Mass Effect Walkthrough

Mass Effect for Xbox 360
FAQ/Walkthrough

Author: Jason “nimerjm” Nimer
Version: .01
FAQ Start Date: November 21, 2007
FAQ Completion Date: ?

Author’s Note: Welcome to the world’s best, most complete
FAQ/Guide/Walkthrough for Bioware’s truly epic Xbox 360 opus – Mass
Effect. Like a lot of Bioware’s past games, Mass Effect is all about
choices; good, evil… it is entirely in your hands. Another commonality
Mass Effect shares with past Bioware RPGs is that it is truly, almost
unbelievably massive in scope. Due to these facts, this guide will be a
constantly evolving creature; with both the paths to good and evil fully
explored over time. Know this, reader – you may have your doubts about
diving into such an involved and complex game, but stick with me and when it
is over, you’ll at least have had the option to see and do everything in
the game. Enjoy!

*Table Of Contents

-Introduction
-Table Of Contents
-Legal Information
-The Basics Of Mass Effect
-The Walkthrough
*Getting Started
*Prologue
*Citadel
*Artimus Tau
*Feros
*Noveria
*Virmire
*Citadel (Second Visit)
*Ilos
*Citadel (Third Visit)
-Endgame
-The Assignment FAQ
*Planetary Assignments
*UNC Assignments
*Other Assignments
-Xbox 360 Achievements
-Cheats, Secrets And Glitches
-Thanks
-Closing

*Note: This walkthrough will stick more toward the “good” side of
Mass Effect. The “evil” walkthrough can be found both as a
separate file at IGN.com and (possibly) attached to this file. There is quite
a bit of overlap between the two and both paths lead to some very exciting
places. No one is all good or all bad (I’m living proof…), so feel
free to jump between the walkthroughs as necessary. Ok… let’s get
started!

*Legal Information

Ugh… the most boring part of every FAQ. This is the part where I say
that this guide can only be used, in full or in part, by IGN.com under the
penalty of lawsuit and/or a Wet Willy. This guide is not to be altered in any
way with my express written permission and no one is allowed to profit off my
work except me. If what you are planning to do with this guide feels shady,
you probably shouldn’t do it.

*Basics Of Mass Effect

**COMING SOON**

*The Walkthrough

*Getting Started

Mass Effect’s title screen brings up two options – Start New
Campaign and Extras. If you’re like me, you’ll want to poke around
the Extras menu for a moment, looking at achievement points and such. When
you’re ready, start a new campaign.

Note: Mass Effect’s character customization is crazy deep. I’ll be
letting you know what I choose; just so you can have a frame of reference is
my guide differs from your experience with the game.

The first option the game gives you is the ability to name your character.
John Shepard is the default name (and also the name I’ll be using for
this guide), but change it if you want to. This is also the step where you can
choose between a male and a female lead character. The next step is to choose
your origin. You get three back story options – Spacer (the ‘One
Tin Soldier’), Colonist (the ‘Luke Skywalker’) and Earthborn
(the ‘Aladdin’).

After that, you’ll choose your reputation. Your choices are Sole
Survivor (the ‘Ripley’), War Hero (the ‘Rambo’) and
Ruthless (the ‘Wolverine’). The next step is picking your military
skill. These vary quite a bit, so just read the attributes that come with each
one. These little nicknames have nothing to do with the game; they’re
just funny and can be used to accurately describe each of the Hollywood hack
back stories. I thought the writers were on strike… well, after reading
these, I can’t blame them.

Lastly, you’ll have the option to customize your character’s
facial appearance. There are a whole bunch of options here (think Elder
Scrolls: Oblivion, but more complex). If you don’t care, you can also
use the pre-made face by selecting the Confirm Appearance choice. Change what
you don’t like, stick with what you do and hit A to confirm your choices.

Here is the breakdown of your choices, their order and what I did personally
(just for a frame of reference):

*Name – John Shepard
*Gender – Male
*Back story – Spacer
*Psych profile – War Hero
*Military profile – Soldier
*Facial features – Default

Beware – once you’ve confirmed, there is no going back. Make sure
you like what you’ve got before moving on.

The last step in the process is choosing all your standard video game options,
such as difficulty level, auto aim and various other stuff. The only setting
that makes a difference for the purposes of this guide is the difficulty. I
chose Normal; so if things are a lot different in the other difficulty
settings, let me know. Hit A when you are good to go and begin the game.

Note: One last thing before we begin. Since this is the “good”
side of the walkthrough and your “good/evil” orientation in the
game hinges on your conversation wheel responses and actions, know that in the
choice-based scenarios, I’ll be choosing the “good” answers
and actions. You should be able to figure this stuff out for yourself –
if your two dialogue/action choices are, “Let’s help that
guy” or “Screw him,” guess which is the “good”
one. This might be confusing now, but you’ll understand in a few minutes.

*Prologue

After a short scene, you’ll get your first crack at the conversation
wheel. This basically uses the left analog stick to choose your verbal
responses to non-player characters (NPC). Since this is the “good”
walkthrough, try not to be too much of a jerk. These two guys, Joker and
Kaiden, will let you know that you need to go speak with the ship’s
captain. Head down the hallway ahead of you, speak to few people here and
there if you feel like it (the conversation with Chakwas and Jenkins can net
you a small item if your conversational answers please them).

Keep moving forward and speak with the Spectre, Nihlus, an alien who seems to
have some secrets. The captain will come in eventually and everyone seems to
know what is going on – except you. Eventually, you’ll be told to
get to the cargo hold, prepare and get ready to touch down at an Alliance base
called Eden Prime. They’ve been attacked, so it is up to you to find out
how, why and who did it.

Now you’ll find yourself on this new planet, Eden Prime. This part of
the game serves as a tutorial (sort of), so be paying attention to the info
boxes that game will show from time to time. Also, from the pause screen, you
can check and recheck most of this info, along with your objectives, your map
and everything else in your Codex and Journal.

Before you do anything, take a minute to check out the controls and how they
work. Checking the controls against either this guide or the instruction
booklet will provide invaluable. Go ahead and check… I’ll wait.
For some reason, Mass Effect simply expects the player to start the game with
extensive knowledge of how it controls. Whatever… reading the
instructions won’t kill you. Just so you understand, here is a link to a
Penny Arcade comic lampooning this very problem –

http://www.penny-arcade.com/comic/2007/11/19

Once you feel you’ve got a good handle on things, you’ll want to
go forward and down the hill to meet a few enemies. I think I remember these
guys… did anyone else play Halo 3? Take out all three and head to your
right to find a rockslide dead-end and a white capsule on the ground. These
Upgrade Kits are the treasure chests of the Mass Effect world. Grab the items,
turn around and head to the left side of the area to trigger a small scene.

After the scene, you’ll get your first taste of combat. Take out the
three flying drones and the few other minor enemies in the area. Before moving
on, examine the soldier’s body to trigger a small conversation with
Kaiden. After it is over, head up the hill and clean up any enemies you may
have missed. At the top, you’ll find another Upgrade Kit. Pick up the
items inside and continue on the path.

At about this point, the game will start explaining team members, upgrades and
squad commands. It might seem overwhelming now, but once you get the hang of
things, it won’t be so bad. Just make sure you read the on-screen
tutorial messages and you may or may not want to check out your Equipment and
Squad choices from the pause menu. None of this stuff is life-or-death
important now, but it is good to be aware of what is coming.

When you spot the next cluster of enemies, take them out and check the left
side of the area for a Med Kit. If Kaiden is low on health, use these to heal
him up. If not, just hang onto them for now. They are fairly numerous in this
area and you can’t carry more than four at a time, but better safe than
sorry, I suppose.

Continue forward to trigger another scene. After it is over, take out the two
enemies and speak with this new character, Ashley Williams. She’ll
explain a bit about what happened, who she thinks the attackers might be and
why they showed up. Not much is clear beyond the fact that these attackers are
an obscure race called the Geth. Ask her to join your group and she will.

After this little exchange, search the area for some goodies before moving on.
The crate in front of you contains some Scorpion armor, which is only useful
to Kaiden. Follow the game’s instructions and equip him with it. Also,
make sure to check a nearby Upgrade Kit for a few more items.

Continue down the path and the game will explain about cover and the storm
command. If you played Gears of War, this should all be second nature to you.
Hide, run, shoot… unfortunately, using cover and storming was useful in
Gears. In Mass Effect it looks cool, but you are better off strafing an enemy
and firing, rather than using the cover/run method. Follow the instructions
anyway and move down the hill to trigger another scene.

After the scene, you’ll have a new area on your map and a new objective,
but we’ll talk about that in a second. Before you do anything, search
the area for a crate containing a few new weapons. Equip them however you
wish, but I prefer to keep my main character the strongest so I gave him the
strongest assault rifle and equipped the other two new weapons to Ashley and
Kaiden.

Your new objective is to investigate the research camp, so check your map if
you wish to find its location. It isn’t far, so head up the hill and
follow the path. At the top, you’ll see another short scene and
encounter a new, tougher enemy – the Husk. These must have been what
Danzig had in mind when he wrote, “Astro Zombies.” Stay back and
shoot them from a distance; they can really hurt you if you let them get
close. Once all three are dead, check near the spikes on the left for an
Upgrade Kit containing some weapons and armor. No one can use the armor yet,
so just hang onto it for the time being.

When you’re done check out the area, head for the structure and use the
door on the left. Inside you’ll find a crate with two pieces of armor.
Like with nearly everything in this game, you’ll probably have use for
it at some point, but convert it to Omni-Gel if you wish.

…and considering you might not know what Omni-Gel is, let’s take a
time out to talk about it. Omni-gel is aptly named; it can be used for a ton
of different things. Unlocking encrypted doors, hacking computers, upgrading
items, weapons and armor, the stuff has a million and one uses. When you
obtain items, you always have the choice to turn them into Omni-Gel, which is
a much better plan than lugging around tons of useless armor and weapons. Like
I said before, this all seems like a lot to absorb now, but you’ll get
the hang of things soon.

After picking up the two armor pieces, exit this part of the structure and
check out the door to the right. It has been locked, so choose the easy
decryption method. This plays out like an Xbox 360 controller’s version
of that old game ‘Simon.’ Tap the appropriate buttons as they are
highlighted to open the door. If you mess up, never fear; 25 Omni-Gel will
open the door just as well. Told you it could do everything.

Inside, you’ll meet Dr. Warren and her assistant/raving lunatic Dr.
Manuel. They hid in the crate when the attack began, and Manuel seems to think
the time for human beings has come and gone. Oh well. Leave this area and
follow the path past the left side of the structure to be treated to a scene
between Nilhlus (the mysterious one from the Normandy) and an alien named
Saren.

When you are back in control, run up the hill and Ashley will say something
about the huge spacecraft in the distance. As you continue toward it, get
ready – a few Geth soldiers and some more Husks will attack. Take them
all out (the music will calm when the last one dies) and run to the right.
Hack the trailer door to meet three surviving farmers who aren’t a whole
lot of help. Ask them all the questions you want, but all they have to say is
that they ran from a loud noise. Thanks. They’ll also have a Stinger II
pistol for you if you ask them nicely about their other dealings…
besides farming and running away, that is. Before leaving, check the nearby
crate for some more Omni-Gel and a locker inside the trailer for a couple more
weapons.

Move down the hill to the spaceport. At the top of a few ramps, you’ll
find Nilhus’ body, an Upgrade Kit with some ammo and another Med Kit.
Examine the body for another short dialogue sequence. Afterward, you’ll
run into another survivor who explains what happened to Nilhus, how he
survived and what happened in the attack. He’ll tell you to take the
cargo train to follow Saren’s path.

After the conversation, a few more Geth troops will attack. Take them out and
move down the ramp to the train platform. There are a good number of troops
waiting for you on the train and they have a new ally – the Geth Shock
Trooper. This guy can take a lot of damage and deal out quit a bit as well.
Try to stay out of his line of sight as he approaches you and damage him when
you see an opening. After he’s gone, board the train platform and run
toward the other end, making sure not to miss the Med Kit and a couple other
pickups along the way.

At the end of the train, use the train controls to get things moving and
trigger another scene. Looks like Saren and the Geth were working together,
and now they plan to destroy this whole colony. Damn.

When you step off the train, you’ll have five minutes to disarm the four
bombs scattered around the area. The good news is that five minutes is more
than enough time to get to all the bombs. The bad news is that there are two
more Geth Shock Troopers, along with a handful of normal Geth troops, waiting
here to stop you.

After stepping off the train, disarm the first bomb directly to your left.
Head up the ramps to the scaffolding and forget about the three remaining
bombs for a moment. Concentrate on taking out the two Shock Troopers and the
rest of the enemies first. Also, keep and eye on Kaiden’s health;
he’s voted “Most Likely To Die” at this point in the game,
and no one wants that. Sure, after the action dies down “dead”
characters get up like nothing happened, but it’s a nice reassurance if
you can keep everyone alive.

Once all the enemies are gone, set to work diffusing the last three bombs.
Before diffusing the last one, be sure to check the far left side of these
platforms for a crate containing a few more weapons. When the game is paused,
the bomb’s timer is paused as well, so feel free to take an extra second
outfitting your characters before diffusing that last bomb.

When the last bomb is taken care of, follow the small path near the crate
where you found those last two weapons. As you descend the ramps, a few more
troops and a Husk or two will attack. Again, keep an eye on Kaiden’s
health and take them all out. When they’re gone, decrypt the storage
locker near the ramps for a couple more weapons. Directly across from the
ramps is a crate with some new armor. To your left and across a small bridge
you’ll find another locker with some new ammo types inside. Finally,
check the far right corner of the platform for a Technician’s Kit, which
contains some extra goodies.

After you’ve picked up all this good stuff, head to the middle of the
platform and examine the Prothean Beacon, which triggers a scene and ends your
adventures on Eden Prime.

You’ll then get to see Saren’s reaction to finding out a human
(you) “used” the beacon. Eventually, you’ll wake up back on
the Normandy, where Ashley and Doctor Chakwas are happy to see you. After some
dialogue, Captain Anderson will come in and grill you about what happened. As
tempting as it may be, this is the “good” walkthrough; no brash
declarations of war or snide comebacks will do. This conversation will also
tell you a bit more about the Geth, Saren, Spectres and the Council.

After the conversation, the game will auto-save and your next goal will be to
talk to Joker and get him to land the ship. There are some things to do on the
Normandy first, so lets get those out of the way now.

Oh, one more thing before we go any further. Now that you’ve been
through combat and gained some experience (and probably a level or two),
you’ll no doubt have noticed that I haven’t mentioned skill
points, their allocation or anything of the sort. This stuff will be detailed
in another section of this FAQ. I prefer to use the auto-level/auto-allocation
option. It takes some of the RPG customization elements out of the game, sure,
but I personally don’t care for that kind of thing. I’d rather
just play the game. Again, if you are concerned about leveling, skill points
and how to use them, check the separate leveling/skills sections of this FAQ
(COMING SOON).

Ok, back to the game. Before you leave the medical room, check the right wall
for a device that will replenish all your Med-Gels. Handy! Exit the room and
initiate a conversation with Ashley. If you’re nice to her
(“good” walkthrough, remember?), she’ll talk about herself
for a minute. Jeez, I’ve seen college kids pretend to like Sleater-
Kinney to get girls, but this is way out of hand!

When you’re done with her, take a few minutes explore the ship. Doctor
Chakwas, Kaiden, Captain Anderson… some have more to say than others,
but make sure to speak with all these people before asking Joker to land the
ship. Also, directly next to Chakwas, you’ll find Shepard’s
Locker, which contains a few more new weapons.

Once you’ve finished being social, head to the back of the area. Here
you’ll find some stairs and an elevator. FYI – Using the elevator
brings you to a lower level, where you can manage your attributes, your
team’s attributes, buy items and use any vehicles you may have need of.
This early in the game, though, you can probably skip the elevator for the
time being; there is next to nothing you can do down there. Just take the
stairs up.

There isn’t much to do up here, either. Get back to the second floor
bridge and tell Joker it is time to land of the planet’s surface.
He’ll agree and you’ll get another movie to watch. Congrats! You
finished the prologue of Mass Effect.

*Citadel

As soon as you get off the Normandy, you’ll be approached by Ambassador
Udina, who just happens to be a total jerk. He’ll demand that you and
your people come to the Council Tower to discuss Saren. Whatever, dude. After
the conversation, you’ll regain control in Udina’s Office. Hack
his computer for an optional assignment (more on this later) before moving on.

First things first, you’ll probably want to check out your new Codex and
Journal entries. They not only provide a little background info, but looking
at them gets the Codex and Journal pause screen options to stop flashing.

After you’ve checked this out, you have free reign to go anywhere you
want in the Citadel. But like with the elevator and lower level on the
Normandy, you might just want to skip it for now and get to the Council Tower.
Sure there are other things you can accomplish, but taking care of the Council
Tower first opens up many, many more possibilities.

When you’ve done all this stuff, exit Udina’s Office and go down
the stairs. When you get to the bottom, go speak to the hologram lady on your
left, Avina. She acts as a kind of mall directory from the future, so spend
some time asking her about the area, its inhabitants, its history, the works.
She has a TON of information and as boring as it may seem, you should try to
listen to as much of it as you can. It really serves to enrich the story, it
explains a lot of things you might already have questions about and if I
encourage you to check it out, it saves me from having to type it all out for
you. I love action as much as the next guy, but listening to Avina is a very
good idea.

After you’re done (oh…so THAT’S what a Spectre is! Did
anyone else miss that?), walk past Avina to the glowing orange arrows. They
point you toward the Citadel Transit System, which kind of looks like either
the old After Burner arcade game or a simple computer, depending on which one
you happen to be looking at. Press A next to it and choose the Council Tower
as your destination. This will move the story along, but I feel I should re-
stress the importance of spending ten minutes or so listening to Avina about
the area.

When you get to the tower, walk forward to trigger a scene with two Turians.
Garrus, it seems, was in charge of the Saren investigation. He also tells you
not to keep the Council waiting, which is video game speak for,
“Don’t bother exploring here just yet.” Just follow the
stairs up and speak with Captain Anderson to start the Council hearing. I
tried this a few times to see if my answers would get different responses, but
it seems that no matter what, Saren is aquitted, allowed to remain a Spectre
and found to have no connection with the Geth.

After a bit more post-Council conversation with Udina and Anderson,
you’ll be given a few choices on what to do next. It might be tempting
to just run off on these new missions, but you should probably talk to
Anderson for a bit for some more story background. He can clear up some stuff
about Spectres, his history with Saren, the Shadow Broker, Barla Von and the
previously mentioned drunk, Harkin.

Once you’ve finished with Anderson, check the pause screen and look at
your journal. You should have at least three more main missions and, depending
on how much time you spent checking out the Citadel, one or two assignments as
well.

Note: From here on out, the game will throw a lot of missions and assignments
at you. Some will completely worth it, netting you items, new characters,
money and good/evil points. I’ll be tackling these one at a time and
breaking it down both here and in the Table Of Contents on a planet-by-planet
basis, so to speak. Like I said before, Mass Effect is a huge game that
changes depending on how you play. I’ll be going over all the missions
and assignments I find personally, but that doesn’t mean there
aren’t more out there. If you find some, e-mail me at
nimerjm@hotmail.com with “Mass Effect” in the subject line and a
detailed description of how you found the mission/assignment, what it entails,
how you finished it and a name you’d like me to accredit the info to. I
will be adding all the submitted extra quests to another portion of this
guide, so keep and eye out for them.

To start, you’ll need to leave the Council and go back the way you came.
On your way by, Ashley will point out an alien behaving strangely to your
left. If you speak with him, he’ll give you a Scanner. The assignment
attached to this item will be explained later in the Assignments FAQ portion
of this guide. For now, just use the Rapid Transit System to get to
Chora’s Den (its found under the Ward menu).

When you regain control, you’ll see that you need to fight your way to
Chora’s Den. The enemies aren’t too tough, so you should be ok if
you keep you behind cover and always take it one guy at a time. Spraying
bullets all of the place will be one of the best ways to get yourself killed,
so concentrate on singular enemies, rather than the crowd as a whole. Once
everyone is dead and gone, enter the bar itself. Didn’t people stop
being pervs for game girls like, forever ago? Either way, this is a strip
club, so deal with it and find Harkin. He is usually sitting near the
club’s exit.

After the scene, Garrus will suggest going to a Medical Clinic for another
clue or two. When you get there, you’ll see Dr. Michele being tormented
and shot at. Save her and make sure to kill every last enemy in the room. You
can then talk to her about connections to Saren, though she doesn’t have
much to say.

That’s the end of this segment. Garrus will now join your party. Cool.
Outfit him with some good gear (not that you have a ton yet) and get started
on your next goal.

Leave the doctor’s office and take a right. The stairs to the C-Sec
Academy will be on your right, and that is you next destination.

When you go down the escalator, speak with the police officer for a bit more
background. When you’re done, continue to follow the path to the
elevator. Use it and it will let you out in the Academy. Follow the path to
the left and around the corner and you’ll see Wrex. You know, the guy
who looks like the mutant offspring of The Creature From The Black Lagoon, the
shark from Finding Nemo and Andre The Giant. Speak with him and he’ll
join up with your team as well.

To continue the story, you’ll need to go back to Chora’s Den in
the Ward area. When you arrive, it seems pretty quiet, even closed completely.
Upon entering, you will be ambushed. Do your best to protect your party
members during the fight or leave them outside and do the work yourself (down
on the d-pad issues orders to hold position).

Once everyone in here is gone, leave your partners where that are and use the
only other door in the room. Take care of the handful of guys in there, move
your team up and, before moving on, hack the Weapons Locker. There isn’t
anything spectacular, but it might be worth picking up anyway.

The next room is Fist’s Office. He’ll make it quite clear that he
was expecting you. Not only will he be shooting at you, his two heavily
fortified turrets will be too. Your best bet is to hide behind a wall, wait
until Fist runs to the other side of the room and unload everything
you’ve got onto one of those turrets. Their life regenerates, so this is
no picnic. Just fire away at them and you’ll get it sooner or later. You
can also concentrate on just killing Fist, but those turrets can mess you up
pretty bad, so it is wise to get them first.

After Fist is down, he’ll give you some info and well, it doesn’t
work out too well for him. Now you’ll need to make it down to the docks
to save the set-up-and-unawares Quarian from an ambush.

You’ll have four minutes to get there, but before you get going, pick up
the few items in this room. Various assignments can be completed with objects
in this room as well, so keep that at the back of your mind.

Like the bomb diffusing time limit, you’ll have more than enough time to
the Quarian. Exit the strip club the way you came in and backtrack to the room
with the entrance to the Farmer’s Market. Use the stairs and
you’ll see the Quarian to the left. Kill her captors and you’ll
have a lengthy conversation with Tali. She’ll also join your party if
you ask her to.

After this is all over, you’ll be back in Udina’s office. Just
like before, take the Transit System to the Council Tower. When you arrive, do
a 180 and run up the stairs. Captain Anderson will let you know that Tali is
already presenting the evidence to the Council.

Watch the scene between the Council jerks, Tali, Udina and Captain Anderson. I
won’t ruin what happens, but it is definitely one of the numerous
“wow” moments in the game. Enjoy the scene and its sheer bad-
assery!

After the Council meeting, Udina and Anderson will scurry off the get you
fully outfitted for your upcoming journey. They’ve moved your ship
though; now the two of them are at the docks off the C-Sec Academy. Use the
Rapid Transit system to get over there. When you arrive, use the elevator in
the center of this room (not the one up the stairs) to get down to the Docking
Bay.

Anderson, in a move no one saw coming, up and gives you his ship and crew for
free. Umm… k? Anyway, Udina and Anderson will chat for a while and give
you a handful of new missions and assignments. Make sure to check out your
pause screen for all the additions to your Journal and the Assignments FAQ for
more info on those.

Basically, you have free reign to go wherever and do what ever you please. The
universe is huge and has tons to do, which is part of the reason I’m
sure I’ll be working and updating on this guide for a while. Anyway,
back to the point – just because you can leave now doesn’t mean
you should. You should probably explore the Citadel a bit, looking for
assignments and such. Once you checked things out a bit, get back to that
Docking Bay and take off for the Artemis Tau galaxy.

* Artimus Tau

Return to the Dock, look around a bit and use the airlock to the left to enter
the Normandy. You’ll give the crew and everyone on board a nice
“Win one for the Gipper” pep talk. When you’re done, go back
down the ramps to the navigation center. Turn it on by pressing A while the
NAVMASTERGUIDE (or something like that). Finally, run around to the back, up
the small bridge and press A again to choose your destination. You’ll
want to follow these steps to get where you’re going: Milky Way galaxy,
Artemis Tau galaxy, Knossis system, planet Therum. Land, pick your squad and
get ready for a new planet!

Upon landing on planet Therum, you’ll be in control of your very first
vehicle, the Mako. It kind of looks and even controls like the Warthog in Halo
3, though this thing has six wheels instead of four. Get used to the controls
for a moment and then follow the path along the right side of the lava pool.
When a large Geth spacecraft flies overhead, get ready for a fight.

It took me a minute to figure this out, so I’ll make your life easier
and just tell you: RT fires your machine guns, nut the RB is a weapon as well.
It only fires one shot at a time, but it’s a lot more powerful than the
standard machine gun. The best way to fight with stronger enemies is to soften
them up first with the RB attack and finish them with the machine gun.

These two Geth soldiers appear to be riding mechanical bugs. You can run into
them and knock them over (not fatal), you can fire on them or you can simply
run away. The third option is really the best, as the Mako’s targeting
doesn’t allow for you to shoot things that fall into its blind spot.
This blind spot exists in a sphere around the wheels. You just can’t hit
anything that gets close to you.

If you’re following my advice, just drive past them and avoid at all
costs. There are only two and they’re easily avoided. Round the corner
and continue following the path. Keep in mind that the paths look quite
similar to one another, so you may be driving around for a few minute before
you find your destination.

At the end of the path, you’ll be impeded by a large roadblock.
You’ll need to kill every last turret, enemy, everything. It seems like
a tall order, but the Mako’s rocket launcher secondary weapon should
make quick work of this barricade. There is a way to skip all this fighting,
but being that Mass Effect is an RPG, I’m sure you’ll want to
experience.

Once everything here is over with, head back down the path and look for a
small side road to your left (on the left if you’re driving away from
the roadblock). Follow the narrow path and take out the lonely turret on your
way to the other side of the roadblock, which, if you worked from the other
side first, should be fairly clear of enemies. Park wherever you want and use
the B button to exit the Mako.

First go look behind the barrier to your right. You’ll find two crates
containing some new weapons and ammo. Now go check in the building in the
middle. It has an Upgrade Kit with some more ammo. Last, go investigate the
building on the left. A Locked Crate sits outside the entrance and can be
easily be decrypted for a new weapon and some armor. The door nearest you
contains nothing, so check the other door, which is a few steps to the left.
Inside you’ll find a Weapon Storage Crate with, duh, some weapons. Also,
the button to open the gate to the next area is in here, so hit that and get
back to the Mako. You can also open the path back in the direction you came
from, but if you didn’t take out the turrets from the other side,
you’ll want to do so very carefully.

Follow this next path around the lava. As you move on, you’ll run into
two sets of two enemies. You probably will absorb some damage, so keep in mind
that if things look bad, pressing the Y button will repair the Mako. It takes
a few seconds, but it is better than getting blown up, right? Also, the Mako
will regenerate health if left alone for long enough. If you get into trouble,
retreat, park yourself in a quiet cornet and wait a few minutes for it to get
back to 100%. This part is irritating enough; you wouldn’t want to have
to do it over and over, would you?

As you continue past the two sets of enemies, you’ll notice a structure
in the distance. That is your goal, but a handful of Geth Rocket Troopers
(dangerous), Geth Troopers (harmless) and one Geth Colossus (very dangerous)
stand in your way. Be patient, try to take them one by one, use both the
Mako’s main weapon and more powerful sub weapon and most of all, keep an
eye on the tank’s health. You should be able to take them all down
without too much instance if you’re careful.

The structure ahead isn’t much more than a tunnel, so drive right in and
follow the path. At the other end, there are two Geth Rocket Troopers just
hanging out. You should be able to kill them both before they notice you and
return fire. When they’re gone, continue around the corner to the next
tunnel and drive on in. In this tunnel, you’ll find two more Rocket
Troopers, followed by a small group of enemies at the tunnel’s exit.
Neither group should give you much trouble.

After you’ve left the second tunnel, you’ll be forced to exit the
Mako. The path is blocked, as well as your radar, so jump out, equip your
squad with the best stuff you’ve got and save the game. This sequence
coming up is the point where you’ll either learn to play Mass Effect on
the game’s terms, or you’ll be stuck forever.

When you first move between the rocks blocking the Mako’s path, there
will be a handful of enemies waiting for you. Remember the Rocket Troopers
deal the most damage, but also are the easiest to kill. Get rid of them first
and mop up the rest of the less dangerous enemies next.

When you round the next corner, you’ll be given two rock outcroppings to
use as cover. Pick one and stay there. Remember how quickly you died in Gears
of War before you learned to use cover? You’ll be dead even faster here.
Make sure your other two squad members have cover as well and begin picking
off the enemies on the tower to the right. Your squad is more than capable of
taking out the enemies that charge up the hill at you. It might take you a
couple of tries to get through this part and some of the following battles,
but once you get used to things, it won’t be very difficult at all.

After this canyon is cleaned up, if you don’t listen to anything else I
have to say, listen to this: save. your. game. now. You will almost surely die
at this next part, and you wouldn’t want to have to get through all that
again, right? After the little scene, you need to get your team and yourself
under the building and behind the metal plates there. You’ll want to try
to stay back here as much as possible during this fight. That thing four-
legged from the cut scene (called an Armature) can kill you in one shot. Your
first job in this battle is to kill the two Geth Stalkers, which are the only
two enemies that will come to you. They jump around everywhere and can be hard
to hit, but using squad powers like Carnage and Overload work well.

After the two of them are down, you’ll want to worry about the Armature.
Find a covered spot where you have a good view of it and slowly chip away at
its health with your Assault Rifle or Shotgun. Carnage, Sabotage and Overload
work fairly well in this case too. I found that the green box to the right of
the metal plating can be a great covered point, and shooting at the Armature
through the beams holding up the structure can keep you safe as well.
You’ll probably want your squad to stay back while you tackle this enemy
alone; they have a tendency to get themselves killed.

The last step is to take out the two Geth Snipers. This is done fairly easily
by strafing and pounding away with the Assualt Rifle. Feel free to have your
squad help you with these two to speed up the process.

Once it’s all over, head up the ramp and open the door. Run down this
hall and get ready to fight a few more enemies, but nothing major like before.
As you work your way down the path, follow the scaffolding and use the
elevator at the end. At the bottom, you’ll encounter three Geth Assualt
Drones, but they shouldn’t cause you too much headache. Use the next
elevator to move even further down.

As you near the bottom, this elevator will break down. Jump off and follow the
broken path ahead. Watch the cut scene that follows. Looks like we’ll be
saving this lady now too. Maybe she can tell us what really happened at the
end of ‘Alien Nation.’ Haha. Anyway, work you way down to the
floor of this cave and take out the handful of Geth waiting for you. Take note
of the device almost directly below the scaffolding you just walked down.
It’s a Mining Laser and its what you’ll be using to free that
woman. Before you fiddle with it, search the area for a Weapons and Storage
Locker. Once you’ve plundered them both go back and use the Mining
Laser. It asks you to press buttons to activate the laser and AXBY made it
work for me. You might need to play around a bit if the code is randomized.

The laser blows a huge hole in the floor, so run in and hit the button. This
frees Liara and after some dialogue, you’ll need to escape the caverns.
Make note that the game auto saves here, so if you die at the next part, you
don’t need to freak out. At the top of the elevator, you’ll be
confronted by a Krogan Battlemaster who aims to bring Liara to Saren. Of
course, you won’t want any part of that plan, so get ready to fight.

The Geth Troopers and Snipers aren’t much of a threat, but the Krogan
Battlemaster can be a huge pain. It’s foolish to fight him up close, so
stay away, use Overload and keep plugging away at him. He’ll eventually
die. Kill any remaining Geth and a cut scene will take over. Mission
accomplished!

Watch the conversation with your team and Liara to find out some more
about… well… everything and speak with the Council when
you’re through. At this point, you have the choice of continuing on the
main story path or branching off to do some assignments and other missions.
The next main path mission will lead you to Feros, so you can continue there
or check out the Assignment part of the FAQ for the extra stuff.

*Feros

After landing on Feros, leave your ship and speak to the main on the path.
He’ll tell you that you need to meet with Fai Den, the colony’s
main man. You’ll be ambushed by Geth here, but they shouldn’t be
able to hurt you too much. Kill them all and continue to follow the path to
the stairs. You’ll again be ambushed by two Geth Stalkers, but they
don’t jump around as much before so they should be easy.

The next area looks a lot like the line at the Star Tours ride at MGM
Studios… to me, anyway. Speak with the people here if you want and poke
around a bit for some experience and computer terminal to hack.

In the next area, you’ll find Fai Den speaking with a woman. If you
start talking to them, you’ll be ambushed by Geth. Kill the two Troopers
and three Snipers here before going upstairs to meet the second wave. Slowly
work you way through the tower and kill every Geth soldier you see. Be
careful, though, a Geth Destroyer appears here and he packs a punch.

When every Geth has been dealt with (you’ll get a small cut scene), go
back and talk to Fai Den. He’ll explain about ExoGeni and the Geth
presence here. By asking him questions Fai Den will point you in a couple of
different directions – water, food, power, tunnels… the Geth
presence has affected all these things. You’ll have a few different
things to accomplish, so feel free to tackle these next parts in whatever
order you choose. The only necessary objective you have is to get to ExoGeni,
so let’s worry about that. Check the Assignments part of the FAQ for
everything else.

Go back through into the tower, but this time, follow the path left after the
stairs instead of using the second flight of stairs. Use the elevator to the
Prothean Skyway to continue to the next area. At the top, you’ll come
across two colonists battling a Geth Drone. Kill it for them, take the Mako
tank and head toward ExoGeni HQ.

After exiting the tower – surprise – a Geth ship will drop off
some enemies for you to deal with. Remember you have the powerful weapon (RB)
along with the machine gun (RT) and you’ll be fine. Let the Mako’s
shields recharge before continuing to the second Geth fight. After the second
group is gone, you’ll notice an enemy or two more on your radar. These
last few stragglers are in a hidey-hole just off the road. Go in, get rid of
them and take the handful of items they were guarding.

After you go through what seems to be a garage door from space, you’ll
hear some voices over your radio. There is another small outpost of colonists
here. Hop out of the Mako and speak with them. One of the women wants you to
find her daughter, Lizbeth. Also, make sure to take note of how big a douche
the man, Ethan, with this grieving mother, Juliana, is. He is hiding
something. Speak with the other colonists in the area and Gavin Hossle in
particular, if you are looking for a new assignment. Again, check that part of
the FAQ for more info.

Get back to the Mako and stay on the path. You’ll be ambushed twice more
by Geth on your way to ExoGeni HQ, so keep the Mako’s health up and be
careful – the last ambush has a Geth Juggernaut, and he can make things
difficult. Before you enter the HQ, you might want to hop out of the Mako and
look around. There are two more hidey-holes off this stretch of highway and
they both have enemies and items within.

You’ll go through two more garage doors and the path will end. Before
you jump out of the Mako and continue on foot, see if you can angle yourself
correctly and take out some of the enemies ahead with the Mako’s
weapons. It just makes things a little easier.

Clean up the rest of the Geth and take a look around. You have two options
– you can head to the left side of the area, check out a blue force
field and head directly into the base, or you can hack a door to the right.
Hack the door and go inside. Take the items from the small room and
you’ll be attacked by a Geth Armature. Shoot the fusion tank near it to
cause some damage and chip away at its health from the hallway where it
can’t get to you. Once its dead, turn around and head underground.

Guess who? Lizbeth tells you about the Geth energy field and an organic being
they want, called a Thorian. I knew there was more going on here…
She’ll give you her ID badge so you can get through looked doors inside
the HQ. Be careful; as soon as she’s done talking, you’ll be
attacked by a half dozen more Varren. Take care of them and head for the only
exit from this large room, which is in the opposite corner of where you are
now.

Go inside and you’ll hear someone having computer problems. Head up the
stairs and you’ll be treated to an amusing scene between a Krogan and a
computer. Kill the Krogan off and use the computer to find out what the Krogan
wanted. I won’t ruin it for you, but everything that has been going on
here is made perfectly clear at this point. Ask the computer a few more
questions if you want, especially if you want to know about the Torian, how it
works and where it is.

You’ll want to be escaping this planet soon, so you’ll try and
radio Joker aboard the Normandy. The energy field is blocking your
transmission, so your first step will be to knock it offline. Run past the VI
Console and up the stairs to a small landing. Don’t jump off just yet;
there are two Geth Shock Troopers down there. Kill them before they realize
what’s going on and you’ll get another small scene. Investigate
the glowing orb and hack the crate in this room for a few items before
continuing on.

Follow the only hallway out of here and you’ll encounter a few enemies
when you come to the next clearing. Seriously, would someone like to make the
case that the Geth Stalkers aren’t the most annoying and least dangerous
enemies in the game? Anyway, you have two choices here. The non-tinted hallway
will lead you up to some Krogan who will rush you. I promise you – you
will die here if you aren’t careful and good with biotics. After
they’re dead, you can find some good items up here, as well as a
computer vital to one of the assignments… you know, the assignments that
we aren’t discussing here?

The red hallway will lead up to a fight with some Geth, but the whole thing is
easily handled if you shoot the exploding tank on the ground near them first.
A shot or two more should kill each enemy after that. Use the walkway for a
tiny scene that shows… I’m not sure… and descend to kill the
rest of the Geth in the area. There is a Destroyer here, but if you’ve
been fighting enemies, leveling up and keeping the best weapons equipped, you
shouldn’t have nearly as much of a problem as you did with these guys
before.

There are three terminals in this area, each of which will give you an
assignment. There is also a tiny, easy to miss hallway off the area with a
crate containing a few nice items. Once you’ve looked around,
investigate the Shuttle Bay Door Controls. This will bring up a small number
puzzle. It is extremely easy to figure out on your own, but the answer is to
hit the 17, 11 and 5 valves, in that order. Neat.

After the scene, Joker lets you know that the colonists are freaking out.
Looks like it might be about time to be getting the hell out of here. Get back
downstairs and through the blue locked door, which leads you right back to
Lizbeth and the Mako. Talk to her, get to the Mako and get going.

Back out on the highway, you’ll have a number of Geth blocking your
path. It is almost suicide to slow down and attempt to kill them off one by
one. Instead, drive right through them and keep going. At the other end,
you’ll get a radio message from Lizbeth’s mom. Go down and watch
what goes on. Without ruining anything, I’ll tell you this – even
though you are going for the “good” playthrough, you can’t
stop what you’ll eventually need to do here.

After the “unpleasantness,” equip your grenades with the nerve gas
you just received. You can totally kill the colonists if you want, but it
certainly won’t net you any “good guy points,” will it? Get
back into the Mako, barrel down the highway (right through the Geth) and once
you make it to the other end, you’ll get a scene that introduces the
Thorian Creepers. These are not, repeat, ARE NOT colonists, so kill them at
will.

Head into the base and take out these gruesome guys at will. You’ll find
some colonists at the top of the ramp. They are shooting at you, sure, but hit
“select” to toss a grenade at them. Hit it again to detonate it
and knock them out. Follow the path back through the main colony to the crane
controls. The best way to advance is to get close enough to the enemies to
activate the Thorian Creepers and retreat. They’ll follow you, so shoot
them from safe spots a ways back on the path. Then move forward and take out
the colonists with either grenades or melee attacks.

Hit the crane controls and watch the scene. Head down the new stairs to your
left and the game will auto save. Good thing, too. You might want to make sure
you have Anti-Personnel ammo in your weapons at this point; it will make the
next segment much easier.

Watch the next scene, which is both disgusting and very disturbing. Once it is
all over, kill the clone and any Thorian Creepers in the area. These guys are
going to get annoying, as there are a ton of them in the area. Once they
finally stop coming at you, kill the Thorian Node in the next room. Gross.

Head up the stairs and the Thorian will vomit up another clone. Go back
downstairs and take care of it, along with the new Creepers in the area. Once
the area is clear, work your way back up the stairs and collect the items from
the weapons locker. Kill the Node in the next room and keep going.

Continue on in this manner along the path. Always take care of the clones that
show up first; they can do a lot of damage. Kill all the Creepers next and
finally, kill the Nodes. Just go slowly and eventually you’ll reach the
end. Kill the last Node and the Thorian will die.

In an unexpected twist, the Thorian’s death will release a prisoner,
Shiala. She is a former follower of Saren and will shed light on quite a few
things here, from his plans to more about the Protheans and the Cipher.
She’ll do a creepy mindmeld with you that will further clear up the
beacon’s vision, which, as it turns out, is both horrifying and
disgusting. Ask Shiala about whatever you like and return to the colony when
you are ready.

You can speak with colonists here if you want, but there isn’t too much
going on. Return to the Normandy when you are ready. After a scene with the
crew and a chat with the Council, you’ll be free to move around the ship
and talk to your crew. If you hadn’t done so up to this point, I’d
recommend making sure you talk to everyone at length. It can open up some
interesting assignments, it adds a lot of cursory information to your Codex
and can flesh out the story a bit. Also, investigating certain parts of the
ship itself can net you experience points and new Codex entries. It’s
just a good idea to spend time on the Normandy checking things out.

When you are ready, head back up to the Galaxy Map. You’ll be
interrupted by a transmission from the Citadel. Listen to what the Council has
to say and you’ll get a new mission destination – Virmire. After
the conversation, you’ll have the option of going where you want, but
the two main story destinations at this point are Noveria and Virmire.
It’s a better bet to tackle Noveria first, so that should be your
destination after you get whatever else taken care of. Check the Assignment
FAQ if you want to take a few detours first.

*Noveria

As you prepare to land on Noveria, you’ll immediately know that these
people must be a hostile bunch. Leave the ship and you’ll be confronted
by some local authorities. They will give you a hard time but no matter what
you say, you’ll be able to move on with your weapons intact.

In the next room, speak with the woman in the red jumpsuit, Gianna Parasini.
Ask her a few questions about the planet and the Geth. She’ll spill the
beans about Benezia’s recent visit. Go down the stairs and use the
elevator to get to the next area.

No one here really wants anything to do with you, so find Gianna again and
have her let you into Anoleis’ office. He’s a real a-hole, so keep
the conversation to a minimum. Ask him about Benezia for a few tidbits, but he
isn’t much help. All you need to know is that access to Benezia is cut
off for now, and it’s your job to get to her. Before going any further,
you should know that there are some assignments in the area. Check the
Assignments FAQ for more info on them.

If you’re ready to keep going, ask Gianna about another way to get to
the garage. She’ll give you a name – Qi’in – and
pretty much nothing else on the subject. She does have a wealth of information
on the local corporations, though. Ask about them before taking off.

To get to the hotel, you’ll need to take an elevator located at the
exact opposite end of this lobby area. It shouldn’t be too hard to find
considering there is next to nothing else going on in this area.

In the bar, you’ll see Qi’in sitting directly ahead of you.
Instead of running right up to him, I’m going to save you a world of
headache. Take a right and head upstairs first. Follow the path at the top of
the stairs until you hit a dead end. By doing two decryptions here, you can
get an assignment and, more importantly, deactivate a security system. This
will make the next part of the game infinitely less annoying. After
you’ve done this, go back downstairs and talk to Qi’in.

He’ll offer his garage pass in exchange for some information off his
computer. The catch is that his business has been shut down by Anoleis under
suspicion of corruption. Qi’in seems to think that whatever info he has
been cut off from will bring down Anoleis, so he asks you to get it for him.
He warns that you may have to bash a few heads in along the way, but whatever,
right?

Note: If you go speak with Anoleis at this point, he’ll try to talk you
out of things. Even though this is the “good” walkthrough, that
guy was an anus a few minutes ago. Screw him. The option is there if you
choose to take it, though.

Anyway, the elevator up to Qi’in’s office is located off the main
lobby area, in the hallway marked with the red car insignia (which seems to
indicate ‘garage’ – also off this hall). It is the first
elevator you come to in the hallway.

At the top, convince the two guards who stop you to get out of your way, then
kill the rest. This will be tons easier if you deactivated the security system
before like I told you to. Check the entire place for items and such before
downloading the evidence from Qi’in’s computer.

After you download the data and attempt to leave, you’ll be confronted
by some blonde and a few more guards. There’s nothing you can do –
you’re going to have to kill her. She is a complete pushover, but the
handful of guys she brought with her aren’t messing around. They have a
lot of firepower, so you’ll need to be very careful to avoid a quick and
painful death. If you are having a lot of trouble, try equipping some toxic
rounds. If you even manage to graze your enemy, you’ll poison them and
then… you play the waiting game.

Once they are dead, use the elevator and Gianna will be waiting at the bottom.
She’ll ask you abut the noise and request you speak with her before you
talk with Qi’in and give him his data. This, my friends, is where things
can get very, very complicated.

Return to the bar and speak with Gianna… er… whatever her name is.
She’s an undercover officer and is looking to bring down Anoleis. Ugh.
Nothing is ever simple. Ever. You have some choices here. You can either give
Qi’in his evidence, get his pass and keep going, or you can help Gianna.
The second option has the chance, but not the certainty, to turn out very,
very badly, so I’ll just leave the choice up to you. However you manage
to get your garage pass that is where I’ll pick things up.

Enter the garage (just past Qi’in’s office) and – surprise
– you’ll be attacked by Geth. These guys can be a serious pain.
Change you ammo back to the kind that does increased damage to synthetic
creatures to make things a tad easier. Once they’re all dead, explore
the area for a few items and talk to Matsuo from the hangar. I guess everyone
on this planet is a jerk. When you’re ready, get to the other end of the
garage and board the Mako.

Drive out of the garage and out into the snow. You’ll notice that there
is a level one hazard warning at the bottom of the screen. This means that you
should only get out of the Mako if absolutely necessary; staying outside for
too long will kill your team. That doesn’t mean don’t explore at
all though… there are some crates and boxes along the path that
you’ll need to exit the Mako to pick up, just make sure to be quick
about it.

Follow the snowy road past the first crate and wrecked vehicle to a bridge
with some turrets guarding it. Get rid of the turrets first and worry about
the Shock Troopers next. Then you’ll want to back off for a minute and
wait for the Mako to self-repair any damage you may have sustained. One
you’re healed, race down through the tunnel, killing Rocket Troopers as
you go. If you attempt to go slow and take this part enemy by enemy, you WILL
die. Its best to charge them, blast away with both weapons and clear the
tunnel as quickly as possible. Before leaving the tunnel, make sure to hop out
of the Mako and grab the Upgrade Kit at about the halfway point.

Exit the tunnel and you’ll get a short scene, after which you’ll
be attacked by a Geth Armature up the hill to your right. Blast him and his
Shock Trooper buddies, but don’t leave without hopping out of the Mako
and picking up two more easily decrypted crates.

Now you’ll want to follow the path around the edge of this snowy canyon.
Once you get to the other side, you’ll be attacked once again, though
this is the easiest group of enemies yet. Blast them and continue into the
tunnel. At the other end, you’ll find one more easily defeated turret.
Blow it up and follow the path.

This is the final stretch of the Mako portion of this planet, so just keep it
on the road and you’ll be ok. You’ll need to take out two or three
more turrets as you drive, but none of them should cause too much trouble.
When you get to the burning car blocking the path, you’ve reached your
destination. Exit the Mako and go inside.

One you enter the garage here, you’ll be ambushed by a couple of Krogan,
a Repair Drone and a Geth Juggernaut. Once you’ve killed them all, a
voice will come over the intercom and it will become clear that something is
really, really wrong here. Run upstairs and to the only exit (grab the Upgrade
Kit on the way), where you’ll see some deactivated turrets facing
inward. Again, something isn’t going well here. Check the area for items
and use the elevator when you’re ready to move on.

At the top, take out the handful of Geth Troopers and watch the scene with the
Rachni. These roach/piranha plant hybrids are poisonous, but otherwise fairly
harmless. Kill the little ones first followed by the two bigger, uglier ones.
Poke around the area for some experience and items after the fireworks are
over. At the top of the stairs, you’ll find a closed door with a Medical
Kit inside. On your way out another Rachni will attack. Kill it easily and if
anyone on your team is poisoned, wait for them to heal up automatically before
leaving for the next elevator and area.

At the top, you’ll be attacked by a few of the smaller poisonous Rachni.
Kill them quickly and examine the Power Core to your left. The Memory Core has
been damaged, so you’ll need to reboot things to get all the various
doors in here working again. Go to the back of the circular room and look
toward the direction you entered from to see the elevator leading down to the
Memory Core.

Down here, you can either pay 100 Omni-Gel to get the Core working or you can
play a little puzzle game to get it running for free. The Omni-Gel is
obviously the faster choice, but the puzzle isn’t so tough. If it gets
frustrating, just pay the Omni-Gel. It took me about 15 minutes to trial-and-
error my way through the puzzle, so give it a try if you want.

Once it is activated, “Mira,” the Core’s virtual
intelligence, will talk with you. Ask her about Benezia and she’ll tell
you that she’s already gone. She left on the tram which, of course, is
now broken. In the simplest of terms, you’ll have to do some more
repairs before you can chase Benezia any further. Ask Mira any more questions
you might want to before moving on.

First, you’ll want to repair the station’s landlines. To do so,
use the elevator directly behind you and head up to the roof. One you get up
here, you’ll want to exit, the immediately re-enter the red tinted
hallway. There are is a small army of Rachni up here and it’s a lot
easier to let them come to you in the hall than it is to face them all at
once. Once they’re dead, pick up a few items in the area, turn on the
landlines and activate the Mira terminal. Next!

Now you’ll have to fix the fuel lines. Go back to the area with the
Memory Core and use the door marked Fusion Reactor. Be careful, you might run
into a Rachni or two on the way. Use the elevator at the end of the hall to
get to the Reactor.

Down here, the Rachni aren’t your problem – the Geth are. Try to
get them to come to you, but for the most part, you’re going to have to
attack, retreat, heal and repeat to kill them all. Once everything is dead,
search the area, upstairs and down, for items and reconnect the fuel lines.

Now that everything is all fixed, get back to Mira and the Memory Core. Deep
breath… there is ANOTHER problem. Now the Rachni are in the
decontamination chamber leading to the tram. Gah! Use the only door in here
you haven’t yet (it has a little train on the sign) and use the elevator
to get up to the tram.

At the top, take a right into the little office area and pick up a few items.
You can either purge the Rachni in the system by repairing the system, or you
can open the door and blast them yourself. Personally, I blasted them. Wait
for your team to recover from the poison and damage before moving through the
decontamination chamber and onto the tram to the Rift Center. Finally.

There is only one way out of the station available at this point, so take the
elevator up and talk to Captain Ventralis. He has a little bit of info on a
lot of subjects, so ask him some questions before moving on. The most
important things to take away from the exchange are an access card and the
tidbit that Benezia is down in the Hot Labs. The conversation ends with a
small Rachni attack, so kill them off and talk to Ventralis once more before
moving on.

Follow the little path to the next open area. Speak with the people in the
area, including an unpleasant Asari, a nervous toxicologist and a mostly
useless merchant. If you’re in it for assignments, you can get another
one in the area. Assignments FAQ… yeah, yeah… Completing this one
will open up a different path through the area, so it may be worth the extra
effort.

At this point, you can explore most of the area. Stay away from the Restricted
Area for now. Just because you can get there doesn’t mean you should
– yet (it triggers the next events in a weird order and may lose you
some experience and a few conversations). Head back to the tram station after
you’ve poked around for items and such and enter the Hot Labs from there.

Speak to Tartakovsky in here to find out the truth behind the Rachni and what
was really going on at this station. You’ll need to input some codes
that will purge all life from the Hot Labs, setting things right. Tartakovsky
goes to help but… he doesn’t make it. Kill the Rachni, take the
codes off Tartakovsky’s body and enter them at the Mira terminal in the
next room.

All that screaming and the two-minute countdown tell you that you have to get
out of here quickly. Don’t charge back through and to the elevator;
you’ll probably die if you do that. Instead, hang back and take them out
in a more organized fashion. If you run out of time, it is game over, so make
a break for it if you have to. One more thing – your radar is a bit
deceiving here. There are a ton of red dots on your radar, but those enemies
are OUTSIDE the Hot Labs. Concentrate on the red dots in the center of the
radar; the ones on the sides can’t get to you. Go up in the elevator and
wait for the sound of the explosion. Neat.

At the top, go back to where Ventralis and his men were earlier. This time,
they’ll be shooting at you when you arrive, so defend yourself and kill
him and all his guards. If you attempted to enter the Restricted Area before
you cleaned up the Hot Labs, you still would have had to kill Ventralis, but
less because Benezia was controlling him and more because he is simply mad at
you. This is the “good” walkthrough, so it’s probably best
not to shoot at people for no reason.

Work your way through the area to the Restricted Area and fight the guards
that try to stop you along the way. Take the elevator to the next area and get
ready for your fight with Benezia herself. Well, sort of. After a quick
exchange, she’ll send three waves of Asari and Geth forces at you. Be
careful to avoid Benezia’s attacks from the center of the room as you
wipe out all three squads. Keep in mind that she won’t send a second or
third squad until the one before it is completely wiped out. If it seems like
nothing is going on, you’ve missed an enemy or two. Kill whatever is
left to trigger the next wave.

After she runs out of people to throw at you, Benezia will claim she’s
been under Saren’s control. Ask her about everything you can and
she’ll give you some data about Saren’s next location and his
plans. Saren’s mind control will take over once again and you’ll
have to kill Benezia. It’s actually kind of sad. Kill her and whatever
remaining Asari commandos are still in the area. Watch the scene that follows
and since you’re a good guy, release the Rachni instead of killing it.
It may be hideous, but freeing it is the right thing to do. Search the area
for items when you regain controls and leave through the door marked with the
train when you’re ready.

Use the tram here and instantly, you’ll be back on your ship. Speak with
the crew briefly and you’ll be patched through to the Council. Like
always, they blather on about stuff they don’t understand, so be polite.

Now you’ll want to go do a sweep of the Normandy and speak with all the
crew members again to forward any personal stories you might have going on,
the romantic ones in particular. What’s it called when a guy is gay for
a girl? One a personal note, my first playthrough ended in a romance with
Liara, but my second one led to Ashley. Honestly, Liara was the more
interesting story, but the whole ‘romance’ plot is optional anyway
and feels creepy in a few places… but that’s just my opinion.
Anyhow, your crewmembers can offer some assignments if handled correctly and
at very least will give you some more background info. Once you’ve
finished this, it will be time to move on, but I need to mention one thing
before you do ANYTHING ELSE.

The end of the Noveria mission marks ‘that point’ in Mass Effect
– the point of no return, if you will. If you proceed to Virmire, you
will be on a one-way road to completing the game. If you plan on completing
any of the extra assignments (Assignment FAQ… yeah, yeah), this is your
LAST CHANCE to do so before starting a second playthrough and doing it then.
We’ll discuss the post-game stuff at the end of the walkthrough, but be
aware that once head to Virmire, that’s it for most of the game’s
assignments.

If you can’t wait another minute to see how the game ends, create
another save file right before you go to Virmire. That way, you can beat the
game and come back later to do the missions you missed. You’ll need to
do the remaining parts of the game over again at some point, but three hours
of catch-up is better than the 30+ you would need to start from scratch.

When you’ve done it all, use the Galaxy Map and get to Virmire.

*Virmire

To call this the beginning of the end would be a severe understatement. If you
feel like I do concerning the game’s story (long periods of nothing,
followed by way too much going on at once), you’ll be pleased to know
that things get very interesting soon enough.

The first thing you’ll notice here is that everything looks like Halo.
On purpose? Maybe… Anyway, you’ll start with a little driving.
Along the path, keep an eye out for Geth Rocket Drones and various other
enemies. You should have a good handle on how to finish these segments by now,
so I won’t waste time giving you strategies and such.

When you get to the large enclosed bridge, you’ll want to hope out of
the Mako and check the place out. Inside, there are a few good weapons. Get
back to the Mako and move on.

The paths here are pretty windy, but they all take you where you need to be
– the turret giving your team trouble. It is shut down easily enough;
search for another bridge, kill the enemies and flip a switch on the second
floor. Don’t forget to open the gates so you can get through. The next
bridge doesn’t have a turret control, but you’ll still need to
shut the gate off.

Now just follow the path and you’ll get to the base soon enough. A
conversation will take place automatically and it will really piss off Wrex.
Go talk to him and no matter what you do (with one exception), well, I
won’t ruin it.

Now you’ll need to go and speak with Captain Kirrahe. He’ll need
one of your people to help with his next mission, and you have to choose
between Kaiden and Ashley to send with him. Whoever you think is less of an
asset to your team… send them. You might not see them again for a bit.
After the short exchange, Kirrahe will make a speech to the troops. Very
Braveheart.

When you regain control, you’ll have to fight your way up this little
river. When you get to the structure, use the stones for cover and your Sniper
Rifle to take out who you can. When you feel like you’ve gotten most of
them, charge the base, kill any stragglers and deactivate the Geth comm.
system. Also remember to check the area for items.

The next building you see will also be populated with enemies, including a
Krogan. Get rid of them and destroy the satellite on top of the building. Then
follow the scaffolding on the second floor.

When the scaffolding splits, you have a couple of choices. To the left,
you’ll find some items and some Krogan. To the right, you’ll find
some Drones and items. The Krogan path is optional, but the Drone path is
mandatory. Follow it and you’ll be attacked by Drones. Kill them all and
destroy the fuel tank here.

Now follow the next path around and you’ll come up on a bridge to the
base. Try to take on the Krogans from a distance; they are pretty strong. Once
they are dead, grab the two sets of items and head into the base at the door
all the way on the right side.

Before you get into the base, you’ll need to run down another path to a
set of three doors. By the door closest to you, there is a computer panel you
can use to deactivate alarms and/or call guards away from their positions near
you. If you leave the guards, you’ll get “good” points. If
you send them off, you’ll get “bad” ones.

Things can get confusing in here because there are so many doors. Instead of
me trying to describe a maze, I’ll say this – your goals should be
to release some prisoners and finding an elevator. Some of the prisoners may
attack you, so when they do, just kill them – it won’t take away
from your good guy status.

Once you’ve released these guys, find the elevator. Use it and
you’ll be in a lab. Kill all the Husks and Geth in the room, along with
a Krogan doctor. When they’re gone, pick up the items in here and use
the only exit. Kill a few Geth on this pathway and kill the two Geth Troopers
at the end. Use the door and it will trigger a conversation.

This Asari doctor is another Saren employee, but you should let her go anyway.
She’ll even open the path to the elevator that leads the next part of
the base. Follow this completely empty path to the next elevator. Use it and
head into the next room, down the steps and check out the Beacon for a short
scene. Run back up the stairs for another, slightly more baffling conversation.

As you exit the area, you’ll see a bridge directly in front of you being
lowered. Use it. There are three Krogan on this walkway, so just try to be
cautious. In the next area, you’ll be fighting on a two-tiered walkway.
Its best to take out the Krogan on the bottom first and concentrate on the
other guys last. As you round the corner, you’ll be attacked by more
Drones. Kill ‘em all and run up the ramp to deactivate the AA Guns.

When you do this, you’ll be attacked from the direction you came from
and also from the elevator. The enemies are too terribly hard here, but the
chance of dying is very high. Use the new elevator to get to the next area.
Fight down this long hall and through the door. In the next area, you’ll
get a scene with Ashley carrying the nuke and Kaiden will radio in with some
bad news.

Keep following the path to an elevator and a dead end. A conversation will
take over and both Ashley and Kaiden are in trouble. You’ll have to make
a choice on who lives and who dies. Two character enter. One character leave.
I chose to save Ashley, so it was back down the elevator to the bomb site for
me.

Of course there will be Geth waiting for you when you get there. Pay careful
attention to a large white Geth known as Geth Prime. That is the enemy that is
going to kill you. Introduce yourself. He has lots of shield energy, quick
regeneration and enough firepower to arm an entire country. Lift, Overkill and
Sabotage are going to be your best friends here if you want to come out alive.
Kill off any remaining enemies in the area and get ready for some excitement!

After the awesome conversation, you’ll finally get a shot at Saren.
It’s three on one, but the fight is still difficult. Saren will be
flying around on his Green Goblin glider. Lift and Warp both work well to wear
him down, but good old-fashioned run and gun is what will win the fight. Wear
him down keep yourself alive. Knock his health down low enough and a cool
scene will take over.

Back on the Normandy, you’ll have a conversation with whomever you chose
to save on Virmire. Don’t be a jerk about it, but be firm. You saved who
you had to. If you are too wishy-washy or mean about it, you won’t get
your “good guy” points.

Next, Liara will read your mind again and she’ll finally decipher what
those creepy visions are all about. She also discovers Saren’s
destination – Ilos. Joker will patch you through to the Council again
and you’ll explain what you know and what has been going on. They wish
you luck, but aren’t all that behind you in your plan. Eh, screw them.

If you did things in the right order and have completed all four main planets
(Artimus Tau, Feros, Noveria and Virmire), you’ll be brought back to the
Citadel automatically if you access the Galaxy Map. Talk to your crew like
always and further any of the character subplots that might be dangling (maybe
not the best choice of words, especially if you are into the romance
subplot…). When you are confident you’ve done it all, go to the
map and back to the Citadel.

*Citadel (Second Visit)

After a long conversation with the Council, you are grounded, the Normandy is
taken away and you are no longer a Spectre. Awesome. Watch the uncomfortable
scene that follows and Joker will chime in just in time. Captain Anderson
wants you to meet him in Flux. If you’ve been doing assignments, you can
finish up “The Fan” and a couple others at this point. When you
have the loose ends tied up, go to Flux and talk to Anderson.

He offers to help you get to Ilos with one of two very illegal options. Both
work equally well for you, so whichever sounds cooler to you, go for it. Just
make sure that on your way out of Flux, you check out the dance floor and
dance with Durron. Who would have thought the captain was so… so…
funky! Anyway, just get back to your ship and get out of here.

*Ilos

Before landing on Ilos, remember that if you’ve done the romantic stuff,
this will be your last chance to wrap it up. Travel to Ilos, but before
leaving the ship make sure to have that last conversation with your chosen
mate. Someone call the producers of Peter Griffin’s Side Boob Hour!

Watch the conversation with all the crew members. Ashley is especially nasty
today, huh? Afterwards, as you attempt to land, watch the cool scene. Once it
is over, find the only path out of this area and follow it. You’ll only
be attacked by low level Troops and Shock Troops for a while, but you’ll
be fight not one, but two Armatures at once. Cover is useless here, so strafe
them both and avoid their blue fireballs at all costs.

When you see a series of ramps, you’ll want to follow them. At the top,
there will a few more enemies, but to worry about. Just find the second set of
ramps and head down. After killing all the Geth in the area, you’ll want
to start looking for elevators. They are the doors with red lasers (maybe?) on
them. Find one that works and use it.

Continue following the path until you are attacked again. You’ll
probably die here, so make sure your game is saved. It seems to me that the
only feasible solution in this fight is to charge ahead, use the stairs and
hide behind the barrier up there. This makes this fight less like a massacre
and more like shooting (Geth) fish in a barrel.

When everyone is dead and gone, run to the opposite end and use the kind-of
hidden stairs. At the top, trigger the security computer for a cool
conversation with a hologram. When you are done, return to the ground level
and enter the now-open door, located directly below where you just were on the
second floor. It leads to an elevator, so use it.

Follow the enemy-free path until you see the Wartho… I mean Mako. Follow
the straight path until you hit a barrier of some sort. Hop out of the Mako
and look for the path to the right. Head on in and use the elevator.

When you get out of the elevator, run straight and speak with the hologram
Virgil; he’ll reveal a ton of new and useful information. But man…
he can talk. Even if you don’t care, Liara will stop you from ending the
conversation until she hears what the hologram has to say.

When you are finally done, you’ll be fairly close to a Mako. Grab it and
follow this river, taking out 3-4 small pockets of Geth. As you near the end,
you get a scene and your Mako is launched up to the Normandy. You just beat
Ilos! You’ll be finished in no time.

*Citadel (Third Visit)

When you get out the Mako, be prepared – the Citadel has changed. Fight
of a few weenies in the area and attempt to cross the only unblocked bridge.
Head toward where you began the game and you’ll get a scene.

Follow the path straight ahead and be aware of the Geth in the area. They
start out easy enough, but get harder to kill the further you progress.
Eventually, you’ll come to a more open space and a Geth drop ship will
emerge. You can’t hurt it, but I bet those big turrets can. Hack them
quickly and they’ll kill the drop ship in a matter of minutes.

After the drop ship and all the Shock Troopers are gone, follow a small
hallway near where the drop ship was hovering. You’ll fight a few strong
Geth and a couple of Krogan here. Once they are dead, make sure to save your
game.

When you come to the next open area, look way off into the distance from
groups of three Geth shields. They mark the location of turrets. One hit from
one of these and you’ll be dead and gone, so it pays to stay away from
them. You can hack them or even destroy them, but the risk is very high.

The best way to avoid them is to enter the open area and drop into the floor
directly in front of you (there is a Geth Troop hanging out in there when you
first round the corner). Go all the way to the right side of this little hole,
jump out and run straight to the next hole in front of you. From inside the
second hole face the left side of the area and make a break for it. If
you’re lucky, you won’t get hit and you’ll make it to a deep
trench with a grate at the far end. Open that grate to get back into the
Citadel.

You’ll find yourself back in a destroyed Citadel Tower. Run straight
ahead and destroy the weak handful of Trooper and Shock Troopers. When
you’ve killed them all, continue forward to start a scene. Saren’s
been completely taken over by Sovereign so get ready to fight. I’ve been
told that it is possible to talk Saren into killing himself, but my levels
weren’t high enough to make that happen. I imagine your Charm skill
would have to be 100%.

Talk to Saren for a minute and the fight will start. Fight him just like you
did before. Keep your health up, keep moving to avoid his rockets and other
weapons (but mostly rockets) and just keep shooting. Beating him really
isn’t all that tough.

After Saren dies, you’ll have to make one of three possible choices. I
won’t ruin the story for you, but if you are dead-set on the “good
guy” stuff, you’ll really want to try and save the Council.
That’s all I’m saying about that.

Like every good bad guy, Saren comes back to life and is ten times more
gruesome than before. Killing him now is going to be a much more difficult
chore. During this fight, you’ll want to pretend you are a shark. Why?
Because if you stop moving, you’ll die. Period. Saren will be jumping
around the room a whole bunch, so do your best to keep him in your crosshairs.
His shield will take a lot of damage before it dissipates, and man… it
recharges very quickly.

The best way to beat him is to keep moving and use skills like Sabotage,
Overkill, Lift and Singularity. Sometimes they work, sometimes they
don’t, but the plan of attack should be to throw everything you have at
him.

After you’ve caused him some damage, you’ll be interrupted by a
scene. When you come back to the fight, Saren’s shields will have
regenerated. Fight him exactly as you have been. He moves around a little bit
more during this second phase, but keep on him and he’ll go down.

Watch the ending scenes of the game and that’s it. Congratulations on
beating the Xbox 360’s first great RPG. Now, check the Endgame section
if one playthrough wasn’t enough to satisfy the savage beast.

*Endgame

In this section, I’ll describe what your options are after you finish
the game for the first time.

**ENDGAME COMPLETION COMING SOON**

*Assignment FAQ

Assignments are one of the very best parts of Mass Effect. They are basically
just optional quests that serve to flesh out some of the story, net you extra
items or experience and/or are just fun diversions.

As with the rest of this guide, I’m 100% sure I won’t see or do
everything while writing this guide, so if you find any extra assignments I
missed, email me at nimerjm@hotmail.com with the mission name, a complete
walkthrough or how to complete it and what you get for doing so. Make sure to
put “Mass Effect” in the email subject line and I’ll add it
to the guide and credit you with the discovery.

*Table Of Contents

-Planetary Assignments
-Citadel
-Feros
-Noveria
-Virmire
-UNC Assignments
-Other Assignments

For this FAQ, I’ll only concentrate on Planetary Assignments, UNC
Assignments and a few other assignments that don’t fit into either
category. I will tackle all of the ones I come across and are otherwise made
aware of, but that’s up to you if you find something I don’t have
here. All assignments will be grouped into the three previously mentioned
categories.

Ok… lets get started!

*Planetary Assignments

This is where I’ll be breaking down the assignments you’ll get
when visiting a planet in the main storyline. They will be broken down by
planet name, so you’ll have Citadel, Feros, Noveria and Virmire
assignments in this section.

*Citadel Assignments

*Scan The Keepers

When you enter the Citadel Tower, you can find a scientist named Chorban. If
you speak to him, he’ll explain his research on the Keepers, which kind
of look like those hunched over aliens from Half-Life. Anyway, he’ll ask
you to find and catalogue all 21 of them found in the Citadel. Since this is a
pretty big place, here is how many of each you can find in each area:

*Presidium – 8 Keepers
*Citadel Tower – 4 Keepers
*Wards – 6 Keepers
*C-Sec Academy – 2 Keepers
*Docking Bay (Off C-Sec Academy) – 1 Keeper

Every time you scan one of the Keepers, you’ll be granted a small amount
of money and a few experience points. When you have scanned all 21, the
assignment will end and you’ll get an extra boost of experience. No need
to speak with Chorban again.

*Jahleed And Corban

This funny little guy can be found in C-Sec Academy. He claims that Chorban
(yes, that Chorban) is trying to kill him. Go find Chorban in the Wards to get
the rest of the story.

Speak to Chorban to find out that Jahleed wasn’t being completely honest
with you. Not that it really matters. Go back and speak with Jahleed once more
to complete the assignment.

*Presidium Prophet

This “assignment” is really just a petty fight between a C-Sec
officer and a blob with legs and a funny voice, otherwise known as a Hanar.
Seems the blob, ahem – Hanar, is preaching without a permit and the
officer is attempting to move him along.

As tempting as it is to hassle the religious, just buy him a permit for 150
credits and be done with it. Remember kids; all religious people want is money
and people dumb enough to keep handing it over. See? Video games can teach you
something!

*Asari Consort

Head to the Consort’s office, which is right off the Financial District,
and speak to the lady at the door. She asks you to set up an appointment to
meet with the Consort, so just give her your name.

She’ll be contacted by the Consort, who apparently wants to see you now,
rather than four months from now. How nice. She asks you to speak with a
General Septimus, who can be found in Chora’s Den. Notice the overuse of
the word ‘damn’ in this exchange. Go speak with him and convince
him to return to the Consort. Go back and speak with her once more to complete
this borderline creepy assignment.

*Xeltan’s Comvinced

You get this mission from Septimus when you convince him to stop being a jerk
about the Consort. Septimus managed to convince someone named Xeltan that the
Consort screwed him as well. Just take the disc Septimus gives you to Xeltan
to complete the assignment. Xeltan is found in the Elcor/Vorlus Embassy, which
is right next to where the Human Embassy is located.

*Reporter’s Request

Emily Wong, a reporter who is just hanging out in the Upper Wards, is doing a
story on corruption and asks you to help her out. If you speak to her early in
your adventure, you’ll find the evidence she wants automatically when
you deal with Fist. Takes the discs back to her for a few credits and some
experience.

*Planting A Bug

If you finish Emily Wong’s previous assignment, you’ll find her
later in the game hanging around the Council Tower. After her last story went
so well, she’s now investigating overworked space traffic controllers.
Ok….

If you accept the mission, Wong will give you a bug to plant in the traffic
control room in C-Sec Academy near the Docking Bays. Simply by entering the
room and looking around, the game will ask you whether or not you’d like
to plant the bug. Simple as that. Speak to Wong again to get a bit of
experience and some credits.

*Signal Tracking

To activate this assignment, check out the suspicious machine at the end of
the gambling area in Flux. The machine is funneling money illegally, so
you’ve got to follow its signal to the source. Here’s a breakdown
of the signals and the order they appear in. They are marked as ‘!
’ on your map.

Signal – Near Presidium/Ward elevator
Signal – Borla Von’s Office
Signal – Emporium (next to Borla’s Office)

The last one will threaten to self-destruct, so you’ll have to do an
override sequence like with the Mining Drill. The code is YXYAXAA. Put it in
correctly to complete the assignment.

*Rita’s Sister

Speak with Rita at the Flux Bar to get this assignment. She asks you to go
check on her sister, who is working at Chora’s Den as an informant. She
is about as useless as it gets, so go ahead and exit the bar. On your way out,
Chellick will slip you some info and ask you to meet him at the C-Sec Academy.
Head over there now.

You’ll find Chellick in a small white room of one of the bigger halls in
C-Sec Academy. He’ll point you in the direction of a man named Jax, who
is found on the bottom level of the Wards near the market.

Since we’re being good, just pay him off and get his items. Now get back
to Chellick and you’ll be all set.

*Schells’ Data

This funny looking alien wants you to help him gamble (i.e. cheat). To finish
this assignment, Go into Flux and play a couple of games of Quazar, which is
like a mix between Simon (I like tea and cakes for tea and cake time) and
Blackjack. Return to Schells after you collected the data (the game will tell
you when you have) and he’ll reward you justly.

*Negotiator’s Request

Meet Elias Keeler outside of Flux in the Wards. He’s obviously hopped up
on goofballs. If you want the “good guy” points, you can try to
convince him to go to space rehab. Ask him a few questions about what he wants
and you will probably be able to convince him to get some help. If not, just
go buy his damn drugs from the Medical Clinic in the Wards. Return the drugs
to him for a bit of money. I think it’s safe to assume this is NOT the
Elias that Dispatch wrote the song about.

*Doctor Michel

Speak with Dr. Michel in her office in the Wards. She’s in trouble
again, so agree to help her out. She’ll send you to speak with someone
named Morlan, who can be found in the lower Ward market area.

Speak with him and an alien who is blackmailing him will attack. Kill him and
get back to Dr. Michel in the Medical Unit. She’ll thank you, so
you’ll use the opportunity to find out more about the man the
blackmailer mentioned, Banes. With that, your assignment is complete, but
you’ll still want to go talk to Captain Anderson about Banes. More about
that in the UNC assignments part of this guide.

Just FYI – Speak to Anderson in the Embassies and Kahoku in Citadel
Tower for the UNC assignment called Missing Marines. You may already have been
given the assignment, but it’s always better to mention it.

*Homecoming

This is quite possibly the most upsetting assignment in the game. After you
finish on Eden Prime, go check near the Citadel Information Desk, which is
located it the bottom of the stairs leading away from your embassy. Speak with
the man here named Bhatia and he’ll ask about his wife’s corpse.

Find someone named Bosker in the bar area near here and ask him about it. The
body is being used for research, so it can’t be released to the husband.
No matter which side you are playing on, you basically have no choice but to
ruin this guy’s whole day. Speak with Bhatia again after you’ve
met with Bosker to finish the mission. Sad.

*Family Matter

This is barely an assignment, but it teaches a good lesson. In the Financial
District, you’ll find two people arguing. Speak to the to start the
assignment. It seems that the guy wants his sister-in-law to have gene therapy
done on her unborn child. She doesn’t want to because of the risk to the
child. Convince them that it’s her choice and complete the assignment.
Giving women the right to choose is considered the “good guy”
response… I love this game.

*The Fan

This assignment is a little different in that you’ll need to leave and
return to the Citadel at least twice to complete it. Go speak with a man named
Verner near the stairs to the lower market in the Ward. He’s a big fan
of yours, so sign an autograph for him if you want.

The next time you find yourself at the Citadel, talk to him again. The third
time you return here, speak with him a final time and talk him out of his
crazy “I wanna be like Shepard” scheme, but since this is a good
side guide, make sure to do so pleasantly.

To finish this quest, you’ll need to return to The Citadel at least
twice more. Talk to Conrad again on a subsequent visit and he’ll ask you
for a picture. What the hell, right? Let him take the picture.

On a third visit, probably after you finish on Virmire, speak with Conrad
again. He’s gone a little bananas, so talk him down and don’t hurt
him to finish the quest.

*Old, Unhappy Far-Off Things

In the same area where you found the first signal (Presidium/Ward elevator),
you see a guy named Zabaleta. He says he knew your mother and hits you up for
some money. Pay him to get the assignment, but you won’t be able to
complete it for another second or two (you need to return to the Normandy).

Use the Comm in the Normandy when you can. Your mom will confirm she knows him
and will let you know a bit more about his issues and why he became a
boozehound.

Return to Zabaleta and talk with him. You’ll end up getting him a line
of credit at a grocery store and you’ll finish the mission.

*Fourth Estate

When you return from Eden Prime, this reporter will be waiting. Simply choose
to answer here questions and you’ll both received and complete this
assignment. Just remember not to be an a-hole and don’t tell her too
much about anything.

*Our Own Worst Enemy

Speak with Charles Saracino in the Wards for this assignment. He is a
politician who is seriously racist. He wants you to help his campaign, but I
wouldn’t… that’s just me. As a funny side note, after you
speak with him and complete the assignment, just stand there and listen to the
surrounding bystanders and their political slogans. If the Republican National
Committee were held in space, this is what it would sound like. Haha.

*Feros Assignments

Note: The first four Feros assignments can be completed in the tunnels under
the Zhu’s Hope colony. You can get there by following the path past the
elevator to the Prothean Skyway.

*Geth In The Tunnels

You’ll get this assignment automatically by speaking with Fai Den. In
the tunnels, you’ll come across two opening doors off the main area. The
first contains the Varren and a power cell, the other contains three Krogan
warriors. These guys are tough, so be careful. After killing them all, search
the back of their hideout for some items and a Geth transmitter. Destroy it
speak with Fai Den to complete the assignment.

*Power Cells

Speak to May O’Connell and she’ll ask you to go get her some power
cells for her generator. After your first fight in the tunnels, you’ll
need to look for a room on your left. When you enter, you’ll see a scene
with some mean-looking animals. These are Varren (the Varren Meat assignment
can also be completed in this room). Kill them and examine the burning vehicle
for your power cells and a few other items. Return to May for your reward.

*Water Restoration

Speak to Macha Doyle for information about the loss of water. To complete this
mission, you’ll need to find three water mains and open them. All three
are right out in the open in the tunnels. In the two areas where you’ll
be forced the Geth, just look for the obvious glowing blue panels. Activate
all three and speak with Macha again for your reward.

*Varren Meat

Talk to Davin Reynolds about the food shortage and Varren meat. Head down into
the tunnels and find a closed compartment to the left of the path you’ll
take after your first fight in the area (the Power Cells assignment can also
be completed in this room). A small scene will introduce the Varren. Kill the
half dozen normal animals and the alpha male will emerge (he’s red, the
others are white). Kill the alpha male and return to Davin for your reward.

*Data Recovery

Speak to Gavin Hossle in the small outpost on the way to ExoGeni HQ for this
mission. He’ll ask you to get some data from a computer in the HQ and
place it on an OSD. You can find the computer in ExoGeni HQ just past the
glowing Geth orb. In the room with two sets of stairs, take the non-tinted set
(the other is red) and kill the very annoying and powerful Krogan at the top.
Use the computer up here and return to Hossle for a small reward.

*Noveria

*Smuggling

Speak with the merchant Opold near the elevator to get this assignment.
He’ll ask you to smuggle a package through security for him. This could
not be any easier.

Go back to the Normandy and you’ll find his package just sitting there.
Pick it up and bring it back to him for some credits.

*Espionage

Speak with Mallene Calis in the hotel bar to get this assignment. I’ll
let her explain things, but the whole thing sounds good and shady. Since
I’m mainly concentrated on the “good” side of things, I
refused the assignment and the game marked it as completed it anyway. Any
other choices are all yours.

*Quarantined

Speak with Dr. Zev Cohen in the Medical Bay at Peak 15 on Noveria for this
assignment. Due to Mira’s shutdown, some scientists were poisoned and
have been forcibly quarantined. Go back and talk to Ventralis at the beginning
of the area to get permission to enter the quarantine. Head back to the area
with the Asari and the merchant and take the elevator marked
‘Quarantine/Barracks.’

At the bottom, speak with Han, the survivor, down here for a gruesome story
about his escape. Then speak with the guard and he’ll let you pass. In
this room, inspect everything to net a few good items and some experience.
When you’re ready, use the computer to make a cure. This is as simple as
hitting the corresponding button when a little meter fills up. You’ll
see what I mean.

After you have the cure, the Asari from before will ambush you. She was pretty
rude earlier, so don’t feel too bad about killing her. Return to Dr.
Cohen in the Medical Bay with the cure in hand to finish the assignment.
You’ll also gain access to the maintenance area, which allows you to
bypass some of the fights leading up to the battle with Benezia.

*Virmire

*Wrex And The Genophage

This isn’t really much of a mission at all. It is really just a part of
the story. After Wrex finds out about the cure, he is willing to kill you to
keep you from destroying it. You can talk him down if you are persuasive
enough, but for most people, you’re going to shoot him or Ashley will.
Dead. That’s all.

*Kirrahe’s Team

Again, this isn’t much of an assignment because it is just a natural
part of the storyline, but whatever. This assignment gives you the task of
making Kirrahe’s infiltration of Saren’s base easier. To complete
this assignment, simply follow the walkthrough and complete planet Virmire.
Easy. If you complete this assignment, Kirrahe and some of his soldiers will
be on board the Normandy after you leave Virmire.

*UNC Assignments – COMING SOON

*Other Assignments – COMING SOON

*Xbox 360 Achievements

This is a fairly simple list of all the 360 Achievements found in Mass Effect
and what it takes to unlock them. There is no way in the world to unlock them
all with just one, two or even three playthroughs. You’re going to be
playing this game for a long, long time if you plan to get them all. A really
long time.

AI Hacking Specialist (15) – Use AI Hacking 75 times.
Asari Ally (20) – Complete the majority of the game with the Liara in your
party.
Assault Rifle Expert (15) – Register 150 Assault Rifle kills.
Barrier Mastery (15) – Use Barrier 75 times.
Charismatic (10) – Use Charm or Intimidate to resolve an impossible situation.
Completionist (25) – Complete the majority of the game.
Council Legion of Merit (25) – Complete Virmire.
Damping Specialist (15) – Use Damping 75 times.
Distinguished Combat Medal (25) – Complete Mass Effect on the Hardcore.
Distinguished Service Medal (25) – Complete Eden Prime.
Dog of War (25) – Register 150 organic enemy kills.
Extreme Power Gamer (50) – Reach level 60 with one character.
First Aid Specialist (15) – Use Medi-Gel 150 times.
Geth Hunter (25) – Register 250 synthetic enemy kills.
Honorarium of Corporate Service (25) – Complete Noveria.
Krogan Ally (20) – Complete the majority of the game with Wrex in your party.
Lift Mastery (15) – Use Lift 75 times.
Long Service Medal (25) – Complete Mass Effect twice on any difficulty.
Medal of Exploration (50) – Land on an uncharted world.
Medal of Heroism (25) – Complete Feros.
Medal of Honor (100) – Complete Mass Effect once.
Medal of Valor (50) – Complete Mass Effect on Insanity setting.
Neural Shock Specialist (15) – Use Neural Shock 75 times.
Overlord Specialist (15) – Use Shield Overload 75 times.
Paragon (15) – Accumulate 75% of total Paragon (good) points.
Paramour (10) – Complete either romantic subplot.
Pistol Expert (10) – Register 150 Pistol kills.
Power Gamer (20) – Reach level 50 with one character.
Quarian Ally (20) – Complete the majority of the game with Tali in your party.
Renegade (15) – Accumulate 75% of total Renegade (bad) points.
Rich (25) – Exceed 1,000,000 credits.
Sabotage Specialist (15) – Use Sabotage 75 times.
Scholar (25) – Find all Codex entries
Search and Rescue (10) – Locate Dr. T’Soni in the Artemis Tau cluster.
Sentinel Ally (20) – Complete the majority of the game with Ashley in your
party.
Shotgun Expert (15) – Register 150 Shotgun kills.
Singularity Mastery (15) – Use Singularity 75 times.
Sniper Expert (15) – Register 150 Sniper Rifle kills.
Soldier Ally (20) – Complete the majority of the game with Kaiden in your
party.
Spectre Inductee (15) – Become a Spectre.
Stasis Mastery (15) – Use Stasis 75 times.
Tactician (25) – Complete Mass Effect with less total health damage than
shield damage.
Throw Mastery (15) – Use Throw 75 times.
Turian Ally (20) – Complete the majority of the game with Garrus in your party.
Warp Mastery (15) – Use Warp 75 times.

*Cheats, Secrets And Glitches

**COMING SOON**

*Thanks

This is the part found in every FAQ where the author gives shout outs to
everyone he knows. I’ll keep it brief. Thanks to (in no particular
order) –

-Stephen Ng and everyone at IGN for giving me a shot
-Bioware for making such a complex and interesting game
-Ned Jordan and gamerstemple.com for posting my game reviews
-Everyone at the Marietta Daily Journal/Cherokee Tribune copy desk department
-Wendi for (mostly) leaving me alone so I could write this
-My family for supporting me during these long FAQ writing jags
-The KSU Sentinel for giving me a my start in journalism
-Gamestop on Johnson Ferry Rd. in Marietta for not being “pre-order
everything” jerks
-Anyone who thinks Mario Galaxy, Mass Effect and Bioshock are the best games
of 2007
-Anyone who hates online gaming as much as I do
-Akira Toriyama for creating the Dragon Ball universe
-Sonata Arctica, Heavenly and Protest The Hero for being the best bands out
there
-Anyone who agrees “Jordan” in GH II is barely music at all, let
alone a song
-Anyone who read any of my other guides
-And you, for reading this guide

*Closing

So that’s it – my Mass Effect guide. As of right now, it is still
incomplete but getting it up before Christmas day was completely and totally
necessary. If you’re reading this for the first time on X-Mas, well,
hope you’re having a great holiday! I’ll be making updates
periodically over the next couple of weeks based on what people send me
(nimerjm@hotmail.com), on top of finishing all the stuff I don’t need
assistance with (walkthrough, assignments, etc.). Keep checking IGN.com for my
updates and be on the lookout for my other guides (Eternal Sonata and
Bioshock) there as well.

Thanks for reading my Mass Effect guide. I hope it helped you enjoy the game
even a little bit more than you would have without it. If you really liked it,
and you’re looking to hire a writer for anything gaming related, keep me
in mind. I’m currently a copy editor/web editor at two newspapers in
Marietta, GA and I have a Bachelor’s degree in communication but if
you’re looking for someone, I’m willing to move just about
anywhere and do just about anything. *End shameless self-promotion*

Be on the lookout for updates to this and my other guides, my next guide (GTA
4) and if you like what you read, email me and give me a job (I’m
looking at you, Bioware…). Thanks again and always remember – I
can’t live the button-down life like you. I want it all: the dizzying highs,
the terrifying lows, the creamy middles! Sure, I might offend some of the blue
noses with my cocky stride and musky odors! Oh, I’ll never be the darling of
the so-called City Fathers who cluck their tongues, stroke their beards and
say, “What’s to be done with this Jason Nimer?”

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