talk to Grizz the Turian bodyguard of Aria, near her private booth. Find the Patriarch downstairs. The neutral route gets less rewards; go for Paragon or Renegade.
  • Omega: The Professor : Missing Assistant - automatically mentioned when you first meet Mordin during his recruitment mission. Daniel can be rescued in a side room in the second half of that mission.

These missions unlock at the same time, but at N7 missions, take place on random worlds typically discovered through Planet Scanning:

  • N7: Eclipse Smuggling Depot - either scan the planet Daratar in the Faryar system of the Hourglass Nebula, or get the quest off Aria after completing the Datapad & Patriarch quests on Omega. The credits you get at the end of the mission varies depending on how many crates survive.
  • N7: Lost Operative - scan the planet of Lorek in the Fathar system of the Omega Nebula, or get a message off Cerberus HQ after recruiting Archangel.
  • N7: MSV Estevanico - scan the planet of Zenthu, which is in the Ploitari system of the Hourglass Nebula.
  • N7: Abandoned Research Station then takes place on Jarrahe Station in the Eagle Nebula’s Strabo system.
  • N7: Hahne-Kedar Facility takes you to the planet Capek in the Haskins system of the Titan Nebula.

mass_effect_2_assignments_dlc.jpg

Mass Effect 2 DLC Side Quests & Assignments

There are DLC Missions that are technically side quests, but are significant. Unlike other side missions, we include these in our suggested ME2 mission order - so we suggest you consult that page if you’re struggling to decide when to do them. The other DLC missions not listed here - Kasumi & Zaeed's quests, as well as Lair of the Shadow Broker and Arrival - are considered main story quests. Again, to know when to do them, see the order guide.

  • Normandy Crash Site - you can do this any time after getting the Normandy. There’s no combat, but some decent rewards - so consider taking it on early.
  • Project Firewalker - this consists of a string of 5 missions; Geth Activity/Incursion, Prothean Ruin, Rosalie Lost, Artifact Collection, and Recover Research Data. You can do these whenever you want, and they’re completely safe to do in the early-game, with no regular combat.
  • Overlord - this DLC consists of 4 stages; Investigate Project Overlord, Atlas Station, Prometheus Station, and Vulcan Station. We suggest you save this string of missions for the second half of the game. 

me2_assignments_side_quests_2.jpg

Mass Effect 2 Assignments - Act 2 & 3 side quests

After a thrilling visit to the planet of Horizon where you meet an old friend and get a far better idea of the threats you’re facing, a bunch more major planets and systems open up in ME2 - bringing with them a wide range of additional side quests. 

First, there’s the quests that take place on the major story planets you can now visit, plus a few extra quests on previously visited worlds:

  • Citadel: Found Forged ID / Citadel: False Positives - this quest can have two names, depending on how you acquire it. Either find the Forged ID as loot during Garrus’ loyalty mission , or overhear chatter between two Asari on the Citadel later in the game. You’ll need to talk to Kalara Tomi and decide what to do, either giving her the ID (if you have it), or going to C-Sec Customs to resolve it verbally. You have more options if you get reinstated as a Spectre. 
  • Omega: Packages for Ish - after Horizon, a Salarian named Ish will appear near the entrance to Omega. He and his companion want you to pick up packages from the Citadel (from near Saronis Applications) and Illium (in Eternity) and deliver them to him.
  • Illium: A Troublemaker / Illium: Conrad Verner - only available if you completed the Citadel: The Fan assignment in ME1, and if you charmed or intimidated Conrad. If so, he’s back on Illium - an Asari outside Eternity gives you the assignment. Depending on the outcome, Conrad can show up in ME3.
  • Illium: Blue Rose of Illium - in the area with the shops, Charr the Krogan is reading out his poetry. Talk to the Asari merchant to start the quest. This has consequences in ME3.
  • Illium: Gianna Parasini - only appears when you import an ME1 save. She appears regardless of if you completed her side mission there or not. Meet Gianna near the entrance to Liara’s office. Drink the beer to get the quest.
  • Illium: Indentured Service - if Conrad Verner is present, you must complete his quest first. Then, there’ll be a Quarian and Asari in Eternity. Decide the Quarian’s fate.
  • Illium: Medical Scans - if they survived, this will be a character from ME1. Regardless, though, you’ll be approached near Illium’s tracking office.
  • Illium: The Assassin: Salarian Family Data - during Thane’s recruitment mission, pick up this datapad to start this mission, then return it to the Salarian in one of Ilium’s hallways. 
  • Illium: The Justicar: Smuggling Evidence - find this datapad during Samara’s recruitment mission. After the fighting is over, you’re returned to the port for a debrief. During this time, before the mission ends, hand the datapad to either Pitne For or Detective Anaya. Anaya gives less of a cash reward, but is the paragon option.
  • Illium: The Justicar: Stolen Goods Found - find the note during Samara’s recruitment mission and choose to upload it. That starts this mission. Back in the Illium hub, you’ll be approached about this.
  • Illium: The Prodigal: Lost Locket Found - when completing Miranda’s loyalty mission , find this locket as loot. Return it to an Asari back on the Illium hub.
  • Tuchanka: Combustion Manifold - talk to the Krogan mechanic, or find the manifold from an upside down vehicle during the mission. 
  • Tuchanka: Killing Pyjaks - talk to Ratch, the shopkeeper, to be challenged to this little tower defense mini-game. 
  • Tuchanka: Old Blood: Missing Scout - before going on Mordin’s loyalty mission , talk to the Chief Scout in the Krogan camp hub area. Rescue the Scout during the loyalty mission.

Beyond this, there are also a new series of N7 missions that unlock once you’ve completed the story mission on Horizon. Again, they’re mostly found through planet scanning:

  • N7: Abandoned Mine - first, you’ll need to buy the Star Charts from Baria Frontiers on Illium. Next, go to the Minos Wasteland cluster’s Fortis system and scan the planet Aequitas. 
  • N7: Anomalous Weather Detected - you’ll need the relevant Star Chat from Baria Frontiers on Illium. Then scan the planet Canalus in the Dirada system of the Pylos Nebula.
  • After completing that, an email will kick off N7: MSV Strontium Mule.
  • Another email then sends you to N7: Blue Suns Base
  • Finally, EDI will point you to N7: Javelin Missiles launched, though you can also trigger this early by just scanning its location (the moon Franklin in the Skepsis system of the Sigurd’s Cradle cluster).
  • This directly leads to the next quest, N7: Blood Pack Communications Relay. You can trigger that mission early by scanning its location - Tarith, in the Lusran system of the Crescent Nebula.
  • N7: Captured Mining Facility - scan the planet Helyme, which is in the Zelene system of the Crescent Nebula cluster.
  • N7: Endangered Research Station - this mission either unlocks after Horizon & completing Project Firewalker: Rosalie Lost, or after the Collector Ship story mission. Scan Taitus, a planet in the Talava system of the Caleston Rift cluster.
  • N7: Imminent Ship Crash - you’ll need another star chart from Baria Frontiers on Illium. The Broken Arrow is a ship found in the Nariph system of the Pylos Nebula, which is unlocked by a chart.
  • N7: Mining the Canyon - this mission either unlocks after Horizon & completing Project Firewalker: Rosalie Lost, or after the Collector Ship story mission. Scan Sinmara, a planet in the Solevig system of the Caleston Rift cluster.
  • N7: Quarian Crash Site - you’ll need a star chart from Baria Frontiers again. Once you have it, scan Gei Hinnom, which is in the Sheol system of the Hades Nexus cluster.

Task Finder

Full walkthrough roadmap.

This section of IGN's Mass Effect 2 wiki guide details the Full Walkthrough Roadmap , which will help you complete each and every Mission in the game for a 100% run. The IGN Walkthrough for Mass Effect 2 provides individual sections for the main Mission Walkthrough , Side Quests , and DLC, giving guides, tips and advice for players tackling them at any point in the game.

However, we have also accommodated for players who want to have a step-by-step walkthrough of the entire game for a perfect 100% run. To do this we have included a box at the bottom of every page telling you what you should do next. Several factors were used to determine the order these appear in, including story context, opportunities for unique dialogue, and conserving Fuel (since Fuel costs Credits, and those are in limited supply in Mass Effect 2).

With that out of the way, here is our complete, Full Walkthrough Roadmap to 100% Mass Effect 2. Dossier, Loyalty and Mandatory Missions, as well as the major DLC, are bolded, while shopping, Firewalker and N7 Assignments are not.

Assemble a Team: Part 1

Assemble a team: part 2, loyalty missions.

  • The Suicide Mission

Save Joker slice2.png

A month after the defeat of Sovereign in Mass Effect 1, Shepard and the crew of the Normandy scour the galaxy for the last remaining Geth holdouts. But life is about to take a sharp turn for Shepard, as they meet Cerburus and learn of agents of the Reapers who are terrorizing humanity before they even arrive...

  • Prologue - Save Joker
  • Prologue - Awakening
  • Freedoms Progress
  • Exploring the Normandy

Mordin Profile.png

In order to take down The Collectors, Shepard must go through the Omega-4 Relay to strike the Collectors at their base, effectively a suicide mission. In order to have a chance at being successful, the Illusive Man instructs Shepard to travel the galaxy and assemble an elite team to get the job done.

  • The Citadel - The Council and Shopping
  • Omega Shopping
  • Zaeed - The Price of Revenge
  • Project Firewalker: Rosalie Lost
  • Kasumi - Stealing Memory
  • Dossier - The Warlord
  • N7 - Wrecked Merchant Freighter
  • N7 - Abandoned Research Station
  • N7 - Hahne-Kedar Facility
  • Dossier - Archangel
  • Dossier - The Professor
  • Dossier - The Convict

Tali Profile.png

After a reunion in the colony of Horizon , the Illusive Man forwards Shepard three more dossiers to complete Shepard's team of ever-talented specialists to prepare for taking on the Collectors.

  • N7 - Captured Mining Facility
  • N7 - Blood Pack Communications Relay
  • N7 - Blood Pack Base
  • Dossier - Tali
  • Illium - Shopping and Side Quests
  • Dossier - The Assassin
  • Collector Ship
  • Dossier - The Justicar

Eye for an Eye slice1.png

In addition to assembling their team, Shepard must also tend to the personal and mental needs of the crew; old ghosts emerge from their past, and Shepard needs their team at their best to have a chance at defeating the Collectors.

  • Miranda - The Prodigal
  • Tuchanka - Shopping and Side Quests
  • Grunt - Rite of Passage
  • Mordin - Old Blood
  • Project Firewalker: Volcano Station
  • N7 - Endangered Research Station
  • N7 - Mining the Canyon
  • Project Firewalker: Prothean Site
  • N7 - Quarian Crash Site
  • N7 - Imminent Ship Crash
  • N7 - Anomalous Weather Detected
  • N7 - Abandoned Mine
  • Jacob - The Gift of Greatness
  • N7 - Archaeological Dig Site
  • N7 - MSV Strontium Mule
  • N7 - Lost Operative
  • Normandy Crash Site
  • Samara - The Ardat-Yakshi
  • Afterlife Side Quests
  • Lair of the Shadow Broker
  • N7 - Eclipse Smuggling Depot
  • N7 - MSV Estevanico
  • N7 - Blue Suns Base
  • N7 - Javelin Missiles Launched
  • Jack - Subject Zero
  • Garrus - Eye for an Eye
  • Thane - Sins of the Father

Tartarus Debris Field slice6.png

With the team assembled, Shepard boards an incredibly dangerous craft to recover a device that could help them pass through the Omega-4 Relay. But a tragic turn of events causes the situation to become even more dire, and Shepard must finally make the jump to the Collector's base of operations...

  • The Reaper IFF
  • Tali - Treason
  • Legion - A House Divided
  • Jokers Jump
  • Project Firewalker: Survey Sites Located
  • Project Firewalker: Geth Activity
  • Preparing Your Profile for Mass Effect 3

Up Next: Prologue

Top guide sections.

  • Legendary Edition Changes
  • Tips and Tricks
  • How-To Guides

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Mass Effect 2

Mass Effect 2: Optimal Mission Order

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Prologue: joining cerberus, act 1: putting together your team, act 2 – part 1: finishing recruitment, act 2 – part 2: gaining loyalty, act 3: endgame.

For the most part, Mass Effect 2 is a linear RPG. However, the game does give you some freedom when it comes to mission order. Each act of the adventure has an abundance of quests to take on, and it doesn't matter which you do first or which you save for later.

Garrus, Shepard, and Samara in Mass Effect 2

Mass Effect 2: All Upgrade Locations

Find out how to find all the upgrades for The Normandy and Shepard including your omni tools, shields, weapons, and even your squadmates.

Yet, playing each mission in a specific order can improve a playthrough in various ways. For instance, if you complete quests in the optimal sequence, you lower the risk of losing characters by the end of the game. Plus, your narrative experience can be enhanced simply by doing certain missions at certain times. So, here is the order in which you should complete all of the main content.

Updated January 26, 2024 By Ben Jessey: You can play most of the Mass Effect 2 missions in any order you want. However, there is an optimal order that improves the narrative experience and keeps characters alive. We laid out that optimal order in this guide. And now, we've returned to the piece to make sure it's still accurate and easy to read.

Mass Effect Legendary Edition Screenshot Of Second Game When Shepard Wakes up

During Mass Effect 2's prologue, you have no control over which missions you play . The sequence of events includes an attack on the Normandy, Shepard joining Cerberus, and a visit to Freedom's Progress.

The lack of freedom in the opening stages makes sense as the game slowly introduces you to its mechanics and sets up the story.

Mission Order:

Mission

Reason For Playing Now

You have to complete them in this order.

Mass Effect 2 Legendary Edition Screenshot Of Garrus Aiming Sniper During Recruitment Mission

Things start to open up once the prologue ends as the Illusive Man gives you multiple recruitment missions to do at your leisure . You also have a few other quests to keep you busy.

Optimal Mission Order:

Mission

Reason For Playing Now

A few characters suggest that your first objective should be to head to Omega to meet the Professor. However, it seems more appropriate to visit the wreckage of the original Normandy to say one last goodbye before getting into the game.

Three of your future squadmates are on Omega, so that's where you should head next. Zaeed is near the entrance to the space station, and you're guaranteed to pass him upon entry. His dossier 'quest' is just a simple conversation. Thus, there's no need to ignore the veteran merc.

Picking up Mordin Solus early makes a lot of sense because, at that point, he's the most valuable person to have on the team as he can help deal with the Collector seeker swarms. Logically, Shepard wouldn't go for anyone else first besides Zaeed.

Recruiting Archangel is the last vital thing to do on Omega in the early stages. Therefore, you may as well find the vigilante after you've got Mordin.

This one can be done anytime before the Reaper IFF mission as it's not that important.

You’ll want to go to the Citadel at this point in the game. Like Zaeed, this mission is one conversation, which takes place right where you enter the station.

It can be argued that you should do this quest earlier. After all, Shepard is likely excited to see Anderson for the first time in a while. Yet, during the assignment, Anderson and the Council share their concerns about you working for Cerberus. The line of questioning surrounding Shepard's new organization works better when you've actually done a few missions for them.

It's nice to complete this one soon after meeting Kasumi as the specifics and reasoning for the mission are fresh in your mind. Although, you can really do it anytime before the Reaper IFF.

It doesn’t matter what order you do the Jack and Grunt dossier missions as long as they're completed after the other quests in this act.

This mission triggers after you recruit Mordin, Garrus, Jack, and Grunt.

Mass Effect Legendary Edition Screenshot Of Thane During His Recruitment Mission

After the Horizon quest, the Illusive Man points you toward three more people you should recruit. Plus, this is when loyalty missions start appearing, so make sure you're regularly talking to your teammates.

For the first part of this act, you can only do five quests before triggering the next Collector assignment.

Mission

Reason For Playing Now

Story-wise, it makes sense for you to recruit Tali straight away in Act 2 because of Shepard’s pre-existing relationship with the Quarian. What's more, she's arguably .

Both the Justicar and Assassin dossier quests are initiated on Illium, so it's good to get them done one after another. It doesn't matter which mission you do first.

At this point, you’ve only got two quests left to complete before triggering the next Collector mission. Therefore, it's a good opportunity to do the two Loyalty missions on Tuchanka (Grunt and Mordin).

Once you've completed five missions after Horizon, this critical quest will automatically begin.

Mass Effect Legendary Edition Screenshot Of Jacob Threatening His Father

You have plenty of freedom in the wake of the Collector Ship investigation as the game doesn't force you to start the next mission. In fact, you want to avoid initiating the Reaper IFF quest for quite some time .

Instead, the second part of Act 2 is about getting almost all of the loyalty missions done . And these quests are crucial because they help you keep everyone alive during the Suicide Mission .

Mission

Reason For Playing Now

The order in which you do most loyalty missions isn't important. However, besides Kasumi and Zaeed, Miranda or Jacob will likely ask for help first. Therefore it's logical that Shepard wouldn't leave the two Cerberus agents waiting too long.

Because of the close bond Shepard and Garrus share, the Commander would help the Turian before most others.

As Thane's search for his son takes place in the same area as the Garrus quest, aka the Citadel, you should do this right afterward.

It doesn't matter when you do Samara's quest as long as it's before the Reaper IFF.

When Tali tells you about her trial, she'll strongly encourage you to deal with it immediately. However, there's no actual timer on the mission, and it's better to save it until you've built up enough Paragon or Renegade points to get the quest's best ending.

After Jack's mission, you’ll need to break up a fight between her and Miranda. To keep the loyalty of them both, you need to have a high enough percentage of Paragon or Renegade points. Even though it's based on percentage, it seems easier to keep them both happy in the later stage of the game. Also, you witness some of the awful things Cerberus has done during the quest, which from a narrative standpoint makes sense to do now that you're late in the game.

This is another one that shows you more of the sick experiments Cerberus was doing. Once again it works better at this point just before Shepard's relationship with the organization starts to deteriorate.

Zaeed's mission will be available for a long time, and this is pretty much your last chance to do it. You don't have to leave it this late, but as Paragon players need to pass a very high morality check to make Zaeed loyal, it's best to save it until now.

Mass Effect 2 N7 Javelin Missiles Launched City Industrial Park

Mass Effect 2: Should You Save The City Or The Spaceport?

In the quest N7: Javelin Missiles Launched, Shepard needs to make a tough choice: save the city or the spaceport?

Mass Effect 2 Legendary Edition Screenshot Of Legion Aiming Sniper

Act 3 serves as the endgame , and it doesn't allow much time for side content. So, make sure that you've done everything before starting these quests .

Mission

Reason For Playing Now

Completing this mission sets in motion the last stretch of the game.

After acquiring Legion from the IFF quest, you'll need to activate and talk to him multiple times to receive his loyalty mission. You may need to travel to a different part of the ship and come back to get him to talk to you again after the first conversation. For the best possible ending to the game, you'll want to help Legion as soon as you can.

This short mission will start the next time you use the galaxy map after the Reaper IFF has finished installing.

If you want to save everyone on the Normandy crew, you'll have to enter the Omega 4 relay almost immediately after the last quest. By using the relay, you'll initiate the Suicide Mission.

As it’s disconnected from the main story, you can do Lair of the Shadow Broker after the credits have rolled. Plus, if Legion survived the last quest, you get a rare chance to use him for what is arguably .

Arrival is a great way to end Mass Effect 2 as it works as a bridge between the second and third games.

8-Mass Effect 2 LE How To Keep All Squadmates Alive In The Suicide Mission

Mass Effect 2 LE: How To Keep All Squadmates Alive In The Suicide Mission

Here's how to complete ME2's final mission with every character alive.

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Assignments

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  • 1.1.1 Shepard's Background
  • 1.1.2 Squad Member Assignments
  • 1.2.1 General
  • 1.2.2 Second Visit
  • 1.2.3 Detainee Visit
  • 1.3.1 Feros
  • 1.3.2 Noveria
  • 1.3.3 Virmire
  • 1.4.1 Galaxy Collection Assignments
  • 1.4.2 Uncharted Space Assignments
  • 1.4.3 Morality-dependent Assignments
  • 1.5.1 Bring Down the Sky
  • 1.5.2 Pinnacle Station
  • 1.6.1 Downloadable Content
  • 2.1 Normandy
  • 2.3 Citadel
  • 2.6 Tuchanka
  • 2.7.1 Project Firewalker
  • 2.7.2 Project Overlord
  • 2.7.3 Arrival
  • 2.8 Cut Content

Assignments are the side missions of Mass Effect and Mass Effect 2 . These have little to no bearing to the overarching narrative, but completing them may further understanding of the series' underlying workings.

There is a large variety of assignments to complete; this page is a list of them. Click on a specific assignment in the list to read its detailed walkthrough. For a list of missions broken up by cluster and system, see the Mass Effect System Guide .

Some assignments are listed more than once; this is intentional and is intended to make them simpler to find by listing them in all relevant contexts as they appear in the Journal .

For an alphabetical list of assignments, see Category:Assignments ; for locations, see Category:Assignment Locations .

Mass Effect [ ]

Please Note: The assignment names as given here are intended to match those in the game; sometimes the game itself is inconsistent, in which case all of the variations are listed here ( e.g. Asari Diplomacy , Missing Person ).

Character-Specific Assignments [ ]

Shepard's background [ ].

These assignments relate to Shepard's pre-service history.

  • Citadel: Old, Unhappy, Far-Off Things (only available if Shepard has the Spacer background)
  • Citadel: Old Friends (only available if Shepard has the Earthborn background)
  • Citadel: I Remember Me (only available if Shepard has the Colonist background)

Squad Member Assignments [ ]

These assignments relate to the histories of your fellow crewmates.

  • Garrus: Find Dr. Saleon → Garrus: Dr. Saleon is Dead
  • Tali and the Geth → Tali's pilgrimage
  • Wrex: Family Armor

Citadel Assignments [ ]

General [ ].

These assignments are available during your first and all future visits to the Citadel.

  • Citadel: Asari Consort
  • Citadel: Doctor Michel → Citadel: Doctor Michel is Safe
  • Citadel: Homecoming
  • Citadel: Jahleed's Fears → Citadel: Jahleed's Secret → Citadel: Jahleed and Chorban | Citadel: Jahleed Returns Materials | Citadel: Jahleed Arrested | Citadel: Jahleed Set Free
  • Citadel: Presidium Prophet
  • Citadel: Reporter's Request
  • Citadel: Rita's Sister → Citadel: Rita's Sister and Chellick → Citadel: Rita's Sister is Safe
  • Citadel: Scan the Keepers
  • Citadel: Schells the Gambler → Citadel: Schells' Scanner Given Away | Citadel: Schells has his Data
  • Citadel: Signal Tracking
  • Citadel: The Fan
  • Citadel: Xeltan's Complaint → Citadel: Xeltan Convinced
  • Missing Person → UNC: Privateers

Second Visit [ ]

These assignments are available after completing one of the major missions (Noveria, Feros or rescuing Liara).

  • Citadel: Family Matter
  • Citadel: Planting a Bug
  • Citadel: Snap Inspection
  • Citadel: The Fourth Estate

Detainee Visit [ ]

These assignments are only available during your detention at the Citadel.

  • Citadel: Our Own Worst Enemy
  • Citadel: Negotiator's Request

Charted Planet Assignments [ ]

These assignments are specific to their relative planet.

  • Feros: Data Recovery
  • Feros: Geth in the Tunnels
  • Feros: Power Cells
  • Feros: Varren Meat
  • Feros: Water Restoration

Noveria [ ]

  • Noveria: Espionage
  • Noveria: Smuggling

Virmire [ ]

  • Virmire: Assisting Kirrahe's Team → Virmire: Kirrahe's team | Virmire: Captain Kirrahe is Dead
  • Virmire: Wrex and the Genophage → Virmire: Wrex is Convinced

Galaxy-Wide Assignments [ ]

These assignments span the entirety of Citadel-controlled space. Assignments prefixed with the UNC indicator represent assignments that take place on uncharted planets.

Galaxy Collection Assignments [ ]

These assignments involve traveling across Citadel space and finding numerous hidden collectibles.

  • UNC: Prothean Data Discs → UNC: Collection Complete
  • UNC: Turian Insignias → UNC: Collection Complete
  • UNC: Valuable Minerals → UNC: Survey is Complete
  • UNC: Locate Signs of Battle → UNC: Entire Collection is Found
  • UNC: Asari Writings → UNC: Collection Complete

Uncharted Space Assignments [ ]

→ → → → → → → → → | → → → → →

Morality-dependent Assignments [ ]

  • UNC: Besieged Base
  • UNC: The Negotiation

Downloadable Content [ ]

Bring down the sky [ ].

  • X57: Bring Down the Sky
  • X57: Avoid the Blasting Caps
  • X57: Missing Engineers

Pinnacle Station [ ]

  • Pinnacle Station: Combat Missions
  • Pinnacle Station: Convoy
  • Pinnacle Station: Vidinos

Note: Pinnacle Station content is not available in Legendary Edition.

and is not to be considered canon in any way.

Cut Content [ ]

The following assignments were cut from the game:

  • Citadel: A Friend of a Friend
  • Citadel: Aria
  • Citadel: Cheaters Never Prosper
  • Citadel: Oculon Syndicate
  • Citadel: Save My Sister
  • Citadel: The Good Doctor
  • Citadel: The Hate Monger
  • Citadel: The Mugger
  • Caleston: Free Prostitutes
  • Caleston: Reactivate Production
  • Caleston: Redemption
  • Global Plot 1
  • Global Plot 2
  • Global Plot 3
  • Misery: Mapping the Uncharted Worlds
  • Misery: Tap Dance
  • Misery: The Lost Mechanic
  • Misery: The Trouble with Threshers
  • UNC: Bring Down the Sky
  • UNC: Stunt Club
  • Cerberus Brainchild

Mass Effect 2 [ ]

Note: The assignment names as listed here are intended to match those in the game; sometimes the game itself is inconsistent, in which case all of the variations are listed here ( e.g. Citadel: Found Forged ID , Citadel: False Positives ).

Normandy [ ]

  • Normandy: FBA Couplings
  • Normandy: Serrice Ice Brandy
  • Normandy: Special Ingredients
  • Omega: Archangel: Datapad Recovered
  • Omega: Batarian Bartender
  • Omega: Packages for Ish
  • Omega: Struggling Quarian
  • Omega: The Patriarch
  • Omega: The Professor: Missing Assistant

Citadel [ ]

  • Citadel: Crime in Progress
  • Citadel: False Positives
  • Citadel: Found Forged ID → Citadel: False Positives
  • Citadel: Krogan Sushi

→ →

→ → → →
  • Illium: A Troublemaker  →  Illium: Conrad Verner
  • Illium: Blue Rose of Illium
  • Illium: Conrad Verner
  • Illium: Gianna Parasini
  • Illium: Indentured Service
  • Illium: Medical Scans
  • Illium: The Assassin: Salarian Family Data
  • Illium: The Justicar: Smuggling Evidence
  • Illium: The Justicar: Stolen Goods Found
  • Illium: The Prodigal: Lost Locket Found

Tuchanka [ ]

  • Tuchanka: Combustion Manifold
  • Tuchanka: Killing Pyjaks
  • Tuchanka: Old Blood: Missing Scout

Downloadable content [ ]

  • Normandy Crash Site

Project Firewalker [ ]

  • Project Firewalker: Geth Activity (Labelled Project Firewalker: Geth Incursion on the Galaxy Map )
  • Project Firewalker: Prothean Site (Labelled Project Firewalker: Prothean Ruin on the Galaxy Map )
  • Project Firewalker: Rosalie Lost
  • Project Firewalker: Survey Sites Located (Labelled Project Firewalker: Artifact Collection on the Galaxy Map )
  • Project Firewalker: Volcano Station (Labelled Project Firewalker: Recover Research Data on the Galaxy Map )

Project Overlord [ ]

  • Overlord (Labelled Investigate Project Overlord on the Galaxy Map )
  • Overlord: Atlas Station
  • Overlord: Prometheus Station
  • Overlord: Vulcan Station

Arrival [ ]

  • Arrival (Labelled Rescue Dr. Kenson on the Galaxy Map )
  • Citadel: Mysterious Stranger
  • Illium: Drunk Asari
  • Mass Effect
  • 2 Romance (Mass Effect: Andromeda)

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Is it possible to do all the side missions in Mass Effect 2?

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  • Will missions I do after I complete the story still carry over to ME3?
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  • On illium who should I have liara kill? General 7 Answers
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IMAGES

  1. 10 Best Missions From Mass Effect 2

    mass effect 2 missions that carry over

  2. 10 Best Missions From Mass Effect 2

    mass effect 2 missions that carry over

  3. Mass Effect 2: All Main Missions List

    mass effect 2 missions that carry over

  4. Mass Effect 2

    mass effect 2 missions that carry over

  5. Mass Effect 2

    mass effect 2 missions that carry over

  6. Mass Effect 2: Todas las misiones secundarias

    mass effect 2 missions that carry over

VIDEO

  1. The Suicide Mission

  2. Mass Effect 2

  3. Mass Effect 2: Suicide mission (Everyone survives) #1

  4. Mass Effect 2

  5. Bringing Legion on Tali's Loyalty Mission

  6. Mass Effect 2

COMMENTS

  1. All Mass Effect 2 Decisions That Carry Over to Mass Effect 3

    Here's which decisions carry over to Mass Effect 3 and impact Shepard's final mission. RELATED: All Mass Effect 1 Choices That Carry Over To Mass Effect 2 Major Mass Effect Characters and Plot ...

  2. Mass Effect: Legendary Edition

    The Mass Effect trilogy tells a single, cohesive story about Commander Shepard saving the galaxy from the Reapers, and a player's decisions and actions in each game have consequences in the next. Throughout the series, players are faced with decisions, many of which can lead to a number of NPC deaths.Players can easily import their unique Commander Shepard between Mass Effect, Mass Effect 2 ...

  3. Mass Effect 1 & 2 Sidequest Carry-Over to ME3 Guide [V3]

    Boards. Mass Effect 3. Mass Effect 1 & 2 Sidequest Carry-Over to ME3 Guide [V3] Swoopalz 12 years ago #1. Here's a guide to which sidequests and optional missions from both ME1 and ME2 contribute in someway to Mass Effect 3. (Use Ctrl+F and search for a specific character/quest/subject for quick reference.) OBVIOUS SPOILERS FOLLOW.

  4. All Mass Effect 1 Choices That Carry Over To Mass Effect 2

    Many decisions made in Mass Effect 1 carry over to Mass Effect 2, including character deaths, romances, and how missions were handled.

  5. Mass Effect Choices & Consequences: decisions that matter across the

    Major Choices & Consequences that carry over from Mass Effect 2. These are the major decisions you'll make in Mass Effect 2 that will have a large, material impact on ME3 going forward: In ME2 ...

  6. Key Choices and Consequences

    In the second half of Mass Effect 2, you can acquire Miranda's Loyalty Mission, The Prodigal. Completing or Ignoring this Mission will have a direct effect on Mass Effect 3. Completed The Prodigal

  7. Mass Effect Legendary Edition: Everything Your Save File Carries

    Your level will carry over from Mass Effect 2 into Mass Effect 3, and should you choose to remain as the same class, all of your abilities will remain the same too. ... Which of your squadmates survived the Suicide Mission. Garrus and Tali will be squadmates once more if they survived, whereas other squadmates from Mass Effect 2 will appear in ...

  8. Mass Effect 2 Mission Order: optimal DLC, dossier, loyalty quest

    Grunt's Loyalty Mission - Rite of Passage: While you're on Tuchanka, also undertake Grunt's loyalty mission. Be sure to bring another squadmate with a high damage output on this one, like ...

  9. Key Choices and Consequences

    Consequences. Show Spoilers. In the original release of the game, this choice isn't actually remembered in your save, since the game doesn't save after it. When importing a Mass Effect 1 save into ...

  10. Guide for Mass Effect Legendary Edition

    The decisions you made in the first game will carry over to your Mass Effect 2 (ME2) playthrough. In addition, using a save from Mass Effect will provide you with bonuses.

  11. Mass Effect 2 Assignments

    Mass Effect 2 is a far more streamlined game than its predecessor, ... Datapad Recovered - pick up a datapad during the Archangel recruitment mission. Hand it over to Aria in Afterlife on Omega.

  12. Mass Effect 2 Guide

    This page contains a walkthrough for the main missions of Mass Effect 2. Major changes in the gameplay from Mass Effect are listed in the main Mass Effect 2 page, while the effects of importing a saved game from Mass Effect are listed in the Save File Transfer page. For a comprehensive introduction to the mechanics of the actual fighting the player must engage in on most missions, see the ...

  13. Full Walkthrough Roadmap

    updated Oct 18, 2021. This section of IGN's Mass Effect 2 wiki guide details the Full Walkthrough Roadmap, which will help you complete each and every Mission in the game for a 100% run. The IGN ...

  14. Best Mission Order In Mass Effect 2

    During Mass Effect 2's prologue, you have no control over which missions you play. The sequence of events includes an attack on the Normandy, Shepard joining Cerberus, and a visit to Freedom's Progress. The lack of freedom in the opening stages makes sense as the game slowly introduces you to its mechanics and sets up the story. Mission Order:

  15. Mass Effect 2

    Mass Effect 2 is a science-fiction role-playing action game developed by BioWare for the Xbox 360, PC, and PlayStation 3. ... This means that several decisions made by the player in Mass Effect will carry over, and have the potential to impact the story. ... The third mission will then begin, but no progress from that mission will be saved. A ...

  16. Here is the CONFIRMED list of choices that carry over from ...

    This list was taken from the Something Awful Forums Mass Effect 2 Thread. *spoilers* just in case. Achievements: - Rich Yes/No. Random: - Full Paragon/Renegade bar. - Paragon/Renegade points. - Childhood choice Spacer/Earthborn/Colonist. - Reputation choice Sole Survivor/War Hero/Ruthless.

  17. Side missions WHICH CARRY OVER.

    ESpear (Topic Creator) 14 years ago #3. bump. menalaos1971 14 years ago #4. For a lot of the side missions they don't really have a big impact, but you do encounter some people again and they may have new side missions for you. I guess that means if you never helped or saved them in ME they probably won't be in ME2 to offer a new side mission.

  18. Do N7 missions in ME2 carry over into ME3? : r/masseffect

    Nothing in them is brought up. I think the only one that might have some impact is the Javelin missile launchers one on Watson, I think it is. Nope. They are udderly useless. Do any of the N7 missions carry over? I'm already max level and am wondering if I miss anything by skipping them to save time finishing off 2.

  19. Assignments

    Assignments are the side missions of Mass Effect and Mass Effect 2. These have little to no bearing to the overarching narrative, but completing them may further understanding of the series' underlying workings. There is a large variety of assignments to complete; this page is a list of them. Click on a specific assignment in the list to read its detailed walkthrough. For a list of missions ...

  20. Mass Effect 2: are there any Side missions I shouldn't skip?

    Yeah, try not to skip any of them. It's Mass Effect, even small side missions and decisions can come back later. If you don't like reading lore/listening to the dialogue and story, then you're playing the wrong game series. I've kinda lost interest is turning over every planet in the galaxy looking for 5 minute shoot and grabs.

  21. What EXACTLY carries over from Mass Effect 1?

    2 1. All sidequests are mentioned in minor radio messages in ME2. Ashley/Kaidan/Wrex, Council status, who you made Councillor carries over. Paragon/Renegade carries over, max is 200 points. Some other side-quests lead to NPCs standing around mentioning how much they love you for doing this and that.

  22. Is it possible to do all the side missions in Mass Effect 2?

    It was always: do the IFF mission, activate Legion, go chat with someone else, then go back and talk to Legion to trigger the loyalty mission. Didn't work this time. Didn't work this time. EDIT: Actually, come to think of it, it might only require opening the galaxy map and going to a different system, then going back and talking to Legion .

  23. Will missions I do after I complete the story still carry over to ME3

    For Mass Effect 2 on the Xbox 360, a GameFAQs message board topic titled "Will missions I do after I complete the story still carry over to ME3?".