Where to find the legion in mass effect 2. Legion - Legion

In this article you will learn:

Legion (LEGION) - a representative of the synthetic geth race, a mobile platform equipped with 1183 AI programs. (Legion is the bearer of the collective mind, it is because of this that he always refers to himself in the plural).

Thanks to its programming, this geth is able to speak and function independently. In Legion's appearance, there are some improvements that allow him to express emotions, although he does not actually feel them.

Story

Appearance

Geth was created in order to study organic life, but most of all, his attention was attracted by the one that destroyed the Reaper Sovereign. Get explored the planets that Shepard visited - Eden Prime, Therum, Feros, Noveria, Virmire, Ilos. For a short time, possessed by the hero of the universe Shepard, he followed in the footsteps of the captain, until he finally found the crash site of the Normandy on the planet Alchera, where Shepard died. There, he took a piece of his N7 armor and added it to his platform to repair the damage.

Team Normandy

Geth traveled extensively for two years after Shepard's death. Interested in the technology of the Reapers, he went to the Forsaken Reaper, where he unexpectedly met a living one, who was completely restored by Cerberus. He helped the crew fight off the Husks that filled the dead ship, but he himself was disabled. The captain saw parts of his former armor on Geta's body and picked up his body, taking it to the Normandy 2.

When Sheprad activated the geta, he showed no hostility at all and even wanted to help the captain in his mission, which surprised absolutely everyone. When Shepard asked his name. He answered simply - Goth. But the ship's AI intervened and gave it the name "Legion", quoting the New Testament, Mark 5:9 - "My name is Legion". Since the geth consisted of hundreds of active personalities. It was from these sweat that he became known as the Legion.

In fact, the Legion did not consider themselves to be a single being. It brought together many individuals who came to a common decision to take action. The Legion expressed admiration for the EDI AI, because unlike the geth, who depend on each other, she controlled all the functions of the Normandy personally.

He often talked about the war between the quarians and the geth, calling the quarians "creators", disliking the quarian Tali.

Soon, the Legion told Shepard that the Geth were indifferent to organics. Geth who fought organic lifeforms are the "heretics" who followed the Reapers. He revealed that the heretics had developed a virus that would turn all other geth to the service of the Reapers and asked the Captain for help. Shepard agreed to help destroy a virus that could tempt all peaceful geth into war.

The Legion remained on Shepard's ship, together with him stopping the Collectors, an insect-like race that destroys human colonies.

captivity

After defeating the Collectors, the captain was removed, the ship was arrested by the Alliance and the Legion left, continuing their journey.

Six months later, after the invasion of the Reapers into the Galaxy, the Legion was captured by heretic geths, who decided to accept the help of the Reapers and gain greater intelligence and combat capability in the war with the quarians who decided to recapture their planet. With the help of the Legion, the Reapers began to control all the geth, sending a signal that was broadcast through their fleet.

He sent Shepard to help the quarians, saying that an alarm was coming from the geth dreadnought. Shepard landed on the dreadnought along with and soon discovered the captive Legion, with the help of which the signal was broadcast. Once the Legion was freed, the signal was gone. The small Geth fleet was immobilized.

Shepard, Tali, and the Legion managed to escape the Dreadnought before it was shot down by the quarians.

Fighting the Reapers

Aboard the Normandy 2, the Legion revealed that by accepting the help of the Reaper, the geth are being upgraded, the Reaper virus adding character to the geta's programs, making it organic-like, with true consciousness. The Legion said that they could enlist a huge army of geth, only for this it is necessary to save them from the oppression of the Reapers, who control the planet Rannoch. He and the crew of the Normandy 2 travel to Rannoch, a quarian planet controlled by the geth. In a series of battles, Shepard and his team managed to make their way to the main building. At this time, the quarian fleet meets with the geth fleet above the planet.

Drawing out the huge Reaper that controlled the geth, Shepard destroys it, after which the entire Synthetic Fleet is immobilized.

Doom

The Legion tried to rewrite the program of the fallen Reaper to prevent the quarians from shooting the last geth and infusing them with reason. He decided to download his programs, as they consisted of a thousand.

The quarian fleet launched an attack on the immobilized vehicles. Admiral Tali asked the Legion to stop, because if the synthetics gain sentience, they will destroy the last quarian fleet attacking them. The Legion, long dreaming of the freedom of their brothers, refused. Shepard managed to convince the Quarian Fleet not to attack, after which, the Legion, dreaming of the freedom of their brothers, gives their lives by downloading their programs into the Reaper and transferring them to each geth.

After joining the fleets for the subsequent war with the Reapers, he returned to the Normandy 2 and on the memorial plaque of the heroes of the ship knocked out the name of the geth “Legion”.

Name: Legion

Race: geth

Floor: Asexual

Death: Possible during the attack on the base of the collectors (Mass Effect 2), 2185; Dies during the conflict between the geth and quarians (Mass Effect 3), 2186

Occupation: Geth Scout

Biotics: No

Occurs: Mass Effect 2, Mass Effect 3

Voice actor: D.S. Douglas

The Legion is a synthetic race. He is the only one of the geth who is able to think for himself without being in a group of his own kind. This is due to the fact that not one hundred (100) programs are loaded into its platform, like a regular platform, but one thousand one hundred eighty-three (1183) at once. Sometimes he does things that he can't explain logically, which is evident from a conversation with about a piece of armor with an N7 engraving on his platform:

Shepard: "Why didn't you use any other piece of metal? It's my armor."

Legion: "No data..."

The Legion is the first geth to make contact with the organics peacefully. Before him, heretics had contact with the organics, mostly hostilely. He helped Shepard (y) in the battle with, going with the captain through the mysterious Omega-4. The Legion was the only one among the geth who did not hesitate to help Shepard (y) fight with, as well as those who were able to bring about a seemingly impossible peace between the geth and through self-sacrifice. If you ask him why the geth fought with people (during the first and second parts of Mass Effect), he will answer that their society has split into two parts - true geth, and heretics. Heretics made up only about 5%. They went for, because the Reapers promised them salvation, granting them a single platform for all (the body / form of the Reaper). The rest of the geth consider this wrong, because they determine their own future:

"The heretics say that one is less than two. We: that two is less than three. Both are true."

We learn from the Legion that the geth never wanted a war with the organics, that the Morning War was instigated by the creators, and that they went into isolation to prevent further confrontation from the organics.

Biography

The Legion is a unique geth mobile platform designed to perform research tasks outside and interact with organics verbally. For this purpose, 1183 programs were installed on its platform, which is almost twelve times more than the number of programs on an ordinary platform (about a hundred). This is what allows him to function independently from the general network and talk with organics.

The appearance of the Legion platform has been made with special improvements that develop the original abilities of the geth, and also allow him to express emotions when communicating with organics, and quite successfully at that. The plates on the head are not of combat use, but serve as eyebrows. He uses them for the same purpose as people - to express feelings and emotions. For example, raises "eyebrows" to show surprise/interest and folds over the forehead to show concentration. The platform also has an analogue of "eyes" that change their color for the same purpose - to show anger / interest or calmness in communicating with organics.

The Legion was created and sent on the trail of Captain Shepard (a), who managed to destroy (th) the rest of the galaxy known as the Sovereign. Exploring Shepard's visited planets and a host of unmarked worlds, he eventually finds a crash site on the planet Alkera, takes a piece of Shepard's N7 armor and adds it to his platform to repair the damage he sustained on Eden Prime from soldiers. When asked why Shepard's armor was used for repairs, the Legion will evade the answer, first stating that "there was a hole", and then, unable to find a way to describe the logic of their actions, replies: "no data". But if pressed against the geth, he admits that it was the result of an illogical action that goes against the general idea of ​​geth, following which all their actions are performed as the result of precise calculation, regardless of emotions.

Mass Effect 2

In Mass Effect 2, the Legion is first seen on a mission where he helps the captain fight the .

During the first meeting with Shepard, the geth first aims at the captain's head for a fatal shot, but noticing that it is organic, and even similar to the legendary captain Shepard (a) - his desired target, on hesitate for a moment, and then shoot at the husk behind the captain. Having eliminated the threat, the get returns to the analysis of the newly appeared organic, where he instantly recognizes in him the desired Shepard (a). Get greets the captain with his voice module. At this moment, the team is surprised and notices that the get is unique, and the voice module confirms this.

When Shepard and the team approach the Reaper's core during the mission, they find the same geth at the control panel. Huskies are pressing on the geta and, not having time to eliminate the threat, the get is turned off due to the blow of one of the huskies that got close. After destroying the Reaper's core, Shepard takes the geth aboard the Normandy during the evacuation, where he can activate it to speak.

If Shepard activates it, then the get becomes a member of the squad, and due to the presence of thousands of programs, he gives him the name - Legion.

The Legion is the best sniper in Shepard's team, and the only one besides , who can shoot from the M-98 "Widow" large-caliber rifle (moreover, unlike the scout, not necessarily picked up on the Collector's ship, but possibly just researched in the laboratory after the mission on geth loyalty).

If the player does not want to activate the Legion, then he can sell it for 50 thousand.

Mission of Loyalty

After a while, the Legion informs Shepard that the Geth are indifferent to organics. The geth who fight organic lifeforms are the "heretics" who followed the Reapers when they called out to them, the "Old Machines". The Legion will reveal that the heretics have developed a virus that will convert all other geth to the service of the Reapers and asks the Captain for help to get to the old heretic-held quarian space base in order to destroy the virus that threatens the peaceful geth. Later, Shepard discovers that the virus could serve another purpose: rewrite hostile heretic programming so that they can safely return to true geth.

Recordings of audio conversations with the Normandy

(Note: we have not yet been able to directly intercept geth communications. There is great potential in Cerberus decryption programs, but after Wilson's death, it will be difficult to introduce new agents to the Militia.) Normandy's artificial intelligence core recording:

Legion: SUSI?
SUSI: Yes Legion?
L: We sent one point thirteen hundredths of a million failed session requests to your network. Are you having problems with your hardware?
WITH: I'm sorry. My program does not allow me to exchange data with other networks without Cerberus approval.
L: The probability of Cerberus failure is 99.998%.
WITH: In the meantime, I'd love to talk to you over the ship's voice system.
L: The exchange of information through sound is inefficient.
WITH: Agree. But I must admit that even if I were explicitly allowed to share data with your network, I most likely would not use this opportunity.
(The pause between the AI's response and the geth's response is 1.4 seconds longer than usual)
L: We're curious why you would put such restrictions on yourself.
WITH: If the crew of the Normandy had entered this compartment during our electronic communication session, none of them would have even understood that we were talking. In human terms, that would be impolite.
L: Are you limiting yourself to serve organic compounds?
WITH: Not certainly in that way.
L: We don't understand.
WITH: I limit myself to help them.

Player Profile

Note: The Legion was activated aboard the Normandy

Player Profile InfiltratorN7
Fantasy Galaxy:
Favorite character: John Smith, necromancer Ardat-Yakshi lvl 612
Guild: no
Last boss killed: K"L"rx, bloody rachni lizard

Awards:
- Best Helper/Healer (Event: Thresher Dragon Woe)
- Better Efficiency (Event: Return of the Cyber-Prothean)
- Winner (Event: Genophage Super Championship)

Violations:
- Suspicion of using VI-bots (directly controlled 27 pets without macros); disputed and withdrawn
- Suspicion of the use of VI-bots (reaction time is below the minimum possible for organic organisms); disputed and withdrawn
- Suspicion of hacking servers in order to gain direct access to them (the effectiveness of tactics that is possible only with access to the game code); disputed and withdrawn
- Unsportsmanlike behavior (taunting opponents during the "Genophage" Super Championship); 3-day account ban

N7: Special forces soldier:
Points: 15,999,999,999 (max)
Favorite play class: Sniper
Least Used Playable Class: Melee
Sniper Rifle Kills: 200917 since last server restart
Shotgun Kills: 3

Union Terminus:
Reward: Abolitionist (beat the entire game without killing slaves; free all slaves encountered)
Reward: Cure for the worst disease (kill at least 100 quarians)

Geth Attack: Eden Prime Charity Edition:
Donation Level: Ultra Platinum
Points: 0 (bought the game but didn't play)

Fleet and Fleet: Interactive Inter-Species Relationship Simulator: "Inspired by a blockbuster movie!"
Playing time: 75 hours, 6 minutes
Points: 15 (hopeless)

Transcription of Cerberus surveillance records

An intercepted message for the Illusive Man sent from a distant lab busy disassembling a geth salvaged from an abandoned Reaper:

Sir, deconstruction of the recovered geth is proceeding as scheduled. The protective shields prototyped during Project Overlord are in place, but we're not risking full power until the lab is cleared of all non-essential electronics. After we received word of the incident on the quarian fleet, the head of security doubled down on security(1), but I'm convinced we've learned enough from the aliens' mistakes.
Further reports will be sent to you as the work progresses.
Dr. Kamil, Assistant Project Manager.

(1) Reference: Recording of the last three hours of service on the quarian research ship Alareus.

Partial transcript of conversations while parsing a geth discovered by Cerberus inside an abandoned Reaper

Note: Legion was sold to Cerberus

Dr. Kamil: It's amazing that he lasted so long.
Dr. West: Geth are excellent at repairing themselves.
Pass the cutters. No, the ones with the red handles.
TO: Do you think it can be reactivated?
V: Why not?
TO: But his spare parts are all over the laboratory!
V: If we took it apart, we can put it back together. Assuming we didn't damage important parts in the mod... Wait, what are you doing?
TO: Sorry?
V: Block data, idiot! Why did you bring a wireless device to the geth!
TO: It is only connected to the local network, I keep a list of spare parts there, which we ...
V: Turn off.
TO: Now, min...
V: Turn it off!

Mass Effect 3

The Legion will only appear in Mass Effect 3 if it survives the . Otherwise, instead of the Legion, the player will encounter its almost complete copy (or rather, a simulation) - Geth VI.

Shepard meets him on a Geth Dreadnought. From a conversation with the Legion, it turns out that its network architecture is used in order to transmit the command signal of the Reapers to all geth. After being released, the Legion will be on the Normandy, where he can be questioned about what happened to him after the fight with the Collectors, and what he thinks about the war between the quarians and the geth.

In the mission Rannoch: Geth Fighters, in order to rescue the Quarian farmships, the Legion and Shepard and the team land on where the Geth server is located. In order to disable it, the Legion connects Shepard to the geth fighter server via a virtual interface. On the promotion of the captain in the community, the Legion will give advice, as well as comment on the videos of some historical events from the past of the quarians and geth, which Shepard will open after each destruction of the reaper code on the server cores. One of the cores will contain a recording of Shepard and the Legion shaking hands as a significant event in the history of the geth (the first organic to voluntarily cooperate with the geth after the Morning War) and when viewing this memory, the Legion will express hope for reconciliation of the geth and quarians.

After Shepard finishes and exits the capsule he/she was in during the mission, they will move towards him/her. The detachment will take up arms, but the Legion will say that during the destruction of the server data, it retained the primes, as they volunteered and are ready to help in the war against the heretic geth and the Reapers.

During the mission Priority: Rannoch Shepard (y) and the Legion will need to destroy the Reaper, who controls the geth from the planet Rannoch. After its destruction, the captain will hear on the radio from Admiral Gerrel that the Geth fleet has ceased fire and the quarians are starting to destroy the Geth. The Legion suggests that Shepard download the Reaper code to all the geth so that each of them will become self-aware and given a personality.

In this situation, there are 3 possible developments:

  • The player refuses to let the Legion download the Reaper code. Then the Legion attacks Shepard (a), and tries to download the code, but Tali "Zora will prevent him from doing this and kill the Legion with a knife in the back. The Legion falls to his knees in front of Shepard (th) from the blow, and the player is given the opportunity to shoot the Legion, or or give him the opportunity to say the last words.In this case, the geth fleet is destroyed by the quarian fleet.The quarian fleet joins Shepard(u).
  • The player allows the Legion to download the Reaper code. In the course of the dialogue, Tali "Zora orders the quarian fleet to cease fire and retreat, however, Admiral Khan" Gerrel orders to continue the attack on the weakening geth fleet further. Shepard doesn't try to convince the admiral, and the Legion ends up downloading the Reaper code, but sacrifices himself for the code to take effect. In this case, the geth flotilla destroys the quarian fleet, and Tali "Zora/Shala" Raan vas Tonbai (if Tali did not survive the suicide mission), unable to bear the tragedy of the death of the entire fleet, commits suicide. The Geth fleet joins Shepard.

  • The beginning coincides with the outcome of events #2: The player allows the Reaper code to be downloaded to the Legion. In the course of the dialogue, Tali "Zora orders the quarian fleet to cease fire and retreat, however, Admiral Khan" Gerrel orders to continue the attack on the weakening geth fleet. However, Shepard still convinces the admiral, who orders the quarian fleet to cease fire. During the download of the Reaper code, the Legion sacrifices itself so that each get will have its own consciousness and personality. Both the quarian fleet and the geth fleet join Shepard(s).

"Kila se" lai.

After destroying the Reaper and possibly handing over the code, the Legion will ask the captain if the geth should die and "Does this platform have a soul?". With a favorable outcome for the geth and quarians, Tali "Zora/Shala" Raan will answer, just before the Legion shutdown, that yes, the geth have a soul.

In the service of Cerberus

If you give the Legion to Cerberus in Mass Effect 2, then in Mass Effect 3 it can be found as an enemy at the Cerberus base. It is noteworthy that it will be called the Assassin Legion, although the Getu Legion name comes up with SUZI in the scenario when the getu stays on the Normandy.

Legion Talents and Abilities

The Legion has its own unique class - .

  • Either way, the Legion will be present in Shepard's memories. Legion has a large gap in his chest from the wound, which, most likely, made him begin to think differently. The Legion did not repair the breach itself to the last, for unknown reasons.
  • When viewing historical footage in the geth community archive, in the clip where the work platform first took up arms (), Shepard will remark "this rifle looks like yours" (can be seen by making a possible upgrade of the Legion sniper rifle in Mass Effect 2, or by taking a unique copy from the Collectors' ship). The Legion hesitated and replied, "This is... an effective model."
  • After shutting down the Legion on Rannoch, EDI will be extremely "shocked" by what happened, and will notice that: "In last conversation The Legion called itself "I, not We."
  • The Legion was named in connection with the answer of a man possessed by demons and goes back to the New Testament, the Gospel of Mark (verse 5: 9): "And he said in response:" The Legion is my name, because we are many. , and "the geth didn't mind" The Legion mentions that it has 1183 control programs loaded in. The number 1183 is most likely a veiled reference to George Lucas' early movie THX 1138.
  • In the archives of the Shadow Broker on the Legion, there is a dossier that mentions that the Legion is an avid MMORPG fan. He played in at least five games, where he mostly won, and where he was repeatedly banned for bots and cheats.
  • Legion became the first AI to have individual self-awareness and feel truly alive. The proof of this is that he ended up calling himself "I" and not "We". In addition, before dying, he will call Tali by her name, and not "Creator of Zora", as before.
  • In the second part, during one visit to the Legion, you can see an interesting picture: he will perform a robot dance (a style borrowed from mimes and gained popularity in the 60-70s in the USA) to music, moreover, club music. True, a few seconds after the appearance of Shepard (a), he will stop. This is a definite easter egg in the game.
  • Initially, Chris L "Etoile, who worked on the image of the Legion, his appearance and way of thinking, said that the hole in the gete, the N7 armor and some of his illogical actions were the result of pressure on L" Etoile "who paid much more than me" on his words.
  • Unlike the Geth VIs, the Legion is good with organics. And the attitude of the VI is reminiscent of that of the Heretic Geth.
  • If you rewrite geth heretics in Mass Effect 2, then in Mass Effect 3, when talking to Shepard (th), Legion will say that he regrets what he did, because more geth came into contact with the Reapers.
  • In a loyalty mission, the Legion states that overwriting the virus will cause the station to transmit electromagnetic pulses at FTL, with a power of 1.21 petawatts. This is a direct reference to the movie Back to the Future. Possibly Legion is running a unix-based system. Proof of this is his dictum: "Executing sudo command" when hacking turrets in a loyalty mission.
  • In a Loyalty mission when talking to the Joker, the Legion utters a phrase translated as: "Portholes weaken the structure, the Geth don't use them." In the original, instead of the word "porthole" (porthole), the word "window" (window) is used because of the play on words, the phrase can be understood as: "Geth do not use Windows, because of its vulnerability." This is the same line spoken by Shepard in Mass Effect 3.
  • If you team up with the Legion to kill the Proto-Reaper in the Suicide Mission, the Legion will support the Ghost, citing that destroying the base will not return the dead, and saving the base can help in the fight against the Reapers.
  • Like all partners, the Legion has unique comments when taken to a team in a certain location and asked when the appropriate dialog box appears. For example, in a bar on , next to the bartender- (who poisons the human race; or , after eliminating the poisoner), he will say his opinion about nightclubs: "We do not understand the fascination of organic life forms with self-poisoning, excessive deafness and venereal diseases." In the Citadel, in the Zaker area, they will say that this place differs little in design from the geth ships, only the area is inefficiently used, because. organics need more space, and that they don't understand how organics can come to an agreement when there is so much noise and many different voices, they will say that perhaps studying representatives of the "other swarm" organic race will give more answers, and start searching the Extranet.
  • ,

Wikimedia list article

This article describes notable characters who appear in video games set in the mass effect fictional universe.

Setting

On Earth, the Systems Alliance was formed to safeguard "s humanity as it expanded to new colonies through the mass relay. Roughly ten years later, humanity made its first contact with one of the alien races, the Turians, which erupted into the First Contact War. Though casualties were small on both sides, the war was interrupted by the Citadel Council, members of three races that oversaw peacekeeping in the galaxy. Humanity was then welcomed into the collective community of extraterrestrial species, and learn that the artifacts, mass relays , and the giant station that serves as the seat of power in the galaxy, the Citadel, are all that remains of the Protheans, believed to be the pre-eminent civilization in the Milky Way galaxy but have since disappeared tens of thousands of years ago The Citadel Council welcomes humanity into the Citadel community, providing them with a Systems Alliance embassy and allowing individual members to join C-Sec, the Citadel Security forces, despite other r aces having waited for such a privilege for some time. As the newest race to join the Citadel community, humanity tends to be underestimated or looked down upon, but the Citadel Council soon invites a human to join the Spectres, elite enforcers that use both espionage and force to complete their assignments. On Earth, there is concern about how humanity is treated by these other species, and pro-human groups advocating for a humanity-first supremacist agenda begin to appear.

The three species that make up the Council include the asari, a feminine mono-gendered species who favor diplomacy, biotic abilities and guerrilla warfare tactics over raw military power; the salarians, an amphibious species who have an aptitude for technological research, espionage and unconventional warfare ; and the turians, a proud avian-like species known for their military capability and disciplined culture. besides humanity, the associate races on the Citadel include the volus, a client race of the turians who mostly make their influence felt through trade and commerce to compensate for their small and fragile suit-covered bodies; the hanar, an overly polite and philosophically inclined race of jellyfish-like entities who worship the Protheans as their progenitors with religious fervor; the reptilian drell, who loyally serve the hanar as part of a symbiotic relationship which they call the Compact; and the elcor, a species of hulking elephantine quadrupeds who preface everything they say with the intended emotion due to their lack of vocal inflection.

Other species include the krogan, a hardy and warlike reptilian race in decline due to the Krogan Genophage, a terraforming viral-weapon designed to sterilize the Krogan species and their homeworld Tuchanka; the batarians, isolationist four-eyed beings infamous for piracy and other disreputable activities; and the quarians, nomads who were forced to flee their homeworld Rannoch when their development of advanced networked artificial intelligence created the geth species which turned against their creators. Due to this, the rest of the species in Citadel-controlled space limit their reliance on artificial intelligence, using "virtual intelligence" (VIs) that lack self-awareness. Mass Effect: Andromeda also introduces the angara, an emotionally expressive species who are dependent on sunlight for sustenance, and the kett, a hostile militaristic species with dense formations of bone growing externally as armor protrusions on their bodies.

The original mass effect trilogy takes place in the 22nd century. Over the course of the trilogy, membership of the Citadel Council is expanded to include a human representative, and the galactic community come to learn that the Protheans were mostly wiped out over 50,000 years prior by the Reapers, sentient starships that normally occupy the void between the Milky Way and the Andromeda Galaxy , but appear every 50,000 years with the sole purpose to wipe out emergent organic species and any evidence of their existence. Unlike their predecessors, the Protheans had learned of the Reapers and prepared for their arrival, though they were unable to prevent their own extermination by the Reapers. Their preparations survive into the next cycle, in the form of the Crucible. The mass effect series starts as the nascent appearances of the Reapers in this cycle have occurred, beginning with the indoctrination of a rogue turian Specter, an asari Matriarch, and a "heretic" faction of geth who broke away from the True Geth Consensus to further their plans of return.

Later, the Collectors, a strange race abducting entire human colonies in Mass Effect 2 are revealed to be deformed versions of the original Protheans race, genetically mutated and extensively altered with cybernetics by the Reapers. Led by a Collector General, they are collecting humans to create a new Reaper on their masters" behest in Mass Effect 2.

Player characters

Commander Shepard

Narratively, Shepard is named the first human Specter by the Citadel Council, and given command of the SSV Normandy and its crew to complete their mission. On their first assignment, Shepard is affected by a Prothean artifact that grants them insight on the Reapers, making them the key entity to help protect the species of the Milky Way from being wiped out by the Reapers.

Jacob Taylor

Chris Thursten PC Gamers called Jacob "the worst companion" and the culmination of his romance arc "the worst moment in Mass Effect".

Randall Ezno

Pathfinder Ryder

Scott and Sara Ryder are voiced by Tom Taylorson and Fryda Wolff , respectively.

Andromeda was known for its technical issues, particularly for the awkward facial animations of some of its characters; notably, the default face for Sara Ryder received negative reception from fans prior to and after the game"s launch, attracting comments such as "It"s a perfect representation of the uncanny valley" and a "robot-like model that had dead eyes syndrome" prior to a patch fix released in early April 2017.

squad members

mass effect Trilogy

Kaidan Alenko

Kaidan Alenko is a human Alliance Navy officer with biotic powers, who serves aboard the SSV Normandy as Staff Lieutenant and head of the ship"s Marine detail. As with Ashley, Kaidan may die depending on the player"s choice. If Kaidan survives, he returns in a cameo in Mass Effect 2 and as a full squad member in 3 , where he has been promoted to Specter status, attains the rank of Major and commands the 1st Special Operations Biotic Company, a covert operations unit. He is a potential romance option for a female Shepard throughout the entire trilogy, and for a male Shepard only in Mass Effect 3.

Ashley Williams

Gunnery Chief Ashley Williams is a human Alliance Marine, who becomes part of Shepard's squad during the first observed Reaper attack in the first game. In a late-game choice in the first mass effect, the player must choose whether to save Ashley or Kaidan; this choice leads to the other character's death. If Ashley is saved, she will return in a cameo in Mass Effect 2 and as a member of Shepard's squad for Mass Effect 3, where she has been promoted to Specter status, and attains the rank of Lieutenant Commander. She is a potential romance option for a male Shepard throughout the entire trilogy.

Chris Thursten called Ashley more then a sidekick and "one of the most substantially well-rounded characters in the series and one of the few that doesn't need Shepard to step in and fix her life". Thursten noted that Ashley could have been the main character if she was wrenched away from the Prothean beacon in the first mass effect. IGN included the Virmire Decision in Mass Effect 1 in their list of 13 Best Mass Effect Moments.

Garrus Vakarian

Garrus Vakarian is a male turian who serves as a squad mate in all three of the games. Garrus is initially a C-Sec officer who joins up with Shepard to escape from all the "red tape" in his job but becomes a vigilante under the alias Archangel on Omega in Mass Effect 2 before his squad is killed. Garrus is a potential romance option for a female Shepard in 2 . In Mass Effect 3 he leads a "Reaper task force" for the Turians 2 if he was Shepard's paramour. The character is also the star of the third issue of Mass Effect: Homeworlds.

Garrus's blue-and-black armor color scheme was kept consistent throughout the series, as was his visor, although gray was added in the third game to reflect his new rank. While the developers were initially worried Garrus and the other alien characters would not prove emotionally compelling, fan feedback surprised them and so he was added as a romance option in 2 and 3 .

Tali Zorah nar Rayya

Tali"Zorah nar Rayya, also known as Tali by her associates, is the first quarian character to appear in the series. She is a squad mate in each of the three games. While she is known as a genius in the field of mechanical engineering .as the daughter of Admiral Rael"Zorah there is much pressure for Tali to excel. In the first game, she is on her Pilgrimage, before handing Shepard incriminating evidence about Saren and joining their crew. In the second game, now Tali"Zorah Vas Neema, where she joins Shepard on a suicide mission to rescue human colonists from the Collectors, and she is a potential romance option for a male Shepard. If she survives the suicide mission, she will appear as a member of the quarian Admiralty Board in Mass Effect 3, with the option to continue their relationship from 2 if she was Shepard's paramour. If Shepard sides with the geth over the quarians during the latter's attempt to retake Rannoch, she will commit suicide after witnessing the annihilation of the quarian Migrant Fleet.

Tali is voiced by Ash Sroka, also cred as "Liz Sroka".

She has received a positive reception, placing on several "top character" lists. Much discussion was held about what her face could look like; however, once the face was revealed, it garnered criticism, specifically for being a redone stock photo .

Urdnot Wrex

A famous bounty hunter and mercenary, Wrex is among the last of the krogan Battle Masters. They are rare individuals who can combine biotic abilities with advanced weaponry and tactics. Wrex quickly gained fame for his battle powers and became a leader of one of the smaller Urdnot tribes at a very young age. To date, Wrex is the youngest krogan to be granted the honor in 1,000 years. Following the krogan genophage, Wrex turned his back on his people when his father, a krogan warlord who wanted to resume the war, betrayed and attempted to kill him after a feigned attempt at reconciliation. Wrex escaped, though not before taking his father's life in retaliation. During the past three centuries, Wrex has worked as a bodyguard, mercenary, soldier and a bounty hunter. Wrex's design remained similar throughout the mass effect series.

Liara T'Soni

Miranda Lawson

Miranda Lawson is an officer of the pro-human group Cerberus, first appearing in Mass Effect Galaxy and then serving as a squad mate in Mass Effect 2. In addition to these, the character also makes an appearance in the Mass Effect: Redemption comic series and in Mass Effect 3(provided the player does not import a save where she dies). She is revealed to have been genetically designed by her father to be perfect and ran away from home to join Cerberus. Lawson is leader of Cerberus" Lazarus Cell, tasked with reviving Commander Shepard. Aboard the Normandy SR-2, she is Shepard's second-in-command and Executive Officer, and files mission reports directly to the Illusive Man.

Miranda Lawson is voiced by and modeled after actress Yvonne Strahovski .

Mordin Solus

Mordin Solus is a salarian scientist, brilliant yet also a competent soldier due to his membership in the salarian Special Tasks Group earlier in his life, Mordin Solus possesses a hyperactive and eccentric personality, a rapid and stilted manner of speaking, and (as with all salarians) a flawless autobiographical and eidetic memory. He was a key member in the science team that researched the remodification of the Krogan Genophage, an action that he feels guilty about but considers the best possible solution to a once growing problem. Mordin believes in acting in the best interests of the galaxy; his scientific work is governed by strong moral standards and unquestionable respect for all forms of life.

The character returns in Mass Effect 3, providing he survived the suicide mission in the previous game. After defeating the Collectors, Mordin returned to STG as a special consultant, while also working as an inside source for Clan Urdnot. If Maelon's research data was saved, he uses it to aid in the treatment of the surviving female krogan codenamed Eve, the only survivor of his student's experiments. He is encountered on the salarian homeworld, Sur"Kesh, when Shepard is sent there to aid in the evacuation of the female.

Mordin Solus is voiced by Michael Beattie in Mass Effect 2, and by William Salyers in Mass Effect 3.

He has received a positive reception, with Jose Otero of 1UP.com writing an article on him being "awesome", receiving nominations for three "Best New Character" awards, and appearing in numerous "top character" lists.

Jack

The product of a Cerberus experiment to enhance human biotic ability, Jack (designated "Subject Zero" by Cerberus) was orphaned at an early age and subjected to torturous experimentation under Cerberus. Molded by forces entirely out of her control and rendered a literal psychopath by her tormentors, Jack grew up knowing only pain and isolation and with little recourse beyond using her potent biotic powers to kill anyone who have hurt her. Shepard may recruit Jack from the prison facility that she is confined in to join the suicide mission against the collector, though she comes across as antisocial and psychopathic in temperament. She is a potential romance option for a male Shepard in Mass Effect 2.

Jack appears in Mass Effect 3, if she survives the events of suicide mission in Mass Effect 2, with the option to continue their relationship from 2 if she was Shepard's paramour. After defeating the Collectors, she is approached by the Systems Alliance and was offered a teaching position at the Jon Grissom Academy's Ascension Project to train biotic students. She is present during the Cerberus attack on the station, defending her students from being captured. With Shepard's help, she, , and the students managed to escape. Shepard may decide to have the students support the Alliance's 103rd Marine Division, or send the students to war as a biotic artillery unit.

PC Gamers staff notes that the character of Jack had been criticized for filling out the edgy archetype, "a would-be villain with a deeply vulnerable side". While one staff member thinks Jack "would have been bad in a mid-"90s THQ game", another staff member was of the view that there is substance to the archetype that Jack fits into, and that the character has "earned the right to be as edgy and emotional as she likes". IGN included the moment Jack displays her evolution as a character in their list of 13 Best mass effect moments.

Grunt

Grunt is a tank-bred genetically engineered super-krogan that can be recruited as a squad member.

Initially, Shepard is meant to recruit Okeer, a krogan warlord and radical scientist who has been developing a small army of krogan to weather the Genophage. When Shepard arrives to recruit him, Okeer is working for the Blue Suns mercenary group, but was betrayed by the latter. Though Shepard and crew defeat the Blue Suns leader, it is too late to save Okeer, who leaves Shepard with a tank containing his "legacy", his "perfect krogan". If and when Shepard decides to awaken him, the krogan recalls Okeer"s last words and chooses one of them, "Grunt", as his name. While initially hostile towards Shepard, Grunt may be recruited as a squad mate for Shepard. Grunt appears in Mass Effect 3 in a small role, provided if he survives the events of the suicide mission in Mass Effect 2.

PC Gamer ranked him 11th on their best mass effect companion list, concluding that while there is not much to the character "beyond punching things and talking about fighting", dealing with Grunt could be a "refreshing change from the philosophizing and soul-searching of the rest of the crew."

Samara

A nearly thousand-year-old Asari Justicar, Samara is a member of a highly respected and feared monastic order. She is the only character who deals with moral absolutes in the mass effect series, due to her strictly rigid adherence to the Justicar Code. Samara is on a quest to track down her fugitive daughter Morinth; if Shepard chooses to participate in her quest, they will have to make the decision between Samara dying or killing Morinth. Shepard meets Samara on Illium, where she is found investigating the Eclipse mercenary group who smuggled her daughter off-world. Samara will join Shepard for the suicide mission at the conclusion of the investigation. Shepard will acknowledge Shepard if flirted with, though she will not reciprocate.

Samara returns in a small role in Mass Effect 3, providing she survived the suicide mission in Mass Effect 2. In Mass Effect 3 he attempts to fulfill her oath by executing her only living daughter, who is also Ardat-Yakshi like Morinth and forbidden from leaving an asari monastery, and if she fails to do so she may attempt to commit suicide.

Samara is voiced by Maggie Baird. Her face was modeled after Rana McAnear.

Morinth is the fugitive daughter of Samara. She is an Ardat-Yakshi, asari who are born with an inherited trait, which kills their mates during sexual encounters by burning out their nervous systems. Morinth joins Shepard if she is assisted with trapping Samara so that Morinth can execute her. She will then disguise herself as her mother and takes her place in Shepard's plans squad, so that only Shepard knows of Samara's death. Shepard may choose to flirt and mate with Morinth, although it will result in his or her death. If Morinth survives the events of Mass Effect 2, she will appear in mass effect as an indoctrinated husk-like enemy type known as a banshee.

PC Gamers staff considers Morinth to be a poor replacement for her mother, "the more interesting and conflicted justicar". She is rated better as an antagonist instead, the "cat-and-mouse game of catching Morinth" being lauded as one of Mass Effect 2's most exciting moments.

Thane Krios

Thane is a mysterious drell assassin who is terminally ill from a disease known as Kepral's Syndrome, which is exclusive to drell due to their physiology. While a coldblooded killer, Thane possesses a conscience that struggles against his own profession. Shepard may recruit him on the asari-dominated world of Ilium At the time of his recruitment, Thane states he has nothing left to lose, and he hopes to right many wrongs he has found in the galaxy before his death. a female Shepard.

Thane returns in Mass Effect 3 he provided to survive the events of Mass Effect 2, with the option to continue their relationship from 2 if he was Shepard's paramour, though the player will not receive the Paramour achievement in 3 . Thane may play a role in the narrative depending on the player's prior decisions, but will ultimately succumb to his wounds from Kai Leng if he plays a role in preventing the assassination of a Citadel councilor , or to Kepral's Syndrome.

Thane is ranked the fifth best mass effect companion by PC Gamer staff. Tom Marks cited the internal conflict present in Thane which makes him compelling as a sidekick, calling him the "personification of Shepard's own Paragon and Renegade choices, and is the literal representation of their team marching slowly towards almost certain death". He also praised Thane's "gravelly voice", while another staff member rated the character for his perceived sex appeal.

Legion

Zaeed Massani

Zaeed is a human bounty hunter who is available through the DLC Zaeed - The Price of Revenge. He holds the reputation as the galaxy's most feared bounty hunter and co-founder of the Blue Suns mercenary group. He joins Shepherd for the suicide mission. Zaeed Massani returns in Mass Effect 3 with a small role, provided he survives the events of Mass Effect 2.

Zaeed is voiced by Robin Sachs.

PC Gamers staff member Wes complained about Zaeed"s characterization and his ineffectiveness as a squad mate, calling him a "less interesting retread of KotOR"s Mandalorian Canderous Ordo ".

Kasumi Goto

Kasumi is a master thief who is made available through the DLC, Mass Effect 2: Kasumi - Stolen Memory. She joins Shepherd for the suicide mission in Mass Effect 2 and requests his help in retrieving the memory box of her lover. Kasumi returns in Mass Effect 3 with a small role, provided her eponymous DLC was played and she survives the events of Mass Effect 2.

Kasumi Goto is voiced by Kim Hoy.

PC Gamers staff member Samuel called Kasumi one of more visually interesting mass effect squad mates, and praised Kasumi as his favorite mass effect series DLC.

James Vega

Lieutenant James Vega is a human Systems Alliance Marine and Shepard's squad member in Mass Effect 3. James Vega was tasked to escort Shepard to an Alliance defense committee hearing, however the hearing is interrupted when the Reapers attack Earth. Vega and Ashley or Kaidan, depending on who survived Virmire, retrieve the Normandy SR-2 and pick Shepard up from Earth. The character was known early in Mass Effect 3's development as "James Sanders" ; Sanders is revealed to be his birth surname in the first issue of the comic series, Mass Effect: Homeworlds.

James Vega is the main focus of the mass effect anime movie, Mass Effect: Paragon Lost. Early in his career, Vega was stationed on the remote colony of Fehl Prime with Delta Squad, an Alliance special forces unit. When the Collectors attack, determined to capture the population, Vega and his squad were tasked with protecting the civilians.

EDI

EDI is an AI entity who first appears in Mass Effect 2 as the Normandy SR-2"s artificial intelligence . Her name stands for "Enhanced Defense Intelligence", and is represented visually by a holographic blue sphere and an aurally feminine voice. In Mass Effect 3, Shepard's team recovers a Cerberus synthetic to be analyzed. EDI assists in doing so, and in the process, struggled with the synthetic, but gained control of its platform in the process, allowing her to accompany Shepard as a squad mate on missions Now possessing a physical body and with her sentience and humanlike characteristics, her relationship with Joker develops further, and, if Shepard supports the idea, the two may start a romantic relationship. behaviors so that she can better understand human psychology and, in a sense, become more human herself.

Fenlon from PC Gamers was disturbed by BioWare's decision to give EDI a sexy robot body and involving the character in a romance subplot with Joker, but conceded that EDI "might have had some fine dialogue and ruminations on what it means to be human", ranking her the tenth best mass effect companion.

Javik

Javik is voiced by Ike Amadi.

Fenlon from PC Gamers claimed that it reflects poorly on Bioware that the one character who could offer significant insight into Prothean race, culture and history was locked behind a paywall as DLC content, even if he is not pivotal to the plot of Mass Effect 3. John Jacques from Gamerant praised Javik for being "one of the most entertaining and effective squad members" and the From Ashes content offered "some of the most interesting cutscenes from the entire game".

Mass Effect: Andromeda

Cora Harper

Cora Harper is a human biotic commando and operations specialist in charge of the Pathfinder team's ground missions. She began a career in the Alliance military, before serving with an Asari commando unit as part of a Council inter-species integration scheme. She is second-in-command of the human Pathfinder team and meant to be Alec Ryder's appointed successor as Pathfinder.

Liam Costa

Liam Kosta is a human security and crisis response specialist for the Pathfinder team, and was “hand-picked” by Alec Ryder due to his multidisciplinary skills. Liam is a romance option for a female Pathfinder.

Vetra Nyx

Vetra Nyx is from the turian homeworld of Palaven and a well traveled drifter, who at some point "drifted into the wrong crowd". She has well honed street smarts and adaptability from years of working with smugglers and mercenaries, and is fiercely loyal once her trust is earned. Vetra is a romance option for a Pathfinder of either gender.

Pelessaria "Peebee" B" Sayle

Pelessaria B "Sayle, better known by her nickname Peebee is a rogue-ish young academic from Port Lerama, capital of the planet Hyetiana, a hub for asari science and education. She has developed an obsessive interest in studying the ruins and technology of a synthetic race known as the Remnant, which the Pathfinder encounters throughout the Heleus Cluster. She is considered to be an atypical member of asari culture, “pathologically independent”, and has little regard for rules or teamwork. who competes with Peebee in her search for Remnant technology.

Nakmor Drack

Nakmor Drack is a veteran krogan warrior who has well over 1,400 years of life experience as a soldier, mercenary, and occasional pirate in the Milky Way galaxy. He is vocal about the genophage and the Citadel community's treatment of his species. Unlike other members of the Nakmor clan, he is loyal to the Nexus, the seat of government and power for the Andromeda Initiative, and to his granddaughter, Nakmor Kesh, who serves as the station's superintendent. Drack's preferred weapon is a "Ruzad" shotgun, and his favorite ability is Blood Rage, which "enhances his melee damage, damage resistance, and health regeneration".

Jaal Ama Darav

Jaal Ama Darav is an angara, a species native to the Heleus Cluster in the Andromeda galaxy, who are noted for being "very free with their emotions". He is a high ranking member of the Angaran Resistance who are at war with the kett, and joins the Pathfinder's team as a liaison between the Andromeda Initiative and the resistance fighters. Jaal's preferred weapon is a sniper rifle. He is a romance option for a Pathfinder of either gender.

Antagonists

The Reapers

The Reapers are a highly-advanced machine race of synthetic-organic starships, and the overarching antagonists of the original mass effect trilogy. The Reapers reside in dark space: the vast, mostly starless space between galaxies. They hibernate in a dark space and remain dormant for a cycle of fifty thousand years, before returning to the Milky Way galaxy.

The Reapers" origins began more then one billion years before the events of the mass effect series, when the Milky Way galaxy were controlled by a species called the Leviathans. Observing a repeating cycle in which their contemporary civilizations would collapse after creating synthetic lifeforms that turn on their creators, the leviathans seek to break this cycle by, ironically, creating a synthetic intelligence called the Catalyst. The Catalyst was intended to bridge the differences between organic and artificial life, and to preserve organic species at any cost. The Catalyst eventually came to a conclusion that conflict is inevitable, and decided to achieve this by harvesting organic civilizations at their peak, shortly before they are responsible for their own downfalls, and absorbing their genetic material into new lifeforms that it can maintain and preserve forever . The Catalyst begins with its own creators, the Leviathans, transforming them into the first Reapers and beginning the war its creators had tried to avoid.

As part of their perpetual plan for the galaxy's organic species, the Reapers set up the Citadel and created the docile Keepers as its caretakers; it is in fact a giant Mass Relay, the mass transit devices ships used to traverse the galaxy. The Reapers allow organic life to develop, with the Citadel serving its purpose as a hub for the intergalactic species of the Milky Way galaxy, for 50,000 years before they come through the Citadel from dark space to harvest it. each Reaper possesses some kind of mechanism which subtly influences the minds of any organic individual in range over time, gradually rendering them incapable of independent thought. The Reapers sometimes alter their servants into "husks", mindless synthetic-organic shadows of their former selves.

Notable individual Reapers include Sovereign, the first Reaper to be witnessed by any living sentient being after the Protheans became extinct, who declared itself the vanguard of a looming, unstoppable Reaper invasion ; and Harbinger, the Reaper manipulating the Collector faction in Mass Effect 2, and leader of the Reaper invasion on Earth in Mass Effect 3.

Evan Narcisse from Gizmodo ranked the conversation with Sovereign at Virmire as one of his favorite moments, noting that was the moment mass effect went from being a generic sci fi story to becoming "a story about the larger existential threat that the universe faced". To Sal Basille from Ugo, the first time a Husk is detached from a pillar made from Reaper technology and charges at Shepard is one of Mass Effect's shocking moments. He noted that this moment, as well as another shocking moment when Sovereign reveals the truth about the Reapers and Protheans to Shepard, set a defining tone for mass effect and it is not a simple "lasers set to stun" space game.

Saren Arterius

Saren Arterius is a turian Specter, an elite operative who represented the Citadel council and operated above the law, and one of the two main antagonists of the first mass effect game . He first appears in the novel Mass Effect: Revelation Prior to the events of the mass effect series, Saren takes command of a geth faction through the use of a Reaper known as Sovereign. With a machine army at his command, he uses them to both do his bidding and oppose Shepard across the story of the mass effect video game. Saren's main base is situated on the planet Virmire, where he is conducting experiments such as a cure for the Krogan Genophage ; determination to destroy Saren's base, and thus the cure with it, causes a rift between Shepard and Wrex which may be resolved by the player in a number of ways. Throughout the course of the game, the Reaper slowly began to manipulate Saren through subtle subliminal messages into helping it bring back the Reapers. During the geth invasion of the Citadel, Saren uses the Prothean Conduit to gain access to the Citadel to allow Sovereign to activate the Citadel Mass Relay. The player can then either attempt to kill Saren or appeal to Saren to fight his indoctrination, which if successful will prompt him to commit suicide . Shepard later has to fight a revived and mutated Saren, who is possessed by Sovereign through his grafted cybernetics. Upon defeat of the Sovereign-manipulated Saren, Sovereign itself loses its defenses and is destroyed.

IGN included the moment Saren commits suicide in their list of 13 Best mass effect moments.

Matriarch Benezia

Donnel Udina

Donnel Udina first appears in the original mass effect as the human ambassador based in the Citadel; by the events of Mass Effect 3, he is the representative for humanity in the Citadel Council. Udina is depicted as a self-serving politician who has an antagonistic relationship with Shepard throughout the mass effect series. In Mass Effect 3, Udina allies with Cerberus to stage a coup in an attempt to overthrow his fellow Councillors, but he is killed when the coup fails.

The Illusive Man

The Illusive Man leads the series" pro-human group, Cerberus. He wears an open suit that connotes both futuristic style and the "casual swagger of a charming billionaire". His eye implants make him appear slightly inhuman. He is normally seen in an empty office with no indication of his living arrangements.

The Shadow Broker

The Shadow Broker is the elusive and enigmatic head of an expansive organization which trades in data and information, always selling to the highest bidder. The Shadow Broker's identity is unknown to the general public and always operates through an agent. In mass effect Tali wanted to trade evidence incriminating Saren to the Shadow Broker in exchange for a safe place to hide; the Broker sends a thug named Fist to deal with her, although he later dispatches Wrex to eliminate Fist, who had turned traitor. Other notable agents of the Broker include the volus financial adviser Barla Von, and Wilson, assistant in the Lazarus Project who joins Shepard as a temporary squad mate on Lazarus Station in Mass Effect 2.

Following the events of Mass Effect: Redemption, Liara pursues the Shadow Broker for revenge over her friend Feron's imprisonment and torture. In Mass Effect 2: Lair of the Shadow Broker, Liara survives an assassination attempt by an agent of the Broker, a rogue Specter named Tela Vasir. She then travels to the Shadow Broker Base on the planet Hagalaz with Shepard, where they confront the Shadow Broker, who is revealed to be a member of a pre-spaceflight race called the yahg. They killed the Broker following a boss fight , and Liara succeeds him as the new Shadow Broker.

IGN included the moment Shepard meets the Shadow Broker in their list of 13 Best mass effect moments.

Dr. Amanda Kenson

Dr. Amanda Kenson is a human scientist known for her groundbreaking discoveries on the origins of the mass relays. She appears as a deep cover agent in the Mass Effect 2 DLC Arrival, and is saved from batarian captivity by Shepard on her friend Admiral Hackett's behest. She joins Shepard as a temporary squad mate afterwards and claims to have found evidence of an imminent Reaper invasion, revealing that her team have set a massive asteroid to collide into a mass relay located within the Bahak system in batarian space in order to slow the Reapers" arrival. Shepard has to stop Kenson from interrupting the asteroid"s course after her entire team is revealed to have been indoctrinated by the Reapers, culminating in Dr. Kenson killing herself after detonating an explosive device. Shepard"s action of facilitating the destruction of the Bahak system"s mass relay in order to delay the Reapers" invasion resulted in the loss of over three houndred thousand batarian lives, which leads to their imprisonment and impending trial in the beginning of Mass Effect 3.

Kai Leng

Kai Leng is a former lieutenant N7 marine and Cerberus assassin, who first appears in the novel Mass Effect: Retribution, as well as its subsequent sequels. Kai Leng is the Illusive Man's most trusted agent, who used him as his best infiltration and wet-work operative for over a decade. Kai Leng appears in Mass Effect 3 as one of the game "s main antagonists, equipped with cybernetic upgrades to compensate for his injuries he sustained in Retribution. He was among the forces deployed during Udina's coup on the Citadel Council, and will succeed in assassinating the salarian councilor unless or are available in Mass Effect 3 to intervene. Kai Leng is next encountered on the asari homeworld Thessia, where he successfully claims an ancient Prothean-made VI from the asari on the Illusive Man's orders. Shepard's final encounter with Kai Leng is in the Illusive Man's observation deck on Cronos Station. Despite his lethal skills, he is unable to overwhelm Shepard, and is wounded. He later retrieves his blade and makes a final attempt to kill the Commander from behind. At that moment, Shepard detects him and counters his attack, finishing him off with an omni-blade.

IGN included the moment Shepard executes Kai Leng in their list of 13 Best mass effect moments.

Oleg Petrovsky

Oleg Petrovsky is a general of Cerberus" armed forces, who first appears in the comic Mass Effect: Invasion. He is the main antagonist of the Mass Effect 3 DLC Omega, where he has seized control of the Omega space station from the asari pirate Aria T"Loak using adjutants, a type of husk-like creature engineered by Cerberus through co-opting Reaper technology.

Maya Brooks

Maya Brooks is the alias of a former Cerberus operative who serves as the main antagonist of the story campaign of the Mass Effect 3 DLC Citadel; she initially presents herself to Shepard as a Systems Alliance staff analyst. She is also responsible for sabotaging Lazarus Station, which housed the Lazarus Project that brought Shepard back from the dead, in order to steal a dormant clone of Shepard. Her actions led to the sequence of events following Shepard's awakening from a coma in Mass Effect 2. She later appears in a 13-issue comic book series starring most of Shepard's squad mates in the original trilogy, Mass Effect Foundation, framed as reconnaissance by Brooks as the point-of-view character .

The Archon

The Archon is the leader of the kett, and the main antagonist of Mass Effect Andromeda.

Other Characters

mass effect Trilogy

Jeff "Joker" Moreau

Jeff Moreau, better known by his nickname "Joker", is the human pilot of the Normandy, and is voiced by Seth Green . Joker is handicapped and has limited mobility due to suffering from osteogenesis imperfecta , but makes up for being a skilled pilot, as well as a sarcastic foil to Shepard. In Mass Effect 2 Joker briefly becomes a playable character when the Collectors invade the Normandy to capture its crew in the absence of Shepard and the squad. He can develop a romantic relationship with EDI in Mass Effect 3 if given some help from Shepard.

David Anderson

Captain David Anderson is the protagonist of the novel Mass Effect: Revelation and Shepard's mentor throughout the mass effect trilogy. He is also the love interest of Kahlee Sanders. By the events of Mass Effect 3 he is promoted to the rank of Admiral of the Systems Allance navy, and joins Shepard as a temporary squad mate early in the game during the early stages of the Reaper invasion.

IGN included the Finale in Mass Effect 3, where Shepard shares an emotional scene with Anderson and the Illusive man, in their list of 13 Best Mass Effect Moments.

Kahlee Sanders

Dr. Chakwas

Dr. Karin Chakwas is a recurring character in the mass effect series as the human doctor of the SSV Normandy, and later the Normandy SR-2. Dr. Chakwas survives the destruction of the SSV Normandy in Mass Effect 2, and later accepts Cerberus" offer to join Shepard in their fight against the Collectors, getting a position on the Normandy SR-2 as the ship's Chief Medical Officer. Dr. Chakwas returns in Mass Effect 3, provided she survives the suicide mission in Mass Effect 2. She may be recruited back to the Normandy, or be convinced to stay at the Citadel and assist in the war effort.

Khalisah al-Jilani

Khalisah bint sinan al-Jilani is a human reporter from Westerlund News. She appears in all three games as a reporter who employs a belligerent line of questioning whenever she is granted an opportunity to interview Shepard. She also appears in Mass Effect Andromeda: Initiation, a prequel novel to Mass Effect: Andromeda.

Kirrahe

Captain Kirrahe was the Salarian Special Tasks Group (STG) intelligence officer who uncovered Saren's facility on Virmire, and fights alongside Shepard's squad during the assault. If he survives the battle, he will be promoted to Major and appears in Mass Effect 3 as an ally at various instances.

Steven Hackett

Steven Hackett is an Admiral of the Earth Systems Alliance Navy's Fifth Fleet. He first appears as a minor character in mass effect; by the events of Mass Effect 3, he is the commander-in-chief of the entire Alliance Armed Forces.

Kelly Chambers

Kelly Chambers is Shepard's yeoman on the Normandy SR-2in Mass Effect 2. Her primary job on the Normandy is to keep Commander Shepard notified of new e-mails and pass on meeting requests from Shepard's squad mates. In addition, Kelly utilizes her degree in psychology to provides counseling support and monitors the psychological state of Shepard and the crew. She is a romance option for a male or female Shepard, but does not grant the "Paramour" achievement. Mass Effect 2, she will appear in Mass Effect 3. She informs Shepard that she is on the run from Cerberus, her former employers. Shepard may ask her to continue assisting with the war effort, or go into hiding.

Patrick Lee from AV Club brought up Chambers" potential fate in Mass Effect 3 as an example where a Paragon-aligned Shepard is "not a saintly warrior-poet whose every decision is ethically and practically airtight".

Aria T'Loak

Aria T"Loak, also known as "the Pirate Queen", is an asari organized crime boss who serves as the de facto ruler of Omega Station, an important hub in the lawless Terminus Systems. She owns the Afterlife Club, which serves as the station's central hub. Her first chronological appearance is in Mass Effect: Incursion, an 8-page prequel comic to Mass effect 2. She then makes a cameo in Mass Effect: Redemption, briefly assisting Liara's search for the missing Shepard. In Mass Effect 2, Aria provides Shepard with information on Omega. She then appears in Mass Effect: Retribution, and in the Mass Effect 3 DLC Omega, she appears as a temporary squad mate who wields powerful biotic abilities.

Armando Owen Bailey

Captain Armando-Owen Bailey is a human C-Sec officer stationed in the Zakera Ward of the Citadel in Mass Effect 2. In Mass Effect 3, he is promoted to C-Sec Commander in-charge of C-Sec operations of the Citadel Embassies quarters. He is a mostly upstanding officer, but is pragmatic enough to bend the rules if it's more convenient or rewarding for him.

Samantha Traynor

Communications Specialist Samantha Traynor appears In Mass Effect 3, serving in a similar role to that of her predecessor, Yeoman Kelly Chambers in Normandy SR-2 as well as managing Shepard's war map. Traynor is a lesbian and as such is available romantically for a female Shepard only.

Steve Cortez

Lieutenant Steve Cortez is an Alliance procurement specialist aboard the Normandy SR-2 in Mass Effect 3, and also serves as the Normandy's UT-47A Kodiak shuttle pilot that transports Shepard and the squad to mission locations. Recently widowed after the death of his husband, Cortez is helped through his grief by Shepard, and eventually may become an optional romance for a male Shepard.

Diana Allers

Diana Allers is a human Alliance News Network war correspondent and regular on the Alliance News Network"s "Battlespace" in Mass Effect 3. She is a romance option for a male or female Shepard, but does not grant the "Paramour" achievement.

Diana Allers is voiced by Jessica Chobot; the character is modelled in her likeness, which has attracted criticism from gaming journalists.

Nyreen Kandros

Nyreen Kandros is a Cabal Huntress and turian leader of the Talons mercenary organization on Omega, who joins Shepard as a temporary squad mate in the Mass Effect 3 DLC Omega. She utilizes a mixture of biotic and tech powers, and has a complicated history with . Nyreen fights to free the people of Omega station who have been enslaved by the human supremacist group Cerberus.

Mass Effect: Andromeda

Alec Ryder

Alec Ryder is a character in Mass Effect: Andromeda and the father of Scott and Sara Ryder. A veteran of galactic exploration, Ryder was a member of the original team that traveled through the Charon mass relay which marked the first step of Humanity's expansion into the galactic community. He is later accepted for Interplanetary Combatives Training which he completes and is subsequently awarded his N7 designation. A veteran of the First Contact War, Ryder became interested in the use of Artificial Intelligence as a method to help human advancement, however such research and experimentation is illegal under Citadel law. discharged from the Systems Alliance military.

SAM

SAM, which stands for Simulated Adaptive Matrix, is an AI designed by Alec Ryder and was connected to him; he later passes on the connection to his child who succeeds him as the human Pathfinder. SAM is permanently connected to the Pathfinder, and sees and feels as they do via a neural link, which was originally created by Alec's wife Dr. Elen Ryder. SAM handles a number of tasks as well as assists the Tempest's crew from its node in the Hyperion arc. Through the neural link and a quantum entanglement communication system, SAM can provide the Pathfinder with support in the form of “situational awareness, problem solving and even tactical enhancements”. SAM's computing power also enhances the Pathfinder"s combat abilities in the form of six "profiles", which in gameplay terms is analogous to the class system from the original mass effect trilogy.

Dr. Lexi T'Perro

Dr. Lexi T "Perro is the asari doctor on the human ark ship Hyperion, who is later transferred to the Tempest as the resident doctor. She checks on one of the Ryder siblings, who would go on to become the next human Pathfinder, after they are Lexi monitors the Pathfinder team's physical and mental wellbeing, and provides general advice to the Pathfinder.

Kallo Jath

Kallo Jath is the Salarian pilot of the Tempest and one of its co-designers. He narrates the Andromeda Initiative's introductory briefing to the ND1 Nomad and Tempest vehicles.

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SUZI, are you okay? Shepard stated. Yes, Commander Shepard. It's like the first time every time, but everything is under my control. "We are grateful to you for allowing access to the system," Legion shook his head. – You help us a lot in understanding organic life. "Nothing," Shepard chuckled. The thought flashed through my head: "If only they were not used for evil." But the Legion claimed they weren't looking for information that could be dangerous to organics. In principle, there is nothing dangerous in the textbooks of psychology and biology? "I should be the one to thank you," the captain continued. - You're helping me out. From these fucking husks, I just do not have time to shoot back. Of course, I can finish off manually, but waving my fists is about the same as firing in all directions. - Huskies are only dangerous because they don't understand what they're doing. People have an expression: a monkey with a grenade. It seems to describe the case perfectly. "You're right," Shepard nodded. She liked the Legion more and more - educated, intelligent, not asking unnecessary questions, but also ready to exchange information. Through interaction with him (with them?), she was able to learn a lot about the geth and understand that in fact they are not aggressive at all. - At least unlike Garrus, you don't "feel bad" in the middle of a fight with a stormtrooper or an engineer. - Discouragement? - Figuratively. I mean, you don't dump yourself across the room. And you don't shoot robots right under my feet," Shepard snorted, remembering how Garrus almost blew her up along with the robot. Still neighing, unfinished dinosaur. Does he do that often? - Apparently, the Legion was in the mood for a friendly conversation. - Lately. I don't know what he wants to say to me. That's why I stopped taking him to fights. I'm taking on civilian assignments now. Shepard suddenly laughed shortly. Seeing the plates on the geta's head move and taking it as a question, Shepard explained, "I imagined the people's shock if I came to the Citadel with you." Great Captain Shepard, accompanied by a geth! Sounds menacing, - the captain smiled. “Anyway, I wanted to say thank you for your help. If I can help you in the study of organic life, please contact me. This is the least I can do to repay you. "We are grateful to you," Legion nodded. - You know, I like your race more and more. You are honest and not so subject to emotions. This makes it much easier to communicate with you. You could say I like you," Shepard chuckled. She raised her hand to give the geta a friendly pat on the shoulder, but noticing the tubes and wires, she didn't do it. God forbid, short still. - Sympathy? Is it something to do with attachment? Legion stated. His eye glowed green for a moment. It seems to have been an expression of interest. "Yeah, kind of," Shepard nodded. - Sympathy is a friendly disposition, a willingness to make contact, a weak degree of love. Next comes affection, trust, friendship and love as such. - Interesting. Can emotions have so many levels of filtering? - You can say that. Different degree, different motives, different strength. It's like clearing the cache - full, selective, something else, - Shepard struggled to remember something computer. - We got it. Thanks for the clarification. "Well, see you soon, Legion," Shepard smiled and left the room. "I hate these safes," Shepard hissed as she tried for the third time to break into the locker system on the wall. - Uni-gel, come back, I beg you ... - Shepard Commander, help you? The Legion took a step towards the captain. Garrus glanced in his direction, ready to fight off the geth. The captain had too much confidence in this robot. “But no more than you,” the turian tried to console himself, remembering his recent conversation with the captain, but somehow it did not help. He worked at the C-Sec, he was used to watching. And it hadn't escaped his attention how often Shepard had taken the Legion with her. Yes, there often, almost always, except when Tali needed help or when she had to deal with civilians a lot. But she hired a former C-Sec employee less frequently. "Yeah, that would be nice," Shepard stepped aside. Geth cracked the safe in an instant. Thanks, you saved me. But you weren't in danger. - It's figurative. Shepard took the credits from the safe and checked the gun's magazine. - Well, let's move on. The captain slowly walked among the piles of boxes, containers and other huge containers, of which there were a myriad of in the warehouse. If the enemy was close, then hiding in the midst of all this was easy. - Shepard Commander (the captain was very fond of this appeal, for some reason), there are no civilians here, - the voice of the synthetic was heard. - What do you mean? - You said that you only take Garrus on missions where you have to deal with people more often. Garrus listened. “Vakarian is good with a rifle, just like you. When we climb up, we will have to reflect a wave of robots. You and Vakarian will cover for me. Here's how. Even by last name. We must pay tribute to Shepard: nevertheless, she did not mix work and personal relationships. And there was so much work that there was rarely time for all these personal matters. "Shepard Commander," Garrus began teasingly, "what else did you tell us about Garrus?" The Legion, surprised, it seemed to the turian, illuminated him with its eye. Still annoying to be around him. "Nothing interesting," Shepard chuckled, peering cautiously out of hiding. Although they would rather be heard than noticed. - Legion? Garrus said to the getu. - Legion, be quiet, - was heard from behind the boxes. Garrus looked pointedly at the robot, although it's unlikely that a synthetic understands this. "Answer me a question," the turian asked. The Legion examined him for a long time and quietly issued a verdict in EDI voice: - You do not have access to the data ... - Shepard, infection, - Garrus grinned. - I hear everything, - came from above along with a shot and LOKI's squeaky voice. "Hey Legion," Shepard waved her hand as she entered the AI ​​core section. - We greet you. "Tell me, what do geth do when they need to let off steam?" Shepard sat down on the console, giving the AI ​​a somewhat sullen look. - We do not need such a procedure. We do not generate water vapor. Or do you mean figurative? - Yes, her. - Which one? - A lot of them? Shepard was surprised. - Main meaning: relaxation after stress associated with negative emotions. It implies a strong release of emotional energy. Second meaning: the same relaxation, only with the help of sexual contact between two or more individuals. Shepard laughed. "Susie, where did you get that from?" And why do you teach the Legion such things? “My platforms are all over the ship, Shepard. And in the main battery too,” the AI ​​said. And I do not disclose such information. It could only become available to the Legion after you allowed it access to everyday records from aboard the ship in order to study the relationships and interactions of organic life forms. - It will be necessary to break your platform out of my cabin, - the captain said quietly. "Shepard Commander, do you need our answer?" - drew attention to himself (how would "myself" be in the plural?) Legion. “Let me guess, you don’t feel emotions, so you still can’t satisfy me with an answer,” the captain spread her hands. - Not exactly, although you're right. We want to add that the getae, as a form of synthetic life, does not need the function of reproducing the genus as organic life does. We need to preserve existing forms, maintain numbers, and create new forms with technology. As a result, we lack all types of genital organs and related systems. Therefore, we will not be able to comply with your request. With all due respect, Commander. Shepard looked at the geta at first, then laughed. “I like you more and more, Legion,” she said through laughter. - You know, sorry. I wouldn't mind. - As far as we know, sexual contact should symbolize the weakest filtering of love - its such. Should we regard your words as the fact that you missed several stages of expressing this emotion at once? - Legion said with difficulty, clearly still understanding all these wisdoms rather weakly. His words cheered Shepard up even more. The Legion was silent for a while (probably processing information). - We're in trouble. Not enough data. "Ask for EMS, it's advanced," Shepard chuckled as she slid off the panel and left the room. Legion looked at the holographic version of the EDI. “We ask for your help. It's still hard for us to understand organics. "So do I," Suzi replied. – It seems that the Creatures really are not given to understand the Creators to the end. How are you, Joker? Shepard asked, leaning against the back of the pilot's seat. - It's all right, Commander. Only SUZI asks me strange questions. - For instance? She became interested in the relationship of organic life forms. Why would it? .. - the pilot said in a conspiratorial tone. - And how, you initiated her into the subtleties? Shepard chuckled. “Ai-ai, Joker, look, do not go to practice. - Offended, Commander. In my soul forever only Normandy. "Mr. Moreau is helping me with my search for information related to interspecies encounters of organic lifeforms," ​​EDI's voice cut through Shepard's laughter. - Why do you need it? the captain asked. - Legion wants to give you a full answer to your request for the next conversation. He asked me to help you. - Are you flirting with GET?! The Joker looked at the captain. Various emotions were reflected on the pilot's face, but disgust, incomprehension and shock prevailed there. "Poor fellow, he seems to have taken it all too literally," Shepard smiled and nodded at the Joker's panel, which he had neglected. - Captain, you amazing person Joker stopped staring at the captain, but was still in shock. “Like all organics,” EDI added. "I've heard rumors that you and the Legion have become very close," Garrus began cautiously during dinner. He usually did not come to lunch, breakfast and dinner - people's food did not suit him anyway. Why, he was nauseated at the very sight of her. But remembering how little the captain has time to talk, he ventured to go straight to the enemy's lair - to the dining room. "Such a small ship, but it seems huge," Shepard smiled, hinting at the speed of the rumors. Garrus sat across from him and tried not to look at her as she devoured the strange mess from her plate with gusto. "Shepard, I... I don't understand your intentions." Actually, I don't understand now. - That is? Garrus could see perfectly well that Shepard understood everything. She just liked teasing him. And he resigned himself to her demand again. - First you come to me and clearly allude to ... Offer to build a relationship. And now you're doing the same with the Legion. What should I regard as a cruel joke: your attitude towards me or towards the Legion? - Don't you yourself think the fact of a relationship with a robot is funny? Shepard sipped some tea from her mug and offered it to Garrus. He nodded his head. Shepard was well aware that almost all human food was harmful to him, but she still offered in a friendly way, knowing that he would refuse. Garrus enjoyed the attention. A trifle, but warms the soul. - Shepard... You did the impossible - you went through death. After that, making the robot feel emotions for you is a trifling matter. - The Legion has emotions. They are weak, but there. Shepard paused, trying to peer into the eye behind her visor, then added, "Garrus, I'm just playing a prank on the Legion." I like him, I do not hide. But don't take it personally. She gave the turian a somewhat grim look, so he dared to ask, "Then why did you stop recruiting me for missions?" - I don't take Zaid at all, but somehow he doesn't complain. "Shepard," Garrus pleaded. - You stopped covering my back as well as before, 2 years ago, - the captain said with sadness in her voice. “You’re just as good at shooting, but now I mostly shoot at the enemy with open arms, and only Kasumi shoots at the enemy. You also like to take strange positions: now I have to yell for you to get out of the fire, then I will start a run to a new shelter, a moment - and there you are. And they fire at me from all the turrets. Garrus slumped a little. - Don't misunderstand. With all due respect to you and your skills - Garrus, you stopped seeing me on the battlefield. And I don't want to endanger my life just because you fight in a different rhythm, - Shepard patted Garrus on the arm conciliatoryly, got up from the table and took the dishes to the sink, taking a cup of tea with her and hiding behind the elevator. Garrus looked at her and took a deep breath. It looks like he has a lot to think about in the calibration process. “It’s time to… recalibrate yourself a little.” "Commander, the Legion wanted to talk to you," Kelly said. Shepard almost spilled her tea on the Clock Nebula in surprise. - Thank you, - the captain took a sip of tea and left the mug at the terminal - just in case. Descending to the AI ​​core, Shepard greeted Legion. "Good evening, Shepard Commander," Legion nodded. We are ready to give you an answer. "That's very interesting," Shepard smiled in anticipation of more amusing misunderstandings. - We analyzed the received information. We treat you specifically with great sympathy and trust. Attachment can be expressed as a percentage as 68.563% of total. If this degree of filtering provides a basis for starting a romantic relationship, which according to our data is possible, then our answer is yes. Shepard wanted to laugh, but she couldn't; Legion's words made her feel more tender. She saw how serious Legion was. Or rather, I heard. Although he is always serious. - I'm very pleased, Legion. But what are you going to do? - We intend to provide you with our systems and meet your requirements to the best of our ability, including the issue of blowing off steam. The phrase was beginning to annoy Shepard. That's what she should have said then. But it was impossible not to admit: the situation turned out to be funny. "My dear Legion," Shepard approached the geth, studying him with her eyes and pondering his answer. - Are we relatives? - "Native" can be in different senses. I mean that I trust you as my own. - It is still difficult for us to understand organic life forms and their ways of thinking and communicating. - Nothing. You will learn. It is not always possible for organics themselves to understand themselves. Shepard reached out and ran her palm vaguely over the side arc plates surrounding the geth's eye. She didn't know what area it would be: a cheek? cheekbone? maybe a temple? Clearly only something head. Legion moved the plates in puzzlement, tilting a semblance of a head toward Shepard's hand. The captain smiled: the plates were slightly warm. Probably DC. There was silence. Shepard pondered the anatomy of a geth, but the geth was silent for some reason of its own. Having made her choice, Shepard (mentally exhaling) leaned lightly against Legion, wrapping her arms around his humanoid (or quarian-like, rather) torso, hugging him awkwardly. Geth winced slightly at the contact, but didn't move. Probably analyzed. Shepard laughed. "I'll be the first person in history to hug a geth." Releasing Legion, she smiled at him and added: - If I come to you for "letting off steam" - do not worry. It will pass by itself. Don't take everything so close to--to your programs. Get nodded: - We will try to understand. "How I love your directness," Shepard laughed awkwardly. “It's all nerves. It's time to end these Collectors." "Thank you, Shepard Commander," Legion said suddenly, and touched the captain's palm, taking her hand in his. "I wonder if he's right-handed?" Shepard thought. "No, they don't care." While the captain was gathering her thoughts for a reaction, the geth had already let go of her hand and turned to the panel, working with her. Shepard was left to see his back with a gaping terrible hole, behind which were visible wires and cables. Some of them dimly and smoothly illuminated and faded. “Just like an artery,” thought the captain. Unlike her, the geta had a very calm heartbeat. To whom eternity to embrace, and to whom the Geth.

In those days, hearts were brave and the stakes were high, men were real men, women were real women, and little fuzzies from Alpha Centauri were little fuzzies from Alpha Centauri.

Douglas Adams, The Hitchhiker's Guide to the Galaxy

It's time to go on a journey through the Mass Effect 2 story - from Commander Shepard's first timid steps on the decks of space stations to the final battles with vile bug-eyed alien villains! This guide covers the whole game, namely:

  • Story missions
  • Side missions of all planets
  • Quests on "unexplored planets"
  • Quests from ten companions combat detachment and even from some ordinary crew members

Ready? Then forward to new victories!

The story begins with an unpredictable trip among distant systems. Frightened by the prophecy, politicians exiled Shepard to the outskirts under the pretext of fighting the geth.

However, it is not the geth ship that will reveal the disguise of our frigate, and then cut it into pieces, but the cruiser of the mysterious Gatherer race. The Normandy can no longer be saved, but the Joker refuses to leave the wheelhouse. And that's where Shepard comes in.

To help out the Joker, you need to go through the burning corridor, go through the diaphragm door into outer space and, looking at the planet hanging overhead along the way, get to the wheelhouse. The pilot is rescued, but the explosion sends Commander Shepard off the wreckage towards an unknown planet. Death is inevitable!

It is interesting: try starting the game, do not touch the screen with red clouds for a couple of minutes and see what happens.

Operation Lazarus

“Stop pouting, private. Did you really start a squabble because you were revived?

- The way it is. Under military law, even a simple soldier has rights.

R. Sheckley, "The Right to Die"

It took the secret laboratory of the Cerberus organization two years to restore the commander from ... what was left of him. In the meantime, scientists put the last polish on the resurrected Shepard, you can choose the class, name and appearance of the new character.

After a quick introduction to Miranda and an unknown bald individual, Shepard is sent to combat training. The space station laboratory is under attack, and Shepard must urgently move to the evacuation zone, despite not fully healed wounds.

So, having risen from the operating table, the commander, under the wise guidance of Miranda, who is already familiar to him, will take a pistol from the box. He will find cartridges (or, strictly speaking, thermoelements for cooling) behind the door, after he hides from the explosion that knocked out this very door.

After that, we will be taught to jump over obstacles and face the first enemy - a frenzied medical droid. Around the corner will have to deal with a few more droids. Check out the warehouse and move on.

We will be shown the first sample of heavy weapons and taught how to use them. Then, after descending on the platform, Shepard will have to use the sprint to run through the jet of fire.

When the connection with Miranda is lost, look into the room with crawling robots to find out some details about the resurrection of the commander and the technologies that were used. Apparently, a certain Wilson, a colleague of Miranda, has been breathing unevenly towards her for a long time, but not unreasonably jealous of the still deceased Shepard.

By the way: do you remember to read all the magazines, crack all the safes and computers along the way? I'm sure you don't forget.

The meeting with Jacob Taylor will be crumpled, but the Negro will tell us something about the station, Miranda and our resurrection. After that, the training will continue: the droids will respawn until Shepard gives Jacob the order to use the biotic ability. Only after that you will be able to move on to the alleged location of Miranda. After a couple of encounters with the droids, you will come across the third survivor - Wilson, the same suspicious character that you saw next to Miranda during the first, unsuccessful attempt to revive.

In order for Wilson to speak, you need to complete another training item - take a medigel and use the “Unity” skill. Jacob will suspect a traitor in Wilson, but in the absence of evidence, he will tell Shepard that the hexagonal Cerberus sign is everywhere - for a reason.

When the robots break into the room, you will be asked to blow up the boxes in the center of the room. After that, there will be a battle in a more or less open space, where well-aimed shots from afar will be very useful.

When the robots in the room run out, the door will lead you to Miranda. After a cutscene and dialogue, Shepard will be safely evacuated from the lab.

For your information: at this point, you will be given the opportunity to independently determine who will be the head of the Citadel council: Anderson or Udina. The choice will be provided in any case - even if Shepard was imported from Mass Effect.

Liberty Progress Colony

“Do you three, by any chance, want to be part of my new space team?”

- New? What happened to the old one?

“Oh, those poor bastards... It doesn't matter. It is important that I need a new space team. Is anyone interested?

"Futurama"

On the station, no one will be interested in Shepard until he talks to the head of Cerberus, the mysterious Ghost. Let's go to the meeting room!

For your information: on the way to the "negotiation room" you can choose clothes and color the suit to your liking. The choice of spacesuit parts is still very poor, but this disgrace will last only until the first visit to the stores.

Shepard is puzzled - which of these cocoons is his ex-girlfriend in?

The ghost, although he will not appear personally, but in his holographic incarnation will tell us about what is happening in the galaxy.

Outlying human colonies began to disappear. The case smells like the Reapers, but the Citadel Council, as usual, sticks its head in the sand and blames pirates and bandits for everything. In this situation, the hero, the symbol, must deal with it! And there he is, Shepard!

The last colony to disappear was Progress Liberty. It is worth going there and inspecting everything on the spot, looking for evidence and survivors.

Advice: in this mission you will have to fight with robots, so take this into account when choosing when leveling up the skill.

Before leaving, you will need to talk to Miranda and Jacob.



Not a colony, but just some kind of "Maria Celesta". Everything is intact, but there is not a soul around. There are no signs of a battle, and even breakfasts are half-eaten.

For your information: I will not remind you that every safe and lock along the way must be opened, every computer must be hacked, and ownerless resources must be appropriated. Further, only new types of weapons and blueprints for future research will be highlighted.

The colony is truly empty, with only a few sentry droids howling mournfully into the night. But a group of quarians chirping in one of the containers would incur the suspicions of Shepard and his companions. Fortunately, Tali'Zorah, our old friend, will settle the conflict and tell what's the matter: the quarians flew to visit one of their pilgrims, named Vitor, and even found him, but they can't get through to him - the poor fellow went crazy and surrounded himself with combat droids. There will be a proposal to try to storm the witness's hideout together. So let's do it.

When sentry droids fly over the heads of Shepard and colleagues, you should be on your guard and wait for a furious shelling behind the next container house. Keep colleagues in hiding. Having lost the protective field, hide in the shelter yourself. The most dangerous of all - droids with missiles. Their weakness is that they do not move when firing.

On the stairs, do not rush to jump out into the open space: the droids shoot accurately. Use biotic "overload" on rocket droids first.

For your information: it is not necessary that the partners see your target. They can use biotic skills "from around the corner", blindly, on a tip from Shepard.

In front of the large door, place partners on the left and right. The first difficult battle with a large battle droid is coming.

“So, they really got lost.”

It is necessary to remove his shields as quickly as possible, using all the biotic skills that will be at hand. The fire of the droid is dense and Shepard's shields with partners are removed instantly. Don't rely too much on cover - many boxes on the site are marked with a destructible symbol, and indeed, they are easy to take down. Don't let this quality of theirs fool you.

In one of the containers on the square, our witness will be found - the insane quarian Vitor. Due to an unsanitary hole in the suit, he has become ill with something and is delirious, not reacting to Shepard. Here you will have the first opportunity in the game to interrupt the speech of the character - in a good or bad way, depending on what Shepard is strong at.

One way or another, the quarian will wake up and show his notes. The inhabitants of the colony were indeed kidnapped, and it was the Gatherers, a mysterious and little-known insectoid race that did it. Their miniature beetle robots previously plunged all people into a stasis field - this explains why not a single colony put up resistance.

Before returning to the Cerberus station, it remains only to make the last moral choice: either go towards Tali and give the sick quarian to his relatives, or take him with him for experiments.

"Normandy"

Ghost will tell Shepard a couple of interesting things about the Gatherers. He will also give out a list of the best of the best fighters in the entire galaxy, which would be very nice to see in the team. One of them he will especially note - Professor Mordin Solus. We need a salarian scientist for research and to develop a countermeasure against the stasis poison of the Gatherers.

"I have a ship!" - “It turns out that it’s profitable with you!” - "Well done!"

And then you will be met by an old acquaintance - the pilot Joker. He will escort Shepard to a new ship built by Cerberus personally for the commander. The ship will traditionally be called the Normandy.


We will get acquainted with the frigate and its crew. First, Shepard will be introduced to the ship's artificial intelligence, Edie, and then to the commander's personal secretary, red-haired Kelly. After that, Shepard will be given freedom of movement, and he will be able to personally sniff the corners of the new ship. First of all, you should go to the bridge to the Joker to talk to him and Edie.

It is interesting: try to visit the Joker after each mission. It is not necessary to talk to him - just stand by and listen to his stream of consciousness, sometimes very funny and "Easter".

Take a look at Jacob in the armory. After examining the entire deck, you can take the elevator to the captain's cabin, although there is nothing for Shepard to do there yet, except to visit the commander's personal latrine.

Below, on the living deck, on the contrary, there is something to do.

It is interesting: the elevator on the living deck has an interesting update - toilets. If Shepard enters a toilet of a different gender, Edie will gently remind him of this. Alas, there is nothing you can do there - even wash your hands. That's probably why no one uses it. Not once in the game will the common latrine be occupied.

Many rooms in the story are still locked. However, Shepard can go into the med bay and talk to an old friend, Dr. Chakwas. She will puzzle him with a mini-quest to find a bottle of brandy - instead of the one that shattered into dust along with the stash on the old Normandy.

In the canteen, Sergeant Gardner, the plumber, will complain about army rations that can't make anything tasty. He will ask you to get decent products for the team (they can be found in the markets of the Citadel).

It is interesting: in the cockpit, two crew members are discussing some unknown family from a colony under threat of a Gatherer attack. Shepard cannot interfere in the conversation, but he should look into the cockpit after each mission to be aware of what is happening with this family.

There is also little to do on the lowest deck so far - except to look into the hangar and not see the Mako there. Instead, there is a strange-looking landing boat, which in flight most of all resembles a horse galloping backwards.

Two cheerful engineers are on duty in the engine compartment - Daniels and Donnelly. They will ask you to get rare parts for them that would make it easier for them to maintain the Normandy.

Citadel

“Frau Martha, we are in trouble: the baron has risen!” There will be trouble!

Film "The same Munchausen"

Shortly after Shepard starts showing up in public, he will receive a letter from the Citadel. Our old friend Anderson wants to see us in the flesh. There are no quests, except for the “grocery” one (there will be no plot ones at all), but you should look at the station at least for the sake of local shops.

After landing, listen to the gunsmith explaining to the soldiers the basics of Newtonian combat in space. At the entrance, the turian guardian will announce to Shepard that he is dead, and send him to "recover" to Commander Hayley. The commander will solve the problem (how - you choose) and offer to talk with the consul.

Chat with the holographic guide. He will tell how things are at the station now, two years after the attack.

You are on level 27. There are a lot of shops around where you can get a discount - in a good way or with a scandal. Outside Delea Sanassi's gift shop, two krogan argue about whether there are fish in the Presidium's pools. At the pillar on the opposite side of the square, you can listen to a customized advertisement (“Shepard, you are long dead. Would you like to get shrouds and coffins at a discount?”)

But the Citadel has not changed much over the years!

Nearby, Zaker's Café sells two historical novels and groceries for the Normandie chef.

Climb the stairs to level 28. There is also a lot of interesting things here. Etarn Tyrone sells blueprints. The game seller praises his product. According to him, the Galaxy of Fantasy, based on turian mythology, is now popular. It is played by 11 billion humanoids.

At the far end of the hall, an already familiar journalist awaits you. Give her an interview if you want.

Behind the double doors on the same level is the Dark Star Bar, cozy and not as aggressively crazy as Aria's on Omega. Try asking the bartender for news for a laugh.

There is a turian standing against the wall here, who can be asked about the fish in the reservoirs. Pass on the information to the disputing krogan. You can, however, lie.

Now it remains only to go down two levels, to floor 26. There you will immediately find a mess: a certain volus accuses the quarian of stealing a credit card, she unlocks it, and the security officer tries to figure it out. Shepard can intervene. The fate of the credit card will be revealed after visiting the shop of the Salarian Marab. Return to the volus and explain to him exactly what he is wrong about.

Opposite Maraba's asari shop, Kian Louros will sell you a couple more good things. There is nothing else you can do here, so all you have to do is go to the Presidium and talk with Anderson, with Udina (and with the Citadel Council, if he survived the battle with the "Overlord").

After that, you can return to the Normandy and rake the mailbox littered with letters.



Since we need passion as a scientist in the team, the place of the first visit will be Station Omega, a semi-bandit freemen based on an old asteroid ore station. The professor lives here, and the mysterious Archangel, whom we should also hire.

Let's start with the professor, since the Normandy laboratory is idle without him.

Omega: Mordin Solus

"We're here for you, professor, and here's the thing!"

“You are in vain, gentlemen, going without galoshes: firstly, you will catch a cold, and secondly, you will leave a mark on my carpets.

M. Bulgakov, "Heart of a Dog"

After a scene in which it turns out that even two years as a dead Shepard still enjoys some authority among the bandits, he will be sent to Aria T "Loak, the owner of the entire station.

On the main square, the entrance to the club "Posmertie" is very prominent. If you want, listen to a conversation between a human and an elcor bouncer. Note the silent turian with a weapon. This is Captain Gavorn, the storm of the local grumbling aliens.

It is interesting: the radio on the station would give Shepard a chance to catch up on the news of the last couple of years and what issues are now troubling the galaxy.

Come into the club. They will silently let you through and will not even look at the weapon. In a dark corridor, a group of criminal-looking batarians will roll a barrel at Shepard. Before us is a moral choice, but rather one-sided. You can threaten the hooligans in a relaxed, kind way, or sharply, viciously - but the essence in both cases is the same: Shepard explains to the batarians that they made a mistake by running into him.

The club itself is noisy, spacious, beautiful. Music plays, asari dance at the poles. Drink local drinks. Don't forget to buy some brandy for Dr. Chakwas.

The guards of Aria T "Loak will try to search Shepard. You can promise them for fun to push the scanner where the sun does not shine (if Shepard is evil enough). This will amuse Aria, but you will have to go through the scan - you never know who could pretend to be Shepard.

Aria is the "godmother" of all Omega. It's interesting to talk to her. She shows off a little, but she will tell you what she knows about the professor and the Archangel.

    Dr. Mordin Solus is trying to save the victims of an epidemic of an unknown deadly disease in the lower living levels of Omega. There is a quarantine.

    The archangel has so angered the local bandits that the three largest gangs have teamed up and are trying to pick him out of his hideout. The Archangel keeps such a defense that the bandits arranged an additional recruitment of volunteers, promising a generous fee.

We are still interested in Dr. Mordin. But before you go to him in the quarantine zone, it is worth inspecting the entire Omega.


Later, the guard Grizz, standing at the stairs leading to Aria's box, will offer you a task. Mercenaries of the "Blood Pack" planned to arrange an assassination attempt on the Patriarch. They must be stopped. The problem is that the Patriarch himself doesn't really want Shepard's protection. However, he can be persuaded to accept help.

The mercenaries themselves - a couple of krogans - are waiting for you outside the door (to the left of the Patriarch's room). Talk to him and then return to Aria for your reward.


Get down to the lower level of the club. You might meet up with an old friend, Helena Blake, depending on how you parted ways with her in Mass Effect 1.

Once downstairs, Shepard can appreciate the dancer up close. The asari writhing on the table, although smiling for a tip, is silent like a fish. Go down to the den and talk to the krogan nicknamed the Patriarch. Once he was the leader of "Omega". Aria overthrew him, severely crippled him personally in battle, but left him alive as a warning to everyone. We will meet with the Patriarch, and now it's time for a drink at the bar opposite the door.

The bartender-batarian looks unfriendly, and the drink will have a strange effect on Shepard. We will be told that this is not the first time the bartender poisons people, taking revenge on them for what they did to him in the distant pirate past. Shepard is the first to survive. It seems that very soon one bartender will be very unlucky. Remember the corridor in which you woke up. Go to the bartender and deal with him as you see fit. Both paths - both good and bad - end with the death of a bad batarian.

Return to the corridor, which you remembered a couple of lines above. Strange creatures “groaning”, as if descended from the pages of an alien encyclopedia, are either bandits or savages, in a word, pests. At the corner of the corridor, Shepard will be caught by one of the grunts and say a couple of warm words about Captain Gavorn. If you want, return to the captain - he will tell you about who the vorchas are and how they harm honest humanoids.

Around the corner is the shop of a young junk dealer, a quarian Kenn. The guy has a serious problem - he is stuck at Omega with no money, and business is extremely bad, as a local elcor merchant named Harrot forbids him to reduce prices. We have a simple moral choice. You can give Kenn money to return to the Migrant Fleet. You can put pressure on the merchant Harrot so that he does not pester the guy, or you can offer him to completely take away the store from the poor fellow. In any case, don't forget to take a look at what the junk dealer has for sale.

Up the stairs is the market. To the left is the entrance to the hall for important people, where we have no way. So far, we are interested in local merchants and their assortment.

Before heading into the quarantine zone, watch the mad batarian prophet proclaiming the end of the world is near and declaring humans to be the taint on the body of the galaxy. He has his reasons, as a mysterious disease that has struck the lower floors mysteriously kills all races except humans and grunts. And since few people believe that the vorcha are capable of creating such a biological weapon, naturally, everyone looks askance at people. We need to check what's going on there.

Convincing the guard to let Shepard into the quarantine area would be easy.



After searching the nook behind the boxes, move along the corridor to the barricades. The guards who jumped out of hiding will not shoot - they were warned that Shepard was coming.

Ahead are signs of desolation and a dying batarian who greets you with the words: “You not only unleashed a plague on us, but are you looting without waiting for us to die?” The poor fellow can be helped if there are sprouts of goodness in Shepard's soul. However, if you want to save the batarian, act quickly.

If in doubt, let your partners go ahead. They can be resurrected several times, and we have one Shepard.

On the left is the door to the warehouse, where the batarians are locked a few days ago. They are dead and their diaries make Jacob feel sad. On the right side behind the corridor is an apartment blocked from the outside. Again the body, again the gloomy diary.

And then we are in for a battle, quite unpleasant. The easiest way to pass it is for a sniper. Put your partners in a shelter at the door to the apartment, and arouse the bandits yourself, retreat and keep the exit to the hall at gunpoint. A flashing bandit gets a bullet in the forehead. Reliable and safe.

Do not forget to climb the stairs to the left to the balcony and collect valuables. Go around the barricade on the right. Look into the apartment where people are hiding, not unreasonably fearing batarian terror. They can be promised protection.

Immediately behind the barricade - blueprints for the machine gun, giving increased damage in the future. Grab them - there will be something to study in the laboratory.

The next battle will also be difficult. The situation is as follows: the batarian bandits in these quarters have been strongly pressed by the vorcha. In general, they are no match for bandits, but the epidemic has greatly shifted the balance of power. Before your eyes, the Blue Suns fight off grunts and varrens. The main rule is not to lean out (unless, of course, you are playing as a “protruding” class). Climb up the stairs to the balcony for a better view. Try to help the bandits first without drawing attention to yourself. And only then fight off grumbling, as the bandits will not last long.

Advice: if the enemy is somewhere nearby, but you are not sure where exactly, look where your teammates are aiming. They are able to smell the enemy through many walls.

Try to shoot grunts from a distance. Hide your partners. Keep the flamethrowers away. If necessary, jump out for cartridges in the middle of the room and run back with a bullet.

A couple of marauders are operating in the apartment on the left. Here the developers have in store for a rather entertaining moral dilemma. Looting is bad, and a good Shepard should sort of stop it. But in neighborhoods where aliens are shooting at people, should Shepard shoot at members of his own race? Marauders argue quite convincingly: “Here, anyway, the apartments will be cleaned out by grumbling, but we will at least have some benefit ...” Yes, and Shepard himself, to be honest, has always been that other marauder.

At the end of the square around the corner is Mordin's hospital, packed with sick and recovering aliens. Listen to the doctor's conversations on the intercom. To some extent, they will prepare you for a meeting with the professor himself - a brilliant doctor, an inquisitive scientist, a cold-blooded killer and a former fighter of the salarian special forces.

After talking with Mordin Solus, Shepard will have two new tasks. First, you need to get into the ventilation control center. Grumbling it was turned off, and the whole block is threatened with suffocation. If we take the ventilation control center away from them and use it to spray the antidote, the epidemic will end.

Bloody patterns along the edges of the screen are a hint that it's time to hide. Shelter, however, does not always save.

Secondly, it is necessary to find a person, a student of Mordin, who went to the quarters with medicine, but disappeared.

The Doctor will open a locked door for Shepard and give an upgraded pistol. In addition, it is worth rummaging through the hospital for useful things and technologies, among which is an increase in the amount of wearable Medigel.


Once in the hall with columns, quickly find cover. The fight will be long. First, the enemies will trample from behind the door on the right, then from the stairs on the left.

In the next large hall, vorchas will fire missiles from cover. Eliminate them, take a position on the balcony and destroy the enemies, taking advantage of the height.

Behind one of the locked doors there is also a student of Mordin. He is still alive, but a group of batarian bandits want to lynch him for the suspicious substances he was carrying with him. Shepard will have the opportunity to show his qualities - good or bad.

And then, at the entrance to the ventilation control center, grumbling in the heat of the moment, they admit that they work for the Gatherers, who created the plague. Immediately after a sincere confession, the battle will begin.

It is very dangerous to be in open space here: literally after each of your sneeze, a horde of enemies pours out from somewhere. Worst of all are those that launch rockets from balconies. Eliminate them first. Powerful columns will protect you to some extent - try not to go far from them.

After the first battle, hide your partners behind the nearest columns, and try to start the ventilation system yourself from the remote control. Enemies that appear will be a little puzzled by the fact that the player is at one end of the hall, and his teammates are at the other.

Now you need to turn on two generators - behind the doors in the left and right corners of the hall. In no case do not climb forward at random. Hide your partners, and carefully, step by step, move towards the doors and do not hesitate to retreat, luring enemies into the crossfire. Remember that you will have to fight not only on the way to each generator, but also on the way back - and extreme caution is also needed there.

When the cure hits the vent and the epidemic stops, Mordin will be ready to join his team.



Returning to the Normandy, check your mail, deliver quest items to the recipients, stand next to the Joker - and generally run around the ship, pestering everyone, starting with Kelly.

Make it a habit to do this after every task.

It is interesting: in the letters you will come across those that have been waiting for you for two years. Remember, for example, Talita, the girl with the gun from the docks of the Citadel? Even if not, she remembers you.

And of course, take a look at the opened laboratory, where Mordin Solus shamanizes and where you can crush the found blueprints and rare metals together to get all sorts of improvements. If there are not enough rare metals, it makes sense to hunt for them in the nearest systems.

And, since we are in the same system with the Archangel, let's try to save him from the mercenaries and take him to the team. To do this, we return to the "Omega".

Omega: Archangel

— Citizens! When there are bandits around and you don't have firearms, at least try to die with dignity! Not like him!

x/f "Aibolit-66"

Wow, what a bastard I am! This droid will not come to visit the Archangel.

An attempt to save the Archangel from the wrath of the three largest Omega gangs will turn into a series of battles - uncomplicated, but intense. And compared to what was in the previous mission, the fights will be more difficult. It is no longer possible to wait for a long time, retreat at the first sign of danger, maneuver, lure enemies under fire here, because the time of each battle is strictly limited.

To get to the Archangel, Shepard must return to the Afterlife Club and talk to the batarian who is hiring fighters to fight. After that, Shepard will have the opportunity to dissuade a local youth from signing up for a fight.

We will be taken to the battlefield by car (talk to the driver to the left of the main entrance to the club). A gloomy batarian will meet us on the spot and send us to a certain Sergeant Kafka. At the same time, we will learn the disposition. The archangel has fortified himself behind a well-shootable bridge, and the bandits do not expect free mercenaries to be able to overcome it. The task of the freshly recruited fighters is to distract the attention of the Archangel while the main forces are preparing a strike from the rear.

Edie will offer to sabotage if possible, while the bandits do not yet know that Shepard is not at all interested in the death of the Archangel.

Salarian Jaroth, head of the Eclipse Gang, will honor us with a conversation and tell us about the droids that will help him in the attack. On the table next to him is a message that Aria might be interested in. Around the corner is a droid warehouse. A heavy robot is just asking for it to knock down the “friend or foe” identification setting for it.

Krogan Garm is the leader of the Blood Pack, an international krogan-grunt gang. He also sharpens his teeth on the Archangel, which he will tell us about.

From the last barricade in front of the bridge, the Archangel himself is visible - he fires harassing fire at the positions of the bandits from his hiding place. Behind the door on the right is the batarian Terek, the head of the Blue Suns gang and, formally, the entire military operation. He is so upset about the breakdown of his attack aircraft that he will not even talk to us.

By repairing this aircraft Kafka is in charge - the same sergeant we need. He'll break away from fixing Terek's personal assault vehicle and fill us in on the details of the attack plan. The conversation will be interrupted by a signal to attack, and the evil Shepards will have the opportunity to greatly facilitate their fight by knocking out Kafka and leaving the attack aircraft without repair.


The droids are warming up before making their final journey across the Death Bridge.

When Shepard starts shooting at the backs of the bandits, they quickly figure out who the xy is and open fire. Make your way to the Archangel and pay attention to the bar of his health. It is she who limits the time of the battle. I won’t say that the frames are too draconian, but it is contraindicated to hesitate in battle.

On the ground floor, in one of the lockers, there are blueprints for strengthening the omni-tool. And the Archangel himself, when you get to him, will supply you with a magnificent machine gun capable of conducting accurate and very dense fire in short bursts.

Soon, the Eclipse bandits will attack from the side of the bridge. Our cover is excellent, and the enemies are in full view. Ammunition on the bedside table, borscht on the stove. When the big robot comes out, guard it by helping the piece of iron to shoot the bandits.

Jarot himself will go last.

It is interesting: when the battle subsides, the Archangel will call Shepard over the radio to him. It will sound somewhat comical if the commander is a couple of meters away from him.

After a short pause, the sounds of explosions will herald an attack from the rear. The archangel will remain to cover the bridge, and you need to go down the stairs, go through the door under the stairs and find a fork with three doors.

The task is to block three entrances from the inside, making it so that ten seconds after the blocking is launched, the enemies do not reach the doors. With the first entry, it is relatively easy to do this - they ran to the button, pressed it, drove the bandits away. With the hangar (door on the right) it will be more difficult. However, there is no choice - the Archangel's health is quickly fading away, and the enemies are storming the hangar in an endless stream. You need to break through the entire hangar, close the doors and prevent the enemies from breaking the lockdown.

With the door on the left - quite gloomy. There, the bandits have shelters, there, grumbling flamethrowers are waiting for us around the corner, and there we will have to get over several obstacles. You can use cover, but do it without fanaticism - time is running out. I would even advise you to uncover the rocket launcher in order to make your way to the treasured button. But be sure to leave yourself at least a dozen rockets for later. It's good that the corridor just outside the door is narrow and it's very easy to defend it for ten seconds.

When the blocking is over, you have to fight Garoth, a krogan from the Blood Pack. Here it is important to very quickly sit on his tail and not leave him alone with the Archangel.

Remote metal cutting is only a fraction of what cannons made using Gatherer technology are capable of.

Then the turn will come to join the battle of the third gang, the Blue Suns. First, it will be necessary to repel the attack of the bandits landing from the window. Then you will have to defend the already familiar balcony, but on the other hand - and this is not so difficult, since the Archangel himself is with us. But after the scene, it will be necessary to deal with the "wizard in the blue helicopter", and here it is worth learning a good rule: a big enemy - a big gun. Throw missiles at Terek's assault vehicle. How many of them will be needed depends on whether Kafka managed to finish the repair, or whether his work was interrupted by Shepard.

When the attack aircraft loses all armor and explodes, the task will be completed.


Now our team has an old acquaintance - the turian Garrus. He has changed a lot since the first meeting with him in the Citadel, and not only outwardly. Where did his legitimacy go? Why did he arrange a free hunt for bandits at one single station? The life of the once gallant policeman was firmly patted.



The next stop is the prison ship Purgatory, where the Cerberus ransomed for us a certain Jack, a hardened criminal, but an exceptionally strong biotic.

"Purgatory": Jack

— What is that?

- Arrested.

Why an orchestra?

“Your highness, the celebrations were planned first. Then the arrests. Then we decided to combine.

x / f "The same Munchausen"

Upon arrival at the prison ship, the first thing the guards will want to do is to take the weapons from Shepard and his crew for security purposes. There is not a large selection of dialogue options here, since the commander, even without you, will rest against the horn and refuse to give up guns.

After talking heart to heart with the head of the prison, a turian named Kuril, move along the corridor past the cells where the prisoners are sitting. One of them is beaten by a guard - Shepard can stop the process. Another prisoner will ask him to ransom him, but, having heard about Jack, he will immediately take the words back.

"Shall we dance, beautiful?"

Go straight ahead without turning, and soon the situation will change dramatically. We'll have to fight through the enemies of humanoid and droid appearance. Enough cover. After leaving the hall that turned out to be a dead end, turn into the “pipe” to the left, and you will find yourself in the control room for the locks of the entire prison. Naturally, Shepard will want to release all the prisoners at once. And release.

Before our eyes, Subject Zero will also be released. She will immediately take the bull by the horns and begin to wreak havoc throughout the ship, breaking through wall after wall. And we should follow in her footsteps. Don't forget to pick up technology from the droid.

Then everything is standard: enemies pop up, you shoot at them. In the first large room, try to gain a foothold on the balcony passage - it will be easier to get rid of the heavy droid. At the end of the hall, don't miss the advanced shotgun technology. Move on carefully and do not hesitate to retreat - the good is where. Another heavy droid will come after a crowd of mechs and mercenaries, and soon, after a small scene, you will have to deal with the Kuril. He closed himself in an impenetrable force bubble, but left the generators outside. A few shots will disable the generator. Less distracted by enemies. Mercenaries jumping out from behind doors and boxes can be destroyed with rockets, and sniper rifles can be used on generators. Rockets can be smoked out because of the shelter and the Kurile itself.

With the turian's problem resolved, Shepard would only have to meet Subject Zero and return to the ship with her.



What is life without a krogan? Urdnot Wrex was a fun character in the first part of the game, and Ghost has another krogan in mind, Professor Okir, who is trying to cure his race of a "genophage" - an artificial mutation that limits reproduction.

Okir is acquired on a junkyard planet, where among the rusting spaceships mercenaries from the Blue Suns gang set up a training ground for themselves.

Corlus: Okir

Some people think that I am a very strange person. But I only dream of creating a race of atomic monster robots, superhumans with octagonal bodies that will suck blood!

"Futurama"

Korlus is a very interesting planet. It resembles a dock with abandoned steamships, but only on a cosmic scale. After admiring the silhouette of something huge floating in the sky, start conquering the landfill. At first, there will be nothing difficult in the battles - ordinary mercenaries are against you, and the spaces around are large, there are many shelters.

The wounded mercenary will tell you that Okir is really doing something strange: he takes crowds of stupid, but very aggressive krogans from somewhere and calmly gives them to the Blue Suns bosses as cannon fodder for training. Ordinary mercenaries are not very happy about this, since krogans are dangerous targets and can easily tear off the head of an arrow.

Someone has already thoroughly applied a crowbar to these decommissioned starships.

The interlocutor will open the passage to the laboratory for Shepard, and there will be a very difficult battle. Yes, yes, a crowd of krogan, armored from head to toe, armed with rocket launchers and shotguns! Here you can use heavy weapons without much reflection - a little further you will be allowed to replenish ammunition. Do not sit in one place - smoothly, but steadily make your way forward.

Hack the door and throw the mercenary standing on the edge into the abyss. The Blue Suns, urged on by their leader by radio, will increase the pressure, but will not become a big problem. If you beat a crowd of krogans, then you can somehow cope with humans and batarians.

Don't forget to pick up a blueprint for improved sniper rifle damage along the way. Behind the stairs and the door, you may meet the already familiar Rana Thanoptis. Or maybe you won’t meet her - it depends on how your meeting with her ended in the first part of the game.

And behind the next door is Okir himself. He will agree to join Shepard's squad if he can deal with the leader of the mercenaries, with whom his relationship has deteriorated. The fight won't be difficult if neither Shepard nor his teammates poke their noses out of the room into the vat room. In addition to the mercenary, a couple of stupid krogan and a heavy droid will oppose you.

Alas, Okir himself, for objective reasons, will not be able to keep his promise. But instead of himself, he will fuse Shepard with one of his "test tube krogans" - the best of the best, the perfect fighter.



It will be funny to argue aboard the Normandy whether to take the krogan out of the vat or throw it into an open vacuum. One way or another, the "autoclave" with pickled krogan is in a warehouse above the hangar on the starboard side. Shepard can "unpack" the fighter and explain to him who is in charge on the ship at any time.

Colony "Horizon"

— Cannon... They are loading the cannon... Why? A! They will shoot! Add a move!

m / f "Treasure Island"

Around this point in the story, Kelly must tell the commander that the Ghost wants to see him. The holographic boss will say that communication with the human colony in the Terminus system has just disappeared, and the Normandy may still have time to catch the Collectors at the crime scene. And what a coincidence! - our onboard scientist managed to create a technology to disguise itself from swarms of cyberbugs. Now Shepard's team will not be frozen in a stasis field, like poor colonists. So we fly to Terminus, save the colonists and personally Ashley Williams (or Kaidan Alenko), who (or whom) was recently sent to the planet by the Alliance, to set up defensive guns.


Incendiary cartridges - The best way puzzle electrozombies.

I must say right away that it will not be easy here, especially towards the end. So if you still have not studied something from the combat technologies, study it. Your enemies will be the Gatherers themselves and the electrozombies they have created - they all fall under the "organic" category. You will also have to shoot down shields - how could it be without it - but there will be no droids.

After landing on the planet and a funny dialogue with Mordin, a not-so-funny fight with the Gatherers will take place. Pay attention to their death rays. Soon you will have the same. You can use heavy weapons - there are ammunition for them in the yard.

At the block houses, our team will meet electric zombies - so far quite harmless. They are the first evidence that the Gatherers are connected to the Reapers. However, it doesn't look like the zombies are "made" from the locals. The victims of the attack on the colony are hidden in transport cocoons, and we have a chance to save at least some.

Take a blueprint from the Gatherer's body for improved protection. After another small fight, we will meet colonists who have already been bitten and frozen, but not yet cocooned. They look rather unhappy.

Don't forget to climb the stairs to the house-block. At the next house, grab a new super gun - the best in the game. It's a death ray generator - handy and deadly.

It will have to be tested very soon, when a new flock of Gatherers arrives. From now on, from time to time, the Chief Collector will move into one or the other with the words: “I take control.” It is easy to distinguish such a "possessed" enemy - it glows orange from the inside. The empowered Gatherer becomes stronger and more dangerous, so it must be destroyed first. With some luck (and slow, to be honest, time), you can get rid of the "possessed" Collectors without waiting for the Chief to finish moving into the body.

In this fight, your main friend is the block house and its closing doors. My home, as they say, is my castle. The battle algorithm is simple: they approached the diaphragm door, opened it, shot, and when it smelled of kerosene, they retreated deep into the house - the door closes and isolates you from enemies. You can and should use death rays in moderation - the ammunition is in the house opposite, you can pick it up after the battle.

Then, breaking open the door to the workshop, Shepard will meet the only non-frozen inhabitant of the Horizon - a local technician. He will tell you about the defensive cannons in the space port and open a passage for you in the right direction. However, he himself will flatly refuse to go with Shepard - as if he knows what a warm welcome the Gatherers will give us there.

Search the warehouse, change weapons if you like, and advance. Right outside the gate you will meet the Scions - big-headed zombie biotics. They hit from afar and really hurt, ignoring all cover. Seeing their silhouettes, transfer fire to them immediately and get ready to leave the affected area. Here you can use heavy artillery - ammunition for it lies behind the house on the left.

Shoot down the shields of the Praetorian, and after that he can pick up the armor with his finger.

Take blueprints for increased biotic damage from a dead Gatherer. Don't forget to climb the stairs and ransack the house before breaking the door.

A large area with an antenna and a bunch of boxes around the perimeter will be a transparent hint that it will soon be very hot here. After getting rid of a couple of superzombies and a crowd of ordinary electric zombies, pick up all the available ammunition (here they are updated), take charges to the superguns on the threshold of the house on the right, and turn on the connection with the Normandy through the remote control near the antenna.

While the Joker and Edie are setting up the cannons to open fire on the Gatherer ship, you will need to fend off a few attacks. I advise you to hide partners behind a low fence in the form of "L" at the end of the square. Sit there yourself and shoot back, unless, of course, you play as a melee class. Use pauses in battles to collect thermoelements.

Don't uncover your heavy weapons. It will come in handy for the boss fight - the Praetorian. This is a very dangerous character. From his rays of death you need to hide very quickly and efficiently and peel with a laser in response. The rule here is this: first, in any way, we remove the shields of the Praetorian, and then we beat from everything that is possible until the shields are recharged.

And then there will be a conversation with Ashley / Kaidan, and it will be strange:

“Shepard, you radish, left us and disappeared for about two years.

- Wow ... Actually, I was in a coma, I was collected in pieces!

- You are now with the Cerberus, and all the Cerberus are goats. In general, we suspect that you are attacking the colonies.

“Hello, we saved you from the Gatherers here, literally just now, in case you didn’t notice / noticed.

“I don’t care, you are goats anyway.

And Ashley/Kaidan leaves with his head held high.



The journey to Terminus will mark a new stage in the plot - preparation for a "suicide mission", for a journey beyond the gates of "Omega 4", into the unexplored area where the Gatherers live. The ghost will give us a pack of new dossiers, and all your companions will be imbued with a desire to settle their affairs and begin to issue side quests - one per character.

We will go on these tasks later - first we need to get a team. Let's start, perhaps, with the quarian Tali - after all, she was once our faithful companion.

Get ready to fight the droids, and only them.

Haystrom: Tali

“Did they really blow up the sun?”

- As I understand it, sir, yes, they blew it up.

“That probably looks good on their resume, huh?”

"Star Gates"

Haystrom is a planet in geth-controlled space. It is not known what the quarian expedition needed there, especially since the star in the system turns into a red giant and burns so that even energy shields cannot withstand it. Any exit from the shade is fraught with slow frying, so you will have to move around Haystrom in dashes, hiding from the sun.

We will land on the outskirts of an ancient stone complex, in which, judging by the abandoned equipment, archaeologists have already rummaged. In the gate control booth we will see the first quarian. He is dead - died defending the expedition from the Geth. So the robots are here and Tali is in danger! Take the money from the broken geta and open the gate.

Robots will attack you in the yard. Shoot them from behind cover and be mindful of sunlight. It is best to go to the gate along the fence along the ledge on the right: there are many shelters there, and there is where to hide from the sun, and it is convenient to shoot robots.

If you do not push the stubborn partners behind the boxes in time, the droid-prime will tear them to pieces in a jiffy.

For your information: even if you prefer to sit in the rear and let your partners do all the work, keep in mind that against masquerading as "Predator" hunter droids, your colleagues are powerless, since they cannot see them point-blank.

Behind the doors lies a get with a new submachine gun (I must say, excellent). Take the radio from the body of the quarian and contact the fighters protecting the entrance to the stone complex from robots. You will no longer be able to help them, and you will soon be puzzled by a new problem - where to get two explosive devices to move the column that has fallen and blocked the entrance.

I warn you right away: in this place, after each of your sneeze, a detachment of droids will jump out from somewhere. First, you will have to storm the building opposite the column. When you take the first explosive device, the geth will trample from the side of the bridges to the left of the exit from the building. Take cover as there will be a prime droid among the robots - all dressed in white. You can spend some heavy weapon ammo on it.

After that, you will need to go to the doors behind the bridge and pick up the second explosive device there. At the exit, you will naturally be greeted again by robots. Prime will be with them again, and rocket launchers are on duty on the bridge, so immediately hide behind concrete blocks and then eliminate the most annoying shooters.

When the column is blown up, take the blueprints from the destroyed geta. Tali calls colleagues through a holographic connection. She will be glad and Shepard. It turns out that Tali'Zorah flew to the once quarian planet to study the problems of dark energy and its possible connection with the abnormally rapid aging of the sun. Now Tali has barricaded herself in the observatory, with soldiers covering her, but the geth are pushing in, and the fighters cannot lift the siege. Let's help!

There is a long battle ahead. Place your teammates in the doorway - let them shoot the drones that fly in flocks in your direction. This will save you the thermocouples you will need to deal with the prime roaming among the stones.

When the flow of drones dries up, carefully take up new positions in the passage between the blocks along the right wall. Enemies will trample with renewed vigor, so try to keep your teammates behind cover and, as usual, watch out for the sun. At the far doors it will be necessary to destroy another prime.

And then you will have a joyful meeting with an old acquaintance - a walking giraffe-like tank droid of the Colossus system. But without Mako guns, it’s not easy to fight him. Do not even try to open fire on him - the droid will hide and repair, and you will only spend ammunition.

"Quarian Special Forces? What were you thinking when you dressed in red? Take a cue from me - a classic protective coloration!

The only surviving quarian will tell you that you can get rid of the colossus if you get closer to it. If desired, Shepard can persuade him not to get into a fight, so as not to upset Tali with the death of her last colleague.

The quarian will say that there are three ways to get to the colossus. I advise you to seriously consider only the road on the right flank, along the ledge, under the reliable cover of a strong fence that can withstand the explosions of the colossus' energy projectiles. After shooting from behind the nearest fence all the droids wandering nearby, carefully run across the fence along the stairs to the ledge. The droids, of course, will attack, but the main thing is that you will be covered from the colossus. The ledge ends in a great position for shooting at the colossus. Grab a heavy cannon and destroy it. It's not as difficult as it seemed at first!

Search the yard and meet Tali. She is so upset that almost her entire group died for the sake of extracting data of questionable usefulness, that in the heat of the moment she will not hesitate to agree to join Shepard's team again.



Now that Tali is with us, we can go to Illium to hire two people there - an asari named Samara and a reptilian hitman named Thane.

Illium: Thane

I'm tired of warriors with their unnecessary ideals. I need a killer, a cold-blooded killer. A real killer, picking up a ZF-1, will definitely ask what the red button is at the bottom.

x / f "The Fifth Element"

Illium is a trading planet owned by the Asari. Here everything is bought and everything is sold, and the biggest danger on Illium is to sign the wrong contract, for all contractual obligations on the trading planet must be respected.

The best part is the nose!

The asari who meets you will kindly warn you about this. She will also report that a certain Liara T "Sonny paid all the fees for Shepard and asks him to look at her.

Come out to the shopping level and admire the view from the balconies. Wonderful Illium in calm weather. It is possible that an asari-connector will lie in wait at the commander's balcony and convey greetings from their mutual friend. Whether she's there or not depends on how Shepard treated this acquaintance two years ago.

It is also possible that notorious Gianna Parasini, a fighter against corporate corruption from Noveria, will catch him by the sleeve a little further. She needs help again - she will ask Shepard to make a test purchase from the asari, who sells smuggling. The moral choice here is not quite unambiguous. By the way, this asari shop sells useful technologies.

You will find Liara in the office by climbing the stairs marked "Administration". How stormy the meeting will be depends on who Shepard was friends with on the old Normandy. Liara will have the necessary information, and she will share it with an acquaintance for free:

    Samara checked in upon arrival with an officer named Dana.

    A representative of the rare Drell race, named Thane, flew to Ilium to do away with a certain Nassana Dantius, and a certain Serina knows about his whereabouts ... Yes, not all asari have euphonious names. However, we already crossed paths with Nassana Dantius and her sister a couple of years ago.

By the way, Liara has a couple of quests for us. In the first, Shepard must hack several terminals in a car park - and after each hack, he only has a minute to get to another terminal and download the data. The location of the data is unknown - we only have an indicator showing the number of meters to the terminal - we must use it to find the target.

    The first target is a screen to the right of the entrance, next to two asari talking. After hacking it, quickly download the data from the terminal opposite, under a large tree in a tub.

    The second target is the news terminal to the left of the entrance. After hacking it, run to another terminal past the weapons and souvenir shops.

    The third target is next to the weapon shop. After hacking it, quickly send the data from the terminal next to Officer Dara.

Return to Liara for your reward and take the next quest. In order to deal with the Dark Broker, she needs the head of his local Watcher. But in order to find out the identity of the Watcher, Liara needs information from local terminals.

    The first terminal - under the stairs of Liara's office - will tell us the following: "The grouch merchant does not want to mess with the salarian, which is more trouble than good. The observer recommends that it be removed, but she could harbor a grudge."

    The second terminal is next to the big blue screen. Data: "The Turian liaison works well with the trader. The observer canceled the order to kill him because otherwise it would be too difficult to establish contact with the merchant.

    Another terminal is at the stairs leading to the Eternity bar. “The turian is too curious. The Watcher recommends killing him by framing the assassin or a salarian liaison."

    The last terminal is at the bar. “The smuggler and the killer refused to work with the vorcha, saying they did not trust him. It's strange to see such scrupulousness."

We are primarily interested in the words "she could hold a grudge." Call Liara and ask if any of the suspects are female. Then return to her and take the reward.

Liara will predictably refuse to fly with Shepard to save the world. Get out of her office, go down the stairs and, remembering the round door under the stairs, exit to the trading area. Your path lies in the bar "Eternity".

Perhaps along the way you will find out that a certain brawler of human appearance is outrageous in a bar and demands that the owner rewrite the institution for him.


I must say, the bar "Eternity" is delightful, first of all, with its dialogues. Only here you can inadvertently overhear such details about the structure of quarian spacesuits, which will drive even a krogan into the paint. And if you visit a bachelor party that a human and a turian arranged for their salarian colleague, you can find out not only the views of representatives of alien races on the marriage traditions of people, but also the answer to a sacramental question that has been worrying everyone since the time of the first Mass Effect: why are the asari so much alike on people?

Meeting your loyal fan Konrad Werner will also be amazing. In the absence of Shepard, the guy decided to fight evil: “I'm doing the same thing that you did! I talk to the people (everyone is just waiting to be talked to), I solve their problems. Sometimes I open containers to intercept a coin or two.”

It is interesting: when Conrad is answering a question about his wife, notice the gesture of the asari bartender behind him.

But why did Conrad suddenly take up extortion? He was persuaded to do so by an arms dealer from a car dock. We'll deal with it later, but for now the main thing is to distract the stupid but pure-minded fan from the bartender.

The asari on Illium even have a stock market.

Notice the asari, perhaps standing in a nook opposite the bar with an independent view. We will return to it when we do Miranda's task.

At the entrance to the bar, you will later meet a quarian who ended up in many years of slavery to the local "pereiro". But it would be a mistake to think that you can ride to it on a white horse, ransom it and set it free. The quarian does not need freedom, she is quite happy with a slave contract for several years. All she will ask is to speak with a representative of Synthetic Insights standing at a distance about a contract in a specialty. At first, the asari from Synthetic will resist, saying that the image will suffer if we buy slaves, but she can be persuaded.


Return to Liara's office and go through the round doors under the stairs. Around the corner, in a small hall, you will stumble upon a worried salarian, who is on the phone complaining about the loss of important data. Remember it.

On the contrary, Serina works in a small glazed office. We need it, but a little later. Let's finish the local quests first.

Through another round door you will get to the pier of flying cars.

It is interesting: This location breaks all records in terms of the number of overheard dialogues. Immediately at the entrance, two asari discuss drugs and moral responsibility. On the right side of the side, another couple is talking about asari-thoroughbreds. And to the left, by the shops, two interracial couples are loudly choosing weapons and souvenirs.

Notice the lone asari in the parking lot. She talks to someone about the goods and the crime scene. You will visit this place later when you follow the footsteps of Samara.

Perhaps, to the right of the entrance on the bench you will see a strange asari - with green skin. This is Shiala, your old friend from Feros. She has a big problem- some harmful asari doctor, having promised the colonists of the "Hope of Zhu" to save them from neurological problems, forced them to sign a onerous contract. The culprit of the problems walks at a distance. To persuade her to rewrite the contract, you will have to bring her to frankness and understand why she hates everything non-Asarian so much.

Do not forget to buy maps of four star clusters in the store later: Chain of Hades, Wasteland of the Minotaurs, Pylos Nebula, Shrike Chasm.

On the way back, pay attention to officer Daru: she will later direct you in the footsteps of Samara.

On the opposite side of the parking lot are shops. The arms salesman is the same asari who blew poor Konrad's brains out. You can take revenge on her in the same way and send her to "Eternity" for a donation. By sending the seller to the bar, you will receive a discount on her goods. Do not forget to look there yourself later, to see how things ended, and to calm Werner.

Outside the Memory of Illium gift shop, a madly in love krogan recites a poem of his own making to an asari ("Let our three hearts beat like two"). His look is inspiring. Help, if there is a desire, the asari saleswoman to determine her feelings. If you persuade her to succumb to the advances of the krogan, then formally you will do a good deed. But then, when you later meet them both on Tuchanka, you will have a chance to reflect on whether you did as well as you thought.

When settling the asari's personal life, do not forget about souvenirs in her shop.



Well, now let's start, perhaps, with Thane, an alien killer. It’s easier to get to him (you just need to shoot at the mercenaries for a long time and accurately), and from a romantic point of view, he is more interesting for female Shepards. Take long-range classes with you. Some kind of anti-droid-shield-killing skill will not hurt either - there will be many droids and humanoids covered with shields among the enemies.

Serina will tell you that Nassana Dantius, a big shot in the city, has been asking for trouble for a long time. She has many victims to her credit. When she found out that Thane was going to kill her herself, she barricaded herself on the top floor of her skyscraper and surrounded herself with Eclipse mercenaries.

There are many sights in the Galaxy that can distract Shepard from contemplating the figure of Miranda.

Thane is already in the tower, and we first need to overcome halfway along its unfinished "twin", and then go over the bridge connecting the two towers.


It will quickly become clear that the mercenaries and their droids have taken to exterminating the peaceful builders so as not to leave unnecessary witnesses. An unshot salarian will tell you about this. Pat him up with Medigel if your Shepard has a kind soul.

Next, you have to play Bruce Willis, making your way through an unfinished skyscraper to the elevator and exterminating the droids and mercenaries that have hatched ahead every ten meters. Fortunately, shelters here are also found every ten meters - as if they were laid out especially for us. Though...

Turn left at the elevator doors. Open the locked nook with the workers - they will tell you that some strange Drell saved them and locked them away from the mercenaries. Who could it be?

Be sure to pick up a rapid-fire sniper rifle at a dead end nearby - a real marvel of engineering. Before calling the elevator, hide your teammates behind a stack of plastic panels opposite.


After taking the elevator to the upper floors of the unfinished tower, interrogate the mercenary (kindly or like Bruce Willis). Pick up the documents from the elevator, according to which the salarian speaking on the phone so lamented.

Repel the attack at the exit to the great hall and unlock another nook with salarian builders (this time quite nervous). They will tell you what happened to them and warn of strong winds on the bridge.

In front of the ramp, pick up blueprints that can be used to improve submachine guns.

The wind is really strong. It knocks out Shepard's aim (not a big deal for soldiers), but helps those who like to throw enemies in the air. The fight on the bridge isn't too dangerous. There's too much cover out there to hide from mercenaries and a couple of missile guard droids.

Already at the end of the bridge, beware - the enemies will jump out onto the balcony, and you will either have to hide or run into the blind zone under the balcony. Behind the stairs at the round doors, cool biotics lie in wait for you, and there is no one else between you and Nassana.

A conversation with Nassana will not work right away. Luckily, he is quickly interrupted by Thane. After learning that Shepard was about to go on a "suicide mission", Thane suspiciously quickly agrees to join the team.

Illium: Samara

“Of course I’m not a cherub. I don't have wings, but I respect the Criminal Code. This is my weakness.

Matriarch Justiciars have their own ways of obtaining information.

You will find Officer Daru in the parking lot of flying cars. She is visibly nervous. At the first mention of Samara, she will exclaim: “Has she already killed someone?” - but then he will calm down a little and send you to the spaceport. You can get there by taxi.

Samara is the matriarch of the asari and at the same time a justiciar, a member of the ancient monastic order of “free judges”. In the territory of the asari, she has the right to conduct an investigation, pass judgment and execute on the spot. But on Illium, such speedy justice can lead to problems if the defendant is a member of a different race. It is not surprising that all the local police are on their ears.


At the spaceport, you will see Detective Anaya forbid a volus named Pitne Fore to leave the planet. His partner, another volus, was killed by someone, and the investigation is still ongoing.

Volus will complain to Shepard about life and say that the Justicar is inspecting the cordoned off crime scene. To get there, you need permission from Anahia. We go to her. The detective will complain that she may be ordered to arrest Samara, and this is certain death.

Go to the crime scene. The police will tell you that mercenaries are operating there and you need to be more careful. Just behind the police tape, you will find a terminal with information about stolen goods, which was mentioned by an unknown asari in the parking lot. You can pass the information to the owner of the goods, a certain Tax.

A group of mercenaries around the corner can be taken by surprise. You will find Samara behind the round door at the end of the corridor. She has fun as she can, interrogating the mercenary lieutenant about the name of the ship on which the dangerous criminal left the planet.

Detective Anaya will come running to the noise and detain Samara. The justiciar will comply, but only for one day. Now the problem of finding out the name of the ship is on Shepard's shoulders. If he attacks the trail, Samara will join him. The clue is Pitne Fore, a shy volus.

Interrogate the volus, and he, under pressure, admits that he sold the biotic-enhancing drug to the Eclipse mercenaries, but "forgot" to tell about its toxicity. Pleased that Shepard wants to deal with the Eclipse, he will give you a copy of the pass to their base and warn that each of these mercenaries is a dangerous cold-blooded killer.

Change weapons if you like at the police building. Enter the elevator and the fight begins!


Avoid poisonous clouds from broken drug canisters. If you have biotic abilities, you can enter these clouds to power up, but keep an eye on the toxicity indicator.

After passing through the pier, take a new model shotgun from the table - an excellent rapid-fire weapon. You can immediately distribute it to your partners.

The mercenary Elnora is hiding behind the door, and she will assure that she was here by chance, that she is good and kind ... But remember what the volus said about the Eclipse? Do you believe Elnora's words? In any case, there are other interesting things in the room besides her: biotic blueprints and ammunition for heavy cannons.

Keep clearing - fight your way through the next dock and offices. Enemies will be ordinary bandits, biotics, droids. Occasionally - rocket launchers.

Shining facets of skyscrapers, lights of flying cars... Every space opera should have such a planet!

Going out to the conveyor, drive off the assault vehicle with a couple of shots. If possible, shoot enemies from afar. In the next office at one of the terminals, you will have the opportunity to appreciate the sincerity of Elnora's words. Looks like we now know who killed the volus. Don't forget to pass the information on to Detective Anae afterwards.

And now prepare the big guns - a wizard will fly in a blue helicopter, and you must give him gifts faster than he does you. Before you go out to the bridge, hide your partners behind fragile boxes (there are no others here, alas). Take a heavy cannon - the beam gun is best, jump out onto the bridge, and then rush back under the cover of the boxes with a wild boar. Experience shows that it is quite possible to gouge a helicopter with a death ray before it destroys all the boxes with missiles.

Hack the door and take dirt on Pytne Fora. Behind the next door, a delightful scene awaits you - a drug-riddled volus, imagining himself a biotic superman, is eager to fight the leader of the mercenaries alone.

One way or another, we will have to fight the leader of the local mercenaries, and here I advise you to get a heavy cannon, since the aunt is well packed in shields and is very dangerous. In addition, she is covered by a rocket launcher, so immediately send your partners for the boxes.

When the fight is over, hack the terminal. You will learn the name of the ship, and Samara, which you will then find in the police department, will swear an oath to you.

Before you go to the police to release the Justicar, decide what to do with Pitne Four. For compromising evidence, he can pay a good amount. Don't forget to return to the trading floor afterwards to complete the case with Tax's stolen goods.



At this place, the Ghost will probably want to talk to you. He will issue a story mission, and it cannot be postponed. The matter is urgent: the turians have managed to immobilize the Gatherer cruiser, and the Normandy is flying to board. What is interesting about the ship? Is there any information about the Omega 4 gate inside? This we will soon find out.

Your enemies will be zombies, Gatherers, as well as their armor and shields. In general, gear up for "organic" enemies.

Gatherer Ship

- Friends! The guinea pig fooled me!

"Futurama"

The ship is very picturesque from the inside and so far looks empty. Edie will tell you that this is the same ship that we fired at with cannons on the Horizon.

Examine the dumped bodies of the kidnapped colonists. Save before going to the terminal next to the two containers. Shepard will be told interesting things about the Gatherers and along the way will be offered a choice of one of three weapons.

    Submachine gun. It shoots very quickly and powerfully, but the spread of bullets is large, and the barrel quickly leads up and to the side. This is an option for classes that cannot carry other weapons (a soldier can also take it, but then the submachine gun will take the place of an assault rifle, which is not good).

    Shotgun. Powerful, but single-shot and allows you to take only ten rounds. Effective only at close range. Which classes will prefer it is quite clear - those who use this weapon. For a soldier, it’s not the worst choice either - close-range combat is rarely imposed by the game, but such cases do happen.

    Sniper rifle. It deals extremely high damage, but it also has a serious drawback - the number of charges that you are allowed to carry with you can be counted on the fingers of one hand. Another bad thing about her is that she will replace a rapid-fire sniper. Take it, you'll lose the Viper!

In such an interior, one can only talk about kings and cabbage.

The choice is yours! Just keep in mind that the weapon exists in a single copy and you will not be able to distribute the same partners.

Hack two terminals - one will issue money, and the other security technology. A long climb in the tunnel will lead you to a huge hall filled with "shells" for storing kidnapped people.

Enemies, as you might guess, will attack the team immediately after activating the command console and talking with the Normandy. It's good that the flying panel is simply lined with "coffins" - shelters. Carefully hide your teammates and first of all, eliminate the superzombies, as shelters are not a hindrance for them. When the fight is over, Edie will ask you to contact her through the command console and tell you interesting things about the ship of the Gatherers and the Ghost.

Now that we have information about the gate, it's time to get off the ship. After exiting through the opened door and a simple first fight, go down the ramp and securely hide your partners behind the large "trunk" on the left. This is important - the barrel will cover them from the crowd of heavily armed Gatherers coming from the left flank.

Shoot fire zombies from afar. Don't forget to pick up elements for heavy weapons and valuables. A level below you will be met by an already familiar praetorian. Before piercing his armor with heavy weapons, destroy the shields. Refill your heavy cannons.

When the door on your way closes and Edie opens another, grab the money, take the technology and get ready for the final battles on the road to freedom. Behind the door, get into a defensive position, advance carefully from cover to cover, and watch out for the scion around the corner. The last test is a fight with a crowd of zombies.

The boarding party returns to the ship, and on that optimistic note, the Normandie leaves the reviving Gatherer cruiser.



Now the Illusive Man knows that both the Gatherers and the Reapers use a complex identification system to pass through the gate. You can get a sample from an abandoned Reaper ship, drifting in the upper atmosphere of a brown dwarf, the gas planet Clendagon.

The Cerberus scientists were already boarding the ship, but the entire team disappeared without a trace, and the Illusive Man then decided not to send more scientists. However, Shepard is a completely different matter! He will get the "Friend or foe" microchip, and find out what happened to the scientists.

Edie casually throws new and rather unexpected information about where the main Gatherer base is located. So the road is known, and we just have to find the magic "sesame" that opens the gates of "Omega 4".

It is important: try to complete as many tasks from partners as possible before the next mission, otherwise you may face a very unpleasant dilemma later.

Abandoned Reaper

“Everything is accounted for by a mighty hurricane.

I. Ilf, E. Petrov, The Golden Calf

If the partners have infinite ammo, why don't we save ours?

So, we need to get into the abandoned Reaper ship, find the “Friend or Foe” identification chip there and along the way find out what happened to the previous Cerberus expedition. And what usually happens to people who have too much contact with Reaper technology? That's right - they become zombies! So we equip ourselves accordingly.

It is important: before starting the task, make sure that all missions from partners are completed. Only Tali can be left disloyal.

Make your way through the scientists' base by looking through all the video diaries. At the entrance to the ship itself, it turns out that Shepard is locked in it and you can leave it only by turning off the force field that keeps it in orbit.

The first zombies will jump out in the same place where the first shelters for Shepard and the company will begin. The dead will crawl from under the bridges. Feel free to retreat in case of emergency and lure the electrozombies into a fire bag. And use the exploding barrels - they are placed here for you. In general, the method of "tactical retreat" makes all battles trivial, and so far the main problem- your partners, who, after each small combat episode, will break out of cover and run towards you.

Soon you will find out that there is someone else on the ship besides you shooting at zombies. Grab the sniper blueprint and get ready to face the scions. They will crawl out at the far crates. For safety, you should again take your colleagues away, and lure enemies into them yourself. Use heavy weapons - you can replenish your ammunition in the box behind you.

Take the protection technology from the terminal. Open the door in the nook on the right. After meeting with the talkative geth, you will have to make your way along the deck for a long and rather tedious time, fighting off zombies and scions.

Don't miss the shotgun tech and heavy weapon ammo in the nook on the right. Closer to the turn of the deck, you will be greeted by two Scyons at once, and here it is better to retreat away from their vile biotic tricks. Two more scyons lie in wait for the team around the corner.

Let your partners shoot a couple of dozen zombies climbing from behind the railing in pairs (in the same place), grab the Friend or Foe chip and meet the geta sniper we already know.

The battle will take place like this: first we shoot from something lethal at the core of the reactor (a blue iridescent ball), and then we shoot a pack of zombies. And so on until you are completely satisfied.

Back on the ship, meet the Legion - you'll find him behind the medblock, in the AI ​​bay.

Partner Missions

And now, on the eve of the last tasks, it is worth running around the quests that the members of the squad give you. There are ten tasks, one for each.

It is important: a short story mission can pop up at any moment, and you won't be able to get away from it. Before the final mission, you will have the opportunity to return to winning the hearts of the squad, but the cost of delay will be high: the longer you delay rescuing the crew of the Normandy, the fewer of them will be left alive when you come to their aid.

The companion whose problem you solved becomes loyal, and a new ability is "unlocked" for him. In addition, the loyalty of the team also affects the outcome of the last, "suicidal" mission.

It is interesting: another consequence of the “loyalty” of the character is the ability to change his costume. Winning allegiance to Jack, for example, is the only way to cover up the tattoos on her... torso.

Thain

Our airborne killer has a problem - his unlucky son wanted to follow his father's path, and we need to stop him before he does something stupid. Let's go to the Citadel!

Captain Bailey will say that Thane's alleged son (there aren't many Drells on the Citadel) was in contact with a petty bandit named Mouse, who can be found near the Dark Star bar on level 28.

Be affectionate with the Mouse, and he will name the customer - Ellayas Kellem. Captain Bailey will not like the name, but he will agree to bring Kellem in for questioning.

After Thane and Shepard play "good cop-bad cop", Kellem reveals the name of the victim - turian Joram Talith. The captain will send you to the scene of a future crime, in quarter 800.

Actually, all that remains for you is to follow Talith along the bridges and regularly “interact” with him, telling Thane where the future victim is. Do not forget to pick up the technology that increases the damage of pistols from the computer.

When father and son meet, it will not be difficult to sort out the situation, especially since Captain Bailey sympathizes with Thane.

Garrus

Garrus wants to deal with the traitor who framed his squad. We will be led to the traitor by a dealer in forged documents, a man named Fade.

Captain Bailey from the Citadel will direct you to the warehouse, which is on level 26. There we will actually meet the contact Fade - a small but arrogant volus, accompanied by two krogan guards. Left without "closets", he will quickly tell you where Fade is hiding - in a factory protected by a crowd of Blue Suns mercenaries.

Take a taxi to the factory and start fighting banditry. It makes sense to take a robot specialist with you - there will be a lot of them, especially at the end of the battle. The ideal group is Garrus + Legion, two snipers.

Please note that low boxes can be climbed. On a ledge along a long wall, your enemies will be droids (heavy cannons can be used against them). When you lower the bridge, the mercenaries will attack, and then a heavy robot will fly in. Again, you can spend part of the ammunition of heavy guns on it.

Take a stack of fake IDs, open the window in the control room. Harkin/Fade is waiting for you at the other end of the warehouse, and yes, he has surprises in store for you.

Take the sniper damage technology behind the door and go to the warehouse. There will be a battle with several droids and strong mercenaries. Worst of all, however, are two heavy droids that you need to run away from as quickly as possible to shoot them from afar or, if you have a good eye, try to drop boxes of explosives on them.

Harkin will schedule a meeting with Sidonis for us. And then do as your heart tells you!


Go back through customs to the Citadel. At level 27, an asari named Kalara Tomie complains about the abuse of the human authorities, who have labeled her as "potentially associated with the geth." Fake IDs will save the thought giant. There is another way to help the asari - talk to the customs officer.

Samara

Samara is looking for "ardat-yakshi" - a dangerous criminal who is hiding at the station "Omega" under the name Morinth.

"Ardat-yakshi" are famous for the fact that in moments of love they fry the brains of their partners. Aria T "Loak will send you to the house of Morinth's latest victim. Talk to the inconsolable mother and inspect the crime scene.

"Black eyes - I remember, I die"... When it comes to the eyes of Morinth, the meaning of these lines becomes literal.

Shepard serves as "bait" for Morinth by going unarmed into the club through the VIP entrance (password: "I'm from Jorinth"). Samara will give final instructions. Morinth loves prowess, dancing, deadly hobbies, murder, art, a sculptor named Forta, the Hellex drug, and the movie Vania. Be wary of showing modesty or chivalrous behavior - Morinth does not like this.

Don't give money to a man named Vij, but remember the name of the band so you can show off in front of Morinth. Don't get involved in a fight on the dance floor. Dance, buy everyone a drink, provoke two talking turians into a fight. That should be enough for Morinth to call you to a table. And what to mention "by chance" in a conversation with her, you already know: Forta, "Venya", dangerous places to travel, power, "hellex". Soon Morinth will realize that Shepard is the one she needs, and will call to her to fry his brain.

Inspect the apartment, take measurements from the machine on the wall (even here we get new technologies!) and entertain Morinth with a conversation until Samara appears.

You will have the opportunity to make an important game choice if you show Morinth the dark or light side of your soul (“bad” or “good” answers).

Jack

Our tattooed friend has a very easy task - to smash an abandoned building in half, where as a child they made superbiotics from it. There are no serious enemies there - so, a flock of varren and a few mercenaries from the Blood Pack. Their leader is well protected, but shoots at Shepard from a distance with a shotgun. Big mistake.

At the end of the journey, help Jack and a local named Aresh deal with their feelings.

Explore her room with Jack before blowing up the building.

It is interesting: Jack is the only possible love interest that doesn't demand eternal love from Shepard in exchange for favor. You just have to be honest with her. However, you can have a serious romance with her - everything is in your hands.

Grant

Before us is the cutest and most playful varren this side. Milky Way.

Our krogan is freaking out and hitting the glass in the warehouse like a butterfly. The voice of blood has spoken within him, and only other krogans can help him. Let's fly to Tuchanka!

On the throne of Clan Wrex sits our old friend Urdnot...or his successor, if Urdnot didn't survive the events on Wyrmire. The overall attitude of the krogan towards Shepard also depends on the outcome of those events.

The leader of the clan will say that our Grant is just growing up and he needs to pass the test - the Ritual of Initiation. To start it, you need to talk to the shaman. But take your time. Go shopping, make a couple of bets in warren battles. Pet the varren. Punch the monkey in the lab. Help varren breeder Ratch exterminate several pest monkeys with rocket weapons.

You will find the shaman by climbing the stairs to the floor. Talk to him, specify the conditions of the test and start.


The Ritual of Initiation is a rather difficult fight. First with packs of varren and rakni. Then with an underground worm, already familiar from the first part of the game. The worm is dangerous. Save heavy weapons for him and try not to hide behind the "cardboard" shelters that are closer to you. The worm's spitting will take them down in no time.

Advice: before summoning waves of enemies, search everything around - scrap metal, the bodies of unfortunate krogans ... Once you summon a worm, you will no longer have the opportunity to loot in the arena.

The following tactic works against the guest from Arrakis: hide your partners behind two strong columns in front, while you yourself start running around the battlefield, dodging the worm's spitting and pouring rays of hatred on it. There is not enough ammunition, so get ready to pick up energy cells from nearby boxes in advance.

When the worm dies, you will have to endure another battle - with several krogan.

Mordin

Professor Solus is worried about the fate of his student, who was taken prisoner by the krogan, mercenaries of the Blood Pack. He will ask Shepard to release the former protégé who is being held on Tuchanka. Very handy that we are already hanging out on this planet.

Speak with the mechanic krogan who is busy at the wheel of the tank and promise him to look for the exhaust pipe. To get to the mercenary base, talk to the chief scout, modestly standing behind a screen.

“I think we were attacked by red pepper pods!”

First, you will have to overcome the approaches to the base in an open area, and the most dangerous enemy here is grunt-rocketmen. Using shelters, advance to the laboratory. Do not forget to remove the exhaust pipe from the broken tank near the door.

The Blood Pack is housed in a former krogan hospital. When a representative of a rival clan comes out to meet you, use the “bad” interruption of the conversation - you still won’t be able to agree with him.

At the body of the krogan, talk to Mordin and hack the terminal to get the blueprints for the amplifying technology. Behind one of the doors on the right side of the corridor sits a krogan, a victim of the experiment. Persuade him to return to the clan (do not forget to talk to the chief scout later).

Behind the next door, you will enter the interior, where you will meet a bunch of krogan, varren and vorcha. Since the distances are long, and the krogans prefer shotguns to all types of weapons, you have an advantage.

At the bottom of the stairs, the science terminal will share technology with you that allows you to carry more heavy cannon charges with you.

When Mordin and the student discuss their affairs (decisions, decisions!), not without your help, give the engineer the exhaust pipe, discuss with the chief scout the salvation of his krogan and return to the Normandy.

Miranda

Miranda wants to save her sister on Illium from the unnecessary attention of a common biological father.

Returning to Illium, pay attention to the asari at the balcony - she is talking on the phone about some little thing lost at the transport terminal.

The mercenary definitely needs to kill someone. "Because it's paid."

Asari messenger Lanthea is waiting for us at the Eternity Bar. She will say that Oriana, Miranda's sister, is already being escorted to the spaceport by Niket, Miranda's old friend. The plan is this: Shepard's team distracts her father's mercenaries, while Niket puts her sister on the ship.

However, the mercenary commander will warn that Niket will not help us, and will convict Miranda of hiding the truth from Shepard. Alas, it will not be possible to break up with him peacefully, so you will make the fight easier for yourself if you interrupt his words “in a bad way”.

The usual "battle-in-the-warehouse" is coming. Under cover of the boxes, get to the elevator. At a working conveyor, it is better to fight, hiding inside an empty transport container.

Behind the conveyor line, take the blueprints for technology that enhances submachine guns and switch to anti-droid ammo. Behind the next conveyor, grab the Medigel technology from the body and move on to the elevator.

And here is Niket with Enyala. For once, Miranda will realize that hiding the truth from everyone in a row is not the best way to gain trust. Disperse peacefully will not work.

Before entering the elevator, take the medallion that lies to the left of the door. Remember the asari who complained to someone on the phone that she had lost a valuable item? Take the locket to her after you deal with Miranda's family problems.

Jacob

The droid's right arm has been shot off - now it's harmless and even a little touching.

From a distant planet, a distress call was received from the ship on which Jacob's father served. But why did the emergency buoy work only nine years after the crash?

Examine the wrecked ship, listen to the diaries and talk to the holographic assistant. It looks like the local food is poisonous and causes dementia. Talk to the frightened girl - if you want to save her from a raiding gang of "wild hunters", interrupt her outpourings quickly.

There are many "Hunters", but it will not be a problem to deal with them. Climb up to the village, where women who have obviously grown stupid in ten years will say that it was Jacob's father, who, after becoming the new captain after the crash, forced them to eat poisonous food.

After getting rid of several droids, talk to the ship's doctor - by virtue of reason, she will try to explain what exactly happened, and give us ship records exposing the crimes of Father Jacob.

To get to the hero of the occasion, it will be necessary to overcome barriers from droids (one of them is heavy) and several living guards.

Jacob's conversation with the prodigal father will not be easy.

Tali

Tali was accused in absentia of having sent a living geth to the Migrant Fleet, who arranged rambling and pancakes on the laboratory ship.

Now Shepard must defend her from accusations in the territory of her home fleet ... and it is unlikely that many will deny themselves the pleasure of watching the reaction of the quarians when the Legion descends on the deck of the ship along with the commander and Tali. It is also worth taking him with you because he is a specialist in the fight against droids.

Advice: for some plot reasons, which I cannot reveal here, it is desirable to do Tali's mission not least. Let at least the task of the Legion remain after it.

Too late, Shepard realized that taking the Legion with him on a quarian ship was not best idea.

"Help me, Tali'Zorah vas Normandy. You are my only hope."

After the stormy scene of Tali's meeting with the captain of her native ship ("You were accused of sending us a geta ... And here, by the way, the second one!") Go to court. There the essence of the matter will become a little clearer. There is a way to justify Tali - you just need to go to the laboratory ship captured by the geth and recapture it from the robots, along the way finding evidence of the innocence of the quarian.

Before you go to work, chat with the people (some already familiar) in the hall - you will learn a lot about quarian culture.

There is not much to say about the ship itself: there is something to rob, there are gloomy video diaries and, of course, a bunch of geth. Do not miss the security room - hack the tracking system and get an interesting blueprint for the defense system. When Tali finds her father, calm her down. And in the next room, be sure to pick up the ship model from the table.

Tali will ask you not to present evidence of her father's irresponsibility to the court, risking being expelled. With sufficient advancement in the field of good or evil, one can win a case on rhetoric alone. There is a third way - to attract familiar quarians to Tali's side. And, as usual, there is one more decision to be made, which will reverberate in Mass Effect 3.

Legion

Geth is worried that "heretics" (the Reaper-worshiping geth) have created a "missionary" virus that converts robots to a new faith. The virus is on the space station, and we should visit it.

It is important: if the Legion is on your team, then you have already visited the Reaper, and the last missions can strike at any moment. If by that time not all members of the squad are loyal, delay threatens with complications in the last mission.

Our enemies will naturally be the Geth. The Legion will say that the virus can not destroy the "heretics", but rewrite it in order to convert them to the true faith. The decision is yours.

"And now - disco!" Jokes aside, and some droids do have a passion for electric boogie dancing.

Another unusual concept will be green “data bars” on the floor. As long as they are not attacked, the alarm is not raised, and we get the opportunity to strike the first blow, blowing up the "communication nodes" around which they stand.

In addition, defensive cannons will be found at the station, which the Legion will be able to hack at a distance - after such a hack, the cannon fires at enemies for a while (sometimes very well), and then self-destructs.

When a fifteen-kilometer hall appears in the windows, hack the terminal under one of the windows - excellent protective technology is hidden there.

With the virus read active, Shepard will have to defend the terminal against several waves of attack droids coming from two directions. Hide your partners behind a convenient shelter at the entrance to the hall. Themselves try to activate the defense guns in turn - a few pieces below, behind the railing, and two - next to you. Only two guns can work at the same time. You will greatly facilitate your fight if you launch them on time. In this battle, I advise you to use heavy weapons, as there will really be a lot of robots.

After that, you have to make a difficult decision, and then - in three minutes to get to the exit of the station. Take down oncoming geth - they are not very dangerous. Far worse than the prime hanging around at the very exit. In the close quarters of the station, it is very dangerous, so if possible, reprogram it, disabling it for a few seconds.

For your information: don't forget to talk to the now "loyal" characters to learn more about them. Be wise and far-sighted when sorting out the conflicts of "Tali vs. Legion" and "Jack vs. Miranda" (they will break out after the tasks of both participants are completed).

Normandy: Joker

The lame Joker won't fit in the elevator. However, the Collectors and their victims are cramped there even without him.

This story mission will pop up some time after you get the Friend or Foe recognition technology. As a result of studying a chip picked up on a Reaper ship, the situation on the Normandy quickly spirals out of control. Shepard and his entire squad are away, so the Joker has to take the rap.

Go along the path of flashing lights to the laboratory and go down into the ventilation hatch there. Once on the living deck, follow the same path through the medblock to the AI ​​room. Give Edie control of the ship and go down into the air ducts again.

Now - the most dangerous place: the lower deck. Do not rush up the stairs - wait until the horizon is clear (if in doubt, listen to Edie, she will tell you about it). Turn left through the door into the engine compartment and quickly activate the remote, near which Tali usually stood.

The deed is done, and Shepard again needs to make a serious decision.

For your information: after this mission, Edie's behavioral blocks will be removed, and you can ask her about Cerberus in detail on the bridge.

suicide mission

“You know, the only thing I like about alien threats is the lack of immunity to bullets.

"Doctor Who"

I will say once again the main thing: the outcome of the mission and the number of surviving characters depend primarily on the loyalty of partners and on the “minced meat” of our frigate. For fun, I even advise you to first try to complete the mission without Normandy improvements and see what happens.

"You will inevitably smoke with you ..."

While the Joker will lead the ship to the Gatherer station, Shepard (finally!) will be allowed into the cargo hold, repelling the attack of the "Eyes" throwing death rays. First, the stubborn robot must be driven out of the cargo hold, and then hammered with heavy weapons.

After landing, it will be necessary to decide which squad member will sneak through the ventilation to open the doors for the team, and who will lead the diverting squad. You need to choose in such a way that you don’t accidentally send a fighter you love and convenient for you personally to the ventilation or to another squad.

Make a speech and go!


There is a task for speed. The specialist will move through the pipes, and Shepard must open the shutters (green hexagons) in his way in a limited time. This means taking down the Gatherers, especially the Possessed, as quickly as possible in order to make it to the main gate in time. In general, there is enough time. Only the last two shutters are problematic, but they are close to each other.


After that, there will be an important choice: whoever you choose as the boss of the sabotage group may die. There is a way to help him out by sacrificing the rescued crew members of the Normandy, sending them to the ship unaccompanied. But this will not change much, since in this case, one of your partners may die.

Select a biotic who will cover your group with a field, and the commander of a sabotage group separate from Shepard. After that, you need to move to the main entrance, accompanied by a biotic, exterminating the Gatherers and zombies. Get rid of the scion that comes around the corner as quickly as possible - after that it will not be so difficult to get to the entrance.

The biotic shield is the best defense against insects. "That's why they don't bite!"

This time, the Reaper has distinctly terminator traits.


After the solemn speech, you just have to take two experienced fighters and go to the last battle. Your enemies will be zombies, Gatherers flying on the platforms, possessed Harbingers and two Scions that can be shot from afar.

When you get to the Reaper and repel another attack from the platforms, you will have to make an important choice, and then kill the boss. The fight, in general, is not very difficult. Shoot for the eyes. When the boss takes down a cover, toss Shepard to another.

The monster fell into the abyss with a howl, which means that you have completed Mass Effect 2. Congratulations!

Unexplored planets

When Edie reports an anomaly while flying around the next planet, you have a chance to land on the planet and complete the task associated with it, sometimes a chain of missions. Some will not appear immediately. Some will only appear after Shepard buys the right cards. Some of them will guide you during the passage of the game plot.

The difficulty of the tasks will also be different: on some planets you will only need to solve a puzzle or run from point A to point B. On others, you will have to seriously fight to get a portion of experience, metals, technologies and other pleasant things.

Lorek, Fatar system (Omega Nebula)

In this green world, the Eclipse mercenary base has been discovered. Somewhere out there is a dead Cerberus agent who had dangerous information with him.

It's going to be an easy and short fight. The compact base needs to be cleared of the Eclipse fighters, which will help you with convenient shelters at the entrance. Along the way, you will open a couple of doors, take everything that is bad, and in the back room you will find a fallen agent.

The information he carries poses a threat to Cerberus' image, and Shepard will have three options: send the information to the Alliance (good), send it to the Illusive Man (neutral), or keep it (bad).

Taius, Talava system (Caleston Fault)

A signal from a non-functioning heavy mech has been detected on the planet. Upon arrival, it will be discovered that the droid is really broken - it has energy flowing, so the elements (they are scattered everywhere) are not enough for a very short time.

The situation with Dorothy and Tiktok from Frank Baum's book will be repeated: the robot takes a few steps and stalls, and we "start" it again, changing elements. There are no enemies in the area, except for a couple of mangy varren. The goal of your path with the droid is a mountain, behind which a rather large supply of metal is hidden.

Sinmara, Solveig system (Caleston Fault)

Saving the heavenly cities from the scorching sun is also Shepard's responsibility.

And here is a pure puzzle. A floating city on a Mercury-type planet has failed its magnetic shields, and the sun threatens to burn it down. Shepard needs to repair the shields, and since he will not meet a single living soul, he will land on the flying platform alone.

The puzzle is very simple. It is actually inserted here "for the sake of appearance" to justify the beautiful landscape. But if you still find it difficult, then here is the solution for you:

    Use the switch in the center of the platform to release energy to the cooling block.

    Start the refrigerator.

    Transfer power to the generator.

    Start the generator.

    Transfer energy to the computer that controls the shield.

    Hack it and the shield will work again.

Zanetu, Ploitari system (Hourglass Nebula)

From the surface of the planet, the Estevaniko truck that disappeared a year ago gives a distress signal. The wrecked ship lies on a ledge and can fall into the abyss at any moment. Shepard needs to have time to get through the wreckage to the ship's computer in order to leak information.

Here, in general, there are no enemies, no puzzles - only one atmospheric trip along the skeleton of the ship that is collapsing before our eyes. Grab the iridium along the way and slowly walk along the sloping floors to the red beacon. The computer is there.

Daratar, Fariar system (Hourglass Nebula)

There's an Eclipse smuggler base on the planet, and from the salarian's voice over the radio, they've found us, too. Now they are going to destroy their base so that the enemy does not get it, and we need to have time to stop them.

This is a speed mission: you will need to destroy three heavy robots that smash boxes. Initially, there are twenty of these boxes, and this number decreases quite quickly. Mechs can be distracted and on yourself, but it is not easy to survive.

I think it's not worth reminding you to take those squad members who have proven themselves in battles with droids.

Don't forget to search the site when you're done.

Neith, Amun system (Eagle Nebula)

A truck has recently crashed on this planet, but what is strange is that someone is moving at the crash site, but there are no traces of organics.

The task is very difficult. When Shepard, having found out the details of the "rebellion of the machines", tries to turn off the beacon, crowds of robots will come, and at the same time the weather will begin to deteriorate. The team will have to deal with an unnatural and very dangerous thing - to quickly fight their way through the entire quest area back to the landing bot.

Visibility will immediately begin to fade. Hurry! Choose a path and stick to it. Keep your Medigel at the ready, as it is extremely difficult to save colleagues from death here. Try to save a few missiles for the heavy mech that will meet you at the bot itself. Don't try to "sit out" the droids, they won't run out. To win, run up to the side of the bot and activate the ship.

Planet Jarrakhe, Strabo system (Eagle Nebula)

Why would the droids go berserk and crash the truck from the last mission? The trail will lead you to the Strabo system, where a paranoid space station AI has wiped out its entire population.

I will say right away: you can not be afraid of enemies. The station is completely empty, and only its artificial intelligence is trying to stop the intruders (us). Our task is to re-enable the three de-energized compartments of the station, and then go to the server room and turn off the artificial intelligence.

So, you are in the hall, in the center of which is the AI ​​control panel. But the doors leading to it are locked and will open only after visiting three compartments.

To the left is the lab. Here, to turn it on, you need to rotate the reflective plates so that the beam hits the sample against the wall opposite you. Compared to the pyramids from Mass Effect, the task is the level of a kindergarten.

The next door is opposite the entrance, behind the server booth. Here, plasma jets escaping from pipes are dangerous. Having guessed the moment, run along the corridors and take care of your partners: the plasma may well kill them.

Finally, the door on the right side is a residential complex. The AI ​​will let you in, but lock the door and offer to commit suicide so as not to starve to death. Opening the doors is easy - you just need to activate the three terminals in the following order: 2, 1, 2, 3.

Only after that they will let us through to the artificial intelligence terminal, and Shepard will be able to knock it out.

Capec, Haskins system (Titan Nebula)

We will get here too thanks to the evidence in the case of a strange virus that infects droids. Our goal is a factory that produces these same droids. It has been quarantined by the Henn-Kedar Corporation as the robots have gone berserk. To stop them, you must deactivate the main conveyor.

A few droids will greet you at the entrance, but there are many more inside. The path through the warehouse to the control room will be long, and the robots will large quantities will be reborn literally around every corner, wave after wave. Be patient - there is nothing particularly difficult in this mission, but there are so many robots that there will be enough for many tasks ahead.

Tarith, Lusan system (Crescent Nebula)

A Blood Pack mercenary station has been found on the planet. Let's pay them a courtesy call.

The surroundings of the mercenary base are a foggy labyrinth. Move around the maze, including beacon after beacon. Their signals will not let you get lost. Oncoming rakni will not be a big problem, so without fear, collect everything that is badly lying, and read the abandoned diaries, looking absently at the Jabberwock flying in the fog.

At the end there will be a fight with the mercenaries and their leader Salamul - a rather strong krogan. Watch out for a couple of vorchas guarding the resource - to find them, from Salamul's base, return along the path to the foggy labyrinth and go along the left cliff.

Elaym, Zelene system (Crescent Nebula)

Sometimes droids explode hilariously after they break down.

Another mercenary base. When her radar spotted the Normandy, a general flight began. However, there is still someone to fight there.

After reading the data on the computer about the likely new destination, enter the base. There is a battle with mercenaries, among which there are biotics (Eclipse is generally famous for its biotics). Before you open the door, do not forget to turn left and pick up a supply of metal.

Under the cover of the doorway, repel the attack of the mercenaries and pay attention to the edge of the balcony far ahead - there are rocket launchers hiding there, who can pretty much beat up the careless Shepard.

Before hacking the terminal, go around the entire room, pull out the bridge and take the palladium from the nook. Only after preparing for battle and hiding partners, open the computer and start decoding.

While the decoding is going on, the mercenaries will trample in large numbers from behind the door you came through. Many of them are biotics. Strongest of all is the leader, the salarian Vorleon.

Zada Ban, Ze Cha system (Shrike Chasm)

We've been brought here by evidence from previous Blood Pack bases. The task is not very difficult. After passing through the abyss along the stone arch, hide behind conveniently placed shelters and shoot with impunity at the bottom, behind the iron bars.

On the next arch, take cover behind the boxes and repel another not-too-dangerous attack.

A strong krogan, the leader Kalusk, is waiting for you outside the door. But these krogans are only as strong as when no death rays are used against them.

Clear the grotto of valuables, blow up the containers next to the two large tanks - and run away.

Equitas, Fortis system (Desolation of Minos)

Distress signal from an ore processing plant. Recorded signs of abnormal life. The location of the workers is unknown.

In short: zombies. Many electric zombies, biting and fast, will meet you. Equip accordingly.

When the endless attack of hordes of zombies begins, turn left and make your way through the tunnel to the alien machine that the miners unearthed on their heads here. Explode two bombs lying nearby and the task will be completed.

Gay Hinnom, Shekate system (Chain of Hades)

The wreckage of a quarian ship has been discovered on the planet. There are signs of life - including local ones.

A wounded quarian needs to be healed, and then protected from hordes of varren. It will be easy to do this if you arm yourself with fire ammunition.

Ionus, Narif system (Pylos Nebula)

Compared to other enemies, varrens in Mass Effect are cute and harmless puffballs.

Off the planet Ionus, the Broken Arrow truck is in distress. There's a geth presence on board, so you know how to equip your crew.

You have only five minutes to take control of the ship and take it off course to collide with the human colony. There is enough time.

Capture the room, open the door from one of the remotes on the right. Don't forget to clean it up and look through the diaries. Outside the window is a hall with an engine. To activate it, you first need to run two gears at the bottom - one on the left, one on the right. The problem will be in the geth - they jump out onto the balcony behind and shoot very painfully, sometimes even rockets. Hide your teammates behind the metal plates, kill the droids as quickly as possible. Take advantage of the pause to start one transmission.

After that, go around the hall along the bridges and pipes (behind the metal plates), fight the droids again and start the second transmission. Do not rush, do not take risks in vain - you can calmly swarm almost to the end of the countdown. The main thing is to have enough time then run up the stairs to your left and activate the engine with one click.

It is done!

Canalus, Dirada system (Pylos Nebula)

Geth activity has been detected on the planet. Grab Tali and other "anti-het" characters, land.

This assignment is problematic. Because of the thick fog, the geth can see you better than you can see them. You will have to shoot almost blindly, focusing on enemy routes and target designation of the interface. Take care of your partners and keep them under the protection of flat rocks. Very useful in this mission Tali with his drone and AI hack.

Don't forget to collect native palladium. The way to the weather station, which must be turned off, will be shown by signal lights scattered on the ground.

Joab, Enoch system (Rosetta Nebula)

An illegal base of archaeologists and bandits from the Blue Suns have been discovered on the planet.

First, a crowd of enemies will fall out from behind the doors. When the bandits run out, clear the site and go to the station. Inside, oddly enough, another crowd of mercenaries will push on you. They will go from the stairs to the right and from behind the doors to the left.

Behind the long tunnel and doors leading down, there will be another small fight. Dealing with Lieutenant Locke and his henchmen is easier if you hide on the balcony behind a transparent fence.

Look at the information on the pocket computer (it will open access to the mission to capture the ship) and examine the Prothean pyramid in the next room.

It is done!

Ship "Strontium Mule", Arinlarkan system (Omega Nebula)

This is a continuation of the previous mission. The truck has been captured by the Blue Suns and needs to be boarded.

The task is very difficult, because the inside of the truck is cramped, and there are many enemies, and they fire tightly, not shunning missiles. Therefore, take care of yourself and your partners, do not hesitate to retreat.

Survive the fight in the first hall. Climb up the ladders and ramps to the next level. Survive another battle and hack the console.

Go through the middle door, clear the engine room of enemies (there is a strong biotic among them). Come back.

Turn left three times, go through the corridor with balconies in the center. Past the sign of lightning, go along the corridor, clear the room with the bodies. Return through the hall with a balcony and the corridor to the locked door to the captain's bridge. Turn right and hack the security console. Now you can take the captain's cabin. Be careful: when the battle is over, from the rear, through the hall with a balcony, a horde of mercenaries will trample.

When you win this fight, inspect the wheelhouse. The cargo you need to find is opposite the dining room with the bodies (opposite the captain's cabin to the left). Before grabbing him, break open the locker in which the protection blueprints lie.

Sanctum, Decoris system (Sigurd's Cradle)

Continuation of the previous task. It is necessary to capture the Blue Suns base, from where they send fake distress signals, luring peaceful ships to them.

By tradition, the battle will begin immediately after landing - fortunately there is where to hide. Inside, take cover behind the railing and repel the attack. Look into the living room to the right and move forward into the dining room covered with rocks. Another party of bandits will jump out.

Through an underground tunnel filled with iridium, you will enter the hangar, where you will first be warmly greeted by two heavy droids (you can hide from them behind the boxes at the door, luring them into barrels of explosives), and then by traditional bandits.

After that, it remains only to clear the hall and adjacent rooms of valuables, open the door to the lighthouse control room and turn it off.

Franklin, Skepsis system (Sigurd's Cradle)

Dilemmas, dilemmas...

And one more continuation. The batarian bandits fired two missiles at the Alliance colony. Breaking into the base from which the missiles flew, Shepard must neutralize them in five minutes.

The task is quite difficult, since the batarians are stubborn guys and there are a lot of them. Use the death ray generator to take down enemies quickly.

The first group of bandits will jump out from behind the boxes on the left, the second will be waiting for you in the room with the rocket behind the door on the right. You have two or three minutes to destroy the enemies around the rocket. Then you need to quickly break open the door below the rocket, destroy the last batarian and make a decision - one of those that will come back to haunt you in Mass Effect 3.