Walkthrough for Mass Effect encompasses a comprehensive guide that focuses on helping players get past all the locations or areas, as well as information on Bosses, NPCs and Equipment that can be encountered along the way. 

This Walkthrough focuses on the main story of Mass Effect, for detailed information on the Assignments, click here. You can also check our Game Progress Route if you want an overview for a recommended progress path.

 

Walkthrough Index

 

Information

 

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NPCs in the area


Bosses

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Enemies

 

Full Prologue: Find the Beacon Walkthrough

On the Normandy

  • After the opening cutscene, you are called to the comm room by Captain Anderson. Once you arrive, you meet Nihlus, the Turian Spectre coming aboard on this Mission
  • Once Captain Anderson joins the conversation, you understand that this is more than a simple shakedown run. He tells you that a science team on Eden Prime, discovered a Prothean Beacon. This beacon needs to be brought to the Citadel for study.
  • It is also revealed that Nihlus' presence is also to evaluate Commander Shepard's performance in order to be elegible to become a Spectre.
  • The conversation is interrupted by a transmission from Eden Prime, showing footage of a firefight taking place and a giant unknown alien spaceship appears before the transmission is abruptly cut.

 Eden Prime

  • You descend to Eden Prime, along with Kaiden Alenko and Jenkins. Nihlus gets out by himself to scout ahead. 
  • Head right by the stretch of grass with the gas bags, you can find a hard to spot crate in the corner that contains an Upgrade and grants you the Upgrades Codex entry.
  • Head back to the left until a cutscene where Commander Shepard and the squad are entering the field is triggered. During the cutscene, Jenkins will be killed by several Geth Recon Drones
  • Once you are in control, take cover and attack the Enemies. Once they are down, investigate Jenkins' body to obtain a few Morality points depending on your answer.
  • After that, keep heading up field and more Geth Recon Drones will come towards you. Dispatch them, keep moving up. Nihlus contacts you about the amount of dead bodies he has found so far. On your left you can find another crate. 
  • Three more Geth Recon Drones will appear. Take them down and continue towards the clearing. Another short cutscene will trigger.

Dig Site

  • During the cutscene, you will see a soldier being pursued by two Geth Recon Drones. She destroys them, but two Geth Troopers spot her. She takes cover and you regain control of Commander Shepard. Although stronger than Geth Recon Drones, both Geth Troopers aren't difficult to defeat. 
  • Once you deal with them, approach the woman to talk to her. She introduces herself as Ashley Williams, Gunnery Chief of the 212. She  tells you the dig site is a bit further up and joins your team.
  • Before advancing, you can loot two crates to the right and a med kit all the way across. On one of the crates you can find a Scorpion Light Armor. The other one contains random loot. Keep moving forward
  • Once you reach a series of rocks, take cover because you will be attacked by more Geth. Take cover to eliminate them. Once they are down, take your time to investigate the dig site. A short cutscene triggers, and Ashley comments on the beacon being moved. Next to one of the pillars there is a crate that contains weapons and the Body Armor Codex entry.
  • Nihlus contacts you again, telling you that there is a change of plans. He will be investigating a spaceport and wait for you there.
  • While nearing to the Research camp, another cutscene will trigger. You will be attacked by three Husks. Don't let them get near to you. A good strategy is to back up while firing. Once defeated, grab the upgrade kit behind the spikes.
  • You can loot two crates inside the first shack and head for the other. The second one, has to be bypassed to enter. Once done, you will find Dr. Warren, the head scientist, and her assistant Manuel. You can talk to them to learn more about the situation on Eden Prime. You can get nine Renegade Points by knocking Manuel out. 
  • Head out and continue forward to trigger another cutscene.

Starport

  • During the cutscene you see Nihlus approaching the spaceport. He takes covers and sees another Turian there, Saren Arterius. Nihlus confronts Saren and questions him claiming he wasn't expecting the Geth there, and turns his back. Saren pulls a pistol on Nihlus and tells him he has the situation under control. When the cutscene ends, you hear a gunshot.
  • Round the corner and keep heading down the path. Far away, in the distance, a large ship is taking off. You will arrive at the spaceport. You will find enemy resistance. Husks and Geth Troopers are defending this position. Kaidan's Throw is incredibly helpful to prevent being swarmed by the Husks. 
  • Once defeated, you can find some loot to the left by accessing a malfunctioning object, and can find a crate outside of another shack. Bypass the lock of the shack to meet some farmers.
  • A farmer named Cole and two friends exit the shack, saying they are not armed. You can talk to Cole and ask him questions about the attack on Eden Prime and the gigantic ship you just saw. Before leaving, one of the farmers asks Cole to give you some loot. You learn there was a smuggling ring and the farmers were making a profit by hiding their goods in their sheds.
  • With a sufficiently high Charm or Intimidate skill, you can use a persuasion option to get it. You have another persuasion option to get some more tech. Ashley Williams asks for the name of the contact, but Cole refuses to give it away. Another persuasion option opens to get the name of the contact, Powell
  • Once you are done, head to the shack for a storage locker. To unlock this locker, you need to have spent at least a single point in Electronics.
  • Head up to the platform where you can see a body. Before investigating the body, head to the fire in the corner to obtain an upgrade. Beware! the fire can kill you quickly, but it's possible to obtain the upgrade without dying. There's a med kit on the ground near the steps, you can grab it if you need it.
  • Investigate the body, you learn that it is Nihlus and Ashley Williams notices someone moving behind some crates. You meet a dockworker, his name is Powell. You can question him, as you did with the farmers. If you persuaded Cole to mention Powell, the option to ask about the smuggling ring will be available. He mentions that it doesn't matter anymore. You can press him about it and Ashley Williams will press him for the grenades. This will cause him to hand them over.
  • If you have 3 points in Charm or Intimidate, you can use Paragon or Renegade options to get the High Explosive grenade upgrade from him.
  • In the next area you will find two Geth Troopers around the corner. Once defeated, head down the catwalk and look to the train below. There are some more Geth there, next to an explosive crate. Shoot it to take them out without having to go down. After defeating them, head down the ramps and onto the train.
  • Immediately take cover, you will face some Geth TroopersGeth Shock Troopers and a powerful Geth Destroyer. Once it spots you, the Geth Destroyer, will start walking towards you. Use Throw to keep a safe distance between it and your squad. Take it down first, and then focus on the rest of the Geth. Once defeated, grab the Medi-gel halfway to the train controls and proceed to activate the train.

Spaceport Second Platform

  • You are treated to another cutscene where you see Saren giving orders to some Geth to erase their tracks by destroying the whole Eden Prime colony. Saren then stands in front of the beacon and is being lifted into the air. After that, a Geth Shock Trooper is seen setting up a charge to see Shepard's squad arriving by train.
  • Once you regain control, you have 5 minutes to disarm four explosives. The first one is near the train and can be done without having to face any type of opposition. After you disarm the first charge, head up the ramps and you will be greeted by some Geth. Cross the bridge and use the last panel to  position your squad to cover you. Move to the left and disarm the second charge. 
  • Proceed to take out the Geth Troopers, Geth Shock Troopers and Geth Sniper. Be wary of the sniper, one aimed shot can kill you immediately. 
  • Once defeated, explore the first alcove on the left to find the third explosive charge. Disarm it. Head all the way down and disarm the last charge.
  • Head over to the ramps to the last part of the level, you will find a crate just before the catwalk. Grab it and prepare to face the final four Enemies. Two Geth Troopers and two Husks will attack you. Eliminate the Husks first as they will try to rush you.
  • Once all of them are defeated, do not investigate the beacon yet. You can find a crate and a storage locker on the main platform. There is also a wall safe to the left and finally, a technician kit on the right. Now you can investigate the beacon to trigger the final cutscene.
  • Commander Shepard communicates with the Normandy asking for pickup, while Kaidan and Ashley investigate the beacon. The one who is the same gender as Shepard will go talk to the Commander, while the other approaches the beacon. Suddenly the beacon "activates" and pulls whoever is investigating it. Commander Shepard reacts immediately and grabs whoever is near the beacon. This lifts the commander up in the air and a rush of chaotic and disturbing flashes through. The beacon explodes and the commander falls unconsciously.

Back in the Normandy

  • You recover consciousness in the med bay of the Normandy, surrounded by Dr. Karin Chakwas  and the squad member you threw out of the way. The Doctor asks how you feel, and you can learn about what happened while you were out. 
  • Captain Anderson enters the scene and the room is cleared. He speaks about the mission and the involvement of Saren. He tells you to seek Joker to go to the Citadel.
  • You can walk around the Normandy for a while. If you are a male Shepard and wish to pursue a relationship with Ashley, you can apologize to her if you were rude to her on Eden Prime. You can also replenish the medi-gel on the right next to the door of the med bay. You can also head to the cargo hold to sell and buy equipment from the Normandy Requisitions Officer.
  • Once on the bridge, talk to Joker and you get treated to the final cutscene of the mission showing the Citadel.

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Trivia & Notes:

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Map

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NPCs in the area


Bosses

 

Enemies

Full Citadel: Expose Saren Walkthrough

Arrival at the Citadel

  • When you arrive, Ambassador Udina is at a meeting with the council. After he demands action by them, the Turian councilor cuts him off and remembers him that everything will be determined during the hearing and not before.
  • After a few questions Udina leaves and asks Commander Shepard to meet him at the top level of the Citadel Tower.
  • You have the option to head straight to the tower or to wander off around the Presidium. You can head right to the Elcor and Volus embassy, to earn codex entries about these two species.

Report to the Council

  • Head down the stairs. If you talk to the recepcionist, Saphyria, you can get the Asari codex entry from her. Once you leave the room, turn right and head into the second door on the left, to the headquarters for C-Sec. 
  • You will be greeted by Executor Pallin, from whom you can get a few more codex entries. Head out of C-Sec headquarters, turn left and enter the embassy lounge. You can find Private Fredricks there. Once you leave the embassies, talk to Avina, the information VI for the Citadel, to learn more about the Presidium and to get another codex entry.
  • You can head across the bridge to the Consort's Chambers and talk to Nelyna, to trigger the Citadel: Asari Consort Assignment. Leave and head left into the market district. Another Avina terminal can be found. This time near a Krogan statue. You can get more codex entries and information regarding the Krogan statue.
  • If so desired, you can head over to the Emporium to buy some goods. Once ready, head over to the Citadel Tower. Outside the Tower's elevator, is another Avina terminal. You can get more codex entries from it, then head up to the Council Chambers.
  • Once you exit the elevator, you will see Executor Pallin arguing with a C-Sec officer. After their discussion, Pallin leaves. The officer notices you and introduces himself as Garrus Vakarian. Once you are done asking questions, you can head up to meet with the Citadel Council.
  • Both Anderson and Commander Shepard, join Ambassador Udina on the Petitioner's Stage. Although the Council agrees that the Geth attack on Eden Prime is of some concern, they refuse to believe that Saren was involved. After arguing and discussing it for a while, the Council reaches the conclusion that there isn't enough evidence to consider what Commander Shepard experienced at Eden Prime as a threat, and also to defect Saren from the Spectres.
  • Ambassador Udina points out that bringing Captain Anderson to the meeting was a mistake, because of some history between him and Saren. Udina will tell you that Saren is almost untouchable because of his status as a Spectre. Udina suggests you to visit a C-Sec officer called Harkin. If you ask Captain Anderson for other leads, he suggests talking to Barla Von.
  • Your jounal will be updated with the Citadel: Garrus Mission at the end of the conversation. If Captain Anderson recommended you to Barla Von, on your journal you will find the Citadel: Shadow Broker Mission.
  • If you head back down the Council Chambers after the meeting, you will find a Salarian scanning one of the Keepers. If you talk to him, he gives you the Citadel: Scan the Keepers Assignment.

Getting Help

  • You need to enlist people to aid you against Saren. Please refer to the following Missions:
  • Citadel: Garrus
  • Citadel: Shadow Broker
  • Once one of them or both are completed, you can proceed. The Quarian and the evidence against Saren are likely held at Chora's Den. As previously said, you can take Garrus and/or Wrex, that is for the player to decide.

Facing Fist

  • It is recommended to save your game before entering Chora's Den. Once you approach the entrance, you can easily see that the Bar is closed and a fight is about to break out.
  • There is a group of Enemies composed of Thugs, Bartenders and the Krogan Bouncer. There is little cover so be aware of that and try to take focus on one enemy at a time. This is one of the first big fights of the game, so it can be challenging. Once you kill all the initial Enemies, focus on the one that is on top of the bar. You can use the cover to take out the two Enemies near the back.
  • To delay the entrance of the Krogan Bouncer, try to stay close to the doorway. Once he enters, he is clearly the most dangerous threat you face. Armed with his Shotgun and capable of performing a deadly charge attack, you may need to regroup to organize the attack to take him down. If you need to revive a downed teammate, you can return to the antechamber with the Citadel Rapid Transit station.
  • There are some armed workers in the next room. You can talk out of the situation with them to avoid fighting them if you have enough Charm or Intimidate points. Fighting them or persuading them earns you the same Experience points, so it's up to you to decide what to do. On the next room you will find Fist, once again it is advised to save the game before entering.
  • Once you enter the next room, you will find Fist and two turrets. Rapidly, move to either side to use the cover available and focus on one enemy at a time. It is important to note that both turrets and Fist, tend to focus on Commander Shepard, so taking cover is imperative. If you manage to take both turrets first, Fist will surrender.
  • After the fight you can start a conversation with Fist. He is incredibly scared of being killed and begs for his life. You can ask him about the Quarian, he says that she would only talk to the Shadow Broker. He will say that she put the Quarian in contact with the Shadow Broker, but in reality it's a trap, there will be Assasins waiting to ambush her. 
  • If Wrex isn't in your party, you have the choice to let him live or kill him. If Wrex is in the party, he kills him either way. 

Rescuing the Quarian

  • You have 4 minutes to rescue the Quarian. Before leaving the office, grab the OSDs on the floor for the Citadel: Reporter's Request Assignment, and you can hack Fist's safe. Once you have everything, head out and be ready for another fight. Use the cover wisely to take them out.
  • You don't have to eliminate ALL Enemies in the bar to proceed, so if you are running out of time or don't feel confident about the remaining time, just take a run for the exit.
  • Once outside, head into the back alley, up the stairs. This will trigger a cutscene. You will see the Quarian asking a Turian for the Shadow Broker. He responds that the Shadow Broker is coming, this makes the Quarian cancel the deal, triggering the assassination attempt on her life. 
  • Once you regain control, you are fighting the Assassins. They are not incredibly though, but the lack of cover complicates the fight. Once gone, you can talk to the Quarian. She thanks Shepard for saving her life and responds that she has a way of repaying Shepard for helping her. 

Expose Saren

  • Head back to the embassy, to meet Udina, who is visibly nervous by the approach you've decided to take on your investigation. While he is rambling, he notices the Quarian, and ask her who she is. She introduces herself as Tali'Zorah nar Rayya.
  • After some conversation between Udina and Tali, she ends up playing an audio file that exposes Saren as the person responsible for the attack on Eden Prime. Another voice talking about the Reapers is played by Tali, but no one is able to recognize it. You can decide what to do with Tali, if you decide to let her join you or let her stay behind. Now you can head to the Citadel Tower, to finally expose Saren as a traitor.
  • Enter the second council meeting with Captain Anderson. While you are entering, Tali's evidence is being played for the council. The evidence is irrefutable and Saren is stripped of his Spectre status.
  • Udina goes further and wants a  Citadel Fleet to lock down the area to prevent the Geth from attacking. The council won't allow that, but the Asari councilor proposes an alternative, although the Turian councilor disagrees. You can use the dialogue option to make a proposition. Let Udina get a human Spectre and the Citadel doesn't have to send in a fleet.
  • After debaing it, Commander Shepard becomes a Spectre.

Leaving the Citadel

  • After being named a Spectre you have two options. Leave the Citadel or you can stay awhile completing the remaining Assignments. While leaving the Citadel Tower, both Admiral Kahoku and Garoth have Assignments for you. Talk to them to obtain them.
  • If you are decided to leave the Citadel, head to the C-Sec Academy and head to dock 422 through the center elevator. If you haven't already recruited Garrus or Wrex earlier, they will be leaning against the elevator waiting for you. You can allow them to join or not, it's up to you.
  • Take the elevator and once at the top talk with both Captain Anderson and Ambassador Udina. The Normandy is now under Shepard's command because Captain Anderson will be relieved of such duty. You can talk to both of them for more information on the matter. Head back to the Normandy once you are finished.
  • Once inside the Normandy, a conversation with Joker will trigger, during the exchange with him, you can earn some morality points depending on your answers. After you are done talking with everyone you want to on the Normandy, head to the Galaxy Map to set course to your next destination. You can go to TherumFeros or Noveria to advance the story. It is recommended that you visit Therum first.

 

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Trivia & Notes:

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Video Walkthrough

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Map

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NPCs in the area


Bosses

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Enemies

 

Full Citadel: Garrus Walkthrough

There are two ways to enlist Garrus Vakarian to your side, the first one is to ask Harkin about him, and the second one is at the end of Citadel: Wrex if you decided to do that one first. In that case Wrex mentions the Turian's last known location, skipping the whole speaking with Harkin scenario.

Asking for Garrus

  • The first objective is to track down Harkin, who is known to be a regular at Chora's Den. Head down there, off the Lower Markets in the Wards. You can use the Rapid Transit terminal is recommended, as it deposits you almost in front of the bar.
  • As you approach Chora's Den, you will be attacked by two Assassins. Be wary of them trying to flank you, and take cover accordingly. Head into the bar, and go where Harkin is sitting.
  • Harkin loves to chat, and more so if Commander Shepard is female, and eventually he gives up some things about Anderson's past like how he used to be a Spectre and how he butchered his trial mission. If you keep asking Harkin, he will point you directly to Garrus. He heard that Dr. Michel at the Med Clinic has some information on Saren and he went to go see her. 

Med Clinic 

  • Once you enter the Clinic you will find some of Fist's thugs threatening Dr. Michel, while Garrus is hiding nearby, waiting for the perfect opportunity to take them down.
  • The thugs are asking the doctor if she has told Garrus about the Quarian and she says she hasn't. The thugs are alerted of Shepard's squad and that's the cue for Garrus to kill one of them. This starts the fight with the thugs.
  • There are 4 thugs apart from the one Garrus has killed. Take advantage of the cover from the entrance to take out the first thug then move around to take the other ones. You can use Overload on the explosive crater near both of them.
  • Once the fight is over talk to Dr. Michel and Garrus. Eventually, Dr. Michel will tell you about the thugs and that they were sent from FistGarrus Vakarian decides to join your team. 

 If you haven't recruited Wrex yet, Garrus tells you about him being hired by the Shadow Broker to take down Fist. The Turian recommends you to seek Wrex's help.


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Trivia & Notes:

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Information

 

Video Walkthrough

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Map

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NPCs in the area


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Full Citadel: Shadow Broker Walkthrough

Mission From Anderson

  • If you obtained the Mission from Captain Anderson, head over to the financial district. You can find Barla Von in the bank, located next to the Emporium
  • Interact with Barla Von. He tells you that apparently Saren has betrayed the Shadow Broker, leading to the Shadow Broker being furious by this decision. Saren also made Fist, a former Shadow Broker agent, to change his allegiance to him. This led to the Shadow Broker hiring a Krogan bounty hunter.
  • After this conversation the Mission name changes to Citadel: Wrex. Now head over to the elevator to C-Sec Academy.
  • Once inside the Academy, there will be many C-Sec officers near a Krogan. If you get near you will hear the conversation. The officers detained him because he was accused of making threats and tell him to stop acting that way before leaving.
  • The Krogan switches his attention to Commander Shepard. He introduces himself as Urdnot Wrex, one of the last Krogan Battlemasters. You can decide to accept his petition to join your party or decline it. 
  • If Garrus Vakarian hasn't been recruited yet, Wrex will mention that there is also a Turian going after Fist. If, however, you are doing this after recruiting Garrus, there's no need to speak to Barla Von anymore and you can simply head to C-Sec Academy.

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Trivia & Notes:

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Full Find Liara T'Soni Walkthrough

Getting Ready & Tips

  • This Mission allows you to recruit Liara T'Soni, the last companion available in Mass Effect. She is a valuable biotic teammate, can be a romance option. Delaying this Mission results in loss of character interaction.
  • Most of the Enemies faced during this Mission will be Geth, so think about bringing Tali because her AI Hacking ability can be extremely useful during fights.
  • Every kill made from outside the Mako gives more experience than a kill from inside the vehicle. 

Therum

  • Therum is a volcanically active world, the Normandy will drip down the Mako on the planet. A Mako is a land vehicle used for the crew, to explore some planets. Beware the contact with lava, because the minimum contact will destroy the Mako. You will be contacted by Joker about some readings he's picking up, North of your position. Move up until you hear a Geth Dropship that will drop two Geth Armatures to face you in combat.
  • Once they are gone, keep going north along the road. It is advised to save here.

Industrial Outpost

  • Once you reach an outpost, you will come under fire from three Turrets. One of your squad mates, will point out that a frontal attack on the Turrets would be suicide, and it is advisable to look for another way to enter the outpost. However, you can fight them for the extra Experience points.
  • On your right there is a turn-off, proceed through it. This time you will find a single Turret, keep moving to take it down and then, save your game before advancing further.
  • Once inside the outpost, you will be greeted by some Geth Destroyers, Geth Troopers, Geth Rocket Troopers, Geth Shock Troopers and one Geth Juggernaut. Take advantage to the explosive material surrounding your Enemies, to eliminate them faster and use cover wisely. If the Mako takes too much damage and is on fire, DO NOT re-enter it, because a single hit, will destroy it.
  • Once the remaining Enemies are gone, take the Mako and drive it into the outpost. There are still two more Geth remaining, one on each gatehouse. Head into the building on the right side, beware of the Geth inside, because it fires rockets and can cause significant damage or even one-hit you on higher difficulties. Once that Geth is no more, grab the upgrade kit. You can open the compound gate if you feel like, but if you haven't taken out the three Turrets, they will be able to shoot into the compound. So, do it if you want to take them out now.
  • Once done, enter the other gatehouse, to find an upgrade kit. On the industrial structures to the left, to find two crates. Get inside the Mako and head to the gates on the far side of the compound. To your right there is a crate for decryption, but the building on the right is empty. On the other hand, the left building has the gate controls and another Geth. Once defeated, open the weapons locker, and open the gates allowing you to continue.

Heading to the Ruins

  • Save your game before continuing. Once you will, another Geth Armature will attack you further along the path. You will find three more after you destroy this one. You will find a Geth Colossus after these fights, so, once again, it is advised to save your game once you've dealt with the Geth Armatures.
  • Geth Troopers and Geth Rocket Troopers will attack you. Take them out first and then focus your attention on the Colossus. To get more experience from the fight, you can leave it with a tiny sliver of health and then exit the Mako to finish it on foot. The head up the ramp and into the tunnel.
  • Once past it,  at the end you will find two Rocket Troopers. Take them out, and head through the open area to the next tunnel. There are two more Rocket Troopers about halfway through the tunnel. Near the end you will find some more Rocket Troopers and a Geth Trooper. After these fights, you will arrive at a point where you can't get past inside the Mako, you will have two options.
  • First Option: Pay attention to the Mako's radar screen to get an idea of how big are the Geth forces and exit the Mako to proceed on foot.
  • Second Option: It may seem impossible, but you can squeeze the Mako through the narrow slit. If you approach it slowly, and once the head of the Mako comes in contact, push into it at full speed. After a few minutes, you should be able to pass.

Beyond the Rock Barrier

  • Again, the next area is filled with Geth, use the rocks around them as cover to take them out. If playing on higher difficulties, the Geth will deploy shield barriers so you will have to shoot through them. Once you've dealt with all the Geth, save your game.
  • Find cover for your team as soon as possible because a Geth Sniper on a tower will be scouting the area with his targeting laser. If you use a Throw or Singularity directed at the tower, you may be able to kill the Geth Sniper. Start taking down Geth one at a time and beware of the Rocket Troopers and their splash damage. 
  • Once the sniper is defeated, you can move your squad mates into the basin to the first large rock. Once all the Geth are destroyed, head up the road to the next area. Save your game again.

Reaching the Ruin

  • When you get near enough, a cutscene will trigger. On the cutscene you will see Commander Shepard and crew heading towards the ruins. You will see a Geth Hopper will be hanging from the underside. As you get nearer to it, it will wake up and hop around while the squad passes under it. After a loud rumbling, a dropship arrives to drop more Geth troops. 
  • You regain control to fight two Geth Hoppers, two Geth Snipers, two Geth Shock troopers and finally a Geth Armature. If you are playing on lower difficulties, you can focus on the Geth Armature, while the rest of the crew takes on the infantry.  On harder difficulties, is advised to take down the infantry first.
  • After the long fight is over, head into the ruin.

Entering the Prothean Ruin

  • Once inside the ruin, head down the entrance tunnel. You will find a few Geth Shock Troopers and Geth Snipers. Once they are down, keep going until you reach a force field that can't be bypassed. Take the nearby elevator down, and get the med kit on your right once it gets to the next level.
  • While heading to the next elevator, three Geth Assault Drones will come up from below. They aren't too much trouble, once defeated, head to the next elevator.
  • As you go further down you realize this elevator is not functioning properly. Once it stops, exit it and go down the broken platforms. You will see someone behind the force field, once you are near enough you can initiate a conversation with her. After some talking you'll realize that she is Liara T'Soni, the person you are looking for. She tells you that she is trapped inside a security device and can't get out. She points you to the console next to her to disable the field. She also warns you about a Krogan-leaded group of Geth in the zone.
  • Turn around and head down to the left. You will find some Geth in the pit below, take them down.
  • After the combat, head to the back of the pit to loot a weapons locker and a storage locker. Then, head to the terminal next to the mining laster and enter the code. 
  • On Xbox 360 the code is "A,X,B,Y". On PS3 the code is "X, Square, Circle and triangle". On PC  it is randomly generated each time a saved game is loaded.
  • After the code insertion sequence, you are treated to a short cutscene in which the laser creates a tunnel to allow you to pass the barrier curtains. Now head down into the tunnel and access the console in the center to raise the elevator to Liara T'Soni's level.  After a short conversation, a tremor will be felt throughout the mine and Liara will warn the squad that a seismic event may be incoming so it is advised to leave the planet as soon as possible. Commander Shepard contacts Joker to get the Normandy to the ruins as soon as possible and the elevator will rise to the highest level.

Leaving Therum

  • You arrive at the top to find a Krogan with some Geth troops. A conversation will be triggered, but no matter how you answer it will always lead to a fight. The whole enemy squad is composed of two Geth Shock Troopers, a Geth Sniper, a Geth Rocket Trooper and finally a Krogan Battlemaster. This can be a really difficult battle.
  • As an advice try to take first the Shock Tropper on the other side of the room. Then, turn around as the other Shock Trooper will attempt to approach you from behind. Be mindful of the Sniper, though it is important to note that it won't change its location during the fight.
  • Once you defeated all the Geth, the Krogan Battlemaster will try to charge you. Lift can turn the tides of battle and is a great ability to use when the Krogan is charging at you and also when he is near death to prevent him from regenerating.
  • Once the Krogan is gone, another cutscene plays showing you the desperate escape from the crumbling ruins. 

 On the Normandy

  • Once inside the Normandy, Liara T'Soni offers to link her mind with Commander Shepard's to try to make sense of the vision from the Prothean Beacon. Doing so doesn't reach any conclusive result, leaving Liara completely exhausted. You can dismiss the crew and choose to meet with the Citadel Council, to update them on the results of the mission.

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Trivia & Notes:

Trivia and notes go here

Full Feros: Geth Attack Walkthrough

Getting Ready

  • Most of the adversaries you will be facing on Feros are Geth and Krogan.
  • Try to upgrade your grenade capacity before traveling to Feros, and try to not use them early in the mission.
  • Be mindful that during a  section of this mission, you will be cut off from the Normandy, leaving you stucked with your current party and preventing you from flying elsewhere or doing whatever you need on the ship. This section lasts until the next mission, Feros: The Thorian, so try to plan accordingly.

Feros

  • After leaving the Normandy, head down the platform to meet David Al Talaqani. He welcomes the Normandy crew and points you to search for their leader, Fai Dan, who wants to speak with you. Shortly after telling you this, some Geth appear and shoot him in the back.
  • Destroy the Geth Trooper and then move up and put your squadmates in the little cover available. You will be attacked by Geth Rocket Troopers, Geth Shock Troopers and Geth Troopers that will attempt to put a step to your efforts.
  • Once they are defeated, take the stairs up. A short cutscene is triggered showing some Geth Hoppers jumping around and the Squad moving into the stairwell. Once you are in control again, take the stairs up and face the Hoppers. These Hoppers are fast and agile creatures, hard to track and take down. Biotics are extremely useful in this fight. Once clear, head up to the colony.

Zhu's Hope

  • Once at the top, you will find two people arguing about who is going to go look for Geth. Keep going past them into the structure ahead, until you emerge on the other side. There you will meet Fai Dan and Arcelia Silva Martinez. Fai Dan will thank you for your arrival on Feros, on the other hand, Arcelia isn't as thankful as her leader. More Geth arrive, and Arcelia points you towards the tower.
  • Once in control, take care of the Geth small army that is assaulting you. Geth Troopers, Geth Shock Troopers, Geth Rocket Troopers and Geth Geth Snipers. Once the small army is gone, head up the stairs. You may encounter Geth Hoppers if your level is high enough. If not, just simply keep going up.
  • At the top, you will hear a colonist being chased by Geth. The colonist's death is unavoidable but you can take down the Geth that killed him. After this fight, head through the door. Turn left to keep going and reach the tower.
  • Head to the upper level of the tower, and use the cover to take down the Geth in the room. Stay in cover and tale out the Geth Recon Drones and soon after a dropship will drop more troops more you to face. These include Geth Troopers, Geth Shock Troopers, a Geth Rocket Trooper, two Geth Destroyers and a Geth Juggernaut. As always, try to stay in cover and try to destroy them at a distance, especially the Geth Destroyers.
  • After the fight a short cutscene will show you how the dropship is leaving. One of your squadmates will suggest you to return to Fai Dan, to tell him of the success clearing the tower. Before doing so, reach the end of the tower, on the other side of the entrance to pick up an upgrade kit. Head back to Fai Dan.
  • Once you report to him, Fai Dan will thank you but the Geth problem is far from over. Apparently there are still Geth threatening the Colony from below, in the tunnels (Feros: Geth in the Tunnels Assignment). You ask him about what more is needed to help the colony and he will point you out who to seek.
  • For the water problem, seek Macha Doyle to obtain Feros: Water Restoration Assignment. For the food problem, look out for Davin Reynolds for the Ferros: Varren Meat Assignment, and the power problem Feros: Power Cells can be obtained from May O'Connell. For information on any of these Assignments please check their individual pages.
  • You don't have to do these Assignments if you don't want to, but keep in mind that completing them will have an impact on the fate of the colony. 
  • Before leaving, peek at the Public Extranet Terminal, inside the ship to obtain a codex entry. You can also hack one of the terminals located on one of the pods of the freighter to obtain the Investigate Shipments Assignment, if you haven't received it already from Admiral Hackett.
  • Now take the previously inaccessible door past the stairs Fai Dan and to the right. You will find an elevator, if you want to do the Assignments ignore the elevator, if you don't take it.
  • Take the elevator to the top and you will find some colonists fighting a Geth Drone. Assist them in their fight and then enter the Mako. For the door to open you must be inside the Mako, after a short cutscene where you see a dropship deploying two Geth Armatures, you will have to fight them.
  • On your way to ExoGeni Headquarters, you will encounter a large number and variety of Geth. Try to avoid falling off the skyway, because it will kill you immediately. You will receive a transmission, but you are unable to pinpoint the source. Keep moving forward until a dropship, once again, drops off two more Geth Armatures. Dispatch them. Once at the top you get another radio transmission, but again it is impossible to track it.
  • As you keep moving along the skyway, you will encounter more groups of Geth. Once done, enter the Mako and head through the door. You'll start to hear a transmission, but this time you can hear someone saying they can hear a vehicle approaching. When you reach the end, you can find a group of refugees. Ethan Jeond and Juliana Baynham recieve you. Juliana tells you what happened during the attack and also about her missing daughter, who may still be alive inside the ExoGeni headquarters.
  • Talk to Gavin Hossle, to accept the Feros: Data Recovery Assignment. Leave and head back to the Mako. Drive around the station and exit the station. 
  • You will find more Geth waiting for you outside. On your right you should see another opening under the skyway. Take it to face four Geth Troopers and once you defeat them get closer to ExoGeni's garage to face another large round of Geth troops. Dispatch them and enter the garage.

ExoGeni Headquarters

  • As soon as you enter, your radar gets jammed, unless you have the Detection upgrades. Take down the Geth there and take the ramp in the blasted surroundings. You will find a weakly secured door, and an energy barrier that you won't be able to penetrate.
  • Enter through the weakly secured door to find a deactivated Geth Armature. Once you loot the malfunctioning object in the room, the Armature awakens and turns hostile. Facing it or not, is optional.
  • To get around the barrier and get inside ExoGeni HQ you have to take a one-way drop. If you plan on doing the previous Assignments,  changing the team composition, going to other world or any other thing you plan on doing, DO IT NOW, once you go through there, you won't be able to and your choices will be locked for the rest of the Feros arc.
  • If you press forward you emerge into a giant cavern. A cutscene plays and you see someone performing a shot, that luckily it is deflected by Commander Shepard's shield. Lizbeth Baynham approaches Commander Shepard and apologizes for the reaction. You can ask her about the Geth invasion on Feros, and she replies that they are probably there for Thorian. After talking to her, she gives you her ID badge and she'll go into hiding. 
  • After the conversation, 10 Varren will attack you. It can get messy because they like to attack all at once and there is no cover here. 
  • Once they are down, head to the door across the room that leads you to the facility.
  • While you start to climb the stairs you will hear a Krogan Commander yelling at a machine. When you get up far enough, a cutscene will play showing an ExoGeni VI and the Krogan Commander will spot you.
  • Prepare to fight him, the Krogan Commander carries a Shotgun and likes to go after Commander Shepard. So try to keep your distance to reduce his effectiveness. 
  • When the Krogan finally falls, talk to Exogeni VI and it will welcome you as Lizbeth Baynham. because you are carrying her ID badge. The VI tells Commander Shepard that Lizbeth knows more than she lets on. The colony was taken over by a creature called the Thorian, and they were studying the results.
  • Get out of ExoGeni HQ and return to the colony.

 

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Trivia & Notes:

Trivia and notes go here

Information

 

Video Walkthrough

[video goes here]

 

Map

[map goes here]

 

NPCs in the area


Bosses

  • N/a

 

Enemies

Full Feros: The Thorian Walkthrough

Leaving ExoGeni HQ

  • Once you finish the conversation with the ExoGeni VI, get out and you will reach a room where your teammates start making comments about the legs holding the dropship. Keep moving through the catwalk, until you see two Geth Shock Troopers in a praying-like motion to a glowing orb. If you start shooting them, they will return fire. Dispatch them easily, and proceed to drop down to inspect the glowing orb. You don't obtain important nor remarkable information about it, but you can loot the crate on the floor near it, then move on.
  • As you keep going you will enter a facility that it is protected by a considerable amount of Geth. The Geth group is composed of a Geth Hopper, Geth Shock Troopers. Geth Troopers and a Geth Sniper in the back. Once you cleaned the room of Enemies, head to the room across from where you entered and take the stairs up. Once at the top, be mindful of the Krogans here. As always, they carry shotguns so try to keep your distance and use cover wisely. They won't come far down the stairs, so retreat if needed to regroup.
  • When you are done dealing with the Krogans,  head to the other side of the room and interact with the terminal. If you accepted Feros: Data Recovery Assignment, doing so will complete it. You can get the Communications: Methodology codex entry in a nearby server node, if you didn't access the public terminal at Zhu's Hope. You can grab the storage locker and head out. Once in the main room again, head through the other door and take the stairs up, grabbing the crate along the way, and enter another room.
  • At the end of the corridor, get ready to send in your squadmates because you will find Geth resistance in the next room. Hoppers, Geth Shock Troopers, Geth Troopers and, as always, a Geth Sniper lurking in the back. Once the fight is over, search the room for an ExoGeni terminal that gives you the Assignment UNC: ExoGeni Facility. Take the stairs down, and about halfway down your teammates will make a comment about the claw in the middle of the room. Then you will see a Geth Destroyer patrolling at the end of the room accompanied by Geth Shock Troopers, Geth Troppers, Geth Rocket Troopers and a Geth Sniper. Once the fight start, a Geth Hopper will also join the fray.
  • Once the Geth are down, loot the crate on the other side  of the large claw. Bypass a Hard Decrypted Geth Terminal to obtain the UNC: Geth Incursions Assignment. If you have already been to the Armstrong Nebula than this console will not be available. You can bypass a Server node with an Average Decryption protection for the UNC: Colony of the Dead Assignment. There is a small door and a crate on the other side, loot it and return to access the shuttle bay door controls.
  • Head over to another console to read a message saying that the door to the shuttle bay is currently not working properly. It works fine at under 30 PSI, at 31-34 it can shear through a metal I-beam, and at over 35 PSI it automatically shuts down. You can use the buttons to the left side of this console to get to 31-34 PSI, anything under 30 works just fine, but if you get it at 35 or over it, the system will reset. You can press 13,11 and 7 or 17, 11 and 5. Once the proper combination is entered, close the door and you can watch the claw getting sheared through and the dropship falls into the remains that covers the planet's surface.
  • A short cutscene plays where you see the blue forcefield drops. After that you are contacted by Joker over the comm telling you that the colonists have gone crazy and are clawing at the Normandy. You can answer however you like, but no matter your choice the crew will stay in the ship to prevent the colonists from getting in. He also warns you about a great number of Geth heading at your position. Head back up the stairs, and get to the main room where the blue forcefield was. You will find Lizbeth Baynham there. You can confront her with the information you obtained from the ExoGeni VI.
  • She confesses she was aware of the situation and states that she stayed behind to send a distress call, but she failed to do it because it got cutt off, so she decided to remain in hiding. If you interrogate her further about the subject, she ends up giving the details about the Thorian project. She can also tell you she was suspended because she expressed her displeasure with the project and what it was doing to the colony. After her confession, she says she wants to come back and try to help.  Once the conversation is over, Lizbeth gets in the Mako with you. Now you have to take the Skyway back to Zhu's Hope.

Getting back on the Skyway

  • Once out of the ExoGeni garage, you can find two Geth Armatures and two Geth Juggernauts on the other side, waiting to ambush you. You will find some Geth Rocket Troopers and Geth Shock Troopers but they shouldn't pose a big threat. Get back to the ExoGeni Bunker.
  • Defeat them and when you are getting closer you will be interrupted by a radio transmission from Juliana Baynham asking for help. When you get near the bunker, you are treated to a cutscene where Lizbeth asks for the Mako to be stopped, she exits it and heads down the ramp. Do the same and follow her. You find out that the door to Zhu's Hope is locked. 

ExoGeni Bunker

  • When you get to a certain point at the ramp you are treated to another cutscene. This time you see Lizbeth and the squad hiding and watching what's going on from a distance. Ethan Jeong along with some ExoGeni Security members are escorting Juliana Baynham, while she effusively tells him he won't get away with something. Lizbeth jumps up and runs to her mother to hug her. Ethan Jeong orders Commander Shepard and the rest of the squad out and they leave cover. Ethan Jeong tells Commander Shepard he has found some interesting things about him in the ExoGeni database and now ExoGeni, wants the whole colony purged. 
  • There aren't many options here. If you don't have the necessary Morality points (10 Intimidate points needed or 12 Charm points needed), then there is no way to reason with Ethan Jeong, and Shepard shoots him when he draws his pistol. But if you have the necessary points you can:

Paragon

Convince him that saving the colony is worth ExoGeni's time and money by selecting the against all odds approach.

Renegade

Convince him that saving the colony is worth ExoGeni's time and money by threatening him with Commander Shepard's Spectre Status.

 

  • If you decide to use one of the morality options, Ethan Jeong will agree to support the colony with ExoGeni resources. You get a lot of morality points and this decision can impact the fate of the Feros colony. Before leaving, Juliana Baynham asks to speak with Commander Shepard.
  • If you shot Ethan, Juliana will express concern about ExoGeni pulling out of the colony, but if you managed to talk him down, she thanks you. She will ask you to spare as many colonists as possible and proposes that using a modified nerve gas might be the best idea to help take down the colonists without killing them. The other safe option you have is to melee them. You can also, ignore this proposal and just kill everyone on sight. 
  • If you gathered the data from Feros: Data Recovery, you can give it to Gavin Hossle now. 

On the Road Again

  • Get on the Mako again and head out to the Weigh Station and back on the last part of the Skyway to Zhu's Hope. The Geth are getting ready for a final assault against Commander Shepard.
  • Beyond you will find many Geth including Geth Rocket Troopers, Geth Juggernauts, Geth Armatures and Geth Shock Troopers. You can decide to deal with them either on foot or from the Mako. 
  • When you take down the whole Geth force, move up and when you reach the part where the skyway previously broke where you will find two Geth Armatures and some more Geth forces (depending on your level) blocking the path to Zhu's Hope. Once defeated, move along the skyway until you reach the garage doors to Zhu's Hope
  • When you get close enough to the door, Commander Shepard and the squad will exit the Mako to observe a creature on the ground. When they get too close, the creature wakes up and attacks. Shoot it dead and your teammates will wonder what it was. Now you have two options regarding your squad's actions. The "Don't shoot the colonists" option, will make your team to shoot at the creepers and not the colonists, if you choose the other option, will cause them to shoot everything, including the colonists. You start the mission, with a display in the lower right corner letting you know how many colonists are alive, starting at 16.
    Remember that the number of colonists saved or killed will have an impact on the colony's fate. It is advised to save your game before proceeding.
  • Open the garage door, you will come under attack from numerous Thorian Creepers. You can get inside the Mako as soon as possible to eradicate them easily. Be careful to NOT target the colonists behind the barricades if you are willing to save them. 
  • When the first wave of creepers if defeated, equip the Anti-Thorian Gas to your grenades if you haven't already. A new group of creepers waits ahead, so be ready. If you are playing Paragon, throw a grenade at the colonists. They are usually in groups so aiming at the guy in the middle increases your chance to taking all of them down with a single grenade throw. However, if you are playing Renegade, you can just shoot them and save the Grenades for a more pressing situation. You can get many Morality points depending on how many colonists are saved.
  • Once you are done, head to the elevator. If you use it the elevator will be disabled, so if you want to complete any Assignments or any other thing left undone, now it is the time.
  • Take the elevator, and go around to the left. You will find more Thorian Creepers and through the door, also two more colonists. Decide their fate according to how you are playing the game, to either using a grenade or just shooting them.  When the creepers are down, move to the stairs and combat more creepers along the way. 
  • When you arrive at the bottom of the stairs, you'll find defensive barriers manned by four Colonists and guarded by 7 Thorian Creepers. After dealing with the Creepers, do with the Colonists what you've been doing so far.  Move up and around. You can't go through the freighter, so head right and up to the elevated catwalk. You will find a box carrying fire more grenades as you get close to the catwalk.
  • There will be some Thorian Creeprs on the catwalk so mind your step. One of the colonists defending the catwalk, is Ledra, a merchant, so if you plan on trading with him use the grenades or melee him. Once you get to the other side more Thorian Creepers and Colonists will be waiting. Deal with them. After doing so, one of the members of your squad will ask Commander Shepard about operating the crane to get access to the Thorian. Head to the crane controls to operate them.
  • By doing so a section of the freighter will rise, exposing a stairwell leading to the underworks of the colony. Fai Dan appears saying the Thorian wants Commander Shepard dead, and through excruciating pain, he manages to resist the control of the Thorian and ends up commiting suicide. Head down the stairs.

Entering the Thorian's lair

  • Once inside you will get your reward for either incapacitating the Colonists or killing them. You get two morality points for each Colonist either killed or saved. Continue down the stairs, and save your game before reaching the end. Keep advancing and a cutscene starts.
  • One of the members of the squad mentions something about finding the central core, and the team is confronted by the gigantic nature of the Thorian. The creature expels a green-skinned Asari clone.

Level 1

  • The Clone starts speaking to you. She explains that the Thorian was attack by Saren to prevent Shepard from gaining access to the Cipher, the knowledge to understand the beacon's vision. The Thorian absorbed the essence of the Protheans and gave the knowledge to Saren in exchange for her, and an understanding that the Thorian would be left alone. Since Saren broke the agreement and decided to attack the Thorian, she explains the Thorian doesn't want to talk and the conversation ends.
  • You will fight the Asari clone and several Thorian Creepers. If you use Throw at the start of the fight, you might be able to throw the clone into the abyss below. Then focus on the Thorian Creepers. Once one of your squadmates notices something in the next room.
  • Go and investigate the next room to find a large ball of organic material attached to the wall. Shoot it to destroy the node. When you destroy it, the Thorian will scream and you squad will comment that you will have to hunt the rest of the nodes. Heading upstairs the Thorian produces yet another clone.
  • If you have a low level character, you will probably find this to be an extremely difficult scenario. Consider using Shotguns for this fight to knock the creepers off their feet. Another important tip is to always take down the Asari Clone first whenever you see her. Try to rest up  your health and abilities every quiet stop you get and don't rush in to prevent the spawning of too many Enemies too quickly. 

Level 2

  • This next part is very linear, follow the path forward until you complete the mission. Head past the dead node, and up the stairs. Don't mind the Thorian Creepers, at least for now, they won't attack you. Once up the stairs, you will find more dormant Thorian Creepers.
  • When you reach the landing, send your squad first because this time, the Thorian Creepers are not dormant. If the Asari Clone is in the right position, it can be thrown off again using Throw. Once they are defeated, head to the opposite side of the room and access the weapon locker. 
  • In the room with the node there are more Thorian Creepers. You can shoot the node until it explodes killing all the creepers and missing the experience points they provide. The other option is to shoot the node enough to wake the Thorian Creepers and attack you. Once the node is dealt with, move up the remains and get to the next level.

Level 3

  • The next room, once again, contains Thorian Creepers and another Asari Clone. Deal with them, and move into the room and on your left you can see a node from here. It is advised to shoot it from this room, and deal with the Thorian Creepers as they come, to avoid getting overwhelmed.
  • Deal with the creepers coming out of the tunnel. Eventually you will run out of creepers and the node will run out of health and blow up. Now move into the room where the node was and put your squad in cover near the door as the next room has more of the same. Shoot down the tunnel to attract their attention. Deal with the Thorian Creepers and another Asari Clone as they come. When they are defeated, enter the large room and decrypt the medical station at the other end before going into the room with the node. 
  • This room contains about 12 Thorian Creepers and as has been the case, they will wake up when you shoot the node. So destroy them or the node as you see fit, deal with the Asari Clone and head to the next level.

Level 4

  • Unlike the rest of the rooms, this one opens to the right and has less Enemies than the previous three. Take down the Clone and the Thorian Creepers as usual, then turn around to destroy the node. Once the node is down, head to where it was blocking you to find the first staircase.
  • Head up the stairs and then you will be forced to deal with the Thorian Creepers that you had to bypass earlier. They will wake up in groups , and as has been the case, attack along an Asari Clone while you are climbing up the staircase. When you are done, continue climbing.

Level 5

  • Once you reach the top you will find two rooms, with Thorian Creepers and a final Asari Clone. It is advised to take down the ones in the middle and get to cover. When you have dealt with the final wave of Enemies, destroy the node and you are treated to a cutscene that shows you the nodes you destroyed along the way collapsing and the Thorian falling into the abyss.

Facing Shiala

  • An Asari, falls from a pod like structure. She introduces herself as Shiala, a former follower of Matriarch Benezia. She tells you thatn Saren came to get the Cipher and understand the disjointed images from the Beacon on Eden Prime. Saren gaver her away to the Thorian in exchange for the Cipher and attempted to kill the Thorian to keep Commander Shepard from getting to it. Saren is aware that Commander Shepard is looking for the Coinduitm and is doing everything in his power to prevent him for reaching it.
  • She will give you the Cipher and you can decide what to do with her. You can choose to kill her, or you can allow her to help the colony. Either way, after the dialogue ends, you head back to the colony automatically.

The Fate of the Colony

  • You will be greeted by the ExoGeni personnel and their reaction upon seeing you is based on the actions you have taken during the course of the Mission

Video

[video goes here]

 

Map

[map goes here]

 


Trivia & Notes:

Trivia and notes go here

Information

 

Video Walkthrough

[video goes here]

 

Map

[map goes here]

 

NPCs in the area


Bosses

  • N/a

 

Enemies

  • N/A

 

Full Noveria: Geth Interest Walkthrough

Arrival on Noveria

  • Once you are approaching Noveria, you are not on the scheduled arrival list. Although Joker states that he has a Council Spectre aboard, Noveria's controller clears the party for landing but warns that identity confirmation will be done on arrival. 
  • Once landed, leave the Normandy and head around the hangar. You will meet Captain Maeko Matsuo, Sergeant Kaira Stirling and a Turian. They will block access into Port HanshanMaeko Matsuo confiscates your Weapons citing a strict policy against carrying firearms in Port Hanshan. Even if you agree to cooperate, Gianna Parasini interrupts via intercom and tells Matsuo to stand down. She has confirmes Commander Shepard's identity and status as a Spectre, allowing you to enter the port.
  • While passing through some scanners and alarm goes off. Gianna Parasini tells you not to worry since they are only Weapon detectors. She introduces herself as the administrative assistant to Administrator Anoleis, the port's chief. She can offer basic information about the facility, but explains that the chief must approve any request to leave Port Hanshan
    If you ask her about any unusual visitors, she will point out that Matriarch Benezia arrived recently. If Liara T'Soni is in the party, you can have a short conversation with her. After that, head into the elevator to go to the plaza.
  • The Mission get renamed to Noveria: Leave Port Hanshan and you also get a new one called Noveria: Matriarch Benezia.

Port Hanshan

  • Once you leave the elevator, you can access most of the ares of Port Hanshan. There are a few inaccessible places, which are the Synthetic Insights offices, the garage and Anoleis' office.
  • To talk to Administrator Anoleis, request Gianna Parasini to unlock his office for you. The garage is on the far side of the main area, but to access it you will need a garage pass. If you attempt to leave without one, you will be stopped. 
  • Lilihierax, a Turian near the garage entrance, can provide a lot of information about Noveria as well as being able to give you the Noveria: Peak 15 Mission. However, he will not give up his garage pass.
  • You can get the Noveria: Smuggling Assignment from Opold. You will also receive a call from an Asari called Mallene Calis to start the Noveria: Espionage Assignment if you enter the Port Hanshan Mezzanine. You can also hack a terminal on the upper level of the mezzanine, to obtain the UNC: Dead Scientists Assignment

Getting your hands on a Garage Pass


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Full Noveria: Lorik Qui'in Walkthrough

Getting Started

  • Go to Port Hanshan Mezzanine, and talk to Lorik Qui'in. He will say that Administrator Anoleis is corrupt and he can offer you a garage pass but in return, he needs access to the evidence against Anoleis.
  • If you agree to help him, he grants you access to the Synthetic Insights office. The office is currently guarded by ERCS guards.

Entering Synthetic Insights

  • Head to the elevator, and go directly to the garage. You will find an elevator just before the stairs to the Garage, enter to reach the Synthetic Insights office. 
  • When you get close to the door, you can either talk to the two guards or directly shoot them. By talking to them, you earn morality points, and by shooting them, you earn experience points.
  • Once the first two guards are down, run across and dispose of the next guards then take cover.
  • The guards on the lower level are easy to deal with. You will find more guards on the upper level, including a sniper. Once they have been dealt with, return to the lower level. In the two alcoves you can find a crate and a weapons locker. Head to the upper level
  • Once on the upper level, you can find another crate opposite three doors. Once looted, turn around, if you unlock the door to the left you can obtain more loot. Once that's taken care of, head across the catwalk and enter Lorik Qui'in's office. Don't go immediately to his computer, hack the wall safe, grab the med kit and loot the upgrade kit in his office. Now you can insert the OSD in his computer and leave the office.
  • While you are leaving, you will stumble into Kaira Stirling in company of more ERCS Guards. She states that the evidence Lorik is after will implicate her, so the only solution to this situation, is a fight.
  • Kaira is the hardest target so deal with her first. There is another Biotic user in the group and not much else worth mentioning. You don't have much cover available, so be wise when using the little cover at your disposal.
  • Once you reach the main level again, you will run into Gianna. She decides to talk to you before you talk to Qui'in, if you follow her advice you get better rewards. 
  • If you choose to speak to Gianna Parasini again at the hotel bar, she reintroduces herself as an Internal Affairs agent and is aware that Administrator Anoleis has been driving business away by increasing rent prices on the facilites of Noveria. She asks you to convince Lorik Qui'in to testify before the Executive Board that governs over Noveria. She leaves to continue working as Anoleis' secretary.

Final Choice

  • The way to obtain more Experience and Morality points is to convince Qui'in to testify, then blackmail Administrator Anoleis by telling him about the evidence in your possession. (Commander Shepard must have 5 Charm to convince Qui'in to testify and 5 Renegade points to strike a deal with Administrator Anoleis). Once you've taken advantage of Anoleis, you can speak to Gianna Parasini and give her the evidence and she will proceed to arrest him. 
  • If, however, yo u tell Administrator Anoleis that Gianna Parasini is an Internal Affairs Agent he will bring her in to fire her right away. This will start an argument, ending with both of them killing each other, rewarding you with Renegade points. 

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Full Noveria: Matriarch Benezia Walkthrough

Accesing Port Hanshan's Garage

  • Once you are cleared to enter, you won't be stopped by the ERCS Guard. Before heading to the Mako parked at the garage, it is advised to save before proceeding. In the garage, two Geth DestroyersGeth Ghost, a Geth Stalker, a Geth Rocket Trooper and a Geth Shock Trooper. will be waiting for you. 
    You can position the squad behind cover and prepare. Once they are down, Maeko Matsuo will enter the garage to question Commander Shepard about the incident. Before heading to the Mako, grab the upgrade kit near the M29 Vehicle.
    Now you are clear to go to the Mako to head to Peak 15

Entering Aleutsk Valley

  • After leaving, a notification will warn you about the extreme weather ahead and advises you to limit the exposure outside the vehicle.
  • Take the path once you exit the garage, until you approach the first tunnel. You will find your first inconvenience here. A Geth Turret, surrounded by Geth Shock Troopers, Geth Rocket Troopers and Geth Troopers. You will find a wrecked Grizzly, with a crate and a medical kit beside it.
  • Halfway through the tunnel, there are four Geth Rocket Troopers. Once you are finished dealing with them. you can grab two upgrade kits on either side of the tunnel. When you head down the tunnel, a short cutscene showing another Geth Armature heading to your position.  It brings along some Geth Rocket Troopers. After bringing all of them down, loot the two crates beside the burning grizzly.
    Keep moving to the next tunnel. Again, it will be defended by more Geth, but it shouldn't pose a problem. You can find a med kit outside the tunnel exit.
  • The only Enemies between you and Peak 15 are three Geth Turrets. One around the corner, the second one about halfway down the path and the last one to the left of the Peak 15 garage door. Dispatch them, and save the game before entering Peak 15

Peak 15

  • Save your game before entering the garage, you will notice that the cold hazard is gone as you enter the first room. Once you trespass the large door, take cover quickly, as you will come under fire by a large group of Enemies. Said group is composed by a Geth Juggernaut, a Geth Destroyer, a Geth Shock Trooper, a Geth Repair Drone and three Krogan, two on the back, and one above, to the left. Make the Geth Repair Drone your priority, as it will  attempt repair the other Geth. The rest of the Geth army will come towards you. As long as you stay in cover, you should be able to take them down. Then head out and head towards the Krogan.
  • Once the room is cleared, the station's VI Mira contacts you via intercom telling you the amount of damage the facility has sustained. Don't leave the room without looting the crate and the upgrade kit on the catwalk. As you enter the security tunnels, your squadmates will comment about the turrets facing the wrong way. You can access the security office near the elevator for an upgrade kit and a locker, then take the elevator all the way up.
  • Save your game, and move on to the door. You will find some Geth Troopers and a Geth Shock Trooper in the cafeteria. Defeat them. After the fight, your squadmates will comment about turning off the heat to kill anything that was released when all the Geth are defeated. It is advised to equip your toxic damage protection and anti-organic ammo now.
  • As you get close to the stairs, a cutscene interrupts you showing you introducing to the Rachni. Move away from the stairs as fast as you can, because several Rachni Workers will com charging down. Rachni Workers explode if they get close enough to you, so try to take them out as far away from you as possible.
  • There are two Rachni Soldiers, beware of their acid spittle which can bypass your shields. These creatures are extremely vulnerable to physics-based attacks, so Biotics are an excellent choice to deal with them. Another Rachni Soldier will appear from a grate at the stop of the stairs when you approach. 
  • Once your encounter with the Rachni is over, head down the corridor. You will find a codex entry and a storage locker in the first room. You will find a med kit on the room, but as you exit another Rachni Soldier will jump on you. Deal with it and take the elevator.

Fixing Peak 15

  • You will emerge near the VI core of the whole station. More Rachni Workers will approach from the other end of the room. Remember to not let them get near you as it can be catastrophic, kill them at a safe distance. Once defeated, you will find what appears to be a backup power system.
  • Get it back up and running and the VI will inform you of several tasks to perform before moving on. These are the following AssignmentsNoveria: Reconnect Landlines and Noveria: Reactor Repair. Please refer to their individual pages for more information. Each time you repair something, you will be attacked by a Rachni Soldier, from the far side of the room. 
  • Once both assignments are completed, you are ready to head down the tunnel. You can talk to Mira before proceeding to unlock Noveria: Contamination. Before heading towards the tunnel, go into the nearby office and grab three crates in the room. Access the Mira terminal and you will be presented with three options, which are:
  1. Repair the plastma vents and watch the bugs burn.
  2. Have Mira open the door and fight them.
  3. Bypass the door and then fight them.
  • If you want to get the most experience points, do option 1. Another Rachni Soldier will pop up, so once defeated head to the tunnel. Once you open the door, four Rachni Workers will emerge. As always, kill them before they get to close. Leave the area via tram, heading to Rift Station.

Rift Station

  • As you arrive, you won't find any Enemies. Head around the corner and take the elevator up to reach the Science Station. There you'll find Captain Ventralis and a few guards. You can ask him about what's going on and how bad is the situation. He tells you they are on lockdown and aren't letting anyone breach their security. Once the conversation ends, you get a pass card to the Hot Labs. You can reach the hot labs using the elevator behind you.
  • During the conversation more Rachni appear. Ventralis will help you to take them down. You can leave and let him and his men take care of  the Rachni, but Captain Ventralis will notice this action and will remember it the next time you talk to him.
  • You now have two options:
  1. Follow Ventralis' lead and head to the Hot Labs. 
  2. Explore the main level with him.
  • If you do the second option, you may obtain additional consideration in getting to Matriarch Benezia. The story will unfold differently depending on your choice. If you decide to go to the Hot Labs, please refer to Noveria: The Hot Labs.
  • In the main level, there are several people you can talk to, including Alestia IallisPetozi and Dr. Palon. If you need to sell something Petozi, is a merchant. On the right, you can find a door that leads to the barracks, you can crack a storage and a Weapon locker.
  • On the left side, there are three doors. The first leads to the Quarantine and the Barracks, the one leads to the Medical Bay, the third one leads to a sealed-off section. If you go to the Medical Bay, you can get the Noveria: Quarantine Mission from Dr. Zev Cohen. If you wander near the restricted area, you will obtain the Noveria:Rift Station Mission. Please refer to those pages for more information on both Missions.
    DO NOT hack the door, because doing so will result in all the guards turning hostile towards you. 

Captain Ventralis and the Hot Labs

  • If you decided to pursue the lead at the Hot Labs before going to the Secure Lab, once you return to the mess hall, you will learn that Ventralis betrays you reveling that the entire security force is controlled by Matriarch Benezia.
  • This is a difficult fight as Enemies are all shielded and fairly clumped together. Using crowd control talents goes a long way and can help you a lot during the fight.
  • If you mixed the cure on Noveria: Quarantine, you won't be able to return it to Dr. Zev Cohen anymore. 

Matriarch Benezia

  • Before entering the Secure Lab, this is your last chance to backtrack, loot every crate or switch teammates. Save the game once you are ready.
  • Once inside, you will find Matriarch Benezia on an upper platform, you can talk to her. If Liara T'Soni is in your party, they will exchange some words. When you finish talking to her, she will put the whole squad in Stasis while her Asari Commandos position. This is probably one of the most difficult battles in the whole game.
  • This battle consist of 3 waves. Matriarch Benezia will be shooting at you with her pistols and using Biotics, while her minions engage you in the catwalk room.  You can't damage Matriarch Benezia during this phase, you have to defeat all three waves to progressively weaken her. You can use the botomless pit at the center of the room to your advantage by using Throw on the Asari Commandos to try to dispatch them. 

Waves

  1. The first wave consists of two Asari Commandos, coming towards you. Don't let them use their Biotics, as soon as possible, disable them. 
  2. The second wave consists of 2 pairs of Asari Commando and Geth Snipers. Consider quipping your most powerful detection upgrade to prevent the snipers' radar jamming.
  3.  The third wave consists of 8 Geth Snipers divided into two groups. If you are quick enough, you may be able to catch a group of 4 Geth Snipers into a single Biotic like Singularity or Lift.
  • Once the third wave is finished, a conversation with Matriarch Benezia will be triggered. She will tell you about the real threat, Sovereign, stating that Saren is just a simple cog in a giant machine. She tells you that Saren sent her to obtain the location of the Mu Relay from the Rachni Queen. You can keep talking to her for a little bit more until the indoctrination overwhelms her and you are attacked by her and 3 Asari Commandos.
  • After defeating the group, you have a final conversation with her. As she dies, the Mission's name changes to Noveria: Death of a Matriarch.

Rachni Queen

Back on the Normandy

  • After boarding the tram you are automatically returned to the Normandy. You can earn Morality points for your conversation options and a few more depending on how your conversation with the Council goes. 

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Full Noveria: Rift Station Walkthrough

Breaking in from the Main Area.

  • You can break through the restricted area at the Rift Station Main Area. You will have some more extra fighting if you decide to enter through this route. Keep in mind that doing so, will make all Rift Station NPCs to react with alarm to your actions, this means you won't be able to trade with Petozi, and you won't be able to acquire nor complete Noveria: Quarantine
  • Hack the door to the Restricted Area, you can find it near the Medical Bay and guarded by two Assault Drones. The drones won't hesitate to attack and will do so immediately. You can return to the room you just left to fight the guards there and, you can also opt to go all the way back to Captain Ventralis and fight him alongside his two henchmen.
  • Enter the door you have just hacked and there will be more guards waiting for you, dispose of them. You will eventually reach Matriarch Benezia's room.

Sneaking in from the Quarantine Lab

  • The second way to do it is through a maintenance back door at the Quarantine Lab. If you approach Dr. Zev Cohen at the Medical Bay and complete Noveria: Quarantine for him, grants you a pass to the back door. This is the more peaceful solution of the two options, although it rewards you fewer credits and less experience points.
  • Head past Han Olar and into the maintenance area. Doing this won't provoke any fights with guards, you will only find a Rachni Soldier. Dispatch it and enter the back door.
  • Grab the crate in the catwalk and bypass the door on your right to obtain an upgrade kit. Once you are done, head back to the door and it is advised to save your game before entering.

The Fate of the Rachni

  • You will find Matriarch Benezia and have to dispose of her, in what is arguably, one of the most difficult fights on the entire game. For more information on the fight check Noveria: Matriarch Benezia
  • After the gruesome fight with Matriarch Benezia, move closer to the Rachni Queen's tank. The Queen will "possess" a dead commando and strike a conversation with you. The dialogue factors in whether you've dealt with Noveria: The Hot Labs or not. You can ask the Queen about her history and plans if you decide to release her.
  • The ultimate choice narrows down to two choices. You decide to activate the acid tanks killing off all the Rachni in the process or you allow the Rachni Queen to live. You are treated to a cutscene showing what you've just decided and the Mission is marked complete on your journal.

 

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Full Noveria: Quarantine Walkthrough

  • Captain Ventralis has sealed off a lab where they were researching a bio-weapon. Dr. Zev Cohen needs the cure they were researching to heal the other scientists.
  • Go back to Captain Ventralis and if you manage to persuade him he will give you access to the lab, head towards Quarantine and Barracks to get access to it. On the lower level, you see the Volus Han Olar. Talk to him and he will give you information on what happened at the station and the Rachni. Before heading into the lab, loot the storage locker next to the table. Talk to the guard and head inside the lab. 
  • You will find what you need to make the cure, at the other side of the cure. Before preparing the cure, head into the second door on the right to grab the med kit.  On the third room has a secure storage locker, and there is a locked crate next to the table. You can acquire the Thresher Maws  Codex Entry, it's just by the equipment near the terminal, labeled Xenobiological Database.
  • First access the research notes to figure how to make the cure and then use the next station to create the cure. To do so, you have to push the chance vial button each time the progress bar reaches proper concentration. Once you create the cure, a fight is awaiting you.
  • You can talk to Alestia Iallis but there is no way to prevent this fight. Alestia is not alone, she's accompanied by two Geth Troopers and an Asari Commando. Take cover and focus on Alestia Iallis, because she is the biggest threat. Then on the Asari Commando and finally, the Geth.
  • Once they are defeated, head out and Han Olar will tell you that they came from the maintenance area. Head back to the elevator and go meet with Dr. Zev Cohen to hand over the cure to obtain a pass to the maintenance areas. You can obtain from him some medi-gel (You need 4 Charm or 8 Intimidate to do so). You can talk to Captain Ventralis to tell him about Alestia Iallis. Before leaving, visit Petozi if you need to trade, because it will be your last chance to do so.

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Full Noveria: The Hot Labs Walkthrough

Getting Ready

  • Captain Ventralis reveals you that Matriarch Benezia can be found in the Hot Labs. He gives you access to them once you've dealt with the Rachni during your conversation.  Once you are inside the Hot Labs, you won't be able to leave unless you activate the purge function.
  • Keep in mind that if you do this Mission before dealing with Matriarch Benezia and go back to the survivors, they will attack you on her orders. On the other hand, if you dealt with her first, then the elevator next to the Hot Labs will be locked.
  • It isn't strictly necessary to complete this Mission, but it will help you learn a lot about the Rachni.

The Hot Labs

  • From the tram station, head into the elevator on the left. You will find the sole occupant of the hot labs. Yaroslev Tartakovsky. Talk to him to learn about the situation in the Hot Labs. He will also give you the complete history of the Rachni Project, and also states that the Rachni in the lab are beyond saving, so you must activate the neutron purge to kill them. If you ask him about Matriarch Benezia, he tells you he hasn't seen her. 
  • At the end of the conversation you can talk him into giving you the purge codes or talk to Mira in the room behind him for a status report. 
  • Ask Yaroslev Tartakovsky about starting the neutron purge, and he will do it. Before finishing it, a Rachni Soldier pierces through his chest killing him. Defeat the Rachni Soldier.
  • After the fight is over, retrieve the code from Yaroslev Tartakovsky's body and head into the next room. It is advised to save your game now, before entering the purge code, because a lot of Rachni will swarm you and attempt to stop you once you do. Activate the purge by giving Mira the code. You have two minutes to get out of the Hot Labs.
  • The main room is filled with Rachni Workers and Rachni Soldiers. You can shoot them up or run through them, your choice. Killing them grants you experience points, and even though it may not seem so, two minutes is more than enough to deal with them. However, if you feel you won't make it in time to kill all the Rachni, you can thin out the herd for a  while and then make a run for the elevator.
    Keep to the walls closely if you are planning to avoid them, because the Rachni are mainly in the middle of the room.
  • You will hear a series of blasts as the elevator rises, and the Mission will be marked as complete.

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Full Noveria: Peak 15 Walkthrough

  • Arriving at the VI core location is a natural progression of the hunt for Matriarch Benezia. You can see Noveria: Matriarch Benezia for more details.
  • Once you activated the power core, go to the far end of the room, take the elevator down to repair the VI. You can do this operation in two different ways. The first one and the simplest way,  is to use 100 Omni-Gel. The second way, is a tower-like puzzle you have to solve. 

Puzzle Solutions

  • PC: Column 1 → 2, 1→ 3, 2 → 3, 1 → 2, 3 → 1, 3 → 2, 1 → 2, 1 → 3, 2 → 3, 2 → 1, 3 → 1, 2 → 3, 1 → 2, 1 → 3 and 2 → 3.
  • Playstation: ▢ △, ▢ ◯, △ ◯, ▢ △, ◯ ▢, ◯ △, ▢ △, ▢ ◯, △ ◯, △ ▢, ◯ ▢, △ ◯, ▢ △, ▢ ◯, △ ◯.
  • Xbox: X Y, X B, Y B, X Y, B X, B Y, X Y, X B, Y B, Y X, B X, Y B, X Y, X B, Y B.

Once you complete it, the VI comes online. Mira will ask for your credentials and you can respond any way you want, either way you get the Secure Access. There are some questions that the VI won't answer because they are only available to Binary Helix executives. You can learn from her that there are two things to get the station working again, granting you two new Missions.

You can pick whichevere you want to perform first. For the Landlines, head to the elevator behind Commander Shepard and the reactor is down and off to the left in the main room.


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Full Noveria: Reactor Repair Walkthrough

  • Head to the elevator leading to the reactor. You can find it on the left as you approach from the VI Core.
  • If you already completed the Mission Noveria: Reconnect the Landlines, a Rachni Soldier will emerge from a grate on the left side. Take it down and continue towards the elevator.
  • Once at the main reactor, enter the first room. Your radar will be jammed. Equip Anti-armor rounds and every other piece of equipment that gives you an edge against Geth.
  • Inside the first room you will find a crate and a Mira VI terminal. Once you move forward, you will find the Geth at the reactor. As soon as you are seeing, Geth Destroyers and Geth Stalkers, will come charging at you. Use the previous room as a safe room, the Geth can't open the door so if you are overwhelmed or find the fight to difficult, go there to regroup.

There are three ways to approach this room:

  1. If you go right you will fight a Geth Destroyer and the Geth Stalkers will appear slowly from the other half of the room. Destroy the Geth Destroyer first and then any Geth Stalkers you see, BEFORE leaving this area. Once you do, you will face a Geth Juggernaut on the balcony above you. The good thing about choosing this way, is that you evade two Geth Destroyers and many of the Geth Stalkers, because they like to remain on the other side.
  2. If you go left, you keep the Geth Juggernaut out of the way for a longer time, but it exposes you to a higher number of Geth Destroyers and Geth Stalkers at a closer range.
  3. Heading straight for the button works is the messiest idea. The button is located in the center, and it involves your whole squad running to it, trying to dodge an entire Geth mini-army. Not an ideal plan, but doable. Remember that pressing the button DOES NOT disable the remaining Geth, so you'll still have a fight in your hands after pressing it.
  • If your radar is still jammed or you still see an enemy on your map then you have missed either a Geth Stalker or maybe a Geth Juggernaut that are on the upper level. To access the upper level, go to the right if you are facing the elevator, just before the door. There is a locker in the upper room and a weapon locker, in the same are where the Geth Juggernaut was.
  • When you have defeated all present Enemies, open the He-3 fuel lines. and take the elevator back up to the Mira core.

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Full Noveria: Reconnect Landlines Walkthrough

  • Take the elevator behind the Mira VI core. It is advised to save your game as soon as you exit, a difficult fight is incoming. Once you emerge at the roof, you will find 5 Rachni Soldiers and more than 10 Rachni Workers. Take them as quickly as you can, especially the workers.
  • Do not charge out, you want to take this slowly. Position your squad and move forward solo. Try to single out the first Rachni and take them out. 
  • You can return to the hallway, allowing you to "pull" the Rachni Workers moving forward. It is important to note that the Rachni DO NOT regenerate their health and won't follow you back into the tunnel.
  • Once all the Rachni are disposed of, reconnect the landlines. Grab the crate near the Mira VI terminal Now,  access the nearby terminal for an update on the Rift Station and Hot Labs. You can also obtain information on what happened before you appeared. Head back down.
  • If you haven't already you have to complete Noveria: Reactor Repair.

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Full Noveria: Contamination Walkthrough

  • Once both Noveria: Reconnect Landlines and Noveria: Reactor Repair are completed, you are ready to head down the tunnel. You can talk to Mira before proceeding to unlock Noveria: Contamination. Before heading towards the tunnel, go into the nearby office and grab three crates in the room. Access the Mira terminal and you will be presented with three options, which are:
  1. Repair the plastma vents and watch the bugs burn.
  2. Have Mira open the door and fight them.
  3. Bypass the door and then fight them.
  • If you want to get the most experience points, do option 1. Another Rachni Soldier will pop up, so once defeated head to the tunnel. Once you open the door, four Rachni Workers will emerge. As always, kill them before they get to close. Leave the area via tram, heading to Rift Station.

Video

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Map

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Trivia & Notes:

Trivia and notes go here

Information

 

Video Walkthrough

[video goes here]

 

Map

[map goes here]

 

NPCs in the area


Bosses

  • N/a

 

Enemies

Full Virmire: Saren's Plan Walkthrough

 Getting Ready

  • WARNING!!!! Beginning this Mission is a turning point in the game. Once you land, you won't be able to leave Virmire or attend to other matters. You will have to see the whole mission chain to its end. So plan accordingly and complete whatever you have left BEFORE starting this Mission.
  • There are all types of Geth on Virmire, most of them you will fight them in an outdoor environment with the Mako available.
  • As was stated before, killing Geth on foot rewards you additional experience points.
  • Garrus and Ashley Williams are excellent members to add to the squad because of their Sniper Rifle training. Tali can also be an interesting choice because of her Hacking ability.
  • Weapons mods, such as Tungsten Rounds, are also incredibly useful.

Dropping off on Virmire

  • When the Normandy's approaching Virmire, Joker picks up the signal from the Salarian Special Tasks Group team. Kaidan Alenko comments on the massive defense towers that surround Saren's base. After a small conversation with between Joker and Commander Shepard, the Mako is dropped off.
  • Get into the Mako and set off. Be careful near the ocean's edge, the Mako can drive over the rocks and fall off ending the Mission on a failure.
  • Around the second corner you will find your first EnemiesGeth Rocket Drones and Geth Assault Drones. Because of their maneuverability, these are harder to take out from the Mako than on foot, so exit the vehicle and take them down. Keep moving forward, to face another group of Geth Drones.
  • On the right, a bit further in, you will find some Geth Rocket Troopers. Try to take them fast, because those rockets do a lot of damage. While on a bank to the left, there are 10 Geth Shields and a group of Geth consisting of Rocket Troopers, Geth Shock Troopers and Geth Troopers. Some of them will be hiding behind rocks. Once they are all gone, head around the next corner, and you will see a structure on the distance.

First Gatehouse

  • As you get close to the first gatehouse, you will come under Geth's fire. On the outside, Geth Rocket Troopers, Geth Troopers, Geth Shock Troopers and Geth Snipers will be waiting for you. As always, you can take them out from inside the Mako or on foot, your choice. Remember that on foot killing yields more experience.
  • When the battle is over, head to the stairs on the left. On the top, more Enemies will be waiting for you. Geth Troopers and a Geth Destroyer, coming up from the right. Dispose of them. You will find more Enemies in the far room. This time you face some Geth Hoppers. a Geth Sniper and a dangerous Geth Ghost. There is a Weapons locker to loot, and a crate near the stairs. Once the first gatehouse is clean, head to the Mako to head to the second one.

Second Gatehouse

  • Once you get near the next corner you will be greeted by a Geth Colossus. After defeating it, at a T-junction you come under fire from both sides from three Geth Armatures. Your best option is to face the one on the left first, as it is by itself, and once you've taken care of it, face the ones on the right.
  • As the path get more and more narrow, move through it to find a Geth Colossus on the other side. Destroy it and move around the corner. On your left, you will find another Geth Colossus, however this one is optional, and you can decide to ignore it and keep moving towards the second gatehouse.
  • The second gatehouse is almost identical to the first one, except the stairs are on the right this time. On the ground, you will be met by Geth Troopers, Geth Shock Troopers and Geth Rocket Troopers.  Defeat them and go up the stairs.
  • Up there you will find Geth Troopers, Geth Shock Troopers and Geth Destroyers. There is a crate near a center wall, and head to the control room. Inside the control room there are a few Geth Hoppers. 
  • After the fight with the Geth Hoppers, you will find two important things to do, in this particular order: 
  1. Deactivate the AA tower
  2. Raise the gates
  • Joker communicates via intercom and states that he is approaching the Salarian camp, so go back to the Mako. Before leaving, don't forget to loot a Weapons locker there.

Third Gatehouse

  • As you round the corner, you encounter the third and last gatehouse. This is the final line of defense before the Salarian camp. The layout of this gatehouse is almost identical to the other two, deal with the group of Enemies outside, go to the upper level and deal with more Enemies there. 
  • You won't find Geth on the control room, so hack the Weapons locker, raise the gates and get back in the Mako.
  • You can head safely to the Salarian camp, as there are no more Enemies.

The Salarian Camp

  • When you arrive at the camp, you are treated to a cutscene where you see Ashley Williams and Kaidan Alenko arguing with the Salarian captain. As you arrive, the Salarian introduces himself as Captain Kirrahe, 3rd Infiltration Regiment, Special Tasks Groups. He was arguing because he needs more time to come up with a plan to take on Saren, he asks Commander Shepard if he is all the Council sent to deal with the rogue spectre.
  • You can learn from Captain Kirrahe about the base's defenses and also points out that Saren is breeding an army of Krogan. If Wrex is in your team, he enters the conversation and asks about how is that possible. Captain Kirrahe enfatically states that Saren has found a cure for the genophage and it needs to be destroyed. This annoys Wrex, who faces Captain Kirrahe about it. The Salarian states that the Krogan were a mistake. The situation gets more tense until Capitain Kirrahe requests that you resolve the issue with Wrex while he develops an assault plan.
  • You can explore the camp once you regained control. Almost every Npc in the area, has dialogue lines you can explore and may change depending on how you dealt with Wrex. You can find a codex entry from the Communications Relay in the tent nearest to Saren's base. 
    In the long tent beside it resides Captain Kirrahe. You must talk to him to progress the story. If you dealt with Wrex or if he was never in your party, speak to the Captain to move the story forward if you are ready
  • The tent at the other side, has Commander Rentola, the second-in command and supply officer. Behind him, there's a Medical Station, that requires Decryption. Although he doesn't have a lot of items to buy, you can sell him any unnecessary gear before heading out. It is imperative you do so, because a long section is coming up and you don't want to end up at your inventory limit.
  • Once you are done exploring the camp, talk to Captain Kirrahe. He tells you about his plan. His idea is to divide his men into three teams, and strike the front of the facility, while Commander Shepard sneaks around back, with a smaller unit. He asks Commander Shepard a huge favor. He needs one member of Commander Shepard's squad for the assault. You can send whomever you want, but remember that that member will be UNAVAILABLE as a squadmate for the rest of the assault on Virmire.
  • Captain Kirrahe gives a speech to his men and wishes both teams good luck. When the squad selection comes up, you are getting on the next part of the mission.

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Map

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Trivia & Notes:

Trivia and notes go here

Full Virmire: Assault Walkthrough

Getting Ready

  • Besides the usual Geth army Saren employs, you will find many Krogan during this Mission. This part of Virmire focuses more on short-range combat, so consider bringing at least one member with shotgun training. Tali and Wrex are perfect squadmates to bring along.
  • Consider modifying Weapons to utilize ammo that either prevents health regeneration, knocks opponents down or both of them. In the Armor department, try to gear it towards shield and health regeneration,

Sneaking

  • You start jumping behind a wall to survey the area. Captain Kirrahe get ins contact via comm to do a quick comm check. He mentions that he will start the attack on Saren's base and reminds Commander Shepard to be on the lookout for anything that can help them.
  • Head forward and in the distance, there is a watchtower of sorts. Head towards it and you will find a group of Geth, composed of Geth Troopers, Geth Shock Troopers and Geth  Rocket Troopers. They tend to deploy a small shields on the upper level.
  • Once they are down, move up the ramp and head to the console. Select it to disable the Geth's communications frequencies. There is a Weapons locker you can hack there. Head back down the ramp and you can either keep going to the T-Junction or go around to the north and around. No matter the way you choose you will inexorably run into more Geth. To the North you will find Geth Rocket Drones and to the south you will find Geth Troopers instead.
  • At the next watchtower, you will find more Geth, this time accompanied by a Geth Destroyer and a Krogan. Focus on the Destroyer first, because it likes to get close. When the Enemies are down, target the structure of the roof, doing so will disrupt the Geth's satellite uplinks. 
  • If you feel like, you can take the other route to get the experience from killing more Enemies, or just simply head up.

Approaching the Base

  • As you head up the ramp you will see a Geth Destroyer in the distance. It is advised to take it out before it moves out of sight. If it does get away, it will come back around the corner  to find you. Once you reach the T-junction take the left/south path, get ready to engage in combat. You will find two Krogan on a platform, use Biotics to throw them off balance. While you are facing both Krogan, if you haven't taken the Geth Destroyer down before, it will come around you. You can grab the crate on the platform on the platform after you defeat the Krogan. Head up the rock ramp to find a technician kit.
  • Head back down the ramp and head left/north. You will hear the squadmate you sent with Captain Kirrahe over the intercom telling everyone to hunker down. That is your audio cue that you have taken the right path, if you don't hear it, you probably made a wrong turn. After turning a corner you will see a few fuel tanks and some Geth Rocket Drones. Take advantage of the fuel tanks, shoot them or use Sabotage on them, to inflict severe damage.
  • It is important to note that Captain Kirrahe's fate depends solely on the Geth Flyers. He will die if you ignore them and survive if you destroy them all. 
  • You can now head on either path to reach the final bridge to Saren's base. You will find it covered by several hexagonal Geth shields. You will be attacked by two Geth Snipers and two Krogan. Take cover as soon as you can. These Krogan have a habit of walking down the bridge and then charge about halfway across to close the gap on your squad to fully take advantage of their devastating close-range Shotguns and powerful melee attacks
  • Once defeated, head across the bridge. Grab the crate on the left and hack the wall safe on the right. Now you are presented with two options to enter the base:
  1. The door on the upper level to the right of the bridge.
  2. A path down through the base's underworks that can be accessed to the left of the bridge.

Base Underworks

  • Head to the left after crossing the bridge, and take the ramp on the left. Use Decryption on the door at the bottom of the ramp to enter it.
  • Go along the pipes, eventually you will reach a room where on your right is an elevated platform. In this room you will find some indoctrinated Salarians and a few Geth Troopers. Use the cover to take them out.
  • Once the fight is over, grab the technician kit on the lower level then head to the upper level to access the security console. One of your squadmates will hack the console and say there are two options: 
  1. Disable the alarms
  2. Generate alarms on the other side of the base as a distraction.
  • If you select the first option, you will earn more experience because there will be more Enemies to fight. 

Door on the Upper Level

  • Open the door and send your squadmates up the stairs. Get ready to fight some more indoctrinated Salarians. You can find an Aid Station near them, right by the door.
  • You can loot four crates after defeating the indoctrinated Salarians,  behind the staircase.
  • Head up the stairs and keep going. When you get to the next set of stairs, you will arrive at an area marked as Cell Block B on your map. You can find the Turian Intel Report terminal containing a codex entry, if you haven't received it yet. There is a hold of cells containing imprisoned Salarians, but you can talk to only one.
  • He will introduce himself as Private Menos Avot and says that he has been subjected to experiments for the past six days. You can choose to leave him imprisoned or let him out. 
  • If you let him out, he succumbs to the "incessant whispering" and attacks along with the rest of the indoctrinated Salarians. Doing this awards you Paragon points.
  • If you choose to leave him imprisoned, he will try to escape by charging the glass. Although he won't be able to leave, he will crack his skull in the process. Choosing this option, awards you with Renegade points.
  • Take the stairs and at the end you will reach a security office with two more indoctrinated Salarians. Defeat them, loot the crate in the room and the Weapons locker. The terminal labeled Salarian Intel Report has another codex entry in it. Go to the door opposite  to where you came from, open it. You should see a catwalk on the same level as you, if not, then try another door. DON'T use the elevator yet unless you are trying to avoid unnecessary Enemies and loot, as it leads you to the interior of the base.
  • Walk over the catwalk until you reach another door. If someone on the cellos below notices your presence, you are in the right place. For now, just ignore him. Beyond the door, you will reach an antechamber that contains an Asari Intel Report containing another codex entry. You will find two more indoctrinated Salarians accompanied by a Geth Juggernaut in the next room. 
  • When you take them down, Salarians and Geth will be coming from the lower level warehouse. If you previously decided to generate alarms on the other side of the base, then you will be facing Salarians only, otherwise you will be also facing Geth Troopers, Geth Rocket Troopers, Geth Shock Troopers and a Geth Destroyer. Focus on the Geth Destroyer at first. Once the fight is over, grab the medi-gel from the aid station near the stairs. (If you didn't enter from the base undeworks, and decided to take the door on the base's upper level, this is the room you'll have entered)
  • Return to the security office and then turn to the right and take the door. When you open you should be looking at a staircase heading down to the right. This staircase leads to the lower levels of the catwalk you were on. As you reach the bottom, open the door and you will see the Salarian that was calling you out earlier. Lieutenant Ganto Imness. Ganto has plenty of information to share, about the threat of indoctrination and what happened to his squad.
  • As was the previous case, after talking for a while, you can decide to release him or keep him inside the cell. If you  release him, you will acquired Paragon points, while leaving him to rot in his cell will net you Renegade Points. You can tell him you are leaving, to obtain the Renegade points, and then change your mind and open the cell, to earn the Paragon points.
  • Next to his cell, there are four more trapped Salarians. Again the process is the same, you can free them or execute them as you see fit.
  • Return to the security office and now it's time to use the elevator.

Base Interior

  • Once at the top, you will see a lot of Enemies, but they won't instantly notice you. Once you interact with the stasis console directly in front of you will instantly draw their attention. Dr Droyas, his assistant and the Husks will attack. Dispatch them, Dr Droyas is not as though as the other Krogan you have previously faced, so there's not much to worry about. 
  • Once defeated, loot the area and head out of the room, destroy the two Geth Troopers on the floor. You will find an Asari behind a desk. She introduces herself as Rana Thanoptis. She gives more information on Indoctrination and especially, Saren's ship, Sovereign.
    If you keep asking her questions, she gives a lot of information and access to Saren's private lab. As has been the case during this Mission, you have the option of killing her or letting her go. Grab the Weapon locker on the room. 
  • Take the elevator to Saren's Lab and to your whole squad surprise, you will find another Beacon. Your squadmates will comment if it is the same you found on Eden Prime. Activate the Beacon and a vision will be played as the one in Eden Prime, but this Beacon doesn't explode. 
  • After Commander Shepard is dropped the squad walks up the stairs, across the catwalk and a bright red hologram appears.
  • The hologram begins talking, Commander Shepard and the squad learn that Sovereign is an actual Reaper. You can learn about the intentions of the Reapers and the destruction of the Protheans, after that information Sovereign shatters all the lab glasses.

The destruction of Saren's Base

  • After the scene, Joker comes over the radio stating that Sovereign has pulled a turn that would shear any ship in the Alliance Navy in half. Head back to the elevator. As you exit the upper station, a Geth Destroyer is waiting for you, face it. When you enter Rana's former office, you have another opportunity to grab the locker code. Leave the room and you will see the bridge leading bak to the way you came from raised. However, the one in front of the squad is lowered.
  • You will find three Krogan armed with Shotguns on the other side. They are too far to deal much damage. Send your squadmates, and use Lift as soon as they charge. This may lead to an instant-kill. Once they are down, move through the tunnel and exit.
  • You can find three crates on the lower platform. Head around the corner and get ready for another fight. There is a Krogan on a lower platform to the right. Lift and then Throw  is a specially effective tactic to dispose of him. You can now focus on the Geth Hopper, around the corner, you will find more Geth. Two Geth Rocket Drones and a single Geth Assault Drone.
  • Once the Geth are gone,  you will find two crates on the platform where the Krogan was. Head up to the platform and turn around, you will find, more inorganics Enemies. Geth Troopers, two Geth Rocket Drones and a Geth Rocket Trooper. Take them out and enter the elevator.  Once you exit, you will find yourself in one ofthe Krogan breeding trenches. You will find a few Geth Stalkers.
  • After defeating the Geth, head to the next door to find even more Geth. Geth Troopers, Geth Rocket Troopers, Geth Shock Troopers and a Geth Destroyer or a Geth Juggernaut on higher difficulties. After this fight, you are treated to a cutscene.

The Bomb

  • The squadmate you didn't send with Captain Kirrahe, walks down the ramp with the Salarian drive core that has been converted into a nuclear bomb. The bomb is placed near the geothermal taps that power the base. This is interrupted by your other squadmate coming over the radio stating that they are being pinned down on the second AA tower. The squadmate with you suggests to go because they are still in the arming process and need more time, so go. 
  • You have the option to select your squad again at this point. You won't have access to Kaidan Alenko or Ashley Williams, no matter your choices. If Commander Shepard is not a Biotic, Liara T'Soni is an excellent addition to the team for the next sequence.
  • Once you are in control, head to the door on your right. and you will be facing a mix of Krogan and Geth. There are three Krogan, including a powerful Krogan Warlord, and a few Geth Hoppers. Get to cover as ASAP, to avoid Assassination by the Geth Hoppers, and don't lose sight of the Warlord, because he tends to charge before the other Krogan. He likes to specifically focus on Commander Shepard so keep that in mind.
  • When the Krogan Warlord is defeated, focus on the Geth and finally the remaining Krogan. After the fight is over, run across and take the elevator. When you reach the top, you will find a crate to your left, grab it before heading up the ramp. A big decision is coming, a cutscene starts and you see a Geth Dropship flying overhead.

Big Decision

  • Commander Shepard receives a call from the squadmate back at the bombing site, stating that Geth are being deployed in overwhelming numbers, but no matter what, the bomb will be armed. Both are insistent that Commander Shepard go and save the other one. There is no time to save both, so it is the moment of the big decision. Kaidan Alenko or Ashley Williams, the one you don't pick, will die when the bomb goes off. This will cause you to lose all equipped gear on the squad member you don't save.
  • Now, depending on whom you choose to save, you will either continue to the AA tower or head back to the bomb site. You will have to follow the route you chose until the end of the Mission. Meaning, if you decided to save your teammate at the AA tower, the elevator back to the bomb will be disabled, and vice versa.

The AA Tower

  • Keep going along the path and when you reach the door enter. Head around and down to the elevator. You will have a Weapons locker and an Aid Station to loot before entering it. Now it is advised to save your game and enter the elevator. Once you leave the elevator, you will see Geth forces attacking Captain Kirrahe's remaining men. Help the Salarians out and destroy the attackers.
  • Once all the Geth are taken care of, you will be treated to a cutscene in which Saren appears on a hover platform and attacks with Biotics. Then he lands, and begins a conversation. You can get a lot of information about what are Sovereign's real motives and why has he gone rogue and decided to betray the Council. You can be presented with Charm and Intimidate options if certain dialogue options are chosen. Using either of them will grant you morality points and facilitate another persuasion check later in the game.
  • Saren gets back on his platform and the fight starts. He is immune to Biotic attacks, except for Warp and Statis. Saren usually focuses on Commander Shepard, so take advantage of this and send your squadmates to attack him. There is a lot of cover here and try to keep your defensive abilities active. 

Return to the Bomb Site

  • When you reenter the bomb site, take cover ASAP behind the large box on your left. The Geth are here, mainly Geth Destroyers and Geth Shock Troopers, on higher difficulties where will also be a Geth Juggernaut and two Geth Snipers. 
  • You don't have much cover here, but there are 4 fuel tanks in the area, try to shoot them while the Geth are near to help you end the fight quickly.
  • Once all the Geth are taken care of, you will be treated to a cutscene in which Saren appears on a hover platform and attacks with Biotics. Then he lands, and begins a conversation. You can get a lot of information about what are Sovereign's real motives and why has he gone rogue and decided to betray the Council. You can be presented with Charm and Intimidate options if certain dialogue options are chosen. Using either of them will grant you morality points and facilitate another persuasion check later in the game.
  • Saren gets back on his platform and the fight starts. He is immune to Biotic attacks, except for Warp and Statis. Saren usually focuses on Commander Shepard, so take advantage of this and send your squadmates to attack him. In the bomb site, there is little cover, so keep moving as you use your powers.

 Escape of Virmire

  • After taking enough damage, Saren falls. You are treated to a final cutscene of him stepping off his platform, grabbing Commander Shepard by the neck. Suddenly, something distracts the Turian. A split second Commander Shepard seizes to punch him and set himself free. Saren, gets on his platform again and leaves.
  • If you decided to go to the AA Tower, you see the squadmate you left at the bombing site, gravely wounded, fighting off the Geth from behind the bomb. As the Normandy passes by, he/she smiles and gets back to shooting the Geth. On the other hand, if you decided to save the squadmate at the bomb site, you won't see the fate of whoever was left at the AA tower.
    The scene shifts to the Normandy getting as away as possible from the bomb's blast. As the nuke goes off, Commander Shepard look out the window at the mushroom cloud.
  • Now at the briefing room, whomever you saved is bitter and angry about not saving the one who perished at Virmire, and states that saving him/her was not the right choice. You can choose the soft response or be blunt about it. 
    If Liara T'Soni is in your party, she will offer to join minds once again. to make sense of the vision and if you have the cipher from Feros, she is able to recognize some of the places from her research. This points you to Ilos.
  • Joker offers to patch the Council in, and you can accept or decline to talk to them. If you do, they are grateful for the success of the Mission. Regarding the Reapers, they are skeptical.
  • You can walk around the Normandy and talk to your squadmates about the Misison and the lost of your teammate. 
    If Captain Kirrahe survived, he is at the Normandy's hangar deck. You can also talk to Commander Rentola to purchase any of his leftover gear, Armory Licenses and a second chance to acquire the Armali Council armory license, that he didn't have available before the battle.
  • If you already completed the first four plot worlds, you will be returned to the Citadel once you use the Galaxy Map and lockdown will being immediately after you dock.

Video

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Map

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Trivia & Notes:

Trivia and notes go here

Information

 

Video Walkthrough

[video goes here]

 

Map

[map goes here]

 

NPCs in the area


Bosses

  • N/a

 

Enemies

Full Ilos: Find the Conduit Walkthrough

Getting Ready

  • Keep in mind that heading to Ilos locks you out of completing Assignments, access the Galaxy Map, shop or event walk around the Normandy. So BEFORE heading to Ilos, make sure you have completed every other thing you want to accomplish.
  • Another important decision is that you are now choosing the squad for the final time, meaning you are playing the remainder of the game with THIS squad. Keep in mind that Enemies will be mostly Geth and several Krogan
  • This is the endgame, so equip Commander Shepard and your squadmates accordingly, don't hold back.

Normandy

  • Once the travel to Ilos has begun Kaidan AlenkoAshley Williams or Liara T'Soni will visit Commander Shepard's chambers if a relationship with them was pursued.
  • As the Normandy approaches the Mu Relay, there will be some concerns about being detected by the few Geth Dropships that are orbiting Ilos. After discussing how to land on the planet. Joker states he can perform the drop. You have to select your squad.

Ruins

  • You see Saren surrounded by Geth, walking into a large structure on Ilos' surface.  He sees the Normandy and orders the Geth to get inside to seal the doors.
  • Once you regain control, turn around and head to the ruins. You will find some Geth Troopers, dispatch them. Keep moving until you reach an open plaza. There's little cover here, and keep your sides in check as there are plenty of Geth here. From the right there will be Geth Troopers, Geth Shock Troopers and Geth Rocket Troopers incoming. From your left, there are two Geth Armatures. Focus on the soldiers first and then take on the armored tanks. It is important to note that the Armatures won't activate until you are within a certain range, so try to stay well back.
  • Once they are all down, grab the crate near the door and take the staircase to your right. Once you are down, you may encounter a Geth or two. When you reach the Lower Ruins, to your left you will find a large room that has some Geth Hoppers in it. Once defeated, grab the crate in this room and head out along the trench.
  • You will find the Armature Control Station for disabling the Armatures upstairs. If you already killed the Geth Armatures, still hack the console as it awards you some experience points.
  • At the end of the trench, climb the ramps to head deeper into the complex. Grab the crate and eventually you will reach a threshold where you can proceed further or follow the left path. This grants you an excellent sniping point on the Enemies below. Be careful of not going too far or you will end up dropping.

The Ruins' Courtyard

  • As previously mentioned it is better to snipe first to take down the Geth Destroyer and its escorting Geth Shock Troopers before they can overwhelm you. Now you can fight from cover as they come. DO NOT drop on the courtyard yet.
  • There are two more Geth Shock Troopers on an elevated platform. These aren't tough Enemies so the little cover available shouldn't be a problem. Once defeated, head into the courtyard and turn left into an elevator that takes you up to where the Geth Shock Troopers were. DO NOT do this if there are other Geth still in the courtyard. Grab the crate on the platform and then head back down. Now take cover behind the walls of the courtyard that are heading south.
  • You will find four Geth Hoppers. Use  the cover to shoot them. Be patient and take cover to take down these Enemies. Once they are down, loot the crate that is off to the left, head into the elevator and prepare for combat.

Security Station

  • When you reach the bottom, don't rush in and move out slowly. There are four Armature Control panels, if you have sufficient ability you can use them to activate the Geth Armatures. It is a great plan to distract and destroy the Geth, as it also rewards you experience for any Geth the Armatures destroy.
  • Inside the large room there is a Geth Prime, Geth Juggernauts or Geth Destroyers (Depending on the difficult), Geth Troopers, Geth Rocket Troopers and Geth Shock Troopers. Trying to past this force in order to activate the Geth Armatures right away can prove problematic. Once you get a single Armature active, it generates enough distraction for the Geth to allow you to get the second Geth Armature online, and so on.
  • You can find ramps on either side which can get you to an upper platform that gives you a lot of cover. Retreating back down the entry hall towards the elevator is also a good option, as it tends to result in the smaller Geth moving out ahead of the larger ones, making them easier to thin out.
  • Hack the terminals once it's over if you haven't already. Your will find a crate to the right in an alcove. Head to the T-shaped ramp at the back of the room until you reach the security console. Activating it will disable the lock on the archive well, and display a distorted holographic recording. Although concerning, the message can not be discerned by your squadmates. However, Commander Shepard can, and the crew concludes that the Cipher must have transferred knowledge of the Prothean language. Commander Shepard explains that the communication is a warning about the Reapers.
  • Head back down the stairs and take up the other elevators. You can find a crate next to the elevator when you exit at the plaza, and head back to the Mako. Use it to reach the "creepy underground bunker" as one of your squadmates put it.

The Archives

  • Once you reach the archives, keep going because there are no Enemies near, while you drive along, your squadmates will comment about the whole situation, Saren and the Protheans.
  • Halfway through the corridor, you will reach the next ramp down and a little further in, the first sign of resistance appears. Four Geth Rocket Troopers. Take them out, remember that killing Enemies on foot awards you more experience than from the Mako. This fight shouldn't pose a threat, so you can get down the vehicle and destroy them. Once done, keep heading down the ramps. As you reach the next landing, you will see a shimmering at the far end.
  • As you get closer, the Mako becomes trapped by a forcefield that comes up behind it. You can't shoot your way out, so don't waste time doing it. Exit the Mako, and head into the elevator that is along the right wall.

The Watcher

  • Your squadmates will make conversation during the elevator trip, about how someone is working here. Once the elevator stops, walk across the platform and select the hologram, to meet Vigil, a Prothean Virtual Intelligence.
  • It tells you were expected and proceeds to inform you about the warnings from the beacons. It also states that Saren was there before, but he was tainted with Indoctrination, unlike Commander Shepard and crew, so there's still hope.
  • You can ask Vigil a lot of questions and learn about the Protheans and their history. But probably the biggest information it gives you is the revelation that the Citadel is actually an enormous Mass Relay and a trap. When the relay is activated, the Reapers will come through the Dark Space, to destroy all organic civilization in the galaxy, only to disappear again.
  • Vigil will confirm the fears about the Citadel Fleet and the Council, stating that the exact thing happened with the Protheans. It will tell you how the Protheans faced the Reapers and eventually failed to defeat them.
  • Vigil will proceed to explain about how the Conduit is a prototype mass relay that links to the Citadel, bypassing all defenses. The Protheans were close of unlocking the technology when the Reapers invasion came to be. Vigil can tell you about how Ilos survived the Reapers' invasion.
  • Before you leave, Vigil gives you a file that temporarily will give full access to the Citadel and its resources, but to get that access you must find the Master Control Terminal. It also states to follow Saren as he knows where to go. 
    While you are leaving, if  Liara T'Soni is in your party, she will ask to stay because there won't be a chance like this, although she will understand either way. Once you decide to leave, it is advised to save your game.
  • Once this Mission is marked as complete. The Race Against Time: Sovereign entry, will automatically update to Race Against Time: Conduit.

 

Video

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Map

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Trivia & Notes:

Trivia and notes go here

Information

 

Video Walkthrough

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Map

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NPCs in the area

  • N/A

Bosses

 

Enemies

Full Race Against Time Walkthrough

Race Against Time: Conduit

  • Leave Vigil and head back up. Get back into the Mako and head down the path, which now is clear of forcefields. At the bottom of the path, you will find 3 Geth Rocket Troopers, that dwell near the entrance of the trench run. Take them out and take the left path.
  • Keep moving along the trench until you reach your first turn. More Enemies are ahead. You will find a lot of Geth here. Geth Troopers, Geth Shock Troopers, a Geth Colossus and a Geth Juggernaut. Before taking the turn and exposing yourself to the Geth Colossus, you can engage some of the smaller Geth.
  • After turning the corner, you will see a second group of Geth who can often be lured to the corridor with you. Once they are dealt with, take on the Geth Colossus.
  • Cross the former battlefield, turn left and head down the backstretch. At the next right turn, take it and get ready for another fight. Three Geth Rocket Troopers will be waiting for you, shouldn't pose a threat to you. Take the double turn and keep driving until you come under fire once again. This group is exactly the same as the one you've faced before. When you beat it, save your game.
  • It is advised to repair the Mako now and wait for the shield to be at full strength. If you don't want to wait for the shields you can save your game, and after reloading they will be replenished. As you move forward you will be treated to a cutscene.
  • You will see Sovereign and the Geth starting their attack on the Citadel. A massive volley hits the Citadel Fleet, dealing an enormous amount of damage. The Citadel Forces attempt to counterattack and fail to close the citadel arms. The commander of the Asari dreadnought, Destiny Ascension, orders the evacuation of the Council. Now the scene shifts to the Presidium and you see a Geth throwing the body of an Asari aside. Saren and the Geth are seen entering the elevator to the Citadel Tower.
  • Once you regain control, you have 40 seconds to get to the Conduit and use it. You will find Four Geth Colossi on your way, attempting to stop you. Combat is not an option, go as fast as you can and take the most direct route to the Conduit while avoiding their projectiles.
  • A good plan is to follow the small river, and zigzagging a little to evade as much machine gun fire as possible. When you finally get close enough to the Conduit, it will automatically take the Mako to the Citadel. DON'T try t o enter the Counduit on foot, because it will result in an instant death.
  • Now the Mission is renamed as Race Against Time: Final Battle

The Presidium

  • Once you use the Conduit, you are treated to a scene where you see  Avina is going on about the damage the Citadel is withstanding. The Mako appears at the Presidium crushing down two Geth, and rolls over against a wall. The crew leaves the damaged vehicle and after looking around, you regain control.
  • There is a med kit next to the Mako, grab it. When you walk over to the elevator, three Dragon's Teeth will come down and release their Husks. Keep the effective strategy to not let them get close, and when you are done, talk to Avina.
  • You can learn a few things from the and that VI. She tells you that Saren is approaching the Council Chambers and that C-Sec is currently unable to respond to the threat. The Citadel Council, was already evacuated to the Destiny Ascension, an Asari Dreadnought. However, if you ask about Captain Anderson or Ambassador Udina, Avina says she can't give the locations of specific individuals.
  • Once you are done with the VI, head to the elevator and get ready because you will encounter Saren once at the top. As the elevator is activated, the scene shifts to the Council Chambers. Saren is seen traveling them and blowing away a Keeper. He goes to the Petitioner's Stage, a platform extends and at the end a holographic panel appears.

Citadel Tower Maintenance Shaft

  • Now you see the exterior of the Citadel, where the Citadel's arms begin to close. Executor Pallin orders the remaining ships to not let Sovereign inside. This doesn't play out in Pallin's favor, as the Turian cruisers that open fire on Sovereign, do absolutely nothing to the Reaper, who forces its way in. Sovereign goes straight to the tower and wraps it. The scene returns to the elevator, where Commander Shepard and crew are going up to the tower. After the elevator shudders, Commander Shepard orders the squad to suit up to go outside. 
  • Since the elevator is no longer an option, you must use the exhaust plain of the Citadel Tower, before Saren turns the station over to Sovereign. Move forward and keep at it until you reach a downward ramp. Be careful when walking down, because there will be Geth soon. An elevator comes up and crashes into the stationary zone. 
  • Inside the elevators there are Geth Troopers, Geth Shock Troopers and Geth Rocket Troopers. Use cover and abuse LiftSingularity or Throw. These Biotics works wonders in the current zero gravity environment. Once defeated, head up the ramp onto the next upper walk area.

Citadel Tower Exhaust Plain

  • When you get around a corner, you will encounter a Krogan Warlord and more Geth. Use Lift on the Krogan as soon as you can, if it is powerful enough it will send him floating away. You will find some Geth Shock Troopers, Geth Troopers and a Geth Destroyer as well.
  • When you move around the corner, there will be more Geth Troopers, this time behind their hexagonal shields Geth tend to deploy. As you move towards the top you will see two Geth Shock Troopers. 
  • When you get to the top, as you might have guessed, you will find more Geth. This time Geth Rocket Troopers or Geth Shock Troopers. There may also be a Geth Sniper for good mix. The Geth Sniper is the greatest threat of being insta-killed, so if present, deal with it immediately.
  • After they are defeated, take a left from the top of the ramp, head to the wall, take another turn left and continue on. You will find some more Geth when you reach the straight path. Get into cover and first deal with the Geth Shock Troopers, but don't leave cover.
  • Geth Destroyers will come from the other side. If you stay at the end of the corridor, 10 Geth Destroyers will eventually spawn, one at a time. If you use Lift at the moment they charge, they will be sent flying over your head and provide full experience.  But if you'd rather not fight them, you can charge forward the end of the corridor. 
  • As you round the corner, a Citadel Defense Turret will be in front of you. Don't worry, it is inactive and won't attack you. When you enter the next area, you see a Geth Dropship flying over and dropping troops. You have two options here: Activate the turrets to take down the Geth Dropship or take down the Geth  Shock Troopers it deploys. This last option yields more experience points.
  • When you are done with the Geth and the Dropship, move up and go to where the dropship was deploying the units and head down that path.

Citadel Tower Exterior: Defense Grid

  • You will find two Krogan around the corner, and the last tube of Geth Destroyers, this time up to six Destroyers will spawn. Lift is the best Biotic to use during this encounter. Once you approach the end of the tube, whether you have dealt with all the Geth Destroyers or not, a Geth Juggernaut will spawn around the corner. Once you are done, get around the corner and head to the next area.
  • Here you have to deal with more Geth and some Geth Turrets. Depending on your difficulty level, the turrets can one-shot you, so use cover wisely and on the move at all times. After the first turret and Geth are down, you can choose to keep fighting them or circumvent them by following the ramp down and to the left. This leads you to a trench filled with Krogan, but you don't have to worry about being killed in one shot. If you lack experience, you can decide to fight both the turrets and then the Krogan.
  • When fighting the turrets put Commander Shepard in one place and the squad in another. The Turrets will target two positions at random so you are not constantly under attack. OverloadWarpCarnageAssassinationOverkill and Marksman are useful abilities to take the turrets down. It is important to keep moving around but remember to keep the squad separated to divide fire between Commander Shepard and the rest of the squad.
  • As mentioned before, once the last turret falls, you can optionally decide to head into the trench to fight the small Krogan army. You will find two regular Krogan, one Krogan Battlemaster and two Krogan Warlords. Beware of the Battlemaster, as he can cast Throw to knock you off your feet, so use Damping on him or try to keep him down as much as possible. Lift isn't as useful as it was in previous encounters because there is a ceiling here, so you won't send them into space. 
  • Once you are ready, head down the far ramp and proceed to the southern end of the plain. You will enter the Council Chambers.

Council Chambers

  • As you enter the Council Chambers, everything is on fire and a lot of alarms if going off. Head up the stairs, don't forget the med kit as you go. As you reach the large courtyard, you can see Saren's last line of defense. There are seven Geth Troopers and two Geth Shock Troopers. Nothing difficult at this time. Take advantage of the rocks all around you for cover.
  • Save your game, this is one of the last times you can make a manual save. It is a good idea to also check your equipment to make sure you have all the right gear.
  • Head to the Master Control Terminal and a short cutscene will show Saren punching a few buttons and then jumping off the platform. After a few seconds, he reappears on his flying platform, throws a grenade at the squad, sending them leaping for cover.
  • Saren was apparently worried that Commander Shepard wouldn't be able to make it in time to see his crowning moment helping Sovereign taking control of the Citadel and bringing back the Reapers. After talking with him, Saren reveals that Sovereign implanted him, and now he is fully committed to the Reapers' cause.
  • If you managed to convince Saren on Virmire, he says that it was because he couldn't stop thinking about what Commander Shepard said. Sovereign sensed Saren's hesitation, so it decided to implant Saren. If you didn't manage to convince him on Virmire, then he just skipst that part and tries to get Commander Shepard to the Reapers' side.
    Saren threatens Commander Shepard telling him the Reapers can't be stopped and they will return eventually. If you have enough Paragon or Renegade points, you can get an interesting reaction out of him. If you conviced him on Virmire about indoctrination, another set of persuasion options will be available and you can convince him to fight his implants, although it leads to Saren stating that it's too late for that.
  • Again, if you managed to persuade him on Virmire, you will have a final set of dialogue options. If you use either, Saren will pull his pistol and shoot himself. If you don't, then you have to fight him. Note that you won't get experience neither by fighting him, nor by him killing himself.

The Fight with Saren

  • If you want to learn more about the fight with Saren, please refer to this page here.
  • After getting enough damage Saren, falls from his platform and crashes through the skylights below.

The Big Decision

  • Warning!!! ThIs is your last chance to make a manual save!
  • Head to the Control Terminal and Commander Shepard will upload the dafa file provided by Vigil, hence, granting control of all the Citadel's systems. 
  • Your teammates will comment on what's the best option, one mentions to open the arms and the other one prefers to get a communication chanel open.
  • As Commander Shepard opens the comm channel, an urgent call from the Destiny Ascension comes through. The Asari Dreadnought's engines are offline and the shields are failing. The Council is on board the Destiny Ascension.
  • Joker cuts in trying to contact Commander Shepard. Respond to his call, and he states that he is sitting in the Andura Sector with the whole Arcturus Fleet. Joker mentions that they can save the Ascension if the Commander opens the Relays to the Citadel.
  • After a short discussion between the squad, there comes the time for the big decision.

Paragon

Commander Shepard orders the Alliance Fleet to save the Destiny Ascension. This causes the whole fleet, led by the Normandy, to go save the Asari dreadnought in a desperate move. Taking down the Geth ships that were attacking it. Joker reaches via intercom stating that the Council is safe, and when the Citadel's arms open, Admiral Hackett orders the remaining ships to focus their fire on Sovereign.

Renegade

Admiral Hackett orders all alliance ships to hold back once they pass through the relay. The Destiny Ascension opens a comm channel, but it's ignored by the Alliance fleet, who decide to close it. The Alliance ships pass by as the Geth ships destroy the Asari dreadnought. The Citadel's arms open, Admiral Hackett orders the remaining ships to focus their fire on Sovereign

  • The next scene takes you to the council chambers, where Commander Shepard orders the squad to make sure Saren is dead. They jump down to the corpse and shoot it once again, while stating that he is dead. An explosion sends your squadmates against a wall and Saren's body becomes infused with red lighting bolts. Commander Shepard falls to the field where Saren is, sporting a new and deadlier look, less meat and more metal.

The Final Confrontation

  • This is much more of a Husk version of Saren than anything else. The battlefield has little cover, so maneuverability and being mobile is the name of the game now. 
  • Use the bigger set of rocks to the upper left, if you need to heal and/or recharge.
  • He jumps around frequently so be ready to adapt to his new position often. Powers like Throw or Lift, as most of the time, work wonders.
  • Saren uses various different abilities such as AssassinationCarnageDampingOverload and Sabotage
  • Stick to this strategy until he reaches 25% total health.
  • Once you reach that health threshold, a cutscene shows the remaining forces of the Citadel Fleet attacking Sovereign in space. But this time, Sovereign retaliates, easily splitting a cruiser in half. This scares some officers, who start calling for a retreat, but Admiral Hackett is adamant on his order to keep firing the Reaper, as this is their only chance to take it down.
  • Back in the Citadel, Saren regains all his shields thanks to Sovereign. But the fight is just the same, and Saren's health is at its 25%. Just keep moving, using and abusing powers and shooting him until he finally turns to dust and you are treated to the final cutscene.

Epilogue

  • Once Saren's Husk is down, Sovereign's shields drop and it releases its grip from the station. All ships open fire with everything they have in order to take down the Reaper.
  • The Normandy fires one missile that goes straight through Sovereign causing it to explode.
  • The scene shifts to the Council Chambers and a piece of Sovereign is heading for the large windows. Commander Shepard and crew, turn to look at the remains of the fallen ReaperCommander Shepard orders them to run as the remains come crashing down. The camera shifts to show the aftermath of the attack and the damage the Citadel has suffered. 
  • An Alliance team lead by Captain Anderson is looking for survivors. They find Comander Shepard's squadmates and call for Captain Anderson, who asks for the location of their leader. They turn their heads towards the debris and Captain Anderson looks down.
  • As they being to leave the place, they see a figure running down the steps from the Stage. Commander Shepard climbs on the top of some debris and limps over to the team.
  • Now the scene shifts to one of two locations depending on your Paragon and Renegade scores. If Paragon is higher you will see the Presidium and if Renegade is higher, to a side a chamber. Who is there is also dependent on your actions, if you save the Council, then they will be present; if you let the council die, then Ambassador Udina will greet Commander Shepard and Captain Anderson.

The Council Lives

There is an extended scene where the three Council members thanks Commander Shepard for everything and being to mourn the one who gave their life for the cause. They feel they owe the Commander a great debt that they can't repay. The Asari Councilor says that the Alliance has shown that is has the strength and determination to stand alongside as full member of the Citadel Council.

The Council states that they will need a list of candidates to fill humanity's seat, and point to Commander Shepard for a recommendation. You have two options. Captain Anderson or Ambassador Udina. If you choose Captain AndersonAmbassador Udina won't be happy about it, and will ask Commander Shepard if he is sure about Captain Anderson. You can reaffirm him, or just change your mind and give the seat to Ambassador Udina. The council will welcome him if you choose Captain Anderson.
If you decide to choose Ambassador Udina, the Council will be hesitant, but giving his political edge, is the obvious choice.
There is a third option, however, in which you state you are not the person qualified to make this choice. Doing so, earns Commander Shepard the approval of both Captain Anderson and Ambassador Udina.

The Council Dies

Ambassador Udina summons both Commander Shepard and Captain Anderson, stating that humanityhas a great opportunity to usurp the Council. You can talk him down or decide to go along with the plan. Depending on wheter your Paragon or Renegade score is higher, Ambassador Udina will either plan to assemble a new entirely human Council (Higher Renegade points), or a new multi-species but human-led Council (Higher Paragon points). You can try to persuade him, to no avail. You are again the decision maker about who should be the new human councilor, between Captain Anderson and Ambassador Udina.
If you pick Captain Anderson, Udina is not enthusiastic about it, but understands since they are going to war.
If you pick Ambassador UdinaCaptain Anderson thinks it is the right choice as he is a politician.

  • Either way Commander Shepard gives a speech and then marches off to find a way to prevent the inminent Reaper invasion. Whoever you choose gives a speech, that differs depending on the alignment (Paragon or Renegade) or if the council is present or not, about stopping the Reapers.

 

Video

[video goes here]

 

Map

[map goes here]

 


Trivia & Notes:

Trivia and notes go here

 




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