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Mass Effect 3 Prima Guide

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0% found this document useful (0 votes)
96 views466 pages

Mass Effect 3 Prima Guide

Uploaded by

Daniel Charles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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,

This guide was created with several different types of players in mind. Mass Effect veterans may already know what they are in for and how the
game unfolds between the Normandy, Citadel, planet-based missions, and space exploration. However, if this is your first time exploring the world
of Mass Effect, you'll find that it can be experienced as minimally or richly as you choose.

Players, new or old, who want to experience the rich, complex tale of Mass Effect 3 should begin with the single-player campaign (page 105). In the
Campaign section, we've broken down the game to just the critical path, orPriority; missions. These are the missions that must be completed in
order to experience the main story only. However, each mission is broken down even further so you can get the most out of your game.

MISSION OFIENER

At the beginning of every mission is a


carefully constructed "preparation" section
comprised of several smaller sections. The --------.
.::=z:;.
.--------·
........ ... ,, ..,.,.
"'
first is the mission opener, which has several
components: __ ----
------------
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...............
» Mission name broken down by act and
mission title: "Act 1-Priority: Sur'Kesh,"
---
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» Mission description: This will recap
what you've accomplished thus far and
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what the mission goal is. an. _. __
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» Mission Screens: Several screens will
,...~--
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Ill highlight the action and familiarize you .......... 4w,


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with some of the key battle locations
you may encounter. .....,._ ..-
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s Though it may not be a wealth of
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ss _ --~
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information, the mission opener will give
you a glimpse of what you're in for. ....... -... .._... ... ..

.l
T MISSION BRIE.FINu
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'D The "Mission Briefing• sect.Jon breaks down two key components
'5
lJ of each mission: the battlegrounds overview and consequence )> ITEM REGIUISITIONS RUNDOWN
Ill overviews.
E Scattered throughout every mission are weapons, useful
Battlegrounds: This subsection of the Mission Briefing will reveal items, weapon mods, and other things worth picking up.
~
what types of t.arrain and enemies you will encount.ar during Whenever you encounter one of these items, you will see
~
.::: the upcoming mission. It will t.all you whether the areas you will an Item Requisitions box pointing it out. All of the items in
.... encount.ar are narrow halls, wide-open battJegrounds, debris. a mission are listed here, in the Item Requisition Rundown.
0
l'J covered cities, or complex multileveled facilities. Furthermore, it That way, you know exactly what types of items you will
E may also tell you about what kinds of enemies you'll encounter. find during a particular mission.
'C
n. On occasion, you'll even get recommendations on what types of
classes, weapons. or squadmat.es will be most helpful during your
mission. Ever~hing in this section is meant to help you prepare all
battle scenarios you may encount.ar.

Consequence Overviews: This subsection lightly covers the general


types of conversation and choices you may have to make while on
this mission. Paragon/Renegade dialogue choices aren't covered
in great detail (so as to avoid spoilers), but you will be told when
and with whom they take place to better prepare you for the
conversation. In many cases this section will also t.all you about
big, game-altering decisions that you may need to make.
HOW ro USE lHIS GUIDE

AROUND THe CiALAXY


As you progress through each mission of the single-player campaign, several other side missions, --
.....
-----
_____
___
~
- --------
---
.....

- .. ...
..,___
like N7 or Citadel missions, will become available. These missions are not integral to the main --- .......-- ..... --·-
-....
....... --
...,..
campaign; you can complete them at your leisure or not at all. To see when these missions become ·--
available (unlock) and become unavailable (lock),check the Around the Galaxy section. This ---·---------...-·-_-·
.. ...,.,,,....
.....
.., """ ,.

section will also tell you on what page you can go to complete said missions.
NOTE

Missions lock and unlock differentty. For example, a Citadel mission may become available
at a certain point in the game, but you must still listen to the appropriate ambient ------ --
__..__ --.........-----
-··-.-..ri·---
._....,_._,..
-------·-- -~-i-----........ __ .._..,
conversation to obtain it. Other missions, like N7 missions, automatically unlock and
-:
--- :. I

r
. ,

.it

__
become available without you having to do anything. Meanwhile, nearly every mission will '~
remain available once unlocked, up until "Priority: Horizon." There are a few missions
that become unavailable (lock) after certain conditions are met. Those lock conditions for
those missions are explained in their respective Around the Galaxy sections.
____
-------
----· ·
,__. ._-
• _,------·------ ----
----·-··_.....---._. .
._,,.....
- ---r
---·-·--.-- .
----
WAR PREPARATIONS
Prior to every mission, you will also encounter a "War Preparations" section. Here you can read about what is going on between missions aboard
the Normandy, the Citadel, and elsewhere. This section will due you in to possible romance conversations, important dialogue options, and even
help you stay ahead of the game with suggestions on when to upgrade weaponry. This section is for players who want to get more out of their
single-player campaign but don't want exhaustive point-by-point instructions on what to say or do.

Players who wish to focus on the mission only can skip this entire section and go straight to the mission header following the"War
Preparations" section.

REPUTATION
One of Mass Effect3's most important systems is the Reputation give reputation that is neither Paragon nor Renegade. In conversation,
system. As you complete missions, help others, or explore the galaxy, Renegade dialogue options are usually on the lower half of the
your reputation on the galactic stage will grow. This will unlock new conversation wheel, while Paragon dialogue options are on the upper
dialogue options in key conversations, giving you better solutions to half of the wheel. You can also earn reputation by taking interrupts,
some otherwise-difficult moments. seizing control of the conversation, and earning a name across the
galaxy as someone who makes waves.
Reputation can be, but does not have to be, flavored as either
Paragon or Renegade. You can gain Paragon reputation for taking When you gain reputation, regardless of whether it is Paragon,
the gentle, sympathetic, and legal route through conversations and Renegade, or unflavored, it increases your overall Reputation score to
missions, while you gain Renegade reputation for taking the harsh, unlock new dialogue options.
pragmatic, or violent route. Many choices are morally gray and will

MULTIPLE AFIFIR~Hes

As you progress through Consider them recommendations; we encourage you to find a strategy
the mission walkthrough that works best for you. After all, not all Shepards are created alike, so
sections, you'll find that no two strategies will always work for everyone.
certain key battles have
multiple approaches. Most • PREVIOUSLY IN MASS Et=t=ECT

- '
"),..
'
' , have two approaches; Mass Effect is a long-running series that spans several games,

-~~
,~
·- some even have three.
This is to highlight the
novels, graphic novels, and other mediums. For players who have
already experienced Mass Effect and are bringing their game
multitude of strategies saves into Mass Effect 3, we've included these "Previously in Mass
that are possible Effect" sidebars. Here you will learn about some of the many
throughout the game.
----_-----~
possibilities available for story variations.
__
_____
_.., _
....._...,.... ..... ......
.. _
... .. Vanguard players may find
For example, players who imported a game save from

-~----- ---- _
---------·~-·---~-
__ ......
.... . .. ..,...._ ........ ..........
-----·--
.,. __
..
that a specific strategy Mass Effect 2 where Jack is still alive, may be happy to see that

--·~-
____
-------·---
~- -·-··- .. _ •
-------- =~-==--==---::: _,.._ .....
in tight spaces works far
better than a sniper-
she appears during a particular side mission. If you didn't import

-- proficient class. Similarly,


an Engineer may have a
the same save state, then you may miss out on the differences.
In "Previously in Mass Effect" sidebars, we highlight those subtle
variations for all players to enjoy.
tougher time getting out of a particular battle than an Adept. We can't
possibly provide every strategy for every battle encounter, so instead
we provide you at least two different approaches as suggestions.
INZ.;r:eo re IVIA!:55 eFFeC:T
I /1/ I
MASS EFFECT

In 2183, the galaxy faced a threat that was once considered a myth, supported only in the broken remnants of a civilization known as the
Protheans. It was said that the Reapers, a super-advanced extra-galactic race, were responsible for the cleansing of all organic life in the galaxy
every 50,000 years. The myth was soon proven to be real. The galactic cycle was coming to an end; the Reapers were coming.

Commander Shepard, a member of the human Systems Alliance, managed to defy the expectations of the galactic community. He/she
became the first human Spectre (who are agents of the galactic Citadel Council) and stopped the treacherous actions of Saren Arterius, a former
Spectre. Indoctrinated into subservience by the Reaper vessel called Sovereign, Saren believed that obedience could save organic life in the galaxy
from the coming destruction. Only after a costly battle was the galaxy spared the immediate threat.

The Reapers were merely delayed, not stopped. Commander Shepard vowed to find a way to fend off the inevitable invasion.

MASS EFFECT if=

Despite overwhelming evidence to support the coming Reaper To accomplish this suicide mission, Shepard needed a new team.
menace, the politicians of the Council believed Sovereign had been Gathering the most skilled, most ruthless, and most determined men
the creation of the geth, a race of synthetics. Shepard would pay and women in the galaxy, Shepard once again succeeded where
for their ignorance, and so would his closest allies. The Normandy, a others predicted failure. The Collectors were defeated.
frigate under the Spectre's command, would be attacked by a vessel
belonging to the enigmatic Collectors. Mere weeks after the triumph The Reapers, patient as they always had been, regarded this as a
over Sovereign, Shepard was dead to the galaxy, and everything mere inconvenience. They would find another way.
revealed about the Reapers was filed away as delusions and paranoia.
Cerberus had an ulterior motive to bringing back an agent who
The Cerberus organization, led by the Illusive Man, was the only once interfered with their operations throughout the galaxy. They
~ force in the galaxy that truly believed in what Shepard had revealed wanted to use the technology discovered in the aftermath of the
u
about the Reapers. Recovering the Spectre's corpse, Cerberus spent Collectors' defeat to prepare humanity for the Reapers and to place the
~
E two years and untold sums of money rebuilding the hero and the human race above all others in the galaxy. Shepard would eventually
I'll split from Cerberus and desperately fight to stall the invasion. This
a, Normandy. The unlikely alliance had one goal: to seek out the agents

-ti
~ of the Reapers, the Collectors. While Shepard lay on an operating table,
the Collectors began harvesting hundreds of thousands of human
, extreme action taken by the Spectre would eventually strip the
Normandy from their command, awaiting court-martial at the hands of

i
~
colonists for reasons unknown. The Illusive Man wanted Shepard to
pursue the Collectors to their headquarters in an unmapped sector of
the Systems Alliance ..

In 21861 the shadow of the Reapers finally cast itself across the
space, find out what they were doing to their victims, and put a stop
galaxy, and the Earth would find itself facing the tip of the spear....
,.
J. to it permanently. Even for such a skilled Spectre, the odds of survival
were slim at best.
m
'D
'5 WHAT IS MASS EFFECT =I?
0
m
E The third game of the action role-playing game franchise that started With the Reapers striking so hard across so many fronts, the war is
111
0 in 2007, Mass Effect 3 places players in the role of Commander Shepard, much bigger than any one squad can turn the tides of-even a squad
15 as he or she leads a squad trying to fend off the greatest threat to led by a living legend like Commander Shepard. To that end, Shepard
n galactic civilization ever seen. Using a wide variety of weapons and must gather War Assets from as many species and as many worlds as
....
I:

0 special powers, players must fight their way through a relentless possible. Some War Assets are earned in combat. Others are earned
I'll
E enemy. Success on the battlefield yields experience points that go through skillful diplomacy.
'C toward improving your team and earns you money that goes toward
IL
improving your equipment. Returning players who import their endgame saves from
previous Mass Effect games will find that the decisions they've made
You won't win the war through violence alone. A staple of the as Shepard will continue to affect the overall story and may have
franchise, some of the most important battles are won and lost special advantages over those just now starting the series. They retain
based on your choices made in the branching dialogue system. Also perks from their previous gameplay and have access to War Assets
returning to the game is the morality system, which determines your that are unique to imported characters. However, even newer players
overall alignment and what special dialogue options are available. Your are capable of reaching for the best possible ending, thanks to a new
choice of words and actions will help form a coalition that, with luck, feature introduced to Mass Effect 3: the Galaxy at War.
will be capable of striking back against the Reapers.
INTRO TO MASS EFFECT GALAXY AT WAR .-

CiAL.A/X/¥ AT'. \A/A~ INTRCJCJUC:TICJN


///1 I II I
The Galaxy at War cooperative multiplayer, a franchise
first, is not just for fun: Your successes and failures also
directly influence the galactic Readiness Rating across
the five sectors of the MilkyWay. The total readiness of
the galaxy indicates how well the War Assets fighting
in those regions are weathering the Reaper advance.
The overall percentage also determines how much
each asset can contribute to the war effort. It also
determines how prepared your War Assets are to move
at a moment's notice and is a critical factor in defeating
the Reapers.

A basic example would go something like this:


An Alliance marine unit is worth 100 points. However,
your Readiness Rating is at only 50 percent, so the
Effective Military Strength asset can contribute to the
final push is 50 points. Now take that Readiness Rating
and apply it to every War Asset you collect throughout
the single-player campaign. Suddenly that 2,000 point
armada is much less effective.

Cooperative multiplayer is the primary way to


increase your Readiness Rating in Mass Effect 3. Working
with other players around the world, you create a team
of elite soldiers and fight to maintain a hold of objectives that Commander Shepard helped liberate from enemy hands in the single-player story.
Each battle, won or lost, raises overall galactic readiness, with victories contributing more to readiness than losses. In this way, even players who
do not have access to War Assets that are available only to imported Shepards can boost the power of their fleets to be capable of standing up to
the Reapers.

The percentage of Readiness Rating gained for each multi player The Readiness Rating does not stay maxed out forever. It is in a
session changes based on several factors: state of constant decay. A week of inactivity can reduce readiness by
nearly 7 percent, but it will never fall below 50 percent. In order to
» If the player plays a random multiplayer map (the random option maintain it, players are encouraged to put some time into multiplayer.
must be selected), they earn a 3 percent bonus to overall galactic However, this is optional! It is still possible to reach the end game, but
readiness.
the available endings are tied to both the Effective Military Strength
» If the player plays a specific map, the sector the map takes place of the forces you gather for the fight and how high your Readiness
in gains a 7 percent bonus, with overall readiness going up by 1
Rating is. Certain ending sequences are directly affected by these
percent.
factors as well.
» Failing to complete a map offers a lower Readiness Rating increase
compared to a successful mission.
Mass Effect 3 is a story involving billions of creatures throughout the galaxy as the Reapers
begin their death march through all civilization, but it centers around one special individual:
Commander Shepard, a member of the human Alliance Navy and the first human to join the elite
Citadel Spectres.

Spectres are the hidden blade of the Citadel Council and are given full authority to resolve
situations in the way they see necessary in order to preserve the galactic status quo. They
are above traditional authority and are held to different standards than any soldier from any
other species. They are as valued for their skills as negotiators as they are for their skills
at assassination. In Mass Effect 3, the decisions Shepard will make using Spectre authority can
influence the fates of whole species.

Longtime fans will have had two previous games to make the character their own. New players
will have to create a Shepard from scratch and craft him or her into their vision of a formidable
galactic savior. They will need to develop their social and martial skills, being mindful of the
consequences of their decisions. They will need to be armed and armored with the best that
credits can afford. They will need to be the best war fighters possible and use every skill at their
disposal to their advantage. The enemy faced is nothing short of the vanguard of oblivion for all
sapient species.
New and returning players alike have the opportunity at the start of Mass Effect 3 to create or re-create the appearance of Commander Shepard.
Players new to the series will also be able to select from several key background elements that will help shape Shepard's story during the course
of the game.

CAME MOCJES

One of the new additions to Mass Effect 3 is the ability for players to
choose between three different gameplay modes based on their
personal preferences. You cannot change this once the game has
begun, so consider carefully how you want to experience the game!

- NOTE
Not one of these modes is considered canon! What is canon to
some players may not be to others. Your decisions are your own,
so do not feel pressured to select a certain mode over others or
make decisions that you do not agree with!

ACTION MODE ROLE-PLAYING MODE


Action mode emphasizes the combat of Mass Effect 3, and all major This is the traditional form of Mass Effect that fans are familiar with.
decisions and conversations have a mixture of Paragon or Renegade In Role-Playing mode, players will face challenging combat and
responses. This allows players to concentrate entirely on preparing for experience all the dialogue options and character interactions
and engaging in combat. throughout the whole game. This mode is exactly what returning
fans have come to expect, and new players looking to experience the
STORY MODE entirety of Mass Effect 3 are encouraged to select this mode.
A setting designed for players who are less comfortable or skilled with TIP
action games, Story mode makes combat much easier to complete,
while allowing players to experience the traditional dialogue system
5u the Mass Effect franchise is known for. You can still die in battle if you're
Overall combat difficulty can be chosen in the Options menu,
which can change things such as the resilience and lethality of
llf careless, but putting some effort into it will allow you to succeed far enemies and their level of aggression. If you want a challenge,
CJ
e111 more often than not. flip on Insanity and try not to break any controllers or
en keyboards.
Ia ----~, .... --~--
I APPEARANCE

Your facial appearance is based entirely on your personal preferences


and does not affect the story or combat. You can select from several
preset faces and can edit them with the various tools, or you can stick
1 with an imported face from a Mass Effect 2 endgame save. A passcode
Ill appears on the Facial Customization screen that changes with every
'D
alteration you make, allowing you to share your Shepard with others.
a
Ill Facial alterations are divided into several categories, and within
e111 each there are multiple options from which to choose, from nose
0 size, eye color, jawline, hair, makeup for the ladies, even the size of
15 Shepard's mouth.
n
E
0
111
e
'C PERSONAL EIAC:KCROUNCJ CATA
IL
New Shepards can select from a series of backgrounds and
psychological profiles that help determine their initial overall
Reputation and their Paragon and Renegade scores. This also helps
determine which characters new players will meet in Mass Effect 3.
New to the series is a set of options to determine the combat losses
Shepard's allies have sustained during previous adventures.

Imported Shepards cannot change their background,


psychological profile, or combat losses. These are determined by
choices made in the previous games.
CREATION I DEVELOPMENT

Backgrounds Combat Losses


» Spacer: Both of your parents were Alliance military officers, and » Kaiden Alenko: A male human Biotic who served under Shepard
as a child, you spent most of your time on ships or stations, rarely during Mass Effect 1. During a mission to the planet Virmire, a
staying in one spot for long as the family was transferred from pivotal decision needed to be made between saving him or
post to post. At the age of 18, you followed the family footsteps another squadmate. Kaiden was left behind in order to save the
into military service. rest of the team.

» Colonist: You were born on the colony world Mindoir, located » Ashley Williams: A female human soldier who served under
in the Attican Traverse. When you were 16, slavers raided the Shepard during ME1, she was the other teammate who could be
colony, slaughtering family and friends alike. A passing Alliance rescued from Virmire, but only at the cost of the other.
patrol managed to save you, and a few years later, you joined the » Numerous Losses: The large numbers of friends and allies
Alliance military. who have died around Shepard have started to take a serious
» Earth born: Born in one of the massive cities that have spread psychological toll on him/her. This also means that a large portion
across the Earth, you were raised on the streets. At 18, you of the cast who would typically play a role in the events of Mass
escaped your life of petty crime and gangland violence, enlisting Effect3 are dead or you never met them in the first place. In the
in the Alliance military. case of the surviving crew member from the first Mass Effect, it will
always be the one of opposite sex to Shepard.
Ps!::::1cholo9ical Profiles
» Sole Survivor: During your Alliance service, a mission went TIP
horribly wrong. Cut off from any support, you were forced to
It is recommended to new players to choose either Kaiden or
overcome intense physical and psychological hardships as your
squad was whittled down to you alone. You remained strong Ashley for combat losses. With the Numerous Losses option,
under pressures that would have broken lesser soldiers. you lose out on some very entertaining characters that people
new to the series ought to experience. It also never hurts
» War Hero: In your early days of military service, the colony planet
to have more options for selectable squadmates for combat
Elysium, located at the Skyllian Verge, was attacked by pirates and
mercenaries in what would be called the Skyllian Blitz. You single- missions.
handedly rallied resistance efforts at key positions until Alliance
reinforcements arrived. Your actions on that day have made you
a hero.
» Ruth less: Your military career has been defined by your
willingness to get the job done at any cost. You have sent men and
women to their deaths to accomplish goals and have mercilessly
executed captured enemy soldiers in order to make a point You
get things done and are feared and respected for it.
s
~
C::LASSes !B
Once you've determined your appearance and psychological profile, Each of these classes has its own power sets and preferred
-
you are now given the choice of six different classes to make Shepard. battlefield roles. For more information on these classes, see"The
~
Even importing players get a choice of what class to play as. Available Squad" chapter.
classes are: ~
NOTE :1:
» Soldier » Vanguard » Adept ~
See pages 48-75 for more information about classes. ~
» Infiltrator » Sentinel » Engineer

~
"O
;!;;
m
C::HARAC::TeR IMPORTATION CD

Veteran players of Mass Effect 1 and 2 can bring their Shepards into For players who finish Mass Effect3 and wish to play through it
Mass Effect 3, carrying the weight of all the decisions made in those again, the game allows you to import your endgame Shepard into a
previous games. Major plot events, that brand-new Shepards have new game file, retaining the following:
difficulties finding solutions for, may have additional new characters or
options available to imported Shepards. » The character's level, experience, talent points, and powers
(including the bonus power)
Imported ME2 Shepards receive the following bonuses: » Credits
» Character's level » Current Renegade/Paragon rating

» Talent points » All weapons, mods, and armor

» All of their powers (excluding any bonus powers) As an added bonus, Shepards who have completed one
playthrough of Mass Effect3 are able to upgrade their guns even
» A 15 percent bonus to their Paragon or Renegade ratings
further than before. The first playthrough restricts weapon upgrades at
Level 5; repeat playthroughs allow for upgrades up to Level 1 O!
~~~C::~A~C::TeR CJeVeLCJPIVleNT

Character development in Mass Effect 3 isn't just about what level you've reached, what powers you've chosen to improve, or
what guns you carry. It also involves the Paragon or Renegade decisions you've made through conversations you've had with
other characters throughout the story. Shepard's Reputation also factors in, opening up new options that possibly would not
be available otherwise. Ultimately, some things can't be resolved with firepower alone. It is important to manage the various
aspects of Shepard in such a way that you're able to get the outcomes you desire, on and off the battlefield.

PA~ON OR RENECiAOE?
~
u
~
E
I'll
a,

-ti
~

i
~

J.
T

m
'D
'5 During the course of Mass Effect 3, you'll often be asked to make some tough decisions as a means to an end or decide on a appropriate dialogue
0 response based on your own feelings. It can be as simple as being nice to a potential romantic interest or planting a fist firmly in the face of a crew
m member when they least expect it or deciding the fate of a planet that is under Reaper assault. It is important to stress that there is not a single
E "riqht" decision. You can be the most ruthless and renegade Commander Shepard around, or you can be kind and helpful, or you can be a little of
111
0 both and still reach the end of the game based on the decisions you've made.
15
n PARAGON
....
I:

0 This side of the spectrum is the more diplomatic of the two alignments. Potential love interests typically respond better to Paragon answers during
I'll conversations. These are usually on the upper half of the conversation wheel. The Paragon path usually has the least amount of bloodshed, but this
E can sometimes play against you. A fully Paragon Shepard may not be able to acquire certain War Assets because of his leanings, or a potentially
'C
IL dangerous threat could be set loose simply because you weren't willing to finish the job.

RENEGADE
NOTE
While not necessarily evil, Renegade choices are often seen in
a negative light. Renegade is not about playing it safe or nice. Certain conversation options require very high Paragon or
Renegades will just as soon shoot an unarmed man as they would
Renegade levels, something that may be difficult for new
an armed one; they would shoot a friend in the back if it meant the
Shepards to achieve in a single playthrough. Fortunately,
ultimate mission was a success. They will bribe, cajole, and kill, and
do it with their ultimate goal in mind at all times. Certain War Assets multiple playthroughs allow players to carry over special
can only be acquired through this path, and certain quests can be bonuses to these ratings, allowing new conversational options to
made easier to accomplish, if you feel the ends justify the means. Just be opened up. Being consistent with your responses also helps
remember that ruthlessness can alienate certain allies, and a bully may boost those levels faster.
find himself without friends. ---
CREAl ION I DEVELOPMENT

INTERRUPTS

Returning from Mass Effect 2, Interrupts are timing-based events that


can occur midconversation. An icon will appear onscreen, telling
players to hit a certain trigger or button before the icon vanishes.
These are color-coded red for Renegade and blue for Paragon.
Interrupts are worth additional points toward either alignment,
sometimes by a significant amount, so keep your eyes open for
Interrupt indicators. Pay attention to the color! Just because an
Interrupt is available does not necessarily mean you want to trigger
itl For instance, if a virus was being uploaded to a defense network, ~
n
CJ)
and your dying ally tells you to stop the upload, you may not want to
trigger the Interrupt that will save his life if you don't feel comfortable !;
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with sacrificing millions of lives for one soldier. Interrupts like this can :a
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change the tone of a conversation and sometimes may sour relations 8
with important individuals or even lead to violence and deaths!

REPUTATION
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A new mechanic introduced to Mass Effect's morality system, Reputation points are gained by NOTE
engaging in conversation with squadmates, intervening in conversations and debates between
two NPCs, and by making tough Renegade or Paragon decisions. Reputation is another variable Only Shepard needs to worry about
that factors in to whether you can successfully persuade others to see your point of view Paragon, Renegade, and Reputation
or diffuse a highly volatile situation. Reputation isn't just something that supplements your levels. No other character has these
Paragon or Renegade scores. Some of the most important turning points in the game require values being tracked.
high levels of Reputation.
--·-
AMEIIENT C:ONVERSATION

As you walk through the Citadel and the Normandy, you will sometimes hear exchanges between two characters, with icons indicating Shepard
can support one side of the conversation or the other. Selecting one boosts your Reputation and can lead to new or improved War Assets that will
determine the success of the Citadel races against the Reapers.

Some conversations you can't actively participate in, but instead they prompt Shepard to locate a specific item somewhere in the galaxy or
in the middle of a larger mission. For example, you overhear an asari scientist lamenting her inability to get her hands on some Biotic amps that
would boost her people's performance in combat, thereby giving you a better War Asset. She might even say where the amps can be located, and
as it turns out, it's where you were headed next on an assignment. You'll get a notification that this is an objective that can be accomplished in
your Codex. If you find the amps she's looking for during your mission, you can return to her to complete the side quest.

YOUR POWERS

The other part of character development in Mass Effect 3 comes from


the more traditional method of earning experience points, gaining
levels, and distributing the points earned with every level into the
powers you prefer the most. Shepard and his/her squadmates all gain
experience at the same rates, even if not deployed in actual combat.
Leveling your powers requires more points the higher you go in their
respective trees, but the benefits are worth it.

In addition to the active combat powers, every class includes a


set of passive skills that boost damage from weapons, Biotics, Tech
powers, and melee strikes. They also include stacking Reputation and
alignment bonuses, which can help boost those levels to where they
need to be to grant access to certain dialogue options. For complete
listings of all the powers across each class, check out "The Squad
chapter;" (see page 44).
PREPARINCi FCJR ANCJ CieTTINCi TCJ
THE FICiHT
The Reapers open new fronts across the entire galaxy over the course of Mass Effect 3, but they aren't the only threats that you must deal with.
Cerberus forces, under the command of the Illusive Man, have staked their own daims, actively attempting to sabotage the already failing unity of the
Gtadel races. The geth are resurgent with the coming Reaper onslaught There's a whole lot of galaxy to save, but Shepard is one Spectre, in command
of one squad, on a lone ship. Being well equipped counts for as much as being an excellent shot or a powerful Biotic, but you need more.

There are two central locations that you will revisit on a regular basis between combat zones: the Normandy and the Citadel (see page
356-357 for labeled maps). Here you will find the extra edge needed to give the whole galaxy a fighting chance.

THE NCRMANCJY
""T
THE COMBAT INFORIVIATIDN CENTER
The nerve
center of the
Normandy has
seen some
dramatic
overhauls. The
forward section
of the Combat
Information
Center (CIC)
retains the
Galaxy Map
The iconic vessel that has seen service across the Mass Effect franchise, for Shepard to
the Normandy SR2, is your mobile command center. It once flew direct the ship
Cerberus's colors. Now it is firmly back in control of the Alliance to the next
military and has seen some improvements befitting a more militaristic destination,
mind-set. The Normandy is a warship, and it does its job of supporting and there's
Shepard and allies before and after every battle. The Normandy retains a private
~
u its four decks, as seen in Mass Effect 2, with physical modifications and terminal to
the addition of a fifth deck, the shuttle bay. receive new
~
E messages and
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a, In addition to providing a place to gird for battle, the ship is assignments. Joker still reigns in the forward cockpit as the pilot of
also a place to chat up your crew. Be sure to do this between every the Normandy, assisted by EDI. Ensign Traynor, your communications
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~
major assignment, as new conversations may be available. Potential
romances can be pursued among the crew, and Alignment and
specialist on post near the Galaxy Map, will alert you to new
assignments or requests from other crew members.

i
~
Reputation can also be influenced here as well.

THE CAPTAINS CABJN


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E dramatic
'C
IL Also called"the Loft"by Cerberus dockworkers during the SR2's changes are aft
construction, the captain's cabin is a place for Commander Shepard of the forward
to relax between missions, potentially with a romantic interest. CIC. A security
Occasionally, crew members will request a meeting in private with station separates
Shepard, and they can be called up to the cabin via the private the two sections
terminal. An aquarium is available for Shepard if you purchase pet and leads
fish from the markets on the Citadel or via the Requisitions terminal directly into a
in the shuttle bay. A portrait of Shepard's love interest can appear on meeting room
the desk near the private terminal. A display case for the various ship and the war
models that you can collect throughout the adventure is also found in room. It is in the war room that Shepard can check the status of all
this room. War Assets acquired during the course of the story and see the overall
galactic Readiness rating. Additionally, dual Quantum Entanglement
Communicators allow for Shepard to receive reports from the war-torn
Earth and from Admiral Hackett.
rR~l\l ION/ "'JEVELOPMENT

THE CRE\NS ClLJARTERS SHUTTLE RAY

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The crew's quarters is where the needs of the men and women of the
Normandy are met. Entertainment is located in the port and starboard
recreation lounges, and showers are available in gender-specific
Similar to the
old Normandy
SRl, the shuttle
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bathrooms. The medbay is located on this deck, where Shepard can bay contains n
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respec his/her powers as necessary. Across from the medbay are the all the vehicles
executive officer's quarters, where Liara will make her home once she needed for
comes aboard the Normandy. The calibration stations for Normandy's planet-side
guns await the attention of a skilled crewman. At the center of it all, the insertions
crew mess hall provides warm meals. into hostile
territory. More
ENGINEERING importantly,
everything you need to get ready for a mission in advance is held here.
Your shuttle pilot, Cortez, handles all requisition orders you may need
to make from the Normandy, reducing time spent having to travel to
the Citadel to purchase new armor or weapon mods. The moment you
access any store, Cortez will create a network with it, allowing direct
purchases from the Normandy in exchange for a 10 percent increase
in prices.

Weapons can also be upgraded from a terminal in the shuttle bay.


Weapon upgrades are limited to a maximum of five times per weapon
during the first playthrough, with the limit increased to ten on future
playthroughs. Any weapon in your possession can also be modified
using any of the mods you've purchased or located during missions.
You can also set up the loadouts of Shepard and any available
squadmate in advance, making it easier to get into a mission that
Crew Chief Adams now holds down the Normandy's engineering much faster.
section, monitoring the primary drive core for any abnormalities. This
deck can also be home to crew members you pick up along the way.
For example, the war reporter Diana Allers will make her home in the
starboard-side cargo room.

T~VEL
As soon as you complete the initial prologue missions, the Normandy comes under your full control. You are free to roam about the galaxy as you
see fit, in search of potential War Assets or salvage. The ship can take you to any priority missions or side missions that are currently available. The
ship's capabilities may be familiar to series veterans, but there are new things that have been introduced.

THE GALAXY MAP


Gala~ Viev\/ 5!:lstem Viev\/

located in the center of the CIC, the Galaxy Map allows you to chart After you select a star cluster to visit, the Normandy will travel via a
a course between various star clusters in the galaxy. Priority missions mass relay to the system within a cluster that contains its own relay.
and major special assignments are marked on the pertinent clusters in But things get complicated when Reapers are a factor.
this display.
Orbital Vie\N
This view is
available when
you close in on
a planet and
select to orbit
it. Previously
in Mass Effect
2, you needed
to scan every
world for
resources
and fire off probes to collect them. This is not the case with Mass
Effect 3. You can scan and probe planets only if the sensors picked up
The Reaper invasion has touched almost every corner of the something of value in the System View mode. For missions that require
galaxy. As you move the Normandy through a system, you may be on the squad to be deployed, you can select to land on the planet from
an assignment that requires you to fire off a wide-range sensor pulse this display.
that will help detect any War Assets or salvage on the planets in a
system. This sensor pulse in turn is picked up by the Reapers. CAUTION

A Reaper Awareness bar will appear onscreen, letting you know Orbiting a planet is not enough to shake Reapers off your trail
that the Reapers are tracking you. If the bar becomes full, all of the once they have been alerted! They will simply wait for you to
Reapers on the outskirts of a system will come after you, and if they break orbit before continuing their pursuit.
catch the Normandy, they will destroy it, no questions asked. ..
CAUTION Duster Vie\N
Travel between
Once the Reapers are alerted, they will oventually catch you. The solar systems
Normandy is not fast enough to outrun them forever; they will switches the
eventually accelerate to speeds far beyond what the Normandy Galaxy Map
can manage. Your only dofense in this case is to leave the system to this view
altogether. If there's a planet that you need to scan but the mode.The
Reapers are already alerted, try to leave the system, then come
big difference
in traveling
back, making a beeline for the planet. Get your buslness over
through this
with, and get out!
view is that it
requires fuel.
Running out of fuel between systems is highly inadvisable since it
forces the Normandy back to the system with the mass relay. Given
that not every system has a convenient fuel depot available, returning
to a Reaper-infested area could be the last thing you ever do. Consider
that before beginning intersystem travel within a cluster.

THE C:ITACJEL

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IL Still the center of galactic civilization, the Citadel is a massive construct once believed to be abandoned by the highly advanced Protheans over
50,000 years ago. The dark truth is that the Citadel was actually a mass relay of epic proportions, to be activated by the Reaper vanguard Sovereign
and usher in a full invasion, years before galactic civilization could even hope to begin mounting a counterattack. Commander Shepard was able
to stop this, with the help of some very good allies, but it was not enough to fully deter the Reapers. They have finally come.

The Citadel is a place of constant transition throughout the story of Mass Effect 3. Many side quests become available here between every
major assignment, and you can miss these forever if you progress beyond a certain point in the story, as the Citadel begins to feel the effects of
the war to greater degrees. In addition to side quests that can start from conversations on the Citadel, it is a place to buy weapon mods and armor
pieces that will be critical to your success, without the 10 percent extra tacked on to purchases aboard the Normandy.

Whenever the Normandy docks at the Citadel, your crew will also disembark for shore leave, trying to decompress from all the pressure the
war is heaping upon them. It is possible to earn Paragon, Renegade, and Reputation points just by talking to them.

There are a total of six levels to explore on the Citadel, each serving their own purpose (see pages 356-357 for labeled maps).
CRl=l\l ION I DEVELOPMENT

NDRIVIANDY DOCK D2LI- Pl....JRCiATDRY BAR

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024 is where you first arrive on the Citadel during the early events of
Mass Effect 3. It is a small and cramped location, but you may meet a
squad member from Shepard's past here. You also see the war reporter
Holding court here in the wildest (and unsanctioned) club on the
Citadel is Aria, the most feared crime boss on Omega. Her reasons for
being here and not on her home turf will become clear once you finish
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Diana Allers here, initially. speaking with her. James Vega can be found here, along with soldiers 0
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of various species all trying to keep their minds off of the war, even for
just a short while.
DOCK REFI ICiEE CAMP
Initially, you do
not have access HUERTA MEMORIAL HOSPITAL
to this level
of the Citadel,
but once you
do, several
side quests
transpire in this
location. More
importantly,
survivors of the
Batarian Hegemony have turned up here in droves after the devastating
opening days of the Reaper onslaught and have set up a shop where
purchases can be made. You may also find a squad mate during visits to
the Citadel here, helping injured refugees from stricken worlds.

DTADEL EMBASSIES Already busy when you first arrive on the Citadel, this hospital is
gearing up for a veritable flood of casualties as the war heats up. Pay
attention to the various doctors roaming the facility with each visit;
you might hear opportunities to gain some valuable War Assets, or
even see some familiar faces among the crowd.

P1,ESIDIUM CDMIVICJNS

The heart of politics in the galaxy, the Citadel Embassies is a hub


of frenzied activity that only grows as the war drags on. Many side
missions start at the embassies, with numerous returning characters
making appearances here. The Embassies have three major offices
accessible to Shepard:

» C-Sec Commander's Office: Promoted by Counselor Udina,


Commander Bailey holds court in his office. He is a valuable contact The largest and busiest part of the Citadel, the Presidium Commons
for all things C-Sec related. contains the majority of the stores the Normandy can network
» Human Embassy: The current human representative on the with, providing the bulk of your purchasable armor and weapon
Council, Donnel Udina, has his main office on this level of the modifications. Many side quests will take you to and from the
Citadel. Your initial dealings with the Council are facilitated by him Commons, so get to know the area well.
at this office.
» Spectre Requisitions: After being reinstated as a Spectre, you also
get access to Spectre exclusive data resources and the opportunity
to buy three of the most expensive weapons in the game. This
is definitely a set of weapons you'll want to buy from the Citadel
proper, as ordering from the Normandy adds a 10 percent tax to
these weapons, and they already cost a significant amount as isl
The Reapers have ships almost two kilometers in length or greater, dwarfing most vessels of any given Citadel race. They land on
planets by the dozens, scorching whole swaths of land with their powerful weapons, crushing underfoot anything that dares to
stand against them. They send armies of indoctrinated, Reaperized soldiers to overwhelm the meager number of defenders that
remain after such an onslaught. Cerberus, with its virtually unlimited resources, has some of the best technology mankind can
offer and turns it willingly on fellow man and alien without mercy. In light of recent events, even the geth are a resurgent force in
the galaxy. You need firepower of your own to even begin stopping them all, and armor to survive the inevitable pounding you
will receive.

~
u WEAPONS
~
E Mass Effect 3 provides five types of firearms to use against your foes:
I'll pistols, shotguns, submachine guns, assault rifles, and sniper rifles.
a,
In previous games, Shepard's effectiveness with guns depended
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~
largely on what class you chose to play as. In Mass Effect 3, there
are no restrictions regarding what types of guns Shepard can take
i
~
into combat. If you want to bring a sniper rifle and a shotgun as a
Vanguard, go for it. It is totally possible to run through the entire
game with the weapons you are comfortable with.

,
l
There is one major factor to consider when selecting your
weapons, and that is their weight. Weight directly influences the
m cooldown times of all the powers Shepard has. Taking all the heaviest
'D firepower you can muster can increase power cooldowns by up to
'5 200 percent! On the other side of the spectrum, taking a light loadout
0
m can significantly speed up power cooldowns, an excellent bonus for
E dasses and character builds that reward rapid power usage. Certain
111
0 passive skills can decrease the weight of a gun or increase total
15 carrying capacity. Submachine guns have a special mod that can
n reduce their weight significantly, making room for heavier weapons
....
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in a loadout.
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E Weapons can be upgraded a maximum of five times on a first
'C playthrough in single-player. In successive playthroughs, the limit is
IL raised to 10. These upgrades can be purchased from the Normandy's
Shuttle Bay. Multiplayer weapon upgrades max out at 10, with no
prior res tri ctions.

Most weapons you unlock in single-player mode will be found


during missions. Once Shepard is reinstated as a Spectre, you'll be able to buy three very special Spectre-issue weapons ... at a steep price.

In multiplayer, guns and their upgrades work similarly, though they come fairly randomly through purchases of special reinforcement packs.
Characters in multiplayer are also limited to two guns. See the MMultiplayern chapter for more details (page 3 70).
WEAPONS I ARMOR

PISTOLS

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Pistols are your most basic firearm, specializing primarily in short· to mid-ranged combat. They range from rapid-fire semiautomatics to hand
cannons with heavy recoil and high damage. In spite of their size, pistols make remarkably solid backup weapons due to their typically light
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weight. Pistols are faster on the draw than other weapons, making them excellent to switch to if a primary weapon is out of thermal clips. Of n
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special note is the Scorpion pistol, which fires small explosives that adhere to hostiles, with a slight delay before detonation. Melee combat with
pistols can be surprisingly effective, as there are mods that add a shock effect to each swing of the weapon, stunning unprotected targets.

IV"·S Pha an Arc Pistol


Availability: Found Availability: Found
during "Priority: during "Priority: Perseus
Tuchanka" (page 194) Veil" (page 219)

The M-5 Phalanx is the An innovation of Admiral


product of the Alliance's Daro'Xen, the Arc Pistol
Offensive Handgun is a scaled-down Arc
Project, a close-range weapon with no loss of stopping power Projector that requires only thermal clips to solve its power
in comparison with a soldier's assault rifle. The Phalanx enjoys a problems. The Arc Pistol uses a invisible laser to ionize the air
ballistics advantage over most heavy pistols. Civilian variants are and create a path for a high-ampere electric shock. For a more
often purchased by colonists on planets that have dangerous damaging blast, it can be charged up.
big-game animals. Levell LevelX
Level I Level X

~corpion
fVL.358 Taon Availability: Found
Availability: Found during "Priority:
during "Priority: Citadel"
(page 206)
l ~;,. Sur'Kesh" (page 161)

The Talon is a
close-range pistol
favored by Cerberus 2/B
' ,~-·
~
Originally issued to
the salarian Special
Tasks Group to allow
small units to get much larger enemy forces under control, the
Guardians. Firing heavy-gauge shotgun pellets, it delivers Scorpion pistol now sees service galaxy-wide. It fires low-velocity,
massive trauma to unarmored targets. Its waste heat is so squash-head projectiles with a dual use. The high-explosive
excessive that it carries six separate ammunition blocks, rotating filler within the projectiles contains an adhesive that secures the
like a 20th-century revolver to prevent shaver jam or misfire due projectile to the target on impact. When fired into a surface, it
to premature melting of the shot. turns into a proximity mine.
Level I Level X Level I LevelX
M-3 Pn.sdi::ftor N7 C: 9le
Availability: Starting Availability: Collector's
weapon (page 111) Edition

A reliable, accurate When the Alliance's


sidearm manufactured Offensive Handgun
by Ela nus Risk Control. Project received funding
The Predator is valued as to update one of its
a powerful, deadly, and relatively inexpensive weapon. While it is designs, its engineers chose to redesign the already impressive
not generally deployed in the military, it's still very popular in the Phalanx pistol. Like its predecessor, the Eagle is a compact, fully
Terminus Systems. automatic pistol that delivers unprecedented accuracy and
punch with a rapid firing rate. The Eagle is named after the Desert
Level I Level X
Eagle, a classic handgun that gained a romantic reputation
among gun collectors, thanks to its popularity in 20th- and
21st-century Earth action movies.
Level I Level X

'1\/1- =» Pa,adin
Availability: Spectre
Requisitions

The Paladin is a reliable, M-Ei Carnlre'<


durable weapon Availability: Found
developed by law during •Arrae:
enforcement looking Ex-Cerberus Scientists"
for a high-powered but easily concealed sidearm for undercover (page 352)
agents. Surprisingly small for its hitting power, the Paladin is a
variant on the Carnifex pistol. While it has a smaller clip than the A highly accurate and
Camifex, its shots are unquestionably more powerful. lethal pistol, the Carnifex
Levell LevelX is a favored sidearm of mercenary leaders and Eclipse mercenary
tech specialists. This is an expensive and powerful weapon, and
its marketing materials feature a charging krogan with the slogan
"Don't you wish Carnifex was at your side?"
Level I LevelX

- -- ----------------------------------------------------------------------------------
m SHOIGUNS
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Providing one of the most powerful close-ranged punches in the game, shotguns are the answer to almost anything that gets too close to you.
Precision is not what these weapons are known for. Combined with an aggressive player and a resilient class build, it's possible to be nearly
unbeatable at close range. Unfortunately, there are serious drawbacks to these weapons. They typically do not have large thermal clip capacities,
and this can lead to situations where you're stuck trying to reload the shotgun at the worst time or forced to switch out to a new weapon.
WEAPONS I ARMOR

Geth Plasma Shotgun 1\/1.23 1-<.a ana


Availability: Found Availability: Supplied
during "Priority: at the beginning of
Rannoch" (page 258) "Priority: Mars" (page
122)
This three-barreled geth
weapon fires miniature Manufactured by Ariake
but potent cluster Technologies, the Katana
rounds of superconducting projectiles and has a longer range is a common mercenary weapon and is also popular on colonies
than standard shotguns. A two-stage trigger system allows for with varren infestations. It's deadly at short range but ineffective
either quick-fire capacitors or a charge-and-release attack to at long range.
electrify the projectiles as they exit the weapon. As the rounds hit Levell LevelX
the target, they fragment and electricity arcs between the pieces,
flash converting the air to conductive plasma. The resulting
impact, heat, and electrical charge overloads shields and causes
massive trauma to unarmored targets.
Levell LevelX
I :""""".......~

I\. 27 Sdrr·1ar
Availability: Found
during "Priority: Palaven"
(page 140)
c::::iraal pike TO\l\ler Manufactured by Ariake
Availability: Found Technologies, the
during "Priority: Scimitar features twin
Tuchanka" (page 189) mass effect generators, giving it a more rapid rate of fire than
a traditional shotgun. This weapon was created for the Eclipse
The Graal is one of a long mercenary band but is rapidly becoming popular with Blood Pack
line of krogan weapons meres as well.
used to hunt thresher Levell LevelX
maws. Its ammunition consists of oversized flechettes meant to
pierce thresher hide and create deep wound channels that lead
to massive blood loss. For additional firepower, the weapon is
double-barreled and, as a last resort, possesses blades to cause
internal injuries if the wielder is swallowed by the thresher. Using
a Graal on a humanoid target has predictably grisly effects. Its
shots can be charged for more damage.
Level I LevelX
IVl-22 \.,fscerator
Availability: Found
during "Grissom
Academy: Investigation"
(page 340)

The Lieberschaft 2180


shotgun, or "Eviscerator,"
M-"1 Wraith is of human civilian design and has a unique ammunition
Availability: Spectre generator. Where most modern firearms slice ships or pellets from
Requisitions an ammunition block, the M-22 shaves off serrated metal wedges
designed to fly aerodynamically. This dramatically improves
The Wraith is favored its armor-piercing capabilities, and its tight grouping ensures
among mercenaries, lethality at longer ranges than standard shotguns. This design
pirates, and slavers in violates several intergalactic weapons treaties, so the M-22 is not
the Terminus systems. Its distributed to militaries.
high-impact damage and sturdy construction make it a popular Levell LevelX
"quick-draw" shotgun. A variant of the M-22 Eviscerator, the
Wraith is in high demand, even though the weapon is banned
in Citadel space. In order to lighten its weight, the Wraith holds
fewer shots than the Eviscerator.
Level I Level X
Dscic e M-300 Daymore
Availability: Found Availability: Found
during "Lessus: Ardat- during "Attican Traverse:
Yakshi Monastery" Krogan Team"(page 175)
(page 349)
The Claymore used to
Originally handcrafted be a hard-hitting but
for the exclusive use poor-selling shotgun
of Justicars, the Disciple shotgun's schematics were finally due to kickback problems snapping the arms of anyone but a
released to asari commandos after centuries of negotiation. The krogan firing the weapon. After a rehaul of its kinetic dampening
Disciple uses shells packed with micro-scale submunitions to system, the Claymore is being rolled out again. As a way to
deal staggering amounts of damage. Even shielded enemies are lure back customers, the gun's manufacturer has lowered the
stunned by the force of a blast from this weapon. shotgun's selling price without skimping on its stopping power.
Levell LevelX
Level I Level X

"'J Crusador
Availability: Collector's
Edition

Bruised and bloody


Alliance marines on
Torfan attributed their
survival against waves of
batarian mercenaries to the precision and stopping power of the
Crusader. With a design patterned on riot shotguns, this weapon
8 has a moderate rate of fire that rewards careful aiming. Since this
u accuracy requires little room for error, the Crusader is primarily
~ used by highly trained soldiers.
E Level I Level X
lVi """'"""""""'""
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SUBMACHINE GUNS
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Occupying a middle ground between pistols and shotguns, the submachine guns provide close- to mid ranged lethality, coupling well with
ammunition powers like Cryo or Incendiary ammo. SMGs suffer during sustained fire, rapidly becoming inaccurate over longer distances. However,
SMGs can absolutely rip apart armor, making them solid choices once the shields and barriers of a target are stripped away. Of all the weapon
types, SMGs benefit the most from being combined with special ammunition, as their high rates of fire ensure that the effects of each ammo type
"stick" much sooner. It's not uncommon to see an SMG kitted out for reduced weight alongside heavier guns within a player's arsenal.
EA I N WEAPONS I ARMOR

M-25 Hornet 1\11-12Locus ..


Availability: Found Availability: Found
during "Priority: Citadel" during "Priority: Horizon"
(page 206) (page 286)

The Hornet is a The Kassa Fabrications


long-range submachine Model-12 Locust is a
gun created by Cerberus. compact submachine
It is standard equipment for Cerberus troops, who are trained
to handle the recoil from the gun's three-round bursts. Cerberus
designed the Hornet to conserve ammunition and provide cover
fire during prolonged conflicts.
gun developed for the Alliance but now favored by gang
enforcers and hit men. Featuring a complex recoil-reducing
mechanism and high-grade auto-targeting software, the locus
delivers longer range and more accurate fire than others in
I
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Level I LevelX its class. ~
Level I LevelX 8

I
In
m

M-1...l.St\Jrlkon
Availability: Found 1'1- Yurrieone
duringMPriority: Mars" Availability: Collector's
(page 119) Edition

As kinetic barriers have While some militaries


grown in popularity, pass on the Hurricane
so has the popularity because of its lower
of submachine guns. Manufactured by the Elkoss Combine, the accuracy, the Alliance
Shuriken Machine Pistol fires six-round bursts with a high rate feels the gun's rapid firing rate offers excellent suppressive fire.
of fire. A disciplined marksman can use the fully automatic submachine
Level I Level X gun to chew through targets with alarming speed. Alliance
officers were so pleased with field results that the Hurricane is
now many squadrons' standard-issue SMG.
Level I Level X

M-9 Tempest
Availability: Found
during "Tuchanka: Turian
Platoon" (page 167)

Produced by Elanus Risk


Control Services for the
Eclipse mercenary band,
the Tempest is an expensive but deadly addition to anyone's
arsenal. This fully automatic submachine gun is punishing up
close but becomes less accurate at long range.
Level I Level X
ASSAULT RIFLES

The workhorse weapon of the game, the assault rifle can perform adequately at every range. These rifles enjoy decent rates of fire, good stopping
power, and solid accuracy even at more extreme ranges. There's a lot of variety in the available ARs as well. For example, the M-96 Mattock boasts
good killing power, high accuracy, and semiautomatic capability that rewards players who can keep putting rounds into critical spots on a target,
even while on the move. Meanwhile, the starting M-8 Avenger provides full auto capability that remains surprisingly accurate even for longer
bursts. Because of the generally high accuracy of these weapons, adding a scope or stability mod is highly recommended, giving many of these
weapons near-laserlike precision.

M-8 Avenger 96 'Vlattoch.


Avai Iability: "Prologue: Availability: Found
Earth# (page 111) during "Grissom
Academy: lnvestiqation"
The Avenger is a (page340)
common, versatile,
military-grade assault A medium-range,
rifle manufactured semiautomatic rifle,
by the Elkoss Combine. It's accurate when fired in short bursts, the Mattock is a hybrid weapon with an assault rifle's low
and deadly when fired on full auto. The modular design and heat production and a sniper rifle's punch. Marksmen favor
inexpensive components of the Avenger make it a favorite of its increased power over that of an assault rifle to bring down
military groups and mercenaries alike. The rifle has a reputation hardened targets. Its lack of a full-auto setting is advertised as a
for being tough, reliable, easy to use, and easy to upgrade. feature rather than a shortcoming, as it curbs a soldier's tendency
Levell LevelX to spray inaccurate fire under stress.
Level I Level X

Cieth Pul~-e Ri e Phaeston


Availability: Found Availability: Found
GI
during "Priority: Perseus during "Tuchanka: Turi an
E Veiln (page 220) Platoon" (page 168)
~
Geth pulse rifles are Named after a turian
comparable to a spirit of creation,
..0
II: standard stock assault
rifle but are finely balanced with low recoil and incredibly high
the Phaeston was
engineered to provide the best possible balance between
11 accuracy.The pulse rifle fires a rapid stream of lightweight slugs accuracy and firepower in a machine gun. Each shot is tempered
E that are wrapped in a phasic envelope to increase their damage.
'C by kickback dampeners inside the shoulder stock, which lets the
a Level I Level X Phaeston pack more punch than other weapons its size without
sacrificing precision. Its fully automatic fire and relatively light
weight has turned the Phaeston into the turian infantry's primary
go-to weapon.
Level I Level X
WEAPONS I ARMOR

I\IL 15 Vindicator 1\/L 7Ei Pevenant


Availability: Found Availability: Found
during "Priority: Mars• during "Priority: Citadel"
(page 124) (page 205)

A battle rifle that fires The M-76 Revenant


in three-round bursts, unleashes a storm of
the Vindicator is favored deadly high-velocity
by assassins and elite mercenaries and is deadly at any range. slugs. It has low accuracy but a high thermal clip capacity and
Manufactured by Ela nus Risk Control Services for the Blue Suns packs considerable firepower. This weapon is protected against ~
n
CJ)
mercenary group, the Vindicator is popular in the Terminus replication by sophisticated Fabrication Right Management (FRM)
systems. technology. Only the richest and most powerful warlords can !;
0
Level X afford the Revenant. :a
m
Level I Level X 8
I!!!
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n
m

Jl-99 ~aber
M-37 Falcon
Availability: Found
during "Priority: Horizon" Availability: Found
{page 290) during "Priority:
Cerberus Headquarters"
A heavy-duty (page 299)
semiautomatic rifle
favored by only the most This Alliance rifle
elite marksman, the M-99 Saber is jokingly referred to as "the Big launches 25-mm
lron'Tor its sheer stopping power. Each M-99 Saber is designed mini-grenades. lighter and more accurate than most grenade
specifically for its owner, making it one of the Alliance's more launchers, the Falcon burns through specialized ammunition
expensive weapons. and standard thermal clips. A field fabrication kit generates this
ammunition, leaving the clips as the rifle's only limitation.
Level I Level X
Level I LevelX

-------------------------------------------------------------------------------------------------
SNIPER RIFLES
m

Accurately firing from great distances is the job of the sniper rifle. Favored by the Infiltrator class the most, many sniper rifles provide single,
powerful shots before charging a new thermal clip into place. There are some semiautomatic rifles that make for great midranged weapons. While
the sniper rifle is typically meant for longer ranges, it's possible to use them in close quarters. This is especially true during single-player, where
mods exist to slow down time and allow for lethal snapshots to a target's weak points. In multi player, you lose out on the time dilation effects, but
if a player has the reflexes for it, sniper rifles can be remarkably flexible.
\11-13 P. ptor M-92 Manti=
Availability: Found Availability: Found
during "Priority: during "Priority: Mars•
Sur'Kesh" {page 161) (page 116)

The Raptor is a human The Mantis is a powerful


version of a turian sniper rifle able to take
weapon developed for out most targets in a
conflict on the low-gravity world Amar. Fighting at longer ranges single shot. It's incredibly accurate at long range, but the rate
than expected, the turians optimized a low-recoil semiautomatic of fire is slow. Manufactured by Oevlon Industries, the Mantis is
rifle with a scope and issued it to their regular infantry; this primarily used by police and planetary militia groups.
created a hybrid weapon that was half assault rifle and half sniper LevelI Level X
weapon. Cerberus assigns the Raptor to Nemesis snipers.
Level I Level X

...Jave:Jln

'1\11-97 Viper Availability: Found


during "Rannoch:
Availability: Found Admiral Koris" (page 243)
during "Priority: Palaven"
(page 140) Called the Javelin by
Alliance marines, this
The Viper is a geth weapon holds a
semiautomatic, reservoir offerrofluid, magnetically drawn into the firing chamber
rapid-fire sniper rifle and expelled at lethal speeds. Like a high-pressure water jet, the
manufactured by Rosenkov Materials. Rosenkov developed a ferrorfluid cuts through nearly anything it hits with so much heat
patented automated-release system that assists with thermal clip that it resembles a beam of light and causes terrible wounds.
ejection, shortening the Viper's reload time. This rifle is popular
with military snipers, who appreciate a long-range gun that can
LevelI LevelX
snap off multiple shots in the blink of an eye.
Levell LevelX

l\n-29 nc·sor
Availability: Found
N aiarn
during "Tuchanka:
Availability: Collector's Bomb" (page 344)
Edition
u The Incisor is a
E The Valiant is a sniper sniper rifle designed
rifle tested by Alliance to overload active
~
soldiers during a defenses. Firing three shots with each pull of the trigger, the
series of harsh survival Incisor was initially advertised as having negligible recoil,
exercises on the planet Kruljaven. This streamlined weapon although under real combat conditions, the second and third
employs a sophisticated fire-control system that improves rounds frequently climb in difficulty. The noise of the burst is
accuracy by stabilizing the barrel during targeting. Although comparable to a single rifle shot in duration, making it no easier
this comes at the cost of reduced capacity and rate of fire, most to locate the sniper by sound.
soldiers find the increase in precision and quick reloading time a
Level I Level X
worthy trade-off.
Levell LevelX
WEAPONS I ARMOR

fVL98 WidON Slac \/\lido\N


Availability: Found Availability: Spectre
during "Priority: Thessia" Requisitions
(page 272)
The Alliance wanted to
Several research firms reduce the reload time
spent a considerable of the original Widow
fortune trying to Rifle, without sacrificing
redesign the Widow sniper rifle. Their goal was to retain the geth its stopping power. The solution was to increase the number of
weapon's considerable firepower while reducing its recoil so that shots the gun could fire before it needed a fresh thermal clip. ~
n
CJ)
the gun could be fired without breaking a nonsynthetic's arm. Heavy for a sniper rifle, the Black Widow's firepower more than
After much trial and error, one company finally produced a usable compensates for its encumbrance. !;
0
model rolled out to the galactic market. Levell LevelX :a
m
Level I Level X 8
I!!!
CJ)

n
I'll

HEAVY WEAPONS

Heavy weapons make a return to Mass Effect 3, with a twist. In single-player, heavy weapons are no longer selected prior to a mission; they are
entirely situational and must be found and used in the field. They are typically located in places where judicious use of their power can make life
much easier ... and much harder if you miss your mark.

In multiplayer, all characters have access to the Cobra Missile Launcher, but ammunition for this weapon is limited and cannot be replenished
midmission. For more details, see the Multiplayer chapter (page 370).

VVEAPON MODS
Returning to Mass Effect 3 is the ability to customize your guns with During a first playthrough, it's recommended you focus on
specialized modifications that boost various stats or add special melee weapons you intend to use the most. There's only so much money to
attachments. Mods can be used to enhance a weapon in ways that may be made during an initial playthrough, and even imported Shepards
help cover for their deficiencies or complement a given play style. They may not have enough money to buy absolutely everything.
are available for both single- and multi player and can be a deciding
factor for survival in either mode. Generally, mods appear in both Similar to weapons, mods can be leveled up with successive
modes, but some mods are exclusive to one mode or the other. Certain purchases or pick-ups of a given mod, up to a maximum of Level 5.
effects present in single-player will not be in multiplayer. Mods are not
universal; each weapon will have its own set to find and choose from.

Name Description Level 1


Assault Rifle Distributes recoil with sliding system of Increases Weapon Stability Increases Weapon Increases Weapon Stability lnaeases Weapon Increases Weapon
Stability counterweights compatible with kinetic

l l
by 30% Stability by 40% by50% Stability by 60% Stability by 70%
Damper coil qeneraters, Reduces weapon kkxback.
~:::~ne ~eases magazine capacity, allowing Increases rounds per Increases romds per Increases rounds per lnaeases rounds per Increases ro\llds per
Uegrade 1
more shots before a reload. magazine by 40% magazine by 50% magazine by 60% magazine by 70% magazine by 80%
ADows bullets to pierce Allows bullets to pierce Allows bullets to pierce .80 Allows bullets to pierce Allows bullets to pierce
Capacitor boosts kinetic co~ generators, .SO meter thick objects, .65 meter thick objects, meter thick objects, at SO% .95 meter thick objects, 1.10 meter thick objects,
Assault Rifle at 60% reduced damage. at SS% reduced damage. reduced damage. Ignores at 45% reduced damage. at 40% reduced damage.
Piercing Mod increasing shot penetration. Ignores 25% defense of Ignores 35% defense of 45% defense of armored Ignores SS% defense of Ignores 65% defense of
armored targets. armored targets.. targets. armored targets. armored targets.
Assault Rifle Lengthens barrel, creating greater bullet Increases damage by 1596 Increases damage by Increases damage by 20% lnaeases damage by Increases damage
Extended Barrel velocity and impact 17.5%
~~~~~~~-+-~~~~~~~1--~~~~~~-i-~~~~~~~..,_~~~~~~-+-'-~~~~~--i · 22.5% by 25%
Assault Rifle Simple 4x optical scope to enhance Increases accu~cy Increases accuracy
Precision Scope stability while zoomed Increases acC\l'acy Increases acruracy by 15% by20%
Increases accuracy Increases accuracy by 25% by30% by35%
while moving and taking damage.
HEAUV PISTOL MODS
Name
Pistol Melee
Stunner
Description
Small attachment to muzzle, causing
massive damage tomeleed targets..
Level 1
lnaeases melee damage
15%
Level 1
Increases melee damage
b 17.5%
Level 3
Increases melee damage
20%
----- Level4
Increases melee damage
_.._,.b 225%
Levels
Increases melee damage
by25%
Allows bullets to pierce Allows bullets to pierce Allows bullets to pierce .80 Allows bullets to pierce Allows bullets to pierce
50 meter thick objects, .50 meter thick objects, meter thick objects, at 50% .95 meter thick objects, 1.10 meter thick objects,
Pistol Piercing Capacitor boosts kinetic coil generators, at 60% reduced damage. at 60% reduced damage. at 45% reduced damage.
Mod inaeasing shot penetration. reduced damage. Ignores at 40% reduced damage.
Ignores 25% defense of Ignores 25% defense of 45% defense of armored Ignores 55% defense of Ignores 65% defen.se of

~I Magazine
f :~de
I Increases magazine capacity, allowing
more shots before a reload.
armored targets.
Increases rounds per
magazine by 40% ]
armored targets.
Increases rounds per
magazine by 50% I
targets.
Increases rounds per
maJJazine _!!>' 60% ]
armored targets.
Increases rounds per
magazine by 70%
armored targets.
Increases rounds per
magazine by 80%
Pistol Allows wider projectiles, Glusing more
Increases damage by 15% Increases damage by Increases damage by 20% Increases damage by Increases damage
High-Caliber J trauma on impact Ballistically optimized 17.5% 225% by25%
Barrel to maintain penetrative power.
Simple 2x optical scope to enhance Increases accuracy Increases acc11ocy
lnaeases accuracy by 15% Increases accuracy
Pistol Scope stability while zoomed. Increases accuracy
while movin..9and takl_!!2 damage.
by20% Increases accuracy by 25%
] by30% ___ by35%
....__

Name Description Level1 Level2 Level3 Level4 Levels


Servo motors hooked up to adjustable Increases accuracy Increases accuracy
Shotgun Smart syst~m tighten or loosen pellet spread for Increases accuracy by 30% Increases accuracy by 40% Increases accuracy
Oioke by35% by45% by50%
~tgunSpare
l
Thermal Oip
I manmum accuracy.
Adds sockets to raise thermal dip capacity,
inaeasing ntJTiber of spare shots.
lnaeases spare shot
capacity by 50%
Increases spare shot
G!pa_E!!y b~%
Increases spare shot
capacity , 70%
! Increases spare shot
ca~ci by 80%
Increases spare shot
ca~city by 90%
Allows bullets to pierce Allows bullets to pierce Allows bullets 10 pierce .45 Allows bullets to pierce Allows bullets to pierce
Shotgun Capacitor boosts kineticcoil generators, 15 meter thick objects, .35 meter thick objects, meter thick objects, at 50% 55 meter thick objects, .65 meter thick objects,
Shredder Mod inaeasing shot penetration. at 60% reduced damage. at 55% reduced damage. reduced damage. Ignores at 45% reduced damage. at 40% reduced damage.
Ignores 25% defense of Ignores 35% defense of 45% defense of armored Ignores 5596 defense of Ignores 65% defense of
armored ta!9ets. armored targets. tar ets, armored targets. armored targets ..
Shotgun Blade Tungsten! carbide bayonet with recessed lnaeases melee damage Increases melee damage Increases melee damage Increases melee damage Increases melee damage
Attachment edge for increased melee damage. by15% by 17.5% by20% b 22.5% by25%
'-------l~· '-----+-'-------~-'--------+-'--------""-''--------+--'--------i
Shotgun Allows wider projectiles, causing more
High-Caliber trauma on impacL Ballistically optimized lnaeases damage by 15% Increases
17.5%
damage by Increases damage by 20% Increases damage by
225%
Increases damage
by25%
Barrel to maintain penetrative power.

Name Description Level1 Levell Level3 Level4 Levels


lncJeases damage by 5%, Increases damage by Increases damage by 10%, Increases damage Increases damage by
Sniper Rifle Biometric sensors and auto-targeting by 125%, speeds
software adjust to the user's pulse and speeds perception by 7.5%, speeds perception speeds perception by perception by 325%, 15%, speeds perception
Concentration 25%, enhancing aim fora by 27 .5%, enhancing aim 30%, enhancing aim for a by 35%, enhancing aim
Mod breath rate, assisting aim. brief time. fora brieftlme. brief time. enhancing aim for~ for a brief time.
brief time.
Sniper Rifle Adds sockets to raise thermal clip capacity, lnaeases spare shot Increases spare shot Increases spare shot Increases spare shot Increases spare shot
Spare Thermal
increasing nllTlber of spare shots. capacity by 50% capacity by 6096 G!pacity by 70% capacity by 80% capacity by 90%
Gip
Sniper Rifle Lengthens barrel, creating greater bullet biaeases damage by 15% Increases damage by Increases damage by 20% Increases damage by Increases damage
Extended Barrel velocity and impact. 17.5% 225% by25%
Allows bullets to pierce Allows bullets to pierce Allows bullets to pierce Allows bullets to pierce Allows bullets to pierce
.75 meter thick objects, .90 meter thick objects, 1.05 meterthick objects, 11 meter thick objects, 1.35 meter thick objects,
Sniper Rifle Capacitor boosts kinetic coil generators, at 50% reduced damage. at 45% reduced damage. at 40% reduced damage. at 35% reduced damage. at 30% reduced damage.
Piercing Mod increasing shot penetration. Ignores 25% defense of Ignores 35% defense of Ignores 45% defense of Ignores 55% defense of Ignores 65% defense of
armored targets. armored targets. armored targets. armored targets. armored targets.
CJ Stability-enhancing scope inaeases Increases accuracy by 15% Increases accuracy by Increases accuracy by 25% Increases accuracy by Increases acctl"acy by
'O Sniper Rifle accuracy while moving and taklng damage. and helps aim through 20%and helps aim and helps aim through 30% and helps aim 35% and helps aim
a
m
Enhanced sco_pe_._H...,,i
!!!!9.hts targets thr~h smoke. smoke. through smoke. smoke. through smoke. thro..!!.9.h smoke.

E Name Description Level 1 Levell Level 3 Level4 LevelS


~ Superior lightweight allO'fS replace weapon Reduces weapon weight Reduces weapon weight Reduces weapon weight Reduces weapon weight Reduces weapon weight
SMG Ultralight pans, making weapon less obtrusive and
Materials by50% by60% by70% by80% by 9096
~
E
0
[ SMG Magazine
grade
easier to handle.
Increases magazine capacity, allowing
more shots before a reload.
lnaeases rounds per
~zine_EY 40%
Increases rounds per
magazine by 50%
[;ases rounds per
azine by 6096
J Increases rounds per
magazin~ 70%
Increases rounds per
m29a1in~80%
11 SMG I Allows wider projectiles, G!Using more Increases damage by Increases damage by Increases damage
E High-Caliber trauma on impacL Ballistically optimized Increases damage by 15% Increases damage by 20%
17.5% 225% by25%

r:;·-'"" "" ~ ""'""''


'C
n. Barrel to maintain netrative JJ(lwer.
Increases heat conductivity of thermal Every round has a 25% Every round has a 30% Every round has a 45%
SMG Heat Sink dip receiver. Negates heat generated by chance of not using up the chance of not using up nee of not using up the chance of nothasa
using...up chance ofnot using up
some shots. thermal clip. the thermal clip. rmal dip. the thermal die:_ the thermal dip.
Simple 2x optical scope to enhance
Increases a crura cy Increases accuracy Increases accuracy
SMG Scope I stability while zoomed. Increases accuracy lnaeases accuracy by 15%
by20%
Increases accuracy by 25%
by30% by35%
while moving and taking damage.
WEAPONS I ARM:JA

ARMOR
It's inevitable that you're going to take a
few shots before the fight's done, and the
kind of armor you equip can determine
whether you survive. The ability to
customize Shepard's armor returns in
Mass Effect 3, with players able to select
separate pieces for the arms, legs, chest,
shoulders, and head. In addition to the
various sets that can be found piece by
piece, there are special full-armor sets
that have a series of special bonuses
but otherwise cannot be customized
I
~
a
in any way. Every piece or set of armor
~
you obtain has its own stat boosts that 8
can enhance your powers, your skill
with firearms, or how hard you can take
a swing at someone. Experiment with
the various armor types and see what
complements your play style the most!
I
0
m

:i!m
en
Name Equipment Bonus Location Name Equipment Bonus Location
N7Helmet 10% Health Boost Staning Equie_ment N7 Gauntlets 10% Health Boost Starting Equipment
[umbraVisor T
---
10% Power Damage ThessJa Kassa Fabrication l0% Shield Boost Planet Rannoch
Kestrel Helmet 10% Ammo Capacity Batarian Otadel Store Gauntlets
--,.J-10%-Weapon Damage Senice Council Gauntlets 10% Power Damage Asari Citadel Store
Recon Hood Gradel
Capacitor Helmet 10% Shield Regen Time Planet Benning Rosenkov Materials l0% Recharge <-ed PlanetTuchanka
Gauntlets ""'
Kuwashii Vi.sor T
596 W~pon Damage, 10%Carrying Salarian Citadel Store Hahne-Kedar Gaunt_le_ts_,__10%_W_ea~nDamag,_e
---- Hanar Citadel Store

---
~paoty
Archon Visor 10% Redlarge Speed geth Dreadnought Armax Arsenal Gauntlets 5%Weapon Damage, 1096 Carrying Planet Tuchanka
(apad
Sentry Interface 10% Shield Boost Planet Sur'Kesh
Ariake Technologies l0% Melee Damage Planet Mars
Death Mask --+ 10% Melee Damage PlanetTuchanka Gauntlets
Mnemonic Visor 596 Power Damage, 5% Recharge Grissom Academy
s d
Name Equl ment Bonus Location
Delwncore Overlay 10% Weapon Damage, 5%Carrying
Capacity Kronos Station N7Greaves 10% Health Boost Starting Equipment
Serurity Helmet 596 Health Boost, 5% Shield Boost Gtadel Kassa Fabrication 10% Shield Boost Planet Gellix
Greaves
Serrice Council Greaves 10% Power Damage KronosStation
Name Equipment Bonus Location
Rosenkov Materials 10% Recharge Speed Otadel Specter Reql.isitions
N7 Chestplate 10% Health Boost ---t
Staning Equipment Greaves
Kassa Fabrication 10% Shield Regen Time Planet Mars Hahne-kedar Greaves 10%Weapon Damage Planet Menae
I Chestplate
Armax Arsenal Greaves 10% Ammo Capacity Planet Sur'Kesh
Serrice Council 10% Power Damage Grissom Academy AriakeTechnologies
Chestplate 10% Melee Damage Planet Ontarom
Greaves
Rosenkov Materials ~ Redlarge Speed Planet Cyone
Chestplate
Hahne-Kedar Chestplate
Ariake Technologies
Chestplate
l ""'
10% Wea on Dama e
10% Melee Damage
--- Planet Tuchanka
---
Human Citadel Store
Name
Terminus Armor 30% Shield Boost, 1596 Ammo
-+-Ca-'padty,
15%Melee Damage
20% Shield Boost, 3096 Power
Location
Batarian Gtadel Store

Blood Dragon Armor Damage, 10% Recharge Speed HanarCitadel Store


Name Equipment Bonus Location
20% Health Boost, 2096 Shield Boost,
N7 Shoulder Guards 10% Health Boost Starting Equipment Collector Armor 20% Shield Regen Time Asari Citadel Store
Kassa Fabrication
Shoulder Guards
T::
110% Shield Boost =-i Tooan Otadel Store 20% Health Boost, 1096 Shield Boost,

I '"'-
Cerberus Armor 20%Weapon Damage, 1096Ammo Volus Citadel Store
Ca city
Guards"""'"""'"'
Sernce Damage Planet Lessus --1-..L
30% Power Damage, 30% Recharge
Inferno Armor Human Otadel Store
Rosenkov Materials l0% RedlargeSpeed Speed
Shoulder Guards Otadel
Hahne-Kedar Shoulder 1096 Weapon Damage Vol us Gtadel Store
Guards
Armax Arsenal Shoulder 1596 Weapon Damage, 10%Carrying Planet Menae
Guards Capaci!)'
Ariake Technologies
L Shoulder Guards
10% Melee Damage Planet Utukku
C:CJME:IAT

Mass Effect3 has seen the most extensive set of changes and additions to combat of any game in the whole franchise. While still retaining typical
RPG features such as experience points and character statistics, player skills are what drives success or failure during each encounter. Movement
and combat are more visceral than ever. Shepard is more agile, more lethal at close range, and is more adept at maneuvering through the
environment than before. Similarly, the enemy has seen the same dramatic improvements in ability and are more aggressive, actively flanking
Shepard and his/her squad, even laying down suppressive fire to keep them pinned in place. Certain threats can even kill you instantly, regardless
of your health and shield levels! To survive in single-player and multi player, you must be attentive to what's going on in front of you, and you must
be able to navigate the environments smoothly, even while under fire.

MOVEMENT Evadin9
Walkin9 Previously in
Mass Effect,
Basic your only real
movement responses to
in and out getting shot at
of combat
were to sprint
consists of
to the nearest
walking, and
cover or fight
it is possible
back with
to run while your guns or
outside of
special powers.
combat.
If for whatever
reason neither
Stonnin9 option was
immediately
available,
you were
somewhat
out of luck.
Now you can
J. actually evade
T in the direction of your choosing. Shepard can combat roll into cover
or leap backward just as a powerful enemy takes a swing at him. This
m is also an amazing tool to use when flanking enemies in close-quarters
'D

dm combat. It's possible to bait certain enemies into melee attacks


with long windups, roll just past them, and take them from their
E unprotected sides.
111
0 When in combat, you sprint forward with greater speed, sacrificing
15 TAKINCi COVER
n your ability to make sharp turns in order to get from one location to
E another. You can storm indefinitely;just make sure you know where
0 you're headed if you're taking fire. It's possible to take a powerful
111 enough hit that you are knocked out of your storm. This is potentially
E
'C fatal, as you're still very vulnerable to incoming fire as you stagger!
IL
If you storm
at waist-high
pieces of terrain,
your character
will usually
automatically
take cover once
they reach it.
However, by
tapping the
Storm button A basic but vital part of combat, taking cover keeps you out of a battle
just as you reach cover, you can actually vault over those obstacles in while still giving you the ability to mark and engage targets and
one smooth motion. This is especially useful for aggressive players, as it direct your squadmates (and their abilities across the whole squad) to
keeps your weapon pointed at the enemy while you advance. relative safety.
r:oMBAT I RJWERS

Once in
cover, you can
strafe along
the length of
it to the left
and right. If the
cover changes
in height,
your character
will change
their stance ~
n
accordingly. CJ)

!;
0
:a
m
Cover is not perfectly safe, however! Your guns can punch 8
through cover, particularly with better mods equipped, and your
enemies can do the same. Grenades can be lobbed to land next to you,
prompting a hasty retreat or advance to safer pastures. Environmental
I!!!
CJ)

hazards may prompt you to stay on the move. Enemies might be able n
to clip parts of you that are exposed outside of cover, or they could be I'll

in a superior position, attacking from elevated positions or flanking


you to bypass your cover entirely. Remember that cover is only a
temporary solution to danger in a firefight. Being observant and being
a better shot with your guns and abilities is just as important.

Vaulting over cover allows you to quickly advance at the enemy


or to another safe spot a little farther ahead of their current position,
all without having to navigate around the current obstacle. Vaulting is
one of the faster ways to leave cover, but it also makes you vulnerable
to incoming fire.

In multiplayer, it is especially important to not get too


comfortable behind any object you're hiding behind. Enemies are
much more aggressive and will use their numbers to flank your
position in hopes of taking you out.

Cover Transitions

Transitioning between pieces of cover is one of the safest


and quickest ways to remain protected while under fire. It also
simultaneously allows you and your squad to shift fields of fire to meet
enemy reinforcements or sudden rushes on a different flank. Get to the
far corner of any piece of cover, and if you hold your movement keys
or analog stick in the direction the cover ends, an arrow will display
where you will travel next when you press the appropriate button. You
can also move out from a corner by pressing forward and following the
command prompts, with your character swinging around the cover
and moving ahead.

You can
also transition to
another part of
ability to vault the same piece
over pieces of of cover. If you're
cover, transition behind a crate
from one piece that is suddenly
of cover to flanked,you
another, and could engage
shift from one the enemy from
side of cover to where you sit,
another. but you'll still get shot up. However, by moving to the edge of the
enemy's current position, you will transition to the crate's other side,
keeping it between you and the flanking foe.
On the Defensive AIMNG

At some point, you will get hit by enemy attacks during the course of
battle, and it's important to know what you need to watch for when it
happens. Every character class has two meters to monitor: your shield
meter and your health meter.

When the
shooting starts,
you aim where
your camera
Your shields are intended to stop, or at least blunt, enemy assaults points. You
can zoom in
before they reach the armor and flesh behind them. They will drop
on targets for
precipitously under fire until you find cover. On higher difficulties,
the shields last for a scant few seconds at best before the enemy more accurate
starts chewing through your health. Pay attention to the status of fire at range,
but this costs
your shields, and if you can spare a moment behind cover to let them
you much of
recharge, do so.
your peripheral vision, depending on the weapon. With a sniper rifle,
you're limited to the area displayed by the scope, and aggressive foes
can and will flank you while you're focused elsewhere. Don't move
while scoped unless you absolutely need to take down a threat while
moving. Typically, it's best to stay moving as fast as you can between
pieces of cover, as taking aim stops you from sprinting and slows you
down, making you an easy target.

~
u
~
ATTACKING
E ' There are essentially three options you have when it comes to dealing
I'll
a,
with the enemy: using your guns, using your powers, and using your
-ti
~ fists. These are elements that are familiar to most series veterans,
but there are some things that have changed that are worth going
over here.
i
~
Health is signified as a segmented red bar just underneath your
shield indicator. The segments indicate limits to how much health will
be regenerated after you spend time away from fire. To refill empty Guns, Guns, Guns
segments, you must use a Medi-Gel pack. Using your weapons is as simple as pointing the camera where you
,.
J.
want to shoot and pulling the trigger until the thermal clip needs to
be ejected.
m CAMERA CONTROLS
'D Guns can be fired with or without aiming down the sights, and
'5 there are actually good reasons to do either.
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A good soldier is an observant one. Keep your eyes open for anything
or anyone you can interact with, either for conversation or pick-ups.
When on combat missions, be thorough when scanning the world From the hip: While this is less accurate than aiming down the sights
around you; this will help you locate more weapon and armor of a weapon, a major advantage is that you don't lose foot speed,
modifications, which you will definitely need if you want to survive and recoil is not as severe. Additionally, you don't lose any situational
the later battles. In co-op, holding the line against waves of enemies awareness that comes from aiming down the sights; you retain a
depends heavily on your ability to spot the enemy and catch them well clearer picture of what is going on around you. This is actually a solid
before they've flanked you and your team. engagement method at close range with any semiautomatic or fully
automatic weapon.
COMBAT I RJWERS

Aiming down NOTE


the sights: For
medium-to All weapons haue less recoil when fired from cover.
long-range
encounters,
It's important
aiming down
to know when to
the sights of a
reload, when to
weapon greatly
switch to a new
increases your
gun, and what
accuracy. If
gun to switch to.
you're trying to ~
Generally, before n
land headshots, this is how you'll get the best results. Sniper rifles in CJ)
any firefight, you
particular benefit from this with their high-powered scopes. Aiming !;
want to have fully 0
down the sights does have its drawbacks. You can't sprint while doing :a
loaded weapons m
this, and your walking speed is reduced, as is the speed with which you
can move the camera to aim at new threats. Recoil is more significant
so you don't get 8
here, making sustained rapid-fire less accurate. You also lose situational
awareness as the camera zooms in closer to your intended victim; this
is further compounded for the longer-ranged zooms available to a
caught unprepared if you come across the enemy.
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0
sniper rifle. If the enemy is very close, avoid trying to sight in on them I'll
and either disengage and fall back or fire from the hip.

POWERS

Each class has a variety of active combat abilities that can supplement NOTE
a well-rounded arsenal or even supplant one. Consisting of combat, -
Tech, Biotic, and ammunition, powers can cause different types Full lists of powers can be found starting on page 48 of the
of elemental damage, rip apart shields and barriers, and even rob Squad chapter.
enemies of their mobility.

-------------- -------------------------------------------------------------------------------
COMBAT PO\/\JERS TECH PDVVERS

Example powers: Concussive Shot, Adrenaline Rush, Frag Grenade Example powers: Cryo Blast, Combat Drone, Tech Armor
Combat powers are designed to break through armor and cause Tech powers have some of the best utility values of all active powers.
heavy health damage to targets. With the new combo system, They can cause the largest number of effects on victims. Many Tech
combat abilities often act as thedetonator=that sets off the combo powers specialize in breaking down enemy shields and armor, which is
explosion. Others enhance player accuracy or survivability under fire. rather important for Biotic users whose best effects are available after
In the campaign and during multiplayer, it's a good idea to choose a a target is stripped of its defenses. Other Tech powers specialize in
character who specializes in these abilities to help finish any combos. defense, deploying defensive turrets, rendering players tougher to kill,
or making them impossible to see. Tech powers often serve as a primer
New to Mass Effect 3 is the limited number of grenades available. in a power combo, as the lingering effects of the elemental damage
Previously, it was possible to keep throwing Inferno Grenades allows Biotic or combat powers to detonate and cause heavy damage
indefinitely. Now grenades are powerful but limited in number. to surrounding targets.
AMMUNITION

Example powers: Biotic Charge, Singularity, Stasis Example powers: Cryo Ammo, Incendiary Ammo, Warp Ammo
Specializing primarily in breaking through barriers and the rules of These abilities appear as powers only in single-player; in multiplayer
physics, Biotic powers are powerful tools against unprotected targets they take the form of special equipment that lasts for the duration of
but are stymied against shielded targets. The best Biotic abilities a mission and cannot be switched out. In both modes, ammunition
render targets completely unable to fight back, as they are lifted into enhancements are valuable skills in a fight. Not every class or character
the air or flung about by a gravitational singularity. However, Biotic can use these powers, so their prevalence in a squad may not be very
powers need to have their targets stripped of special protection before high. Nonetheless, having at least one or two ammo specialists can
they can go to work. Similar to combat powers, many Biotic powers help cut through a variety of defenses.
serve as detonators in combos. Many Biotic powers have lingering
effects that make it easy to set up Biotic combos. A squad heavy on Interestingly enough, almost every ammo power, save for Armor
Biotics will certainly not be lacking in power. Piercing, can contribute to power combos as "sources" due to their
lingering effects on targets.
New to the Biotic skill sets are specialized explosives: the Lift and
Cluster Grenades. As with the combat grenades, these are limited in NOTE
number, and therefore should be used judiciously.
In addition to all of the available powers in single-player, Shepard
gets the unique Unity power, which uses a Medi-Gel pack to fully
restore the health of the entire squad. These are limited, and
reckless play can empty your inventory of the stuff very quickly.
5u Maka each use of Medi-Gel count!

E
ta POWER COMBOS
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n In Mass Effect 3, powers can combo off of each other, leading to devastating explosions with large areas of effect. In single- and multiplayer, this
....
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encourages teams with a variety ofTech, Biotic, and combo powers to increase damage output. On harder difficulties, it's almost a requirement
0 that players use combos extensively in battle to help whittle down the larger health pools that enemies possess. Every combo has two required
m elements: a source ability, and a detonator ability. These vary depending on the desired combo. There are four types of combos in the game, each
E
'C with special side effects:
IL
» Biotic Combo: Biotic combos have the benefit of being able to occur » Electric Explosion: A burst of electricity that tears apart the shields
regardless of the health levels of the targeted enemy; many others of anything within range, with a high chance of stunning a target.
trigger only if the two powers combined are the killing blow on the One of the more effective combos in the game, especially against
victim. Biotic users with light loadouts for reduced power cooldowns Mechs and geth platforms. Unfortunately, it isn't always easy to have
can trigger combos in rapid succession, devastating clustered groups a group of shielded enemies fall within range of the explosion, but
of enemies. Effective against Biotic barriers and armor. the chance to stun still makes it a choice combo to rely on. Like the
» Flame Explosion: This is a blast of flame that is highly effective against Biotic combo, the electric explosion can be triggered without being
armor. It has the additional bonus of setting aflame any target within the killing blow on a victim.
the blast radius, with a chance of causing panic on the victims. Panic » Cryo Explosion: This ice blast has a chance to freeze any target
is especially useful, as it keeps the enemy preoccupied. Anyenemy within the vicinity, leaving them vulnerable to shattering. For armored
caught in the blast now suffers from a fire damage-over-time effect. or shielded targets, the partial freeze will slow them down. Against
armor, those affected by this blast will take additional damage to the
armor layer, making this particularly effective against Mechs like the
Cerberus Atlas, armored Reaper Cannibals, and geth platforms.
COMBAT I FOWERS

l:lllllllilHI 11111:111 I U•l1!d U !'I !JI IL'11l li'I 131 iNl!l 1111 :t'.1!TI, .., 111111
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Powers used In combos Source J Detonator Source [ Detonator Source Detonator Source Detonator J
Concussive Shot
·-
x - x x -
Inferno Grenade x
Sticky Grenade - x x x -
Frag Grenade
- x x x -
Proximity Mine x - x - x --
Carnage x x x -
Throw x x x x
-
f
Pull
Singularity
Shockwave
x
x --
x
-
- x - x x
-
-
-
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Warp x x - ~
Biotic Charge
- x x x - x x - 8
Reave x ·- - - - -
Stasis
Slam
Dark Channel
x
x
x
·-
--
·-
x
-
x - x x -
-
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x x x x m
Cluster Grenade
f Nova -- x x x x -
Lift Grenade x x - - x - x x - x
Incinerate
Overload
Cryo Blast
x
·-·- x
x
--
-- x -
-- - x
- ...
- ...... x
- - x
x -
-
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en

Combat Drone Death EXJ>loslon ._ x - x


- -- x --
Sentry Turret Flamethrower x --
- x -
Decoy Death Explosion
lncendi~ Ammo
Disruptor Ammo
x - x
x
x
-
-
.
CryoAmmo x

MeLee C:OMEIAT

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Ul

Inevitably, enemies will break through any carefully planned kill zones and positions you set up within, and they will be in your face, pounding you
with their firepower or vicious melee attacks. Fortunately, you're not entirely helpless when they get this close. Mass Effect3's melee combat gives
players more options that before, making a character of any class a serious threat beyond guns and powers.
I
-

\/\JEAPDN S I RIKES
In previous games, Shepard was limited to single strikes with whatever
firearm was equipped at the time. This is now a three-hit combo
that can stagger foes of equal size. Coupled with level boosts in the
appropriate passive abilities, even this basic me lee can be enough to
flatten any basic foot soldier who gets too close. Certain weapon mods
further enhance your melee strikes. A pistol mod adds the chance of an
electrical stun effect to each swing, while shotguns can be affixed with a
bayonet that provides a good boost to overall melee damage. Melee can
now be performed from cover-players can swing at the closest enemy
as they step away from their cover. Players can also perform these strikes
from the edge of cover.

As useful as this is on single targets, it's dangerous to rely on when


multiple threats are in the area. Don't get caught up in the moment and
punch your way into an ambush.
HEAVY IVELEE Rl..JI\NING MeLee

Performed by holding down the Melee button, these powerful blows Holding down the Melee button while storming will cause you to use a
actually change based on what class you play in both single- and heavy melee strike while on the move. This ability works especially well for
multiplayer, but the end result is the same: a single, heavy damage Vanguards with their unique storm punch melee attack, in conjunction
strike that can kill a basic unshielded/unarmored enemy in one or with Biotic powers like Nova, Shockwave,and the Biotic Charge.
two hits. Nonbiotic users equip their omni-tool and form a disposable
glowing blade that stabs straight into their victim or, in the case of
Engineers, releases flame from the tool.
GRAS
The speed and effect of the heavy melee changes between
classes. Soldiers have the slowest heavy me lee strike, but it is the
most powerful. Infiltrators and Engineers have a slight area of effect.
The Vanguard heavy melee is the fastest but also the least powerful.
Sentinel heavy melee strikes are slower but more powerful.Adept
heavy melee hits anything surrounding the user but leaves them
momentarily vulnerable.

As powerful as the heavy melee is, the windup to the actual


strike is enough that attentive foes can counter with their own melee
strike. At best, you'll simply trade hits, but if the enemy is faster, they
can stagger you out of the heavy melee, leaving you vulnerable to
follow-up attacks!

Arguably the most exciting addition to the melee combat, characters


hiding behind low pieces of cover can actually reach across the cover,
grab an unsuspecting enemy, pull them over, and finish them with
a single decisive killing blow. Enemies tend to back away from cover
if you storm them, but keep your eyes open for the icon indicating
a grab is possible. A free kill for no ammo cost or power cooldown is
always welcome.

l TAC:TIC:S

~1
'S
0
It's one thing to know about all the tools at your disposal; it's another to use them when it counts the most. The following battle tactics are
mentioned often as potential approach methods to every major encounter in the game. While not every approach is feasible for every firefight,
these are generally good tactical concepts to keep in mind for both the main campaign and the online multi player. Good use of these tactics can
m help maximize the effectiveness of your weapons and powers.
E
111
0 COVER, ARE, ~ MANEUVER
15 This is maneuver warfare 101, an easy and relatively safe response to any ambush or major set piece. It requires little direct intervention in what
n your squad does beyond any special abilities you wish for them to use; they will default to remaining close to you as you advance on the enemy.
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0
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As soon as you make contact with the enemy, try to take cover. When it appears safe, pop up from cover and deal with what you
can. Return to cover if enemy fire gets too hot.
r:oMBAT I RJWERS

Once they
are established
in their new
positions, wait
until it's safe
and advance
either to them
or to a position
farther ahead
of them. Your
squad mates ~
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should continue to engage hostiles as they appear, hopefully CJ)

distracting their attentions away from you. Repeat this until you've !;
0
reached your objective or finished off the enemy. :a
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Move to new positions as necessary. This is simple. The real test I 8
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is that of execution, and what powers are available to facilitate this I
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approach. I
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CHARGE! I'll
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I
This variation of the above tactic favors highly aggressive Vanguard I
I
and Infiltrator classes. The goal of this tactic is to close range with the I
enemy as quickly as possible, by any means necessary. Typically, it is
best handled on lower combat difficulties, but it can still be fairly viable
even on higher difficulties as long as the player is a proficient killer and
the odds aren't too big.

During multiplayer games, the Al outnumbers the player squads


by a significant amount, and therefore you can expect to be making
tactical retreats fairly often. Similar to being on the offensive, the point
of this is that nobody in the squad moves without being covered
by others. On the retreat, having the entire team turn its back to the
enemy means that everyone is getting shot in the back uncontested. A
little bit of discipline makes life easier for everyone!

FLANKING
By far one of the most important tactics in combat is to strike the
enemy's flanks while their attention is directed elsewhere. You can
accomplish this in many different ways.
You need to close range with the enemy before they can set up a
Basically,
coordinated defense against your assault, catching them just as they
you want
arrive via shuttle or drop pod. Shotguns, SMGs, and powerful pistols
members of
are the weapons of choice here; you can overwhelm enemy defenses
your squad in a
with a combination of bullets, powers, and melee abilities.
static position,
Frequently pause the game to properly direct the use of your holding it and
doing their best
squad's abilities; this helps your chances of survival. In multiplayer,
this tactic is much less useful, as you're not as tough to kill and don't to maintain
have a convenient way to slow the action down to plan things out the enemy's
accordingly. attention.

J
I
I
I
LEAPI 1 <CJGGING
.
I

Similar to the first tactic, leapfrogging is something that is easier to


coordinate in single-player, particularly when fighting toward a specific
objective. In multiplayer,you may not have the time to try something
like this on the attack, but you can try something similar during a
retreat. In general, leapfrogging works best in corridors or otherwise
narrow battlefields where there is not much room to maneuver to your
enemy's flanks.

Send your
squadmates to
positions ahead
of you. Cover Any side routes the enemy isn't covering are your flanking routes.
them as they Using cover, try to remain unnoticed for as long as possible before
advance to make beginning your assault. It's an excellent way to score grab kills in both
sure they don't single- and multi player. This works especially well with Infiltrators, as
get held up or their Tactical Cloak powers allow them to remain invisible as they rush
downed on the to the enemy's flank. Other powers, like Decoy or Combat Drones, can
way to cover. further distract the enemy and keep their attention focused anywhere
else but right behind them until it is too late.
HOLD AND 5NPE
Essentially, once combat begins, ensure you're in good cover and stay in place while taking shots at enemies as they break cover. Not the most
glamorous method, but there's still a lot you can do with this conservative approach.

Setting up a kill zone means positioning the squad so that every Flanking isn't just about getting around to the side or behind the
person has good sight lines on positions the enemy must advance enemy; it's about getting superior position in general. For instance, if
through to reach you. In addition to this, it means that the squad can there is a high ground in any given battle, you must do what you can
also cover potential flanking routes, meaning that nobody can get to take it for yourself, while denying the enemy access to it. Having the
close to you without taking a few slugs first. This can get much more high ground facilitates and guards against flanking maneuvers and
difficult in multiplayer, where the objectives and enemy drop points allows you to chip away at enemies from on high, over the pieces of
are much more fluid. This is a solid defensive tactic, but try not to get cover they are using below you.
too comfy in one spot. Be ready and willing to shift to new positions
when it's called for.

Tt-le ENEIVIV

~ Now that you know how to prepare for a fight and what to do once you're actually in the middle of one, it's time to see what you're up against.
u
~ C:ERE:IERUS
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'D While the Reapers are the greatest threat to the entire galaxy, Cerberus's actions throughout the conflict, from
'5 start to finish, cannot be underestimated. The Illusive Man's forces have dallied with extremely dangerous
0
m technologies derived from the Reapers to enhance themselves to better fight the forces of the Citadel and further
E weaken already-failing alliances. Tactically proficient and very well armed, Cerberus forces provide some of the
111
most intense cat-and-mouse battles throughout the game.
0
15
n ASSAULT TROOPER
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0 Armament: M-25 Hornet Submachine


I'll gun, electrically charged shock stick,
E frag grenades
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IL Threat Level: Low to medium
Being the most basic soldier of the
Cerberus forces does not make Assault
Troopers harmless. On the contrary, their
aggressiveness tends to place them on
your flanks while driving you out of cover
with well-placed grenades. The lack of
shielding makes them susceptible to Biotic
attacks, but they possess the uncanny
ability to combat roll out of harm's way,
evading Biotics and Techs with alarming
frequency in the higher difficulties.

I
THE ENEMY

CENTURION CDIVl3AT ENGINEER

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Armament: M-96 Augmented Mattock Assault Rifle, electrically Armament: M-5 Phalanx Pistol, sentry turret, repair tools
charged shock stick, smoke and frag grenades
Threat Level: High
Threat Level: Medium to High
By itself, a Combat Engineer is not intimidating. What it can bring to
Larger and tougher than Assault Troopers, Centurions have armor with the battlefield, however, is very intimidating. The sentry turrets they
shielding, making them tougher targets to kill. The semiautomatic can deploy can suppress a squad in a very short time, causing extreme
rifles they wield possess great stopping power at any range, and as damage on exposed characters. Their shields and armor also ensure a
always, they will try to flush out stubborn players with frag grenades. turret can survive concentrated fire, but even worse, an Engineer can
What makes the Centurion a real threat is the smoke grenade, which use their repair kits to keep them up and running, even while under
can cover wide swaths of the battlefield with obscuring clouds to fire! In a battle consisting of multiple units, target the Engineers first, as
disguise potential flanking maneuvers or ambushes. their turrets and repair abilities can shift the battle dramatically against
you. Be mindful of their presence when the Cerberus Atlas is in play, as
Engineers like to constantly repair their shields and armor.

I
GUARDIAN l .

NEIVIESIS

Armament: M-13 Raptor Sniper Rifle


Threat Level: Medium to high
Armament: M-358 Talon Pistol, ballistic shield
Fast on their feet and accurate with their rifles, the Nemesis is aptly
Threat Level: Medium named, hounding Shepard and any squadmates who stay still for too
Slow-moving, the Guardians do not seem initially too dangerous when long. Nemesis snipers tend to shoot any part of a target that is even
compared to other Cerberus units, until you notice just how resilient remotely exposed, a dangerous habit when combined with a height
their ballistic shields really are as they march through barrages of fire, advantage. Fortunately, they aren't very tough once their shields are
get close to you or a squadmate, and start beating them senseless with exposed. If possible, have a squadmate hit a Nemesis with Cryo Blast
those shields. The heavy shields offer Guardians excellent protection to slow them down; even if their shields are still up, it will help with
from threats directly in front of them, save for the view slot carved into drawing a bead on them. On higher difficulties, the damage caused by
the shield. Sniper rifles or any sufficiently accurate weapon can put a Nemesis is substantial, making them priority targets if the enemy is
rounds through the slot for head shots on the Guardian. Biotics can use still at a decent distance away from you.
a wide variety of powers such as Cluster Grenades, Singularity, and Pull
to quickly get the shield away from them.
PHANTOM ATLAS

Armament: Sword, high-powered arm cannon, Biotic defenses, Armament: Homing missile launcher, heavy cannon,
tactical cloak antipersonnel claw
Threat Level: High Threat Level: High
Arguably the most dangerous opponent for its size, Phantoms employ Atlases are powerful heavy rnechs that are resistant to almost all forms
heavy use of their tactical cloaks to slip around a player's view and of damage to one degree or another. Once an Atlas drops onto the
strike their flanks. Their Biotic barriers are incredibly resistant to many field, your priorities must switch accordingly. Fortunately, Atlases are
Techs, combat powers, and gunfire. To make matters worse, Phantoms quite slow, making it easy to line up everything you have. Atlases have
can literally brush aside incoming powers and fire. Their swords are two large vulnerabilities to exploit: the thruster mounts on the back
further cause for headache, as they can deflect incoming fire and are of the unit and the cockpit canopy. Ambushing an Atlas from behind
an instantly lethal melee weapon up close. It is possible to shoot the is a sure way to cause heavy damage before it turns its attention to
sword out of a foe's hand to take away their instant-kill ability, but it's you, but if you're clever, you'll have squad mates on the other side,
difficult to manage given how much Phantoms like to move. Slow exploiting that same weakness. The canopy glass can actually be
them down with Cryo Blast, or stun them with Disruptor Ammo or shattered with enough concentrated fire, exposing the pilot to direct
Electric Explosion combos if you can; they can't be allowed to get close damage. Killing the pilot leaves the unit open for hijacking, and on
or stay close for very long. Shredder and armor-piercing mods are also higher difficulties this is one of the best ways to deal with an Atlas and
~
u viable tools against a Phantom, as a lucky shot can pierce through its reinforcements.
~ them and shatter their sword.
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'D
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m The Reapers aren't merely the collective consciousness found within each of their enormous cruisers and dreadnoughts that are pounding the
E fight out of every planet they've attacked. Every race they've struck has had members harvested, indoctrinated, and "improved" through Reaper
111
0 technology. Without mercy, and barely any sense of self-preservation, Reaper ground forces consume the best a species has to offer and turn it
15 against them.
n
....
I: HUSK
0
I'll Armament: None
E Threat Level: Low to medium
'C
IL Former humans, Husks were originally believed to be a
geth creation intended to intimidate humanoid species
in battle, but it is now apparent that the Reapers
produce Husks as basic ground troops. Husks can be
harmful in melee combat but are otherwise not very
dangerous alone or even in small groups. What truly
makes them threatening is their ability to engage
players in a melee hold that leaves them open to attack
from any direction. Deal with Husks quickly, as they
are a distraction to more dangerous units. Incendiary
powers and Biotics are especially effective at stopping
their mindless rushes.
THE ENEMY

CANNSAI E3RUTE

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Armament: Arm cannons grafted onto their flesh Armament: Grafted arm blades, super-strength
Threat Level: Medium Threat Level: High
The fate of batarians who fell before the early waves of the Reaper A hybrid of turian intelligence and krogan physical strength, Brutes are
invasion, Cannibals are fairly proficient in close- and medium-range fast, strong, and smart enough to know how best to use these gifts.
combat. They can absorb a surprising amount of damage before Thickly armored, Brutes can bound through walls of fire and survive
going down. They become more dangerous as their allies fall around to take huge swipes at players with their arms. Be especially careful at
them. Cannibals absorb the corpses of fallen enemies and allies alike, close range with a Brute, as they can grab careless players and kill them
gaining a chitinous layer of armor that serves to further increase in a single stab through the gut! Your best bet is to use their incredible
their resilience. Don't let Cannibals get free meals-make them pay speed against them, dodging out of the way of their charges, and
for remaining stationary long enough to consume a corpse. If one is lighting them up with any armor-breaking powers at your disposal.
armored, it is possible to freeze or incinerate the new armor layer and Sniper rifles are also good for hitting their weak spot-the turian head
make them more vulnerable to incoming fire. grafted onto the torso. However, it will take some skill to hit that target
while a Brute is on the move.

MARAUDER

RAVAGER AND SWARMER

Armament: Heavy Cannons


Armament: Phaeston Assault Rifle Threat Level: Medium to high
Threat Level: Medium-High Ravagers present two major threats to players. The first is their
Marauders are turians that have fallen during the assault on their high-powered cannon shots, which are accurate and have decent
homeworld Palaven. They are similar to the Cerberus Centurion, being area of effect. At range, a Ravager is more than capable of melting
more resistant to incoming fire thanks to their shields and being more shields and barriers and tearing apart what lies beneath. Once you
dangerous at range due to their accurate assault rifles. Marauders see the blue laser sights of a Ravager fall onto your character, find
serve as the combat support unit for Husks and Cannibals, having a cover or pay the consequences. The other threat Ravagers provide
unique ability to improve those units from a distance, forcing them come in the form of $warmers, buglike enemies that are carried in
to grow additional armor layers for protection. While doing this, a the sacs of flesh hanging from the Ravagers. Once these burst open,
Marauder is very vulnerable, so line up some headshots or close the the bugs streak toward any nearby victims. While not especially
distance and use heavy melee if it's safe. You want to burn them down dangerous by themselves, $warmers do prevent shields and health
before they enhance too many Husks or Cannibals. from regenerating. Combine this with everything else the Reapers are
throwing your way, and you can find yourself dead very fast.
BANSHEE HARVESTER

Armament: Biotics Armament: Heavy cannons grafted to their heads


Threat Level: High Threat Level: Low to medium
Probably one of the scarier units the Reapers possess, Banshees are the Like dragons, Harvesters sweep through the skies in search of victims
unfortunate husks of defeated asari known as Ardat-Yakshi, living up to to take back to Reaper processing centers. These monsters are not
their namesake with ear-piercing howls. They possess immense Biotic regularly occurring enemies throughout the main story, but they do
power, their barrier being some of the strongest defenses in the game, show up during certain events. The gravest threat they present comes
even against attacks meant to defeat Biotic barriers. Banshees seem from the cargo they carry. Whenever a Harvester appears, drive it away
slow at first as they hover toward you, but they suddenly close the or destroy it quickly by exploiting its weakness to anti-armor powers,
gap with lightning-fast Biotic dashes that have them dancing through lest they unload their troops into the fight.
incoming fire and into melee range. Do not let them get so close, as
they can finish Shepard or any squadmate in a single melee strike. It
is possible to save a squadmate caught in this lethal attack by causing
enough damage to the Banshee, forcing them to drop their victim.
Banshees are not limited to close-range combat. The Biotic blasts they
fling can rapidly drain shields and prevent health from regenerating.
~
u
~ THE CiETH
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a,

~
..:a.

i
~

J.
T

m
'D The geth are enigmatic synthetics currently in possession of the quarian homeworld, Rannoch. Created by the quarians to act as their servants, the
'5 geths' eventual rise as a collective intelligence came as a surprise to their creators, who tried to destroy them preemptively, only to fail. It has come
0
m to light that the geth that once served the Reaper Sovereign have been considered "heretics" by another faction of geth. Despite this split in their
E collective structure, the geth are not conflicted when it comes to defending themselves from organic hostility. While not as dynamic compared to
I'll
0 the Reaper or Cerberus forces, the geth make up for it with brutal precision and efficiency in combat.
15
n OETH TROOPER
...
I:
Armament: Pulse Rifle
0
11 Threat Level: Low to medium
E A lone Geth Trooper is not particularly
'C
n. dangerous. It is slow to move, has a large
head vulnerable to sniper rifles, and
lacks any form of protective shielding,
so a Trooper can be fodder for any class.
However, when encountered in groups,
you will find that Troopers focus their fire
on single targets with great accuracy,
able to burn down an unprotected victim
in seconds. Techs such as Overload
or Sabotage work very well against
Troopers, allowing you to disrupt their
advances with ease.
THE ENEMY

CETH ROCKET I RODPER CETHPYRD

I
~
c
~
8

I
n
m
Armament: Rocket Launcher Armament: Flamethrower
Threat Level: Medium Threat Level: Medium
A step up from the Trooper platform, Geth Rocket Troopers provide Boasting a layer of shielding and an armor layer, the Geth Pyro can
heavy fire support for other geth platforms. The homing rockets they be a close-quarters powerhouse. Its flamethrowers can bypass low
fire are difficult to evade and can blast players out of cover and expose cover, shields, armor, and barriers with equal ease. If you see a Pyro
them to other assaults. On higher combat difficulties, Rocket Troopers closing in, focus everyone's attention on it, particularly on higher
can fully strip away shielding or bring a player to critical health in one difficulties where you simply will not survive a sustained burst from
shot, so keep an eye out for the projectiles streaking toward you and their weapons. Fortunately, Pyros have one very glaring weakness: the
find good protection. fuel tanks on their backs. A use of Overload or a well-aimed shot from
a hiqh-powered gun can puncture the tank and lead to a devastating
explosion that can heavily damage or kill nearby geth.
CETHHUNTER I

CETH Pf-<IIVE

Armament: Plasma Shotgun, tactical cloak


Threat Level: Medium to high
Using their cloaks to get close to their selected targets, Geth Hunters Armament: Plasma Cannons, combat drones, defense turrets
can do astounding levels of damage with one charged shot from their Threat Level: High
plasma shotguns. In the heat of battle, it's easy to miss cloaked Hunters While slower than the other geth, the Prime platforms are powerhouses,
among the visual clutter until it's almost too late to react. If you suspect able to wade through heavy fire while delivering punishing barrages.
Hunters are near, use area-of-effect abilities to break their cloak. Being The heavy plasma cannons a Prime is armed with are bad enough, but
shielded makes Hunters tough targets, so bring Disruptor Ammo or their ability to deploy combat drones and defense turrets tum a Prime
characters with Overload to help deal with them. Unchecked, Hunter into a one-qeth flanking machine. It is not surprising to see turrets
teams can be murderous. deployed behind Shepard in order to bypass any hard cover, while the
Prime continues to march forward, laying down plasma fire and sending
its combat drone out to harass the Spectre. The dual layers of shields and
armor protection makes taking down a Prime a tough prospect. It's best
to keep them at a healthy distance, if only to give yourself a chance to
better react to incoming fire.
.. ...• . . ....
~ . \

..•


The crew aboard the Normandy is as varied as the possibilities for Commander Shepard.
At any given point, the crew aboard the Normandy can range from Biotic power-friendly
adepts like Liara to soldiers full of raw power like .James. Commander Shepard is no
different. With six classes and a wide range of character traits available to Shepard,
~ players can shape the daring leader into whatever they want, be it a Vanguard heroine or
u
~
a hero Engineer.
E
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a,

-ti
~

i
~ Players who have a long standing history with the Mass Effect franchise NOTE
can import a game save from Mass Effect 1 or Mass Effect 2. Doing so
,
J
will import the various moral decisions you've made across previous
With so many powers and bonus powers available, it's
impossible to account for the amount of build combinations in
Mass Effect games. Additionally, you will also import whatever
the game. For that reason, we've narrowed it down to two build
m characteristics you previously had for Commander Shepard.
'D suggestions per class and per character.
'5
0 For that reason alone, you may be able to begin the game with a The same goes for imported games. There are far too many
m variables to account for both Mass Effect 1 and Mass Effect
E Shepard build you've already become accustomed to. If so, then feel
I'll 2, not to mention the numerous downloadable content (DLC)
free to skim the section below and use it as much (or as little) as you
0 packages released, so we've compiled a quick list of what is
15 need. Seasoned veterans may still want to use it for playthroughs with
assumed as per Mass Effect 3.
n new builds or when playing through the game a second or third time.
....
liC

0
I'll Even if you feel comfortable with your particular build of
E Commander Shepard, go to the specific character sections, beginning
'C
n. with Ashley Williams, later in this guide. There you will learn everything
you need to know about a crewmate's powers and how to romance
them, and even learn two build suggestions for each character.
MASS EFFEC:T 1

The list below describes the starting parameters if you've never played Mass Effect 1 or if you're importing a game save without Mass Effect 1 data.

» Garrus was recruited. » The rachni queen on Noveria was killed. » Udina was named Councilor.
» Wrex was recruited. » Wrex died on Virmire, killed by Shepard. » For all side content (DLC), the
» The colony on Feros was not saved. » Shepard did not have any romance.
assumption is that you did not see the
content or complete optional plots.
» Shiala, the a sari taken by the Thorian on » The Council died, and the Destiny
Feros, was killed. Ascension was destroyed.

MASS EFFEC:T e
The list below describes the starting parameters if you've never played Mass Effect2 or if you're importing a game save without Mass Effect 2 data.

» Shepard is not assumed to have completed any loyalty missions. » Thane died during the Suicide Mission.
As a result: » Miranda is alive.
» Shepard did not complete Mordin's loyalty mission and never had » Jacob is alive.
the chance to save or destroy the genophage cure data.
» Legion was never reactivated and does not have the name Legion
» Tali was exiled by her people. as a result.
» Shepard did not have any romance. » Shepard destroyed the Collector base rather than turn it over to
» Zaeed and Kasumi were never recruited. Cerberus.
» Mordin is alive. » The only Normandy crew members who survived the Suicide
Mission were Joker and Chakwas. Yeoman Chambers, Ken, Gabby,
» Garrus is alive.
and all other Mass Effect2 non-squad crew are dead.
» Grunt was never woken up from the tank and is never mentioned.
» Shepard did not complete optional N7 missions or other special
» Jack died during the Suicide Mission. assignments (Citadel missions).
» Tali was recruited and is alive. » Shepard did not complete Arrival, Overlord, or Lair of the Shadow
» Tali never romanced. Broker DLC (but the events of Arrival and Shadow Broker took
place offscreen-the batarian system was still destroyed, and Uara
» Samara was never recruited. She fought her way off of I Ilium and is still the Shadow Broker).
was later killed by Morinth.

NOTE

The two lists above describe the default condition& to any new Mass Effect 3 player.
Commander Shepard was born on April 11, 2154,
and has been a lifelong Alliance soldier. After serving
on the SSV Normandy under Captain Anderson,
Shepard later became the first human to join the
Spectres. While working as a Spectre, Shepard foiled
another Spectre, Saren, as he attempted to betray the
Alliance Systems to the Reapers.

Shortly thereafter, Commander Shepard was


killed in action, only to be revived by Cerberus under
the Lazarus Project. Shepard once again took control
of the Normandy, recreated as the Normandy SR-2, and
foiled the Collectors as they worked in conjunction with
the Reapers.

Now, the Reapers have brought the fight to


Shepard. Having fallen out of grace with the Alliance,
Shepard now serves in the Alliance but has been
stripped of his Commander rank.

POWE~S

ATNESS
~
u
Put on some muscle and become fearless in close-quarter
~
combat More melee damage. More health and shields.
E
na,
i
t:
Rank 1-Health and Shield Bonus: 15%;
Melee Damage Bonus: 15%
a.
i
~ Rank 2-Durability: Increase health and
shield bonuses by 10%
J.
T
Rank 3-Melee Damage: Increase
Ill melee damage by 20%
'tJ

a
Ill Rank 4a-Melee Damage: Increase
E melee damage by 30%
~

~
Rank 4b-Du ra bility: Increase health and
E shield bonuses by 15%
0
n Anal~sis
E
,:
Rank Sa-Melee (Increase): Increase melee Since all six classes for Commander Shepard share similar passive Fitness power, we're
n. damage by 75% for 30 seconds when an enemy is induding an overview of this power here, rather than in every class section. The Fitness
killed by heavy melee power grants all versions of Shepard a general health and shield/barrier increase.
Additionally, at upgrade ranks (Ranks 4 through 6), you can add melee increases. While
Rank Sb-Shield/Barrier Recharge: Decrease
these upgrades may only appeal to players who will use Commander Shepard in close-
shield-recharge delay by 15%
quarter combat, consider selecting at least one of the three melee upgrades for added
melee damage potential.
Rank 6a-Melee Synergy: Increase melee
damage bonus by 30%; increase power damage However, the bonuses for Fitness are not the same for each class. For Rank 6a, some
by 30% for 20 seconds after an enemy is killed by classes get weapon damage, some get power damage, the Sentinel gets increased damage
heavymelee reduction, and the Vanguard gets a bonus to Biotic Charge. The sentinel has a unique
bonus for Rank Sa. The Engineer gets a unique bonus for Rank 6b. In the end, make your
Rank 6b-Fitness Expert: Increase health rank upgrade choices based on the type of build you'd like to create.
and shield bonuses by 25%

- --------- ---- --- - ------ --- ------


SHEPARD

ACJEPT

Adepts are Biotic specialists, capable of disabling and killing enemies with
raw Biotic power. They are outfitted with LSx implants that can spawn a
micro-singularity, damaging enemies and pulling them into the air.

In battle, Adepts are strong, capable, power-heavy warriors with a


talent for power combinations. Regardless of what kind of Adept build you
eventually become, be sure to invest in Singularity. Every Adept player can
benefit from this power, even at its most basic. But when upgraded fully,
Singularity is a benefit to every squad. It is one of the few powers that can
serve as a source power, inflict damage, and disrupt enemies in battle. This
power should be the base of all Adept builds.

In order to keep your powers charged and ready to fire at a high rate,
keep your weapon loadout low. Select one or two weapons at most (like
an SMG and pistol) to keep your load out weight low, and keep your power
recharge speed as close to 200 percent as possible.

POWEFeS

SINCiULARITY
Create a sphere of dark energy that traps and dangles enemies caught in its field.
Ranks 1 through 3 Ana !::fSiS
Rank 1-Recharge Speed: 4.5 sec.;
Duration: 4 sec.; Radius: 1.5 meters Singularity may be an Adept's greatest power. This lasting effect can be used to flush out
enemies from behind cover and lift them into the air (when upgraded properly), rendering them
helpless, and it can even function as a source power to create explosive power combinations. At
Rank2-Recharge Speed: Increase Rank 3, a single foe can be rendered harmless for up to nearly 5 seconds. Better still, that's nearly
recharge speed by 25% 5 seconds that Singularity can serve as a source power. Even though you can stop at Rank 3 and
have a significantly useful power, consider upgrading beyond this rank. Singularity should be a
part of every Adept build.
Rank 3-Duration and Radius: Increase
Singularity's hold duration and impact radius Rank 4 Anal!::fSiS
by20%
Rank 4 offers two very useful potential upgrades. Either increase the length of Singularity's
Rank 4a-Duration: Increase Singularity's duration and keep enemies suspended in the air longer (Rank 4a) or widen its reach by
hold duration by 30%. Additional enemies increasing its radius (Rank 4b). Both are worthwhile upgrades, but Rank 4a is slightly more
am be lifted before Singularity fades. useful since it will allow you to pick up even more enemies with a single blast. Upgrade to Rank
4 and unleash a Singularity blast near a crowded area to create a bottleneck for attackers. Even
Rank 4b-Radius: Increase impact radius if you don't manage to get multiple enemies in the blast, other enemies will be forced to reroute
by25% since the upgraded Singularity will last longer.

Rank S Anal~sis
~ Rank Sa-Lift Damage: Inflict 20 damage
If you plan on using Singularity often, perhaps to create multiple explosive power combinations,
~ per second to lifted targets
then select Rank Sb. This will increase Singularity's recharge speed and decrease your waiting
time between blasts to less than 6 seconds. That means that you could potentially catch
Rank Sb-Recharge Speed: Increase enemies in a massive explosion every 6 seconds. If you want to focus on inflicting damage, then
recharge speed by 30% select Rank 6a. This will add 20 points of damage per second for the duration of Singularity. If
you chose Rank 4a, then that's an extra 120 points of damage.

Rank 6a-Expand: Expand the Singularity Rank Ei Anal~sis


field by 35% for 10 seconds At Rank 6, you can expand the Singularity's field by 35 percent for 10 seconds. If you've chosen
upgrade Rank 4b, then your Singularity field will be 2.18 meters around. Rank 6a will expand
Rank 6b-Detonate: Detonate Singularity on those 2.18 meters by 35 percent for 10 seconds. By making Singularity last longer and reach
when the field dies to Inflict 300 damage farther, you can create countless problems for groups of enemies. Your other option at Rank
6 is to detonate Singularity when the field dies, inflicting 300 extra points of damage across
across S meters
5 meters. Not only does this remove the need for a detonator power to be added in order to
detonate Singularity, but it also reaches farther and causes a decent amount of damage. If you
chose Rank Sa, then you could potentially inflict up to 420 damage with one Singularity blast.
WARP
Rip your enemy apart at a molecular level. Stop targeted enemy from regenerating health. Weaken armor.

Ranks 1 through 3 Anal~is


Rank 1-Recharge Speed: 8 sec.;
Damage: 250; Duration: 10 sec. Warp is a cruel and vicious power, perfect to use against Reapers and Cerberus foes alike. Even
I
at low ranks it can deal 300 points of damage on an enemy for up to 10 seconds. You can stop

tTil:I
~
Rank 2-Recharge Speed: Increase
recharge speed by 25%
upgrading at Rank 3 and use Warp strictly as a source power for power combinations, but its
potential value reaches far beyond that so consider making Warp one of your go-to skills.

n
[.i]
Rank 3-Damage: Increase
damage by 20%
Rank 4 Anal~is
At Rank 4, you can either increase damage (Rank 4a) up to 375 points of damage, a worthwhile
investment, or you can augment your unique detonate ability (Rank 4b). This benefit is gained
only when using Warp as a source power and another power is used to detonate it. When it
does, Rank 4b will increase all aspects of the detonation by SO percent.
Rank 4a-Damage: Increase
damage by 30% Rank S Anal!::fsls
Rank Sa, Lasting Damage, increases both damage and duration of Warp, making it deadlier
Rank 4b-Detonate: Increase force, and longer lasting. It may not be fancy, but the selection amplifies two of Warp's three most
damage, and impact radius of combo important components. If you plan on frequently using Warp as a stand-alone attack, then
detonations by 50% select Rank Sa. Expose, Rank Sb, increases both weapon and power damage to targets affected
by Warp. This is useful when you want to weaken enemies and allow your squadmates to inflict
Rank Sa-Lasting Damage: lnaease additional damage while your powers recharge.
damage by 40%; inaease duration by 60%
Rank Ei Anal!;fSiS
Rank Sb-Expose: Increase weapon The final upgrade tree in Warp either increases its recharge speed to maximum, lowering
damage taken by a target by 15%; increase the recharge time to less than 8 seconds (Rank 6b), or increases its piercing ability to weaken
power damage taken by 15% for 10 seconds barriers and armor and armored targets (Rank 6a). Like Rank Sb, the benefits of Rank 6a allow
your squadmates to pour on additional damage to affected enemies.
Rank 6a-Pierce: lnaease damage to
barriers and armor by 50%; weaken armored TIP
targets by an additional 25%
The "weakens armored targets" only refers to targets
Rank 6b-Recharge Speed: Increase with an armor bar, the yellow bar.
recharge speed by 35%
~
u --------
~
E
- ---
I'll
a, THROW

-ti
~ Toss your enemy through the air with this Biotic blast.
Ranks 1 through 3 Anal!;fSiS
i
~
Rank 1-Recharge Speed: 4
• sec.; Force: 600 Newtons In the hands of a powerful adept, Throw is a very useful skill. With a single blast, you can rid
yourself of pesky foes and clear a path in battle for squadmates. At Rank 3, your blast of 780
Newtons hurls foes even farther, so consider upgrading to Rank 3, even if you don't plan on
J. Rank 2-Recharge Speed: Increase using this often. Also, if you don't upgrade this power beyond Rank 3, keep it in your arsenal
T recharge speed by 25% anyway; its function as a detonator power can complement nearly any squad composition with
source powers.
m
'D Rank 3-Force: Increase
'5 • force by 30% Rank 4 Anal!::fSis
0
m At Rank 4, you can gain a simple force or radius increase. Rank 4a, Force, increases the amount
E of force exerted by each Throw blast to 1 ,020 Newtons. This has the added ability of knocking
111 Rank 4a-Force: Increase foes into other enemies and disrupting enemy attacks. Rank 4b, Radius, increases the impact of
0 • force by 40% radius by 2 meters, allowing you to hit more than one enemy per Throw blast. This is especially
15
n useful in narrow corridors or battlefields where enemies bunch together into smaller groups.
....
I:
Rank 4b-Radius:
0 Increase Impact radius by Rank S Anal!::fsls
I'll
E 2 meters At Rank S you can increase the volatility of your Throw power (Rank Sa) or grant yourself the
'C ability to create even more explosive combos (Rank Sb). Select Rank Sa if you want to use Throw
IL Rank Sa-Detonate: Increase force and
as a damage-dealing detonator for source powers. In fact, as an Adept, you can create your
damage of Biotic detonations by 50% own Biotic explosions using Singularity as a source power. If you want to create these explosive
combos, then select Rank Sa. However, Rank Sb can also help if you have several squadmates
Rank Sb-Recharge Combo: Reset who can launch source powers. By frequently using your Throw as a detonator power, you can
recharge time after a Biotic combo detonates maximize Throw's potential for damage output, not just enemy disruption.

Rank Ei Anal!::fSls
Rank 6a-Double Throw: Launch two
• Throw projectiles to seek two targets Instead At Rank 6, you can either increase the amount of Throw projectiles to seek two targets (Rank
of one 6a) or increase Throw's recharge speed by SO percent (Rank 6b). If you plan on using Throw as
an area-clearing disruptive power, then select Rank 6a. The extra Throw projectile will help clear
Rank 6b-Recharge Speed: Increase more enemies efficiently. If you plan on using Throw as a detonator power, then select Rank 6b;
recharge speed by 50% that way you can detonate any source powers set up by your squadmates.

--------- -------------------------------------------------------
5HDCKWAVE
Topple a row of enemies with this cascading shock wave.
Ranks 1 throu9h 3 Anal!::fsls

m
Rank 1-Recharge Speed: 8 sec.;
Damage: 200; Force: 600 Newtons; Radius: 2 Shockwave is another disruptive ability in an Adept's arsenal. Like throw, it can hurl enemies out
meters; Range: 7 meters of the way and clear a path forward. Unlike Throw, however, this power doesn't stop at affecting

m
II.iii Rank 2-Recharge Speed: Increase
recharge speed by 20%
one or two enemies. It also does not travel around objects or other enemies. Shockwave
travels in a straight line and for a long distance, affecting all enemies in its path. This makes it a
particularly useful power for Adepts who want to focus on disruption rather than destruction. Of
course, Shockwave is also a detonator power, so it can also be used to trigger explosive combos.
Rank 3-Force and Damage: Increase Rank 4 Anal!::fSIS
force and damage by 20%
Like most other powers, you can either select to increase its force and damage (Rank 4a) to
inflict more damage on enemies and hurl them farther, or you can increase its radius (Rank Sb),
Rank 4a-Force and Damage: Increase allowing each Shockwave to reach more enemies. The choice should be made depending on
force and damage by 30% whether you want to cause more damage or disrupt more enemies.

Rank 4b-Radius: Increase Impact radius Rank S Anal!::fsis


by35% If you select Rank Sa, you can increase the force and damage of Biotic combinations when using
Shockwave as a detonator power. Select this if you plan to use Shockwave as part of explosive
Biotic combos. If you want to use Shockwave as only a disruptive ability, then select Rank Sb.
Rank Sa-Detonate: Increase force and
This will let the Shockwave travel farther before it dissipates.
damage of Biotic detonations by 50%
Rank Ei Anal!::fsis
Rank Sb-Reach: Increase the distance At Rank 6a, you can increase the recharge speed of Shockwave in order to use it more
that Shockwave cascades by 50% frequently. At Rank 6b, you can add an additional "lift" ability to raise affected foes off the
ground for a short time. While this may not seem like a big deal, it will help combo off power
Rank 6a-Recharge Speed: Increases upgrades like Singularity's Rank Sa, which adds lift damage to lifted enemies.
recharge speed by 35%

g
~
Rank 6b-Lifting Shockwave:
Suspends targets in the air for a short time

----- - -- ,.. --
PULL
Yank an opponent helplessly off the ground.
Ranks 1 throu9h 3 Anal!::fSIS
Rank 1-Recharge Speed: 4 sec.;
Duration: 4 sec. Perhaps one of the Adept's most unique powers, Pull can yank enemies closer to you. This can
be extremely effective for Adepts who want to focus on dose-quarter combat or disrupting
enemies. At Rank 3, there won't be much use for Pull outside of disrupting enemy movement.
Rank 2-Recharge Speed: Increase
recharge speed by 25% Rank 4 Anal!::f5iS
At Rank 4, you can increase the duration of Pull to knock enemies off balance for 60 percent
Rank 3-Duration: Increase duration longer (Rank 4a) or use its radius to affect more enemies nearby (Rank 4b). If you want to focus
by40% on enemy disruption, then select Rank 4b. The ability to affect more enemies can help your
squad in nearly any combat situation. However, increasing the duration of the Pull effect will
grant you more time to use Pull as a source power and trigger more explosive Biotic combos.
Rank 4a-Duration: Increase duration
by60% Rank 5 Anal!::fSis
Adepts have the unique ability to disrupt, and then destroy enemies. Since a lot of their powers
Rank4b-Radius: Increase impact radius affect lifted targets, Adepts can use these power combinations to lift enemies off the ground,
by 2 meters then inflict damage on them as they dangle helplessly. Rank Sa will allow enemies lifted by
powers like Singularity or even Shockwave (Rank 6b) to take 20 points of damage for however
Rank Sa-Lift Damage: Inflict 20 long they're in the air. Rank Sb will increase damage to affected enemies by 25 percent. So even
damage per second to lifted targets if they're not in the air, they can still take extra damage with ammo powers or other types of
attacks.

Rank Ei Anal!::fSis
Like Throw, Pull also has an upgrade option that allows you to affect two targets rather than
one. Select Rank 6a to increase the disruptive abilities of Pull. After all, more enemies off balance
means less enemies that can attack. Alternatively, if you want to use Pull more frequently on the
battlefield, select Rank 6b. The increased recharge speed will lower the amount of time it takes
before you can launch it again.

------- ---- -- - -- -- - -- - -----------------------------------------------------------------


CLUSTER GRENADE (UNIQUE)

Lob this Biotic grenade cluster at your enemies and watch them fly.

n
~
Rank 1-Damage Per Second: 250;
Force: 1,000 Newtons; Radius: 3 meters
Ranks 1 through 3 Anal~sis
Cluster Grenades are useful in nearly all combat situations. At Ranks 1 through 3, a well-aimed
grenade can serve as a great medium- to long-range weapon. Hurl it ahead of you and inflict
damage on unsuspecting foes. These grenades don't just explode like typical frag grenades;
Rank 2-Max Grenades: Increase they burst into smaller clusters of explosions that also deal Biotic damage while covering a
grenade capacity by 1 larger radius than typical grenades.

Rank 4 Anal!::fSi5
Rank 3-Force and Damage: Increase
force and damage by 20% At Rank 4, you can choose to increase either the force and damage output or the damage
radius. If you want to concentrate on dishing out maximum damage, choose Rank 4a. Not only
will this inflict more damage, but also its increased force will hurl enemies farther. Rank 4b will
Rank 4a-Force and Damage: Increase increase the impact radius of your grenades and their cluster bombs, allowing you to damage
force and damage by 30% more enemies.

Rank 4b-Radius: Increase impact radius Rank S Anal!::fSis


by35% Rank Sallows you to either increase the amount of grenades you can carry or increase
the damage dealt to lifted enemies by 100 percent. For players who want to be offensive
powerhouses, consider carrying more grenades. Rank Sa will ensure that you always have plenty
Rank Sa-Max Grenades: Increase
of grenades for nearly all combat scenarios. Rank option Sb can also help maximize damage to
grenade capacity by 2
targets. Another one of the Adept's "lift" combos, Rank Sb's damage increase to lifted targets can
stack on top of otherfift" damage bonuses.
Rank Sb-Damage Combo: Increase
damage to already-lifted targets by 100% Rank 6 Anal~is
At Cluster Grenade's maximum rank, players can either increase force and damage (Rank 6b)
Rank 6a-Shrapnel: Increases shrapnel or increase shrapnel effects (Rank 6a). Both options are worthwhile upgrades, so decide on
count by 2 whether you want to focus on enemy disruption or secondary damage through shrapnel.

Rank 6b-Forceand Damage: Increase


force and damage by 50%

~
u - ----- - ------------------------------------------------------------------
~ BIOTIC MASTERY (UNDUE)
E
I'll
a, Be an expert tactician on and off the battlefield. Faster and stronger Biotic powers. More dexterity. More charisma.

-ti
~
Rank 1-Reputation Bonus: 4%; Power
Ranks 1 through 3 Anal~sjs

Damage Bonus: 10%; Weight Capacity The Biotic Mastery passive power can be upgraded to benefit any number of varied Adept
i
~
Bonus: 10 builds. Upgrade to at least Rank 3 if you want to increase your weight capacity and allow your
Adept build to carry heavier weapons like shotguns or assault rifles.
Rank 2-lnfluence and Capacity:
J. Increase weight capacity bonus by 20 points; Rank 4 Anal!::§Sis
T increase reputation bonus by 4% At Rank 4, you must choose whether you'll focus on damage and force (Rank 4a), or influence
Rank 3-lnfluence and Damage: and duration (Rank 4b). If you select Rank 4a, Damage and Force, powers like Singularity and
m
'D Increase damage and force bonuses by 10%; Shockwave become all the more destructive. Their effects will inflict more damage and hurl
'5 increase reputation bonus by 4% enemies farther away. Rank 4b allows you to increase the duration of all powers, including
0 Singularity attacks. Select Rank 4b to keep foes sustained in your powers' effects longer. Singularity
m
E Rank 4a-Damage and Force: Increase and other powers with lift effects will last longer, allowing you to use them as source powers.
111 damage and force bonuses by 15%
0 Rank S Anal~sis
15
n Rank 4b-lnfluence and Duration: Rank Sa will increase the force and damage of your squad's powers. This is helpful if you want
....
I:
Increase duration of all powers by 25%; your teammates to use their powers in combination with yours. While this rank upgrade won't
0 benefit you directly, the added power damage from your squad will help when your powers
I'll Increase reputation bonus by 8%
have weakened enemy forces or affected them with lift effects. Select Rank Sb to increase power
E
'C Rank Sa-Squad Bonus: Increase the damage and weight capacity. This will help increase your power recharge speed and damage,
IL force and damage of squad mate powers making skills like Shockwave and Warp all the more lethal.
by30%
Rank 6 Anal~is
Rank Sb-Damage and Capacity:
Increase power damage bonus by 10%; For Adepts who want to focus on power combinations, select Rank 6a. Combo Mastery will
increase weight capacity bonus by 20 points increase the recharge speed of all powers when detonating Biotic combos. This upgrade option
will allow you to become a Biotic combo expert. Use power combinations like Singularity and
Rank 6a-Combo Mastery: Increase Warp or Shockwave to unleash destructive Biotic combos, and Rank 6a will increase the speed
recharge speed of all powers by 30% for 20 at which those powers will recharge for 20 seconds. Alternatively, if you don't plan on executing
seconds when detonating Biotic combos Biotic power combinations by yourself, then select Rank 6b, Power Mastery. This will increase all
of your powers' destructive capabilities.
Rank 6b-Power Mastery: Increase
damage and force bonuses and power
duration by 25%
SHEPARD

BUILCJS

DISRUPT AND DESTROY

---
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With skills like Singularity, Throw, Pull, and Shockwave, an Adept can effectively disrupt enemy movement by knocking them off balance and
lifting them into the air. Once in the air, enemies are vulnerable to the squad's attacks and to all of the Adept's powers, which can increase in
damage when applied to enemies in midair. By using these types of powers in conjunction with one another, you can first disrupt the enemy's
movements, then inflict damage while they're incapacitated.

DA.MAGE AND BIOTIC COMBOS

Disruptive effects aside, an Adept's powers can also inflict a great deal of damage when used properly. Adept players who want to focus on
damage-dealing should structure their power upgrades to maximize Biotic power combinations. Begin by investing in your most effective source
power, Singularity. With Singularity as your base, structure the rest of your power upgrades to maximize combo power and effects. When you do,
you'll have little need for squad members using detonate powers and will be more than capable of unleashing Biotic combos at will. You'll soon
be the main damage-dealer in any squad you create, which will allow your two squadmates to focus on enemy disruption or other support roles.
Invest heavily in Warp, Singularity, and Cluster Grenades to create a damage-dealing Biotic combo expert.

Engineers are tech specialists, the most effective class at disabling the
defenses of the toughest enemies or incapacitating them to render them
harmless. In combination with their weapons training, Engineers have the
unique ability to spawn combat drones, which can harass enemies or force
them out of entrenched covered positions.

Having an Engineer in the squad is like having an extra two, three,


or even four people fighting alongside you. With their affinity for drones,
turrets, and enemy Al hacking, Engineers can turn a lopsided situation into an
advantage. However, even Engineers who don't use additional units in battle
can still wreak havoc on the battlefield. Powers like Incinerate and Cryo Blast
can inflict a decent amount of damage on all types of foes, but their ability to
function as source powers makes Engineers a bonus to have in any squad.

Equip your Engineer with shotgun and pistol combinations if you


don't plan on using powers very frequently in battle or in quick succession.
Similarly, a light (low weight) assault rifle can help keep weight down to allow
nearly any Engineer build be successful.

TIP

Pistols and SMGs are the lightest weapons. Assault rifles are midweight weapons, and shotguns and sniper rifles are generally
the heaviest. But there are exceptions to these rules in all weapon categories. Find a weapon loadout that is right for you.

-
Fl OWERS

INCINERATE
Burn your opponents and incinerate their armor. Heavy damage to health and armor. Make an enemy panic, stopping health regeneration.
Ranks 1 through 3 Anal!::fSiS
""" Rank 1-RechargeSpeed:Ssec.;
Incinerate is a most destructive power. Because it can function as both a source and detonator
~ Damage: 300
power, it is always a good idea to upgrade this to at least Rank 3. Of course, it can also be used
as a destructive, stand-alone power. If that's your goal, don't stop upgrading at Rank 3. Even at
Rank 2-Recharge Speed: Increase Rank 1 it can be used to create explosive fire combinations, but always consider upgrading to
recharge speed by 25%. Rank 3.

Rank '-' Anal!::fSIS


Rank 3-Damage: Increase damage by
2096 To increase the damage output of Incinerate up to 450 points of damage, select Rank 4a. The
30 percent increase is substantial enough to take down lesser enemies while inflicting large
amounts of damage on tougher foes. Your other option is to increase the impact radius of
Rank 4a-Damage: Increase damage by Incinerate in order to scorch more enemies with every blast. Your choice here should depend
3096 on whether you want to be a main damage-dealer or complement the rest of the squad by
softening multiple enemies at once.
Rank 4b-Radius: Increase impact radius
by 2meters Rank S Anal!::isis
Players hoping to maximize lncinerate's damage potential should invest in Rank Sa, Burning
Damage. This upgrade increases the damage over time and burns enemies past the shot's initial
Rank Sa-Burning Damage: lnaease
impact. When coupled with Incendiary Ammo or other detonator powers, this combination can
damage by an additional 40% over 8
lead to dazzling explosive results. Your other option at Rank 5 is to increase the recharge speed
seconds
of Incinerate. This will allow you to use Incinerate more often in battle and become a deadly
ft
~
Rank Sb-Recharge Speed: Increase
recharge speed by 25%
weapon, especially in squads with Biotic specialists.

Rank Ei Anal!::i5is
Rank 6a-Free1e Combo: Increase Rank 6a increases damage to frozen and chilled targets by an additional 100 percent. So if you
damage to frozen and chilled targets by an plan on using your other elemental power, Cryo Blast, select this rank upgrade to benefit from
additional 100% cross-power upgrade bonuses. If you don't frequently use those freezing skills, then don't waste
precious upgrade points on Rank 6a. Instead, use those points on Rank 6b and gain a very useful
- Rank 6b-Armor Damage: lnaease damage increase to armored targets.
~
u ~ damage to armored targets by 5096

--- ----- -
~
E
I'll
a,
----------- --------- -- ------------ --- -
OVERLOAD
-ti
~
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics.

i Ranks 1 through 3 Anal!::i5is

II
Rank 1-0verload: Recharge Speed: 8
~
sec.; Damage: 220 By far one of the most useful powers against synthetics, Overload can temporarily fry electrical
equipment like turrets and can singe synthetic foes. At Ranks 1 through 3, you gain a standard
J. recharge speed and damage increase, so stop upgrading at Rank 3 if you don't plan on making
T - Rank2-RechargeSpeed: Increase Overload an integral part of your attack arsenal. However, during missions where you encounter
- recharge speed by 25% geth or other synthetic opponents, you can still prove to be very useful.
m
'D
'5 Rank 3-Damage: Increase damage by Rank '-' Anal!::i5is
0
m 2096 If you do make Overload a more integral part of your attack arsenal, then consider upgrading
E to Rank4a. This will increase the amount of targets you can affect by one. So instead of
111
overloading only one enemy at a time, you can stun multiple enemies with each Overload blast.
0 Rank 4a-Chain Overload: Hit 1
additional target within 8 meters with 60% Rank 4b is a standard damage increase. Select this if you want to focus on dealing more damage
15
n less damage to individual enemies.
....
I:

II
0 Rank 4b-Damage: lnaease damage Rank S Anal!::isis
I'll by30% At Rank 5, you gain the option to stun organic foes as well as synthetics. The Neural Shock ability
E
'C will expand your role across several missions since Overload power will no longer be effective
IL Rank Sa-Neural Shock: lnc.apadtate against synthetic targets alone. Rank Sb increases Overload's recharge speed, allowing you to
weaker organic enemies for a short use the skill more frequently in battle. The trade-off between Ranks Sa and Sb are simple: If you
duration want to use Overload against more varied types of enemies, select Sa. If you want to use it more
frequently in battle to stun enemies en masse, select Rank Sb.
- Rank Sb-Recharge Speed: lnaease
- recharge speed by 25% Rank Ei Anal!::i5is
Like Rank 4a, Rank 6a will increase how many targets you can reach with an Overload blast by
Rank 6a-(hain Overload: Increase one and will increase the damage it inflicts by 15 percent. The choice is simple: If you selected
damage by 15%. Hit 1 additional target Rank 4a, make the same selection here and you can stun small groups of enemies with one
within 8 meters with 60% less damage. Overload blast Not only will you incapacitate more enemies at once, but also you'll expend less
power to do it. At Rank 6b, you can increase the damage dealt to barriers and shields, becoming

II
Rank 6b-Shield Damage: Increase
extremely effective against all shielded foes.
damage to barriers and shields by an
additional 100%
------------------------------------------------------- ---
<iHFDARO

CRYDl3LAST
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.
Ranks 1 through 3 Anal!::jsis
Rank 1-Recharge Speed: 4 sec.; Freeze By upgrading Cryo Blast to Rank 3, you can increase the duration of freeze effects to nearly 6
Duration: 4 sec.; Moveml!flt Speed: -15% seconds while decreasing the recharge speed for the power to 3.2 seconds. That means that if
you use Cryo Blast heavily, you can fire a blast nearly every few seconds and freeze enemies for
Rank2-Recharge Speed: Improve about the same time. So if you time things properly, you can theoretically keep a target frozen
recharge speed by 25% indefinitely until the rest of the squad can finish them off. This skill also works as a "source"
power for cryo explosions. Once affected by Cryo Blast, targets can then be detonated using a
detonator power like Concussive Shot, Shockwave, or Incinerate. Most importantly, if you plan
Rank 3-Duration: Increase power on creating an Engineer who can deal damage using powers alone, invest heavily in Cryo Blast
duration by 40% as well as Rank 6a of Incinerate.

Rank4a-Duration: Increase power Rank 4 Anal!::jsls


duration by 60% The main benefit of Cryo Blast is that you can slow enemies and potentially freeze them
in place, removing them from the equation on the battlefield. At Rank 4, you must choose
Rank 4b-Radius: Increase impact radius whether to slow singular enemies for longer periods of time (great against larger, more
by2 meters powerful enemies) or to slow multiple enemies for less time. Make your selection here based
on whether you want to focus more on crowd control or damage output.

Rank Sa-Speed Reduction: Decrease Rank S Anal!::jsis


movement speed of chilled targets by an At Rank 5, you can add an explosive effect to Cryo Blast with Rank Sb. Once the enemy is
additional 20% frozen or chilled, the cryo effects increase all damage to the enemy by 10 percent. If crowd
Rank S b-Cryo Explosion: Increase control is your goal, select Rank Sa. This slows down enemy movement by an additional 20
damage to chilled and frozen targets by 1096 percent, making foes move 35 percent slower overall. When combined with Rank 4a, the
decrease in movement speed makes for an overwhelming advantage on the battlefield. Not
only will foes move slower, but also they'll do so for nearly 7 seconds.
Rank 6a-Recharge Speed: Increase
recharge speed by 50% Rank 6 Anal!::js s
Engineers who want to focus on using more powersover drones and sentries should select Rank
Rank 6b-Frozen Vulnerability: Increase 6a. This will increase the recharge speed for Cryo Blast and allow you to use it far more frequently
damage to frozen and chilled targets by 15%. on the battlefield. This is best when trying to focus on crowd control. However, if you want to
Weaken armored targets by an additional 25%. become an explosives specialist select Rank 6b to increase the target's vulnerability. When used
in conjunction with Incinerate, you can obliterate enemies on the battlefield with ease.
--- - ----
CDME3AT DRONE
Deploy this attack drone to stun targets and draw enemy fire.
Ranks 1 through 3 Anal!::jsis
Rank 1-Recharge Speed: 5 sec.; Drone Combat Drone is one of the Engineer's most useful powers. With it you can summon a
Damage: 40; Drone Shields: 500 drone capable of distracting and destroying foes at higher ranks. At Ranks 1 through 3,
the combat drones won't inflict much damage on foes, but it will serve as a worthwhile
Rank 2-Recharge Speed: Increase complement to any squad. After all, even though it won't dish out much damage, it
will absorb up to 650 points of damage. That's 650 points of damage that you or your
recharge speed by 25%
squadmates won't have to incur.

Rank3-Shields and Damage: Increase Rank 4 Anaf!:;tsis


drone's damage and shields by 3096 Rank 4a increases the drone's damage output and shields, meaning it can inflict more
damage while taking more damage. This upgrade is worthwhile in all cases, whether
you're using the combat drone as a defensive decoy or as a damage-dealing complement
Rank 4a-Shields and Damage: to your squad. If you want to use the drone as more of an offensive weapon, then select
Increase drone's damage and shields by 40%
Rank 4b. This adds a detonate ability to the drone to make it blow up when destroyed and
inflict up to 156 more points of damage on foes up to S meters.
Rank 4b-Detonate: Drone explodes when
destroyed, dealing 156 points of damage across a Rank S Anal!::jsis
5-meter radius Another upgrade to shields and damage, Rank 5b can maximize the drone's damage
at 88 points per attack and an impressive 1, 100 shields-that is, of course, only if you
Rank Sa-Shock: Upgrade drone's short-range
chose Rank 4a. With 1, 100 shields, the combat drone will sustain an impressive amount
attack to deal 130 points of damage across a of damage and stay longer on the battlefield. Your other option is to add a Shock ability
2.S-meter radius. Drone stuns enemies for a short
to the combat drone's arsenal. With it, the drone will be able to deal even more damage
duration. (adding 170 points of damage) and stun foes for a short period of time.
Rank Sb-Shields and Damage:
Increase drone's damage and shields by Rank 6 Anal!::jsas
50% The final two upgrade options for the combat drone are both offensive abilities. Rank
6a adds rockets to a potentially already lethal weapon. Each rocket will inflict 220 points
Rank 6a-Rockets: Upgrade drone with
of damage on top of the drone's base damage (or augmented damage if you upgraded
long-range rocketsthat deal 130 points of
Ranks 4a and Sb). This is another useful upgrade for players who want to become a drone/
damage across a 1.S-meter radius damage-dealing specialist since the rocket upgrades range is considerably higher than
Rank 6b-Chain Lightning: Upgrade drone's the drone's other attacks. If you're going to also invest in your Sentry Turret power, then
electrical pulse to jump and hit 3 additional targets consider upgrading Rank 6a. Otherwise, select Rank 6b. With it, your drone will be able to
jump and hit three additional targets, allowing for better crowd control.
- ----- -- -
SAl30TAwe
Sabotage weapons and hack synthetics. Compromised synthetics fight on your side. Affected weapons overheat.
Ranks 1 through 3 Anal~sls

11
Rank 1-Re<harge Speed: 8 sec.; Sabotage is a useful skill whenever facing synthetic life-forms like the geth, Cerberus
Hack Duration: 12 sec.; Radius: 12 meters; Engineer turrets, and Cerberus Atlas mechs. With it, you can overwrite their programming
Backfire: 150 and turn enemies into allies. While this is already extremely effective in evening things out,
Rank 2-Recharge Speed: Increase the added explosive backfire can also help dwindle enemy numbers. At Rank 3, Sabotage
recharge speed by 25% can impact enemies within a 3.2S-meter radius and hack them for 12 seconds.

Rank 4 Anat~sls
Rank 3-Radius: Increase impact radius At Rank 4, you can choose to either increase how long enemies remain hacked (Rank 4a) or
by30% how much damage they cause enemies when their weapons explode (Rank 4b). Make your
selection here based on your eventual role in combat. If you want to be a crowd-controlling
Rank 4a-Duration: Increase power Tech maven, select Rank 4a. This will keep the drones in the field longer and allow you
duration by 50% to control your foes. If you want to concentrate on damage-dealing, then select Rank 4b,
Backfire. This will increase the amount of damage enemies sustain to 195 points of damage.

Rank 4b-Backfire: lnaease damage taken by Rank S Anal~sis


3096 when enemy weapons overheat Rank S has two more upgrades similar to Rank 4. Choose Rank Sb to increase Sabotage's
recharge speed. By doing so, Sabotage will be ready for use in under 11 seconds. This
Rank Sa-Explosive Hack: Synthetics explode may seem like a long time, but when the effect lasts 12 seconds, the benefits are clear:
when destroyed, dealing 120 points of damage You'll be ready to launch another Sabotage attack before the first one completely wears
across a 3-meter radius off. If you choose Rank Sa, then the Sabotage will gain an explosive hack upgrade.
Affected synthetics will explode at the end of the hack and inflict an additional 120 points
Rank Sb-Recharge Speed: Increase of damage to enemies within a 3-meter radius. If you want to concentrate on dealing
recharge speed by 25% damage, select Rank Sa-the added damage is worthwhile.

Rank Ei Anal~sis

n
Rank 6a-Berserk: Hacked synthetics fighting
on your side move faster and do 100% more The final upgrade selection for Sabotage can either bolster your hacked allies (Rank 6a)
damage. or increase all Tech damage done to the affected enemy for 10 seconds (Rank 6b). If you
want to use all hacked enemies as long as possible and turn them on their comrades, then
Rank 6b-Te<h Vulnerability: Increase all Tech select Berserk (Rank 6a). This will turn hacked foes into formidable allies. Otherwise, select
power damage done to target by 100% for 10 Rank 6b, TechVulnerability, to increase the amount of damage you can inflict. This is best
seconds for players who don't want to bother with crowd control and instead want to focus on
~ damage-dealing.
u
~
- --------------------------------- ·----------------------------------------------
E SENTRY TURRET (LINDI IE) Ranks 1 through 3 Anal~sis
I'll
a,
Deploy this heavy-weapon turret for cover fire. Aside from the combat drone, the Sentry Turret is one of the Engineer's most valuable
-ti
~
power. Like the combat drone, the Sentry Turret can serve as a secondary damage-
d ea ling weapon, one capable of inflicting damage while simultaneously distracting
Rank 1 Re<harge Speed: 5 sec: Turret
i
~
Damage: 25 sec.; Turret Shields: 500
foes. Where the combat drone moves around the battlefield, the Sentry Turret stations
itself wherever you deploy it. Luckily, its damage output more than makes up for its
lack of mobility. Tacticians can use the Sentry Turret to either pin down enemies or
Rank 2-Recharge Speed: Increase divert them around the battlefield.
J.
T recharge speed by 25%
Rank 4 Anal~sis
m At Rank 4, you can either increase the shield and damage output for your turret (Rank
'D Rank 3-Shields and Damage: Increase 4a) or add a shock ability to stun foes. This function works exactly as it does with
'5 turret's shields and damage by 30%
0 the combat drone, so if you want to focus on crowd control and have selected it for
m your combat drone as well, then do so now. The added shock attacks will be very
E Rank 4a-Shields and Damage: helpful when both the combat drone and the Sentry Turrets are deployed. If you feel
111
0 Increase turret's shields and damage by 40% comfortable with only one Shock upgrade (on your Combat Drone), then select Rank
15 4a. The added damage for your Sentry Turret will make it a formidable ally on the
n battlefield.
....
I:
Rank 4b-Shock: Upgrade turret with
0 shod< attack to stun enemies Rank 5 Anal~sis
I'll
E An added ammo upgrade can prove very useful in battle. If you don't want to invest in
'C
IL Rank Sa-Cryo Ammo: Upgrade turret with uyo Cryo Blast, consider selecting Rank Sa. If the Cryo Ammo manages to freeze a target,
Ammo, giving it a chance to freeze enemies for 3 then follow up with Incinerate (especially ifit has been upgraded to Rank 6a) and
seconds shatter your foes. If you want to gain a substantial advantage over armored foes, and
you've invested in Cryo Blast, then select Rank Sb.
Rank Sb-Armor-Piercing Ammo: Upgrade turret
with armor-piercing ammo, giving it 100% damage Rank Ei Anal~sis
bonus against armor
The final rank upgrade depends on whether you want to use the Sentry Turret in close-
Rank 6a-Rockets: Upgrade turret with or long-range combat. The rockets upgrade of Rank 6a allow you to obliterate enemies
long-range rockets that deal 130 points of damage from afar. Select this upgrade to use your Sentry Turret to whittle down foes as they
across a 1.5-meter radius approach, usually as the turret is deployed near you. To pin enemies down before they
Rank 6b-Flamethrower: Upgrade turret with a can attack, select Rank 6b to gain a powerful flamethrower ability. With it, you can
close-range flamethrower that deals 71.5 points of keep the turret away from you and allow the flamethrower to inflict damage at close
damage per second range. This will force your foes to engage the turret and keep a distance from you.
----- -~--~------------
TECH MASTERY (UNIOI IE}

Be an expert tactician on and off the battlefield. Faster and stronger Tech powers. More dexterity. More charisma.
Ranks 1 through 3 Anal~sis
Rank1-Reputation Bonus: 4%; Power
Damage Bonus: 10%;Weight Capacity The Tech Mastery passive power can be upgraded to benefit any number of varied
Bonus: 10 Engineer builds. However, at Rank 3, the reputation, power damage, and weight
capacity bonuses can benefit any Engineer.
Rank 2-lnfluence and Capacity: Increase
weight capacity bonus by 20 points. Increase Rank 4 Anal~sis
reputation bonus by 4% At Rank 4, you must choose whether you'll focus on power-damage or drone/sentry
Rank3-lnfluence and Damage: Increase damage. It you select Rank 4a, Power Damage, powers like Incinerate and Cryo Blast
power damage bonus by 10%; Increase will become all the more destructive. At Rank 4b, you can increase the duration of all
reputation bonus by 4% powers, including Combat Drones, Sentry Turrets, and Sabotage attacks. Select Rank 4b
to keep your one-man army on the field longer.
Rank4a-Power Damage: Increase
power damage bonus by 15% Rank S Anal~sis
Rank Sa will grant your squad a bonus, increasing the force and damage of their
Rank4b-Du ration: Increase duration powers. This is helpful if you want your teammates to use their powers in combination
of all powers by 25%; Increase reputation with yours. While this rank upgrade won't benefit you directly, the added power
bonusby8% damage from your squad will help when your drones have weakened enemy
Rank Sa-Squad Bonus: Increase the forces. Select Rank Sb to increase power damage and weight capacity. This will help
force and damage of squadmate powers increase your power recharge speed and damage, making skills like Incinerate all the
by30% more lethal.

Rank Sb-Damage and Capacity: Increase power Rank 6 Anat~sis


damage bonus by 10%; increase weight capacity bonus For Engineers who want to focus on drones and sentries usage, select Rank 6a. Drone
by 20 points Mastery will increase the effectiveness of both the drone and the sentry's shields and
Rank 6a-Drone Mastery: Increase combat damage significantly. With this upgrade, you can maximize the amount of damage
drone's and Sentry Turret's shields by 100%; increase your damage-dealing manifestations can inflict and sustain. If you want to focus more
combat drone's and Sentry Turret's damage by 50% on using powers like Incinerate and Cryo Blast, select Rank 6b instead. The bonus
to damage and duration will allow your squad to combo more effectively when you
Rank 6b-Power Mastery: Increase unleash your elemental powers.
power damage and duration by 25%

EIUIL.CS

ONE-PERSON SQUAD

The one-person squad Engineer relies heavily on three main powers: Combat Drone, Sentry Turret, and Sabotage. With these three power
combinations, you can unleash additional damage-dealing units into the field to inflict damage, distract foes, and create tactical nightmares for
i
the opposition. Additionally, when using Sabotage on synthetic enemies, a talented Engineer can also turn mechanical foes into friends, increasing
the number of fighters on the squad even more. There are few things as impressive as walking into battle while a turret scorches foes up close, a
combat drone unleashes rockets from afar, and an unsuspecting geth turns on its own squad to fight for you.

ADEPTLJKe DAMACie-DEALER (CRD\/\/0 CONTROL)

If increasing your numbers isn't a battle tactic you want to employ, then focus on using destructive and disruptive powers instead. Invest upgrade
points in powers like Overload, Incinerate, and Cryo Blast. With these powers, you11 be able to create multiple explosive power combinations.
Upgrade Incinerate to Rank 6a and you'll be able to maximize the effectiveness of Cryo Blast as well, since you'll be able to slow enemies, then
detonate them in magnificent explosions. If you don't want to focus on power damage, use your three powers to slow and disrupt enemies in a
crowd-control capacity.
Infiltrators are Tech and combat specialists with the unique ability to cloak
themselves from visual and technological detection. Their inventory is stacked
with a wide variety of weapons, equipment, and powers. Infiltrators are deadly at
any range, but particularly so with a sniper rifle. When scoping a target, superior
reflexes take over, time momentarily slows down, and enemies are easy pickings.

Depending on your play style, you can build an Infiltrator to stay as far away
from the action as possible, picking off enemies with sniper tactics before your
squad leads the charge into battle. Alternatively, Infiltrators can also specialize
in close-range combat, dealing major damage with shotguns and augmented
melee attacks. The key to both types of attacks, however, is expert use of the
Tactical Cloak. This should be the base of every Infiltrator build.

An Infiltrator has an inherent talent when scoping in on enemies with a


sniper rifle, so pair a sniper rifle with another light weapon, such as an SMG, so
as to maximize the recharge speed for all powers. However, should you select a
different approach for your Infiltrator, consider pairing a shotgun with a pistol.
The weight won't be too heavy, but you'll have a decent balance of accuracy,
damage, and range.

l='OWE~S
DISRUPTOR ANIVID

Bring down your enemy's barriers and shields. Chance to stun. More weapon damage. More damage to shields and barriers.

~
u !'J!!!l Rank 1-Health Damage Bonus: +596;
Ranks 1 throu9h 3 Anal!::JSis
Disruptor Ammo is a great power for a damage-dealer because it makes all weapon fire even
~ Shield and Barrier Damage: +20%
~ more lethal. With Disruptor Ammo (or any Ammo power, in fact), it's best to activate it before
E every mission and make sure you keep it active at all times. When active, it adds the ability to
I'll
a,
~ Rank2-Stun:lmprovetheoddsof stun foes and incapacitate them before they can attack. It also functions as a "source" power
-ti
~
U stunning a target by 1596 that can be detonated using other powers like Incinerate. For an Infiltrator, Disruptor ammo
can prove to be very effective in softening up foes before switching to Tactical Cloak and taking

i
~
Rank 3-Damage: Increase health
damage bonus by 2%; Increase shield and
down the stunned foe stealthily.

Rank 4 Anal!::fsiS
barrier damage bonuses by 8% At Rank 4, Disruptor Ammo can either increase damage to health and shield/barriers (4a), or
J.
you can gain the ability to automatically grant it to all squad mates when active (4b). The choice
T
Rank 4a-Damage: Increase health really breaks down to whether you want to dish out as much damage as you can or whether you
m damage bonus by 3%; increase shield and want to stalk stunned enemies on the battlefield. By granting your squad mates the use of your
'D barrier damage bonuses by 12% Disruptor Ammo, you'll increase the number of enemies that are stunned on the battlefield. This
'5 will make it easier to sneak up behind them and finish them off.
0
~ Rank 4b-Squad Bonus: Squadmates
m
E
111
U gain Disruptor Ammo at 50% effectiveness Rank S Anal!::fsis
0 At Rank 5 you can select to either carry 30 percent more ammunition or to increase headshot
15 damage by 25 percent. To make the best use of this selection, take into account what type
n ~ Rank Sa-Ammo Capacity: Increase
....
I:

0
U ammocapacityby30%
of Infiltrator you're building. Infiltrators excel at using sniper rifles, so Rank Sb should be an
obvious choice if you plan on taking advantage of that trait. However, if you plan on being a
close-quarters assassin who prefers a shotgun and melee to the sniper rifle, then select Rank Sa.
I'll
E
'C ffl1 Rank Sb-Headshot: Increase headshot The added ammunition count will help, especially with shotguns that tend to carry low ammo.
IL
U damage by 25% Rank 6 Anal!::fsis
Both options in Rank 6 increase Disruptor Ammo's damage output. However, Rank 6a increases
damage to health, barriers, and shields, depending on the enemy. This makes all shots with
Rank 6a-Damage: Increase health
Disruptor Ammo all the more powerful since it's a good general increase to overall damage.
damage bonus by 5%; increase shield and
Rank 6b adds an entirely new effect to shots taken using Disruptor Ammo. Instead of simply
barrier damage bonuses by 20% dealing more damage to health, shields, and barriers, it stuns enemies and incapacitates them,
allowing your team to take out vulnerable, stunned foes. Your Rank 6 option should depend on
- Rank 6b-Stun: Improve the odds of
U stunning a target by 25%
whether you want to take down enemies one at a time, or if you want to incapacitate enemies
before activating Tactical Cloak and sneaking up to kill them.
CRYDANIVIO

Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.
Ranks 1 throu9h 3 Anal!::fsls
Rank 1-Freeze Duration: 3 sec.; Movement
Speed: -15%; Armor Weakening: -25% Cryo Ammo is a perfect tool for Infiltrator snipers. Its freezing abilities can slow targets or
even instantly shatter them if you get a head shot. However, even if you don't plan on sniping
and instead use it with pistols, SMGs, or shotguns, the slowing effects of Cryo Ammo can give
Rank 2-Freeze Chance: Improve the odds of an Infiltrator enough time to sneak up on a frozen enemy and put them out of their misery.
freezing a target by 30%
Rank ~ Anal!::fsis
Rank 3-Freeze Duration: Increase freeze At Rank 4, Cryo Ammo can either increase duration (Rank 4a), or you can gain the ability to
duration by40% automatically grant it to all squad mates when active (Rank 4b). Like Disruptor Ammo's Rank
4 upgrade options, you can select Rank 4b to give your teammates a chance at freezing foes
as well. This will benefit Infiltrators by allowing them to zoom in on frozen enemies or sneak
Rank 4a-Freeze Duration: Increase freeze up on them. By selecting Rank 4a, you can ensure that enemies will stay frozen longer after
duration by40% sustaining a shot with Cryo Ammo.

Rank 4b-Squad Bonus: Squadmates gain Rank S Anal!::fsis


Cryo Ammo at 50% effectiveness This Rank upgrade is no different than Disruptor Ammo's Rank 5 upgrade. You can select to
either carry 30 percent more ammunition or to increase headshot damage by 25 percent. To
make the best use of this selection, take into account what type of Infiltrator you're building.
Rank Sa-Ammo Capacity: Increase ammo
Infiltrators excel at using sniper rifles, so Rank Sb should be an obvious choice if you plan on
capacity by 30%
taking advantage of that trait However, if you plan on being a close-quarters assassin who
prefers a shotgun and melee to the sniper rifle, then select Rank Sa. The added ammunition
RankSb-Headshot: Increase headshot count will help, especially with shotguns that tend to carry low ammo.
damage by 35%
Rank Ei Anal!::fSIS
Rank 6a-Freeze Chance: Improve the odds At Rank 6, you can either increase how effective Cryo Ammo is as a stand-alone damage-
of freezing a target by 50%; decrease a frozen dealing power (Rank 6a) or increase damage to frozen enemies with all other attacks
target's movement speed by an additional 20% (Rank 6b). lfyou want to obliterate enemies with one shot, such as with a sniper-proficient
Infiltrator, then select Rank 6a. Infiltrators who want to weaken foes for the rest of the group
Rank 6b-Damage Combo: Increase damage should invest in Rank 6b.
to frozen targets from all sources by 50%;
weaken the armor of chilled targets by 25%
--- -
INDNERATE
Burn your opponents and incinerate their armor. Heavy damage to health and armor. Make an enemy panic, stopping health regeneration.

n
~
Rank 1-Recharge Speed: 8 sec.;
Damage: 300
Ranks 1 throu9h 3 Ana !::fSiS
Incinerate is a most destructive power. Because it can function as both a source and detonator
power, it is always a good idea to upgrade this to at least Rank 3. That way, you can create

n
~
Rank 2-Recharge Speed: Increase
recharge speed by 25%
explosive combinations with other team members. Of course, it can also be used as a
destructive, stand-alone power. If that's your goal, don't stop upgrading at Rank 3. Infiltrators
can use this power as a great substitute for weapon fire, since it is just as destructive and doesn't
increase your weight load at all.

nORank 3-Damage: Increase damage by Rank 4 Anal!::fSis


To increase the damage output of Incinerate up to 450 points of damage, select Rank 4a. The
~20%
30 percent increase is substantial enough to take down lesser enemies while inflicting large
amounts of damage on tougher foes. Your other option is to increase the impact radius of
Rank4a-Damage: Increase damage Incinerate to scorch more enemies with every blast. Make your choice for this rank based on
by30% your overall plan of attack. If you plan on using Incinerate as a supplementary attack in place of
extra weapons, then select Rank 4a. If you want to use it as a support power for your teammates
Rank4b-Radius: Increase impact radius to benefit as well, then select Rank 4b.
by 2 meters Rank S Anal!::fsis
Players hoping to maximize lncinerate's damage potential should invest in Rank Sa, Burning
Rank Sa-Burning Damage: Increase Damage. This upgrade increases the damage over time and bums enemies past the initial impact
damage by an additional 40% over 8 of the shot. When coupled with other detonator powers, this power can lead to dazzling explosive
seconds results. Your other option at Rank 5 is to increase the recharge speed of Incinerate. This will allow

n
~
Rank Sb-Recharge Speed: Increase
recharge speed by 25%
you to use Incinerate more often in battle and become a deadly weapon, especially in squads with
Biotic specialists. Any Infiltrator build will benefit a great deal from Incinerate, so either option will
be worthwhile. However, Rank Sb's increased recharge speed will benefit Infiltrator snipers the
most since you could use Incinerate in between rifle shots while you reload.
Rank 6a-Freeze Combo: Increase damage Rank Ei Anal!::fsls
to frozen and chilled targets by an additional Rank 6a increases damage to frozen and chilled targets by an additional 100 percent. So if you

n
~
100%
Rank 6b-Armor Damage: Increase
damage to armored targets by 50%
plan on using another elemental power, such as your Cryo Ammo, select this rank upgrade to
benefit from cross-power upgrade bonuses. If you don't plan on using Cryo Ammo or grouping
with members who have freezing powers, then don't waste precious upgrade points on Rank 6a.
Instead, use those points on Rank 6b and gain a very useful damage increase to armored targets.
--- -
TACTICAL CLOAK (UNIDUE)

Become invisible. Gain a massive damage bonus when breaking cloak to attack.
Ranks 1 throu9h 3 Anal!:fsis
Rank 1-Recharge Speed:
10 sec.; Duration: 8 sec.; Damage Tactical Cloak is an Infiltrator's most valuable and unique ability. Regardless of which type of build you
Bonus:40% create, every Infiltrator should invest heavily in this power, as it allows you to move about the battlefield
freely and increase damage before decloaking. At Rank 3, you can activate Tactical Cloak and stay hidden
for up to 10.4 seconds. That's more than enough time to traverse across a battlefield and get the drop on
Rank2-Recharge Speed:
a specific enemy.
Increase recharge speed by 25%
TIP
Rank 3-Duration: Increase The damage bonuses from Tactical Cloak stay on for about two seconds a~er decloaking, so
Tactical Cloak's duration by 3096 you get a lot of time to unload on your target while decloaking. Also, you can deactivate Cloak
at any time, and you get a shorter cooldown if you stay cloaked for only a short amount of
Rank 4a-Duration: Increase time. So it can be used over and over in quick succession to get damage bonuses.
power duration by 40%.
Rank ~ Anal!:fsis
Rank 4b-Damage: Increase At this rank, you must select whether you will be focusing more on duration (Rank 4a) or how much
damage bonus by 30% damage you will inflict while cloaked (Rank 4b). Make your choice based on what kind of Infiltrator
you will be. If you plan on being a sniper-class Infiltrator, then select Rank 4b. The damage bonus will
increase the chances of a one-shot kill should you miss with a headshot. If you plan on being a close-
Rank Sa-Recharge Speed: quarter combat Infiltrator, select Rank 4a. The increased power duration will grant you extra time to
Increase recharge speed by sneak up on foes before unleashing your attack from close-quarters.
3096
Rank S Anal!:fsiS
Rank Sb-Melee Damage: This rank upgrade should tie in directly with your previous choice. Sniper-class Infiltrators will benefit
Increase melee damage by from Rank Sa's increased recharge speed. This will allow you to quickly reload your sniper rifle, reengage
10096 while cloaked your Tactical Cloak, and strike again. If you plan on attacking enemies at close range, select Rank Sb. The
bonus melee damage will make all melee blows coming out of tactical cloak even more powerful, in
Rank 6a-Bonus Power: Fire some cases granting you one-hit kills.
one power while doaked and
remain hidden Rank 6 Anal!:fSIS
~ Rank 6a's Bonus Power upgrade is extremely beneficial for Infiltrators that intend on using skills like
u Rank 6b-Sniper Damage: Incinerate frequently. While cloaked, use Incinerate to soften foes up close, then put them down with
~ Increase sniper rifle damage by melee or shotgun blasts. Rank 6b's obvious benefit is to sniper-proficient Infiltrators. The added damage
E 3596 while cloaked will all but ensure that any shot you take will kill your foe.
I'll
a,
----- -----------------------------
-ti
~

STICKY GRENADE
i
~
Stick this grenade to your opponent, and the explosion will tear apart the target and the shrapnel will damage other enemies caught in the blast
Rank 4 Anal!:fsis
J. Rank 1-Damage: 700; Rank Sa-Max Grenades:
T Radius: 2 meters Increase grenade capacity At Rank 4 you can choose to either increase the damage output or
by 2 damage radius. If you want to concentrate on dishing out maximum
m damage, choose Rank 4a. However, Rank 4b will increase the impact
'D Rank2-Max Grenades: Rank Sb-Armor- radius of your grenades, allowing you to damage more enemies.
'5
0 lncrea.se grenade capacity Piercing: Increase damage
m by 1 to armored units by 100% Rank S Anal!:fsis
E Rank Sallows you to either increase the amount of grenades you can
111 Rank 3-Damage: Rank 6a-Damage:
0 Increase damage by 2096 Increases damage by 40% carry or increase damage to armored units. For players who want to be
15 offensive powerhouses, consider carrying more grenades. Rank Sa will
n ensure that you always have plenty of grenades for nearly all combat
....
I:
Rank 4a-Damage: Rank 6b-Proximity scenarios. Rank Sb can help soften up tough armored units that may
0 Increase damage by 3096 Trap: Grenades stay active
I'll
prove initially difficult for Infiltrators. Since Infiltrators may be at a
E for 15 seconds when slight disadvantage against armored foes, consider selecting Rank Sb
'C attached to a wall or to weaken them before attacking with the big guns.
IL Rank 4b-Radius: surface, exploding when an enemy
Increase impact radius by approaches. Increase impact radius
3096 Rank 6 Anal!:fSis
by 50%.
With Sticky Grenades at maximum rank, players can either increase
force and damage (Rank6b) or turn their sticky grenades into
Ranks 1 through 3 Anal!:fsis proximity mines (Rank 6a). Both options are worthwhile upgrades,
so decide on whether you want to focus on maximum damage or
Sticky Grenades are especially useful for Infiltrators who will focus on
creating traps for enemies while you're in stealth mode. Rank 6b is
medium- to dose-range combat (or Infiltrators with great throwing
especially useful for Infiltrators who want to set up intricate traps for
aim). Sneaky Infiltrators can use these on unsuspecting foes while in
tougher enemies like Brutes, Nemesis, and even Phantoms.
dose range. Engage your tactical cloak and stick one on an enemy or
group of enemies before moving on to the next target.
SHEPARD

SASDTAGE
Sabotage weapons and hack synthetics. Compromised synthetics fight on your side. Affected weapons overheat.
Ranks 1 throu9h 3 Anal!.:::fsis

11
Rank 1-Recharge Speed: 8 sec.;
Hack Duration: 12 sec.; Radius: 12 meters; Sabotage is a useful skill whenever facing synthetic life-forms like the geth, Cerberus Engineer
Backfire: 150 turrets, and Cerberus Atlas mechs, With it, you can overwrite their programming and tum enemies
into allies. While this is already extremely effective in evening things out, the added explosive
Rank 2-Recharge Speed: Increase backfire can also help dwindle enemy numbers. At Rank 3, Sabotage can impact enemies within a
recharge speed by 25% 3.2S-meter radius and hack them for 12 seconds. For Infiltrators, this skill can be extremely useful
in dealing with pesky enemy turrets that can pin you down in less-than-desirable vantage points.
Sabotage the turret and wait for it to turn on the enemy. When it does, leave your position and
Rank 3-Radius: Increase impact radius seek better cover to snipe or launch a sneak attack on enemies from close-quarters.
by30%
Rank 4 Anal!.:::fSiS
At Rank 4, you can choose to either increase how long enemies remain hacked (Rank 4a) or how

II
Rank 4a-Duration: Increase power much damage is caused when their weapons explode (Rank 4b). Make your selection here based
duration by 50% on your eventual role in combat. The longer an enemy or turret is focused away from you, the
longer you'll have to reposition. By using Sabotage on turrets and enemies first, you won't have
to waste the use of Tactical Cloak to hide and seek a better position. Rank 4b's Backfire ability can
Rank 4b-Backfire: Increase damage
help soften enemies before you deliver the killing blow.
taken by 30% when enemy weapons
overheat Rank S Anal!.:::fsis
Rank Sa-Explosive Hack: Synthetics Rank S has two more upgrades similar to Rank 4. Here, however, choose Rank Sb to increase
explode when destroyed, dealing 120 Sabotage's recharge speed. By doing so, Sabotage will be ready for use in under 6 seconds. When
points of damage across a 3-meter radius the effect lasts 12 seconds, the benefits are clear: You'll be ready to launch another Sabotage
attack before the first one completely wears off. If you choose Rank Sa, then the Sabotage will
Rank Sb-Recharge Speed: Increase gain an explosive hack upgrade. Affected synthetics will explode at the end of the hack and
recharge speed by 25% inflict an additional 120 points of damage to enemies within a 3-meter radius. If you want to
concentrate on dealing damage, select Rank Sa-the added damage is worthwhile.

II
Rank 6a-Berserk: Hacked synthetics Rank Ei Anal!.:::fsis
fighting on your side move faster and do
The final upgrade selection for Sabotage can either bolster your hacked allies (Rank 6a) or
100% more damage
increase all Tech damage done to the affected enemy for 10 seconds (Rank 6b). If you want to
Rank6b-Tech Vulnerability: Increase use all hacked enemies as long as possible, and tum them on their comrades, then select Berserk
all Tech power damage done to target by (Rank 6a). This will turn hacked foes into formidable allies. Otherwise, select Rank 6b, Tech
100% for 10 seconds Vulnerability, to increase the amount of damage you can inflict. This is best for players who don't
want to bother with crowd control and instead want to focus on damage-dealing.

OPERATIONAL MASTERY
Be an expert tactician on and off the battlefield. More time to line up the perfect shot. Quicker reflexes. More dexterity. More charisma.
Ranks 1 through 3 Anal!.:::fsis
Rank 1-Reputation Bonus: 496; Weapon
Damage Bonus: 2.5%; Weight Capacity Bonus: 15; At Rank 3, Operational Mastery can benefit any kind of Infiltrator build. The added
Sniper Time-Dilation: 30% weapon damage can benefit sniper rifles, shotguns, and even pistols, so don't hesitate to
invest the six points required to upgrade this minimally. However, if you plan on focusing
Rank 2-lnfluence and Capacity: Increase weight on sniper rifle damage, consider investing more points in this immensely helpful passive
capacity bonus by 20 points. Increase reputation power.
bonusby4%
Rank 4 Anal!.:::fsis
Rank 3-lnfluence and Sniping: Increase sniper
time-dilation by 10%. Increase weapon damage At Rank 4a, you can continue to increase weapon damage (Rank 4a) or gain a bonus to
bonus by 2.5%. Increase reputation bonus by 4%. power duration and reputation (Rank 4b). All Infiltrator builds can benefit from increased
damage. However, Infiltrators who need increased time in stealth mode (Tactical Cloak)
Rank 4a-Wea pon Damage: Increase weapon should select Rank 4b. The increased power duration will allow you to stay hidden longer
damage by 5%; lncrease power damage by 10% to take care of business.

Rank 4b-l nfluence and Du ration: Increase Rank S Anal!.:::fsis


duration of all powers by 25%; increase reputation Rank Sa will grant teammates increases in weapon damage, power damage, and power
bonusby8% force.This will prove useful for Infiltrators who rely on squad support the most. If you
plan on sniping and need your team to bear the burden of keeping enemy fire off you,
Rank Sa-Squad Bonus: Increase squadmate
select this upgrade. Rank Sb will increase your weight capacity. Select this upgrade if you
weapon damage by 10%; Increase squadmate power
want to carry heavier weapons like shotguns and assault rifles. By increasing your weight
damage and force by 15%
capacity, you can keep your recharge time low and get more use of your powers.
Rank Sb-Weight Capacity: Increase weight
capacity bonus by 35 points Rank Ei Anal!.:::fsis
Finally, Rank 6 will force you to decide whether to go sniper-heavy (Rank 6b) or increase
Rank 6a-Damage and Duration: Increase power the damage and duration of your power (Rank 6a). The choice here is easy. If you've
damage and duration by 25% made other sniper-leaning choices for your upgrades, pick Rank 6b. With it, you'll be a
one-hit kill machine. Otherwise, benefit from Rank 6a's increased damage and duration.

Rank 6b-Sniper Damage: Increase sniper rifle


damage and headshot damage by 15%

----- - - -----------------------------------------------------------------
EIUILCJS

STEALTH ASSASSIN: SNIPER

This build type requires you to have every sniper- or headshot-related upgrade selected. With it, you can increase the amount of time you spend
hidden from foes while using Tactical Cloak, and you can quickly unleash a flurry of heads hots on unsuspecting enemies. Invest heavily in powers
like Cryo Ammo, Tactical Cloak, Sabotage (to turn enemies away from you while sniping), and Disruptor Ammo. Stay hidden as much as possible
and avoid hand-to-hand combat in favor of a high vantage point.

STEALTH ASSASSIN: SHD I G1IN/MELEE

Since Tactical Cloak hides you from all enemy detection, consider investing in melee upgrades as well as powers like Sticky Grenade, Incinerate,
and Cryo Ammo. Equip a shotgun, activate Cryo Ammo, and then engage your Tactical Cloak. With those three elements alone, you can roam
~ around the battlefield blasting enemies at close range and often obliterating them in one shot. For added effectiveness, select Rank 6a for Tactical
u
Cloak and you'll be able to unleash a devastating Incinerate blast from the cover of your cloak before unloading with the shotgun. If you still don't
~
E manage to destroy the enemy, then reengage your cloak and attack with a melee blow before the rest of the enemies can get a lock on your
I'll position. Be warned, however: This build is prone to taking more damage, so you'll have to be fast in taking cover and reengaging your cloak to
a,
stay out of enemy detection.
-ti
~

i
~

J.
T

m Sentinels are unique, bringing both Tech and Biotic abilities to the
'D
battlefield. In addition to complete weapons training, Sentinels are
'5
0 equipped with an advanced shield that makes taking cover much less
m necessary and rushing enemies much more productive. This armor
E
111 system can also be detonated to blast nearby enemies.
0
15
n With great Tech and Biotic powers available, as well as decent
....
I:
weapon and melee damage potential, the Sentinel is built to cause
0 maximum damage in nearly any way possible. This makes the
I'll
E Sentinel one of the most versatile damage-dealers on the battlefield.
'C
IL However, regardless of what kind of Sentinel build you create, one
thing is always certain: You'll always be able to tank and cut a path
through enemies.

With so many different types of Sentinel builds available, the


weapon loadout can vary from assault rifles and SMGs to shotguns
and pistols.
SHEPARD

POWERS

THRO\N
Toss your enemy through the air with this Biotic blast.
Ranks 1 through 3 Anal!::Jsis
Rank 1-Recharge Speed: 4
• sec: FOf'ce: 600 Newtons In the hands of a powerful Sentinel, Throw is a very useful skill. With a single blast, you can rid yourself
of pesky foes and clear a path in battle for squad mates. At Rank 3, your blast of 780 Newtons hurls foes
even farther, so consider upgrading up to at least Rank 3, even if you don't plan on using this often.
Rank 2-Recharge Speed: However, if you don't plan on upgrading this power beyond Rank 3, keep it in your arsenal anyway; its
Increase recharge speed by 25% function as a detonator power can complement nearly any squad composition with source powers.

Rank 4 Anal!::JSis
Rank 3-Force: Increase force
• by30% At Rank 4, you can gain a simple force or radius increase. Rank 4a, Force, increases the amount of force
exerted by each Throw blast to 1,020 Newtons. This has the added ability of knocking foes into other
enemies and disrupting enemy attacks. Rank 4b, Radius, increases the impact of radius by 2 meters,
Rank4a-Force: Increase force allowing you to hit more than one enemy per Throw blast. This is especially useful in narrow corridors
• by40% or battlefields where enemies bunch together into smaller groups.

Rank 4b-Radius: Increase Rank s Anal!::JSIS


impact radius by 2 meters At Rank 5, you can increase the volatility of your Throw power (Rank Sa) or grant yourself the ability to
create even more explosive combos (Rank Sb). Select Rank Sa if you want to use Throw as a damage-
dealing detonator for source powers. In fact, as a Sentinel, you can create your own Biotic explosions
Rank Sa-Detonate: Increase
using Warp as a source power. If you want to create these explosive combos, then select Rank Sa.
force and damage of Biotic
However, Rank Sb can also help if you have several squad mates who can launch source powers. By
detonations by 50%
frequently using your Throw as a detonator power, you can maximize Throw's potential for damage
Rank Sb-Recharge Combo: output, not just enemy disruption.
Reset recharge time after a Biotic
combo detonates Rank e; Anal!::JsiS
Rank 6a-Double Throw: launch At Rank 6, you can increase either the amount of Throw projectiles to seek two targets (Rank 6a) or
• two Throw projectiles to seek two Throw's recharge speed by 50 percent. If you plan on using Throw as an area-clearing disruptive power,
targets instead of one then select Rank 6a. The extra Throw projectile will help clear more enemies efficiently. If you plan on
using Throw as a detonator power, then select Rank 6b; that way you can detonate any source powers
Rank 6b-Recharge Speed: set up by your squadmates.
Increase recharge speed by 50%

----- --------------------------- ---- ------- -----------------------------


WARP
Rip your enemy apart at a molecular level. Stop targeted enemy from regenerating health. Weaken armor.
Ranks 1 through 3 Anal!::Jsis

PJ
Rank 1-Recharge Speed: 8 sec.; Damage:
250; Duration: 10 sec. Warp is a cruel and vicious power, perfect to use against Reapers and Cerberus foes alike.
. Even at low ranks it can deal 300 points of damage on an enemy for up to 10 seconds. You can
stop upgrading at Rank 3 and use Warp strictly as a source power for power combinations,
rTIII Rank 2-Recharge Speed: Increase recharge but its value goes far beyond simply using it as a source, so consider making Warp one of
C:O speed by 25% your go-to skills.

Rank 4 Anal!::Jsis
~ Rank J-Damage: Increase damage by 20%
At Rank 4, you can either increase damage (Rank 4a) up to 375 points, a worthwhile
investment, or you can add a unique detonate ability (Rank 4b). This benefit is gained only

a
[.1[130%
Rank 4a-Damage: Increase damage by
when using Warp as a source power while another power is used to detonate it. When it does,
Rank 4b will increase all aspects of the detonation by 50 percent.

Rank S Anal!::J~S
Rank 4b-Detonate: Increase force, damage, Rank Sa, Lasting Damage, increases both damage and duration of Warp, making it deadlier
and Impact radius of combo detonations by and longer lasting. It may not be fancy, but the selection amplifies two of Warp's three
50% most important components. If you plan on frequently using Warp as a stand-alone attack,
then select Rank Sa. Expose, Rank Sb, increases both weapon and power damage to

m
Rank Sa-lasting Damage: Increase damage targets affected by Warp. This is useful when you want to weaken enemies and allow your
by 40%; Increase duration by 60%
. squadmates to inflict additional damage while your powers recharge .

Rank Sb-Expose: Increase weapon Rank 6 Anal!::Jsis


damage taken by a target by 15%; increase The final upgrade tree in Warp either increases its recharge speed to maximum, lowering
power damage taken by 15% for 10 seconds the recharge time to 10 seconds (Rank 6b), or increases piercing ability to weaken barriers
Rank 6a-Pierce: Increase damage to barriers and armor (Rank 6a). Like Rank Sb, the benefits of Rank 6a allow your squadmates to pour
and armor by 50%. Weaken armored targets by on additional damage to affected enemies. This particular upgrade is perfect when facing
an additional 25% Cerberus troopers like Guardians and shielded foes like the geth.

Rank 6b-Recharge Speed: Increase


recharge speed by 35%

-------------------------------------------------------------------------------------------
LIFT GRENADE

Lob this grenade into a group of enemies to send them flying. Deal high damage.
Ranks 1 through 3 Anal!:fsis
r;:JII Rank 1-Lift Grenade: Damage: 350;
W Radius: 2 meters; Duration: 4 sec. A Sentinel's Lift Grenades are a great complement for players who want to focus on enemy
disruption. Like Throw, Lift Grenades have the unique ability to remove enemies instantly

m
W Rank 2-Max Grenades: Increase grenade
capacityby1
from behind cover and entrenched positions, and disrupt them while they're on the attack.
Incorporate Lift Grenades into your Sentinel's arsenal if you plan on tanking heavily.

Rank 4 Anal!:fSiS
Rank 3-Damage: Increase damage by 2096 At Rank 4, you can choose to increase either the damage output or its damage radius. If you
want to concentrate on dishing out maximum damage, choose Rank 4a. However, Rank 4b
will increase the impact radius of your grenades, allowing you to affect more enemies. Rank
4b is especially useful when clearing out small groups in narrow spaces.
r;:JII Rank 4a-Damage: Increase damage by
w3096 Rank S Anal!:fsis
Rank 5 allows you to either increase the amount of grenades you can carry or increase the
r;:JII Rank 4b-Radius: Increase Impact radius
w by30%
duration of the grenades' Lift effects. For players who want to be offensive powerhouses,
consider carrying more grenades. Rank Sa will ensure that you always have plenty of
grenades for nearly all combat scenarios. Rank Sb, however, will help Sentinels set up better
Biotic power combinations. If you plan on using Lift Grenades as a source power, then select
Rank Sa-Max Grenades: Increase grenade
this rank upgrade.
capacity by 2

m
W Rank Sb-Duration: Increase power
duration by 50%
Rank 6 Anal!:fSIS
At maximum rank, players can either increase damage and radius of their grenades (Rank
6b) or add a Slam effect to the grenades' explosions (Rank 6a). Both upgrades are great at
increasing damage output. The Slam effect can stun even the toughest of foes, so be sure
Rank 6a-Slam: Slam floating targets to the that your team is ready to capitalize while the target is incapacitated. If you want to focus on
ground as Lift wears off, stunning them for 3 absolute destruction, then select Rank 6a.
seconds
Rank 6b-Damage and Radius: Increases
damage and impact radius by 3096

~
u -- - - - ----- - --- ----- - - ----------------------------------------------------------------
~
TECH ARIVIDR (LINDI IE)
E
I'll
a, Protect yourself with this holographic armor or detonate it to damage nearby enemies. Slow power use.

-ti
~

Rank 1-Re<harge Speed: 12 sec.;


Ranks , through 3 Anal!:fsis Rank S Anal!:fsis
Tech Armor is the Sentinel's best unique power. At Rank 5, you can choose one of two
i
~
Damage Reduction: 25%; Explosion
Damage: 200; Explosion Radius: 3 meters With it, a Sentinel can sustain increased damage
while rushing into close-quarters battle or
damage increases: your power damage (Rank
Sa) or your melee damage (Rank Sb). Rank Sa
Rank 2-Recharge Speed: Increase they can absorb long-range fire while moving is a great choice for any type of Sentinel build.
J. recharge speed after armor detonation about the battlefield. Tech Armor's best perk, The power increase is great for disrupting
T by25% however, is the ability to detonate into a radial enemies and creating powerful Biotic
shock wave and damage enemies around it. combinations. Rank Sb, however, increases
m Rank 3-Damage and Radius: Though not very powerful at low ranks, the 240 only melee damage. Select this if you plan on
'D
'5 Increase detonation damage and impact points of damage it inflicts within a 3.6-meter wading into close-quarter combat frequently.
0 radius by 2096 radius (at Rank 3) is more than enough to The increased melee damage will prove
m
E Rank 4a-Damage and Radius: finish off weakened foes or stun fresh enemies useful when trying to clear a path through
111 Increase detonation damage and impact temporarily. waves of enemies.
0 radius by 3096
15 TIP
Rank 6 Anal!:fsis
n Rank 4b-Durability: Increase
....
I:
damage protection by an additional 5% Because this power, while active, slows The final rank upgrade is a choice between
0 power recharge speed, you can keep it off increasing power recharge (Rank 6a) or
I'll durability (Rank 6b). Select Rank 6a if you
E for extra offensive power and turn it on
'C
Rank Sa-Power Damage: Increase intend on using other destructive powers
when you need to be more defensive. This
IL power damage and force by 20% while as your primary forms of attack. Active
armor is active makes the Sentinel very flexible.
Tech Armor slows all your other power
• cooldowns, and this upgrade decreases that
Rank Sb-Melee Damage: Increase Rank 4 Analysis
penalty. Sentinels who plan on tanking and
melee damage by 30% while the power At Rank 4a, you can increase the base damage wading into multiple foes to clear paths and
is active and radius ofTech Armor's explosion to inflict weaken targets should invest in Rank 6b; the
Rank 6a-Power Recharge: Reduce even more damage and reach more enemies. increased durability will allow you to sustain
power speed penalty by 3096 This upgrade is particularly useful for Sentinels more damage.
who want to use Tech Armor's detonation as a
weapon and as a defensive measure. However,
Rank 6b-Durabil ity: Increase damage Rank 4b will increase Tech Armor's durability.
protection by an additional 10% Select Rank 4b to last longer in battle and take
more damage. This upgrade is best suited for
tanking Sentinels.

------------------------------
OVERLOAD
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics.
Ranks 1 through 3 Anal!::fsls

II
Rank 1-Recharge Speed: 8 sec.; Damage:
220 By far one of the most useful powers against synthetics, Overload can temporarily fry
electrical equipment like turrets and singe synthetic foes. At Ranks 1 through 3, you gain
a standard recharge speed and damage increase, so you could stop upgrading at Rank 3 if
lJJI Rank 2-Recharge Speed: Increase recharge you don't plan on making Overload an integral part of your attack arsenal. However, during
missions where you encounter geth or other synthetic opponents, you can still prove to be
- speed by 25%

II Rank l-Damage: Increase damage by 20%


very useful. Tanking Sentinels should use Overload often, as it is a source power and a great
way to remove turrets from the equation temporarily.

Rank 4 Anal!::fsis
If you do make Overload a more integral part of your attack arsenal, then consider upgrading
Rank 4a-Chain Over1oad: Hit 1 additional Rank 4a. This will increase the amount of targets you can affect by one. So instead of
target within 8 meters with 60% less damage overloading only one enemy at a time, you can stun multiple enemies with each Overload
blast. Rank 4b is a standard damage increase. Select this if you want to focus more on dealing
damage to individual enemies while tanking.

II
Rank 4b-Damage: Increase damage by
30%
Rank S Anal!::Jsis
At Rank 5, you gain the option to stun organic foes as well as synthetics. The Neural Shock
Rank Sa-Neural Shock: Incapacitate weaker
ability will expand your role across a number of missions since Overload power will no longer
organic enemies for a short duration
be effective against synthetic targets alone. Rank Sb increases Overload's recharge speed,
allowing you to use the skill more frequently in battle. The trade-off between Ranks Sa and Sb
Rank Sb-Recharge Speed: Increase are simple: If you want to use Overload against more varied types of enemies, select Sa. If you
recharge speed by 25% want to use it more frequently in battle to stun enemies en masse, select Rank Sb.

Rank 6 Anal!::fsis
Rank 6a-Chain Over1oad: Increase damage
by 15%. Hit 1 additional target within 8 meters Like Rank 4a, Rank 6a will increase how many targets you can reach with an Overload blast by
with 60% less damage one and will increase the damage it inflicts by 15 percent. The choice is simple: If you selected
Rank 4a, make the same selection here and you will be able to stun small groups of enemies

II-- ----- -
Rank 6b-Shield Damage: Increase damage with one Overload blast. Not only will you incapacitate more enemies at once, but you'll also
to barriers and shields by an additional 100% expend less power to do it. At Rank 6b, you can increase the damage dealt to barriers and

-- ,_ - --- shields, becoming extremely effective against all shielded foes.

LRYDE3LAST
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.
Ranks 1 through 3 Anal!::fsls
Rank 1-Recharge Speed: 4 sec.; Freeze
Duration: 4 sec.; Movement Speed:-15% By upgrading Cryo Blast to Rank 3, you can increase the duration of freeze effects to nearly
6 seconds while decreasing the recharge speed for the power to 3.2 seconds. That means
that if you use Cryo Blast heavily, you can fire a blast nearly every few seconds and freeze
Rank2-Recharge Speed: Improve recharge enemies for about the same time. So if you time things properly, you can theoretically keep
speedby25% a target frozen indefinitely until the rest of the squad can finish them off. This skill also works
as a "source" power for cryo explosions. Once affected by Cryo Blast, targets can then be
detonated using a detonator power like Overload. Most importantly, if you plan on creating
Rank 3-Duration: Increase power duration a Sentinel that can deal damage using primarily powers, invest heavily in Cryo Blast and Warp.
by40%
Rank 4 Anal!::Jsis
Rank 4a-Duration: Increase power duration The main benefit of Cryo Blast is that you can slow enemies and potentially freeze them
by60% in place, removing them from the equation on the battlefield. At Rank 4, you must choose
whether to slow singular enemies for longer periods of time (great against larger, more
Rank4b-Radius: Increase impact radius powerful enemies) or to slow multiple enemies for less time. Make your selection here based
by2 meters on whether you want to focus more on tanking or damage output.

Rank S Anal!::fsis
Rank Sa-Speed Reduction: Decrease
At Rank 5, you can add an explosive effect to Cryo Blast with Rank Sb. Once frozen or chilled,
movement speed of chilled targets by an
the cryo effects can self-detonate and inflict 10 percent more damage. If tanking is your goal,
additional 20% select Rank Sa. This slows down enemy movement by an additional 20 percent, making foes
Rank S b-Cryo Explosion: Increase move 35 percent slower overall. When combined with Rank 4a, the decrease in movement
damage to chilled and frozen targets by 10% speed makes for an overwhelming advantage on the battlefield. Not only will foes move
slower, but also they'll do so for nearly 7 seconds. Rank Sb is perfect for Sentinels who want to
focus on ultimate destruction.
Rank 6a-Recharge Speed: Increase
recharge speed by 50% Rank 6 Anal!::fSis
Sentinels who want to focus on using more powers over weapons should select Rank 6a. This
Rank6b-Frozen Vulnerability: Increase will increase the recharge speed for Cryo Blast and allow you to use it far more frequently on
damage to frozen and chilled targets by 15%; the battlefield. This is best when trying to focus on explosive power combinations. However,
weaken armored targets by an additional 25% if you want to tank and soften enemies, then select Rank 6b. The Frozen Vulnerability upgrade
will weaken foes for your squad to finish off.
--------------------------------
OFFENSIVE MASTERY
Be an expert tactician on and off the battlefield. Faster and stronger powers. More weapon damage. More dexterity. More charisma.
Ranks 1 throu9h 3 Anal!:fsls
Rank 1-Reputation Bonus: 4%; Weapon Damage
Bonus: 2.5%; Power Damage Bonus: 5%; Weight Offensive Mastery should be upgraded for every type of Sentinel build. A Sentinel is
Capacity Bonus: 15 built for dealing as much damage as possible in a short amount of time. If a Sentinel
stays too long in the midst of enemy fire, then no amount of Tech Armor will be
Rank 2-lnfluence and Capacity: Increase weight able to sustain the shields long enough. By investing in Offensive Mastery, you
capacity bonus by 20 points; increase reputation bonus can increase the amount of damage you can inflict while in battle and potentially
by4% dispatch enemies quicker, before they dispatch you. At Rank 3, the bonuses to
weapon and power damage will help do that.
Rank 3-lnfluence and Damage: Increase power
damage and force bonuses by 5%. Increase weapon Rank LI Anal!:fsls
damage bonus by 2.5%. Increase reputation bonus by 4%.
Select Rank 4a if you want to increase the force and damage to your weapons (Rank
Rank 4a-Force and Damage: Increase force and 4a) and tank a bit more heavily, or choose Rank 4b to increase the duration of your
damage bonuses by 15% powers. Rank4b is particularly useful while using powers like Overload and Cryo
Blast, so make your choice here dependent on which powers you intend on using
Rank 4b-lnfluence and Duration: Increase duration in battle.
of all powers by 25%; increase reputation bonus by 8%
Rank S Anal!:fsis
If you plan on wading into war frequently and anticipate requiring shotguns,
Rank Sa-Squad Bonus: Increase squadmate weapon
assault rifles, and destructive powers, then select Rank Sb. The increased weight
damage by 10%; increase the force and damage of
capacity will help balance out your weapon loadout and power recharge time.
squadmate powers by 15%
Otherwise, select Rank Sa to grant your squadmates an increase to their powers.
Rank Sb-Weight Capacity: Increase weight This is especially useful for tanks that want to soften foes for the rest of the team to
c.apacity bonus by 35 points obliterate.

Rank Ei Anal!:fsis
Rank 6a-Force and Damage: Increase power damage
and force bonuses, and power duration by 25% Sentinels who want to create powerful Biotic combinations should invest in Rank
6b. The Bonus Power upgrade will increase the chances of using two powers in a
row, like Warp and Overload, without causing a cooldown. For a simple force and
Rank 6b-Bonus Power: Use two powers in a row by damage upgrade, select Rank 6a. This is a good upgrade for nearly any other type
giving the first power a 15% chance to cause no cool down of Sentinel build.

~
u -- -- --------- --- - ----- -- - --------------------------------------------------------------
~
E EIUILCS
I'll
a,
13LJLI DOZER
-ti
~

i
~

J.
T

m
'D
'5
0
m
E To create a bulldozing Sentinel, focus on amplifying your disruptive powers like Throw, Lift Grenade, and Tech Armor's detonation abilities. Equip a
111
0 shotgun and you'll be ready to wade into battle, clearing a path for the rest of your squad to follow. This tank build will also allow you to flush out
15 foes from cover and weaken them before the rest of the crew puts them down. To add an extra element of enemy disruption, invest a few upgrade
n points in Cryo Blast. With it you'll be able to slow enemy movement down as well.
....
I:

0
I'll WRECKING E3ALL
E
'C
IL

A Sentinel wrecking ball doesn't focus as much on enemy disruption and tanking as much as it does on utter destruction. Invest your points in
weapon damage and powers like Overload, Warp, and Throw. You'll be able to create powerful Biotic combination explosions. Furthermore, with
points invested in Cryo Blast, you can freeze enemies as well and use that as a source power too. Invest points in increasing the durability of your
Tech Armor rather than its detonation damage, and you'll be able to hold your own in battle a lot longer without needing to recharge your shields.
SHEPARD

5CJLCJIER
Soldiers are pure combat specialists: No one is more suited to taking
down enemies with barrages of gunfire. Soldiers have thorough
weapons training and can use all special ammo types as well as
grenades. High-level operatives are outfitted with ocular synaptic
processors that allow them to focus on targets with lethal accuracy.

In combat, few other classes will thrive as much or as quickly as a


Soldier. With power proficiencies that benefit all weapons, a Soldier can
rush into battle and excel, whether using a sniper rifle or a pistol. More
importantly, a Soldier is better suited to carry all weapon types at once
and switch between any of them effectively, creating a disadvantage
into an advantage. While all classes can carry all weapon types, nearly
all other classes function best with only one or two. A Soldier functions
at a high level even with all weapons equipped.

Since Soldiers are true weapon masters, there really is no limit


as to how many weapons you should carry. If you want to maximize
power recharge speed, you should always lessen the load, of course,
but even with a high recharge speed, Soldiers can still make valuable
use of their Adrenaline Rush in combat.

POWERS

ADRENALINE RUSH (UNIOI IE)


Be the fastest fighter on the battlefield. Slow down combat, allowing time to line up the perfect shot. More weapon damage.
Ranks 1 through 3 Analysis
Rank 1-Recharge Speed: 8.33 sec.;
Duration: 4 sec.; Time Dilation: 50%; A Soldier's most valuable power, Adrenaline Rush allows you to go into a focused state and
Weapon Damage Bonus: 100% slow everything down around you. While everything and everyone moves at a slower rate, you
can react at normal speed and get the jump on foes. Even at Rank 3, the increased duration will
Rank 2-Recharge Speed: Increase allow you to stay ahead of your prey up to 5.2 seconds. In battle, where every second counts,
recharge speed by 25% this is a huge advantage.

Rank 4 Analysis
Rank 3-Duration: Increase power
duration by30% At Rank 4a, you can choose to increase your toughness while Adrenaline Rush is active. Select
this upgrade to sustain more damage while out in the open. If you intend to use Adrenaline
Rush infrequently, select this option, as it gives you the most protection, but for a shorter
Rank 4a-Hardening: Decrease health amount of time. Rank 4b will increase your weapon damage and time dilation, allowing you to
and shield damage taken by 2096 gain a greater speed advantage from your foes. Soldiers who intend on using Adrenaline Rush
more frequently should invest in this option.
Rank 4b-Dilation and Damage:
Increase time dilation by 20%; increase Rank S Anal~sis
weapon damage bonus by 40% Like Rank 4, the upgrades in Rank 5 depend on whether you intend to use this power frequently
in battle. Select Rank Sa, Duration, if you intend on using Adrenaline Rush frequently and need
Rank Sa-Duration: Increase power
it to last longer. The longer you have a speed advantage, the better you'll be at picking off
duration by40% multiple enemies when needed. Otherwise, select Rank Sb. The increased melee damage will
help fend off nearby foes or finish off weakened enemies.
RankSb-Melee Damage: Increase
melee damage by SO% Rank 6 AnaJ~sls
If you plan on using Adrenaline Rush to launch massive offensive attacks, then select Rank 6b.
Rank 6a-Shield Boost: Increase shield The extra power use will allow you to lead your attacks with a powerful Concussive Shot and
strength by 50% knock enemies off guard. For increased toughness on the battlefield, select Rank 6a. The Shield
Boost will strengthen your resistance to damage and allow you to stay in the fight much longer.

Rank 6b-Power Use: Use 1 offensive


power while Adrenaline Rush is active
CONCUSSIVE SHOT

Flatten your enemy with a precise blast at short or long range. Effective against barriers.
Ranks 1 through 3 Anal!::fsis
Rank 1-Recharge Speed: 10 sec.;
Damage: 100; Force: 300 Newtons Concussive Shot is a lot more than just another burst from your weapon of choice. With a single
blast of Concussive Shot, you can disrupt an enemy's progress, knock them down, or deplete
their protective barrier. At Rank 3, Concussive Shot can dish out 100 points of damage and 300
Rank 2-Recharge Speed: Increase Newtons of force. When paired with a source power like a Cryo or Incendiary Ammo, Concussive
recharge speed by 25% Shot is the perfect detonator.

Rank ~ Anal!::fsis
Rank 3-Force and Damage: Increase
force and damage by 20% Like most other powers with explosive or concussive abilities, the first upgrade choice given
is to either increase the power's effects, in this case force and damage (Rank 4a), or increase
its radius (Rank 4b). Select your upgrade depending on your eventual build. If you want to
Rank 4a-Force and Damage: Increase become a formidable weapon damage dealer, select Rank 4a. This will inflict more damage per
force and damage by 30% Concussive Shot. By selecting Rank 4b, you can knock more enemies down per shot but inflict
less damage. This option is helpful in squads that favor disrupting enemies before killing them.
Rank 4b-Radius: Increase Impact radius
by 1.S meters Rank s Anal!::fSIS
If you plan on grouping with Cryo-friendly squadmates or frequently using Cryo Ammo, select
Rank Sa. Shatter will affect only foes that have been frozen or chilled with Cryo Blast or Cryo
Rank Sa-Shatter: Increase force and
Ammo. If you don't favor Cryo users in your squad, then select Rank Sb. The increased recharge
damage to frozen targets by 100%
speed for Concussive Shot will ensure you're able to knock down enemies all over the battlefield
with less time spent waiting for your power to ready.
Rank Sb-Recharge Speed: Increase
recharge speed by 3 596 Rank 6 Anal~ls
Like Rank Sa, Rank 6a takes other powers into account in order to function. At Rank 6a,
Rank 6a-Amplification: Power Amplification will power Concussive Shot with ammo powers like Cryo or Warp Ammo. Since
Concussive Shot with the properties of the you have all ammo power types, Rank 6a will automatically imbue Concussive Shot with the
active ammo power, enabling it to burn, abilities of any ammo power you have active. If you don't plan on using ammo powers often,
freeze, disrupt, warp, or pierce armor then select Rank 6b, Shredder. This upgrade adds a damage-over-time effect to every shot and
increases the force of each Concussive Shot, allowing you to knock down tougher enemies.
Rank 6b-Shredder: Increase damage
to organics by 100% over 10 seconds;
increase force by 50%
- -- -- -----------------------------------------------------------------
FRAG GRENADE
lob this grenade at your enemy, and the shrapnel will take care of the rest. Effective against armor.
Ranks 1 through 3 Anal!::fsis
Rank 1-Damage: 450; Impact Radius:
5 meters Frag Grenades are useful in nearly all combat situations. At Ranks 1 through 3, a well-aimed
grenade can serve as a great medium- to long-range weapon. Hurl it ahead of you and inflict
damage on unsuspecting foes.

II
J. Rank2-Max Grenades: Increase
T grenade capacity by 1 Rank ~ Anal!::lsis
At Rank 4, you can choose to either increase the damage output or its damage radius. If you
m
'D Ill Rank 3-Damage: Increase damage by want to concentrate on dishing out maximum damage, choose Rank 4a. However, Rank4b will

dm y20% increase the impact radius of your grenade, allowing you to damage more enemies.

Rank S Anal!::fsls
E Rank 4a-Damage: Increase damage
111
Rank Sallows you to either increase the amount of grenades you can carry or add a bleed effect
0 by30%
to all organic targets. For players who want to be offensive powerhouses, consider carrying
15
n more grenades. Rank Sa will ensure that you always have plenty of grenades for nearly all
E Rank 4b-Radius: Increase impact radius combat scenarios. As a Soldier, the more ammunition and explosives you have, the better.
0 by30% Rank Sb can help maximize damage on organic (non synthetic) targets. The bleed effect left by
111 grenades can add a significant amount of damage to enemies, especially if you've chosen Rank
E
'C 4b-increase in impact radius. The drawback to Rank Sb is that it won't affect synthetic targets
IL Rank Sa-Max Grenades: Increase such as the geth or turrets.
grenade capacity by 2
Rank 6 Anal~is
Rank Sb-Bleed Damage: Increase With Frag Grenade at maximum rank, players can either increase armor-piercing abilities or add
• damage to organics by 40% over 10 an EMP pulse to the explosion to affect shields. Both options help further weaken protected
seconds enemies, but once again, you must choose whether you'll be weakening organic (armored) or
Rank 6a-Armor·piercing: Increase synthetic (shielded) enemies. If you chose Rank Sb-adding a bleed effect-then select Rank 6a
to complement your power selection.
damage to armor by 50%

Rank 6b-Shield Overload: Increase


damage to shields by 5096

----------------------~--~------------------------------------------------------------------------
INCENDIARY AMMO
Shoot and your enemy will burst into flames. Increases weapon damage, eats through armor, and can make an enemy panic.
z
Ranks 1 throu9h 3 Anal!::fsls Rank S Anal!::fsis i10
~
~
Rank I-Health damage:+ 10%;
Armor damage:+ 10% Incendiary Ammo is a great power for a At Rank 5, you can select to either carry 30 eQ
II az
damage-dealer because it makes all weapon percent more ammunition or to increase
fire even more lethal. With Incendiary Ammo head shot damage by 25 percent. To make the
Rank l-Panic: Improve the odds of (or any Ammo power, in fact), it's best to best use of this selection, take into account
panicking a target by 15% activate it before every mission and make what types of weapons you will be using
~
sure you keep it active at all times. When the most. If you plan on using weapons Q
active, it extends damage over time and like sniper rifles or assault rifles with high
~ Rank l-Damage: Increase health and sets enemies ablaze. It also functions as a accuracy, select Rank Sb. If you prefer to
~
J:,
armor damage bonuses by 4% "source" power that can be detonated using
other powers like Concussive Shot or Frag
serve as the team's tank, equip yourself with
a shotgun and select Rank4a. You'll benefit
s
Rank 4a-Damage: Increase health Grenades. from the increased ammunition count when §
and armor damage bonuses by 6% engaging enemies in close combat-the ~

E; Rank '--' Anal!::fsis shotgun's best range. ~


~
Rank4b-Squad Bonus: Squadmates At Rank 4, Incendiary Ammo can increase
Rank 6 Anal!::fSiS
!;
damage to health and armor (Rank 4a), or you 0
gain Incendiary Ammo at 50% m
effectiveness can gain the ability to automatically grant it Both options in Rank 6 increase Incendiary
to all squad mates when active (Rank 4b). The Ammo's damage output. Rank 6a increases
~ Rank Sa-Ammo Capacity: Increase choice really breaks down to whether you health and armor damage across the board. j!
ammo capacity by 30% m
want to tank and dish out as much damage This makes all shots with Incendiary Ammo
~
as you can or whether you will hang back as more powerful since it's a good general
part of the squad. If your squadmates don't increase to overall damage. Rank 6b adds ~
~ RankSb-Headshots: Increase have any ammo powers available to them, an entirely new effect to shots taken using
headshot damage by 25%
select Rank 4b to grant them use of yours. Incendiary Ammo. Instead of simply dealing

~ Rank6a-Damage: lncrease health


Otherwise, select Rank 4a and increase your
ability to inflict as much damage as possible.
more damage to health and armor, it ignites
enemies and explodes, causing more damage i"8
and armor damage bonuses by 10% in a wider radius and reaching more enemies Cl
nearby. Your Rank 6 option should depend 2

Rank 6b-Explosive Burst: Ignite on whether you want to take down enemies
one at a time or if you want to soften groups
enemies with an intermittent eiqilosion
that covers 2.5 meters for 100 damage of enemies for the rest of your squad to sB
finish off.

----------------------------------- ---------------------- ~
!B
DISRUPTOR AMMO
Bring down your enemy's barriers and shields. Chance to stun. More weapon damage. More damage to shields and barriers.
Ranks , throu9h 3 Anal~sis Rank S Anal!::fsis
Rank 1-Health Damage Bonus:
+5%; Shield and Barrier Damage: Disruptor Ammo is a great power for a weapon At Rank 5, you can select to either carry 30
+20% master because it makes all weapon fire even percent more ammunition or to increase
more lethal. With Disruptor Ammo (or any head shot damage by 25 percent. To make the
~ Rank 2-Stun: Improve the odds of Ammo power, in fact), it's best to activate it best use of this selection, take into account
U stunning a target by 15% before every mission and make sure you keep
it active at all times. When active, it adds the
what type of Soldier you're building. If you
plan on using sniper rifles often, Rank Sb
ability to stun foes and incapacitate them should be an obvious choice. However, if you

a
Rank 3-Damage: Increase health before they can attack. It also functions as a plan on being a close-quarters combatant
damage bonus by 2%; increase shield "source" power that can be detonated using who prefers a shotgun and melee to the
and barrier damage bonuses by 8% other powers like Incinerate. For a Soldier, sniper rifle, then select Rank Sa. The added

13
Rank4a-Damage: Increase health Disruptor Ammo can prove to be very effective ammunition count will help, especially with
damage bonus by 3%; increase shield in softening up foes before leaving them for the shotguns that tend to carry low ammo.
and barrier damage bonuses by 12% rest of the squad to wipe out.
Rank 6 Anal!::fsls
Rank4b-Squad Bonus: Rank 4 Anal!::f5iS
Squad mates gain Disruptor Ammo at Both options in Rank 6 increase Disruptor
50% effectiveness At Rank 4, Disruptor Ammo can either increase Ammo's damage output. However, Rank
damage to health and shield/barriers (Rank 6a increases damage to health, barriers,
~ Rank Sa-Ammo Capacity: Increase
U ammo capacity by 30%
4a), or you can gain the ability to automatically
grant it to all squad mates when active (Rank 4b).
and shields, depending on the enemy. This
makes all shots with Disruptor Ammo more
The choice really breaks down to whether you powerful since it's a good general increase to
want to dish out as much damage as you can overall damage. Rank 6b adds an entirely new
~ RankSb-Headshot: Increase
U headshot damage by 25% or whether you want to stalk stunned enemies
on the battlefield. By granting your squadmates
effect to shots taken using Disruptor Ammo.
Instead of simply dealing more damage to
the use of your Disruptor Ammo, you'll increase health, shields, and barriers, it stuns enemies
Rank 6a-Damage: Increase the number of enemies that are stunned on the and incapacitates them, allowing your team
health damage bonus by 5%; battlefield. This will make it easier to finish them to then take them out. Your Rank 6 option
increase shield and barrier damage off with shotgun or pistol blasts at any range. should depend on whether you want to take
bonuses by 20% down enemies one at a time or if you want
to incapacitate them before wiping them out
- Rank 6b-Stun: Improve the odds
U of stunning a target by 25% with Frag Grenades or other weapon fire.

- - - - - - --------------------------------------------------------------------
CRYOAMMO

Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.
Ranks 1 through 3 Anal~sls
Rank 1-Freeze Duration: 3 sec.;
Movement Speed: -15%; Armor Cryo Ammo is a perfect tool for sniper-proficient Soldiers. Its freezing abilities can slow
Weakening: -25% targets or even instantly shatter them if you get a headshot. However, even if you don't plan
on sniping and instead use it with pistols, SMGs, or shotguns, the slowing effects of Cryo
Rank 2-Freeze Chance: Improve the Ammo can give a Soldier enough time to move on to the next target and weaken them as
odds of freezing a target by 30% well. When coupled with Adrenaline Rush, Cryo Ammo can render small groups of enemies
into frozen, harmless ice sculptures.
Rank 3-Freeze Duration: Increase Rank Li Anal~sis
freeze duration by 40%
At Rank 4, Disruptor Ammo can either increase duration (Rank 4a) or you can gain the
ability to automatically grant it to all squadmates when active (Rank 4b). Like Disruptor or
Rank 4a-Freeze Duration: Increase Incendiary Ammo Rank 4 upgrade options, you can select Rank 4b in order to give your
freeze duration by 40% teammates a chance at freezing foes as well. This will benefit Soldiers by allowing them to
zoom in on frozen enemies or rush them and shatter them with a melee blow. By selecting
Rank 4b-Squad Bonus: Squadmates Rank 4a, you can ensure that enemies will stay frozen longer after sustaining a shot with Cryo
gain (ryo Ammo at 50% effectiveness Ammo.

Rank S Anal~sis
Rank Sa-Ammo Capacity: Increase
This rank upgrade is no different than ammo powers' Rank 5 upgrades. You can select to
ammo capacity by 30%
either carry 30 percent more ammunition or increase head shot damage by 25 percent. To
make the best use of this selection, take into account what type of Soldier you're building. If
Rank Sb-Headshot: Increase headshot you've chosen the other headshot upgrades, select this one as well. Otherwise, stick with the
damage by 35% increased ammunition count.

Rank 6 Anal~sis
Rank 6a-Freeze Chance: Improve the odds
of freezing a target by 50%; decrease a frozen At Rank 6, you can either increase how effective Cryo Ammo is as a stand-alone damage-
target's movement speed by an additional 20% d ea ling power (Rank 6a) or increase damage to frozen enemies with all other attacks (Rank
6b). If you plan to obliterate enemies with one shot, such as a sniper rifle shot or a single
Rank 6b-Damage Combo: Increase damage shotgun blast to the face, then select Rank 6a. Soldiers who plan to weaken foes for the rest
to frozen targets from all sources by 50%; of the group should invest in Rank 6b.
weaken the armor of chilled targets by 25%
~
u ---- ----------------------------------------------------------- --
~
E CONIE3AT MASTERY
I'll
a,
Be an expert tactician on and off the battlefield. More speed. More strength. More charisma.
-ti
~

Rank 1-Reputation Bonus: 4%;


Ranks 1 through 3 Anal!-::JSis

i
~
Weapon Damage Bonus: 5%; Weight
Capacity Bonus: 20
The increased weight capacity in Combat Mastery will make it easier for you to carry every kind
of weapon at once. As a weapon master, you should be able to carry every kind of weapon and
switch between them with ease. Invest in this passive skill early in your career to maximize its
Rank 2-lnfluence and Damage: potential.
J.
Increase weapon damage bonus by 5%;
T
Increase reputation bonus by 4% Rank Li Anal~sis
m Rank 3-lnfluence and Capacity: At this rank, you can begin to shape your Soldier build into either a full-on weapon master or a
'D
Increase weight capacity bonus by 30 Soldier who relies more heavily on Adrenaline Rush (see suggested builds). To maximize weapon
'5
0 points; increase reputation bonus by 4% damage, select Rank 4a. The damage increase to both weapon and powers will increase your
m destructive abilities on the battlefield. Rank 4b will increase the duration of all other powers like
E Rank 4a-Damage: Increase weapon Adrenaline Rush. Select this upgrade if you intend on using it often in battle.
111
0 damage by 5%; increase power damage
by10% Rank S Anal~sis
15
n Rank 4b-lnfluence and Duration: Rank Sa will grant teammates increases in weapon damage. This will prove useful for Soldiers
....
I:
Increase duration of all powers by 25%; who rely on squad support the most. For example, if you plan on sniping and need your team
0
I'll increase reputation bonus by 8% to bear the burden of keeping enemy fire off you, select this upgrade. Rank Sb will increase your
E Rank Sa-Squad Bonus: Increase headshot damage. If you plan on using sniper or assault rifles, select this upgrade.
'C
IL squadmate weapon damage by 20% Rank 6 Anal~ls
Both options in Rank 6 will allow you to make the best use of your weapons. However, Rank 6a
Rank Sb-Headshots: Increase will increase your weight capacity in order to carry as many weapons as possible and, as a result,
headshot damage by 20% increase your power recharge speed. If you don't plan on using powers often, then select Rank
6b, Weapon Master, and increase all weapon and power damage significantly.
Rank 6a-Weight Capacity: Increase
weight capacity bonus by SO points

Rank 6b-Weapon Master: Increase


weapon damage bonus by 10%; increase
damage of all ammo powers by 40%
-------------------------------------------------------- ----
SHEPARD

BUILCJS

VVEAPON MASTER

A weapon master Soldier relies on all weapons equally. As the name implies, this build is a master of all weapons, capable of switching back
and forth between them to whatever is most useful at the time. This build relies heavily on weapon damage; as a result, power damage takes a
backseat. Invest in Adrenaline Rush, Concussive Shot (to weaken foes), Frag Grenades, and all upgrades that affect weapon damage. With more
weapons equipped, you'll have a lower power recharge speed, so you won't be able to use powers like Concussive Shot or Adrenaline Rush
frequently. Luckily, you won't have to. Compensate for this by also investing in every ammo power. You can activate ammo powers once before
battle (or switch between them during battle) and not suffer any power recharge penalty.

ADRENALINE -.JUNKIE

Adrenaline junkies rely heavily on Adrenaline Rush, using it nearly every minute during battle. To thrive with this build, invest heavily in Adrenaline
Rush and any upgrades that increase power duration and weight capacity. That way, you can minimize your recharge speed penalty and activate
Adrenaline Rush as often as you need to. Keep your assault rifle ready to inflict damage at all ranges, and upgrade Concussive Shot as well as Cryo
Ammo to disrupt enemies on the battlefield. When upgraded to Rank 6b of Adrenaline Rush, you can launch devastating Concussive Shot attacks
while time is slowed and follow up with Cryo Ammo-enabled assault rifle fire. As soon as Adrenaline Shot wears off, activate it again to keep a leg
up on the opposition.

Vanguards are feared for their high-risk, high-reward combat style,


closing in quickly on enemies and destroying them at short range with
weapons and Biotic abilities. They are outfitted with LSn implants,
enabling them to perform a Biotic charge that strikes the opponent
with incredible force while bringing the Vanguard in for dose-range
combat.

The Vanguard is a powerful class. A one-person wrecking ball,


the Vanguard has a talent for quick, close-quarter combat that is
unparalleled. In battle, a Vanguard relies heavily on two powers, Biotic
Charge and Nova. With Biotic Charge, the Vanguard can travel across
the battlefield in the blink of an eye and instantly attack a target.

With the ability to close in quickly on foes, a Vanguard can benefit


from strong close-quarter weapons like shotguns. However, assault
rifles and SMGs are also a great complement to the damaging range
and power of this class.
Fl OWERS

INCENDIARY AMMO
Shoot and your enemy will burst into flames. Increases weapon damage, eats through armor, and can make an enemy panic.
Ranks 1 throu9h 3 Anal!::lsis Rank S Anal!::lsis
ffl Rank 1-Health damage:+ 10%; Armor
Incendiary Ammo is a great power for a At Rank 5, you can select to either carry 30
~ damage:+ 10% damage-dealer because it makes all weapon percent more ammunition or to increase
fire even more lethal. With Incendiary Ammo headshot damage by 25 percent. To make the
~ Rank 2-Panic: Improve the odds of (or any Ammo power, in fact), it's best to best use of this selection, take into account
U panicking a target by 15% activate it before every mission and make
sure you keep it active at all times. When
what types of weapons you will be using the
most. If you plan on using weapons like sniper
active, it extends damage over time and sets rifles or assault rifles with high accuracy, then
~ Rank 3-Damage: Increase health and enemies ablaze. It also functions as a "source" select Rank Sb. If you prefer to serve as the
- armordamagebonusesby4% power that can be detonated using other team's tank, equip yourself with a shotgun
powers like Biotic Charge. and select Rank Sa. You'll benefit from the
Rank 4a-Damage: Increase health and increased ammunition count when engaging
armor damage bonuses by 6% Rank 4 Anal!::f5i5 enemies in close combat, the shotgun's best
range.
m
U Rank 4b-Squad Bonus: Squadmates
gain Incendiary Ammo at 50% effectiveness
At Rank 4, Incendiary Ammo can either
increase damage to health and armor
(Rank 4a), or you can gain the ability to Rank Ei Anal!::lsiS
automatically grant it to all squad mates when Both options in Rank 6 increase incendiary
active (Rank 4b). The choice really breaks Ammo's damage output. However, Rank 6a is
~ Rank Sa-Ammo Capacity: Increase for a health and armor damage increase across
U ammocapacityby30%
down to whether you want to tank and dish
out as much damage as you can or whether the board. This makes all shots with Incendiary
you will hang back as part of the squad. Ammo more powerful since it's a good general
m
U Rank Sb-Headshots: Increase
headshot damage by 25%
If your squadmates don't have any ammo
powers available to them, select Rank 4b to
grant them use of yours. Otherwise, select
increase to overall damage. Rank 6b adds
an entirely new effect to shots taken using
Incendiary Ammo. Instead of simply dealing
Rank 4a and increase your ability to inflict as more damage to health and armor, it ignites
~ Rank 6a-Damage: Increase health and much damage as possible. enemies and explodes, causing more damage
~ armordamagebonusesby10% in a wider radius and reaching more enemies
nearby. Your Rank 6 option should depend on
whether you want to take down enemies one
Rank 6b-Explosive Burst: Ignite
~ at a time or if you want to soften groups of
u enemies with an intermittent explosion
enemies for the rest of your squad to finish off.
~
that covers 2.5 meters for 100 damage
E
I'll
a,
------------- ------------ ------------------- ---- -
CRYOAMMO
-ti
~
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.

i
~
Rank 1-Freeze Duration: 3 sec.;
Movement Speed: -15%; Armor
Ranks 1 throu9h 3 Anal!::lsis
Cryo Ammo is a perfect tool for pistol-toting Vanguards. Its freezing abilities can slow targets
Weakening: -25% or even instantly shatter them if you get a headshot. However, even if you don't plan on
J. going for headshots and instead use the power with pistols, SMGs, or shotguns, then the
T Rank 2-Freeze Chance: Improve the effects of Cryo Ammo can slow an enemy just enough for you to finish them off with a Biotic
odds of freezing a target by 30% Charge or Nova blast.
m
'D
'5 Rank 4 Anal!::lsis
Rank 3-Freeze Duration: Increase
0 At Rank 4, Cryo Ammo can increase duration (Rank 4a), or you can gain the ability to
m freeze duration by 40%
E automatically grant it to all squadmates when active (Rank4b). Like Disruptor Ammo's or
111 Incendiary Ammo's Rank 4 upgrade options, you can select Rank 4b to give your teammates
0 Rank 4a-Freeze Duration: Increase a chance at freezing foes as well. This will benefit a Vanguard build, allowing your team to
15 freeze duration by 40% freeze foes on the battlefield, making it easier for you to rush in and kill them. By selecting
n Rank 4a, you can ensure that enemies will stay frozen longer after sustaining a shot with
....
I:

0 Rank 4b-Squad Bonus: Squadmates CryoAmmo.


I'll gain (ryo Ammo at 50% effectiveness
E Rank S Anal!::lsis
'C
IL This rank upgrade is no different than other ammo powers' Rank 5 upgrades. You can select
Rank Sa-Ammo Capacity: Increase
to either carry 30 percent more ammunition or to increase head shot damage by 25 percent.
ammo capacity by 30%
To make the best use of this selection, consider what type of Vanguard you're buidling. If
you've chosen the other Headshot upgrades, select this one as well. Otherwise, stick with the
Rank Sb-Headshot: Increase headshot increased ammunition count.
damage by 35%
Rank Ei Anal!::lsiS

Rank 6a-Freeze Chance: Improve the odds At Rank 6, you can either increase how effective Cryo Ammo is as a stand-alone damage-
of freezing a target by 50%; decrease a frozen dealing power (Rank 6a) or increase damage to frozen enemies with all other attacks (Rank
target's movement speed by an additional 20% 6b). If you want to obliterate enemies with one shot, such as a sniper rifle shot or a single
shotgun blast to the face, then select Rank 6a. Vanguards who plan to weaken foes for the
Rank 6b-Damage Combo: Increase damage rest of the group should invest in Rank 6b.
to frozen targets from all sources by 50%; weaken
the armor of chilled targets by 25%
----- -- - ----------------------------------------------------- - --
SHEPARD

PULL
Yank an opponent helplessly off the ground.
Ranks 1 throu9h 3 Anal!::fsls
Rank 1-Recharge Speed: 4 sec.;
Duration: 4 sec. For a class that can rush an enemy instantly, it may be a bit odd having a power that can
yank enemies closer to you. However, this is extremely helpful when trying to disrupt enemy
movement on the battlefield. Use Pull on a nearby foe to knock him off balance, then use Nova
Rank 2-Recharge Speed: Increase or Biotic Charge on another foe to create some distance. Alternate between targets like this and
recharge speed by 25% no enemy will have a steady enough hand to take a shot.

Rank 4 Anal!::JSiS
Rank 3-Duration: Increase duration
by40% At Rank 4, you can increase the duration of Pull to knock enemies off balance for 60 percent
longer (Rank 4a), or its radius can affect more nearby enemies (Rank 4b). If you want to focus on
enemy disruption, then select Rank 4b. The ability to affect more enemies can help your squad
Rank 4a-Duration: Increase duration in nearly any combat situation. However, increasing the duration of the Pull effect will grant you
by60% more time to use Pull as a source power and trigger more explosive Biotic combos.

Rank 4b-Radius: Increase Impact radius Rank S Anal!::fsis


by2 meters Select Rank Sa to inflict additional damage on lifted targets, or choose Rank Sb to augment
all damage on targets affected by lift. If you frequently group with a squadmate who uses
Singularity, select Rank Sb. If you want to focus on power damage, select Rank Sa.
Rank Sa-Lift Damage: Inflict 20
damage per second to lifted targets Rank 6 Anal!::fSis
Like Throw, Pull also has an upgrade option that allows you to affect two targets rather than
one. Select Rank 6a to increase the disruptive abilities of your Pull power. After all, more
enemies off balance means less enemies that can attack. Alternatively, if you want to use Pull
more frequently on the battlefield, select Rank 6b. The increased recharge speed will lower the
amount of time it takes before you can launch it again.

--- ---- ----- - - -- ~---- - --------------------------------------------------------------------


BIOTIC CHARC...iE (UNIDI IE)

Smash into a target while encased in a Biotic barrier, leveling your opponents. Invulnerable while this power is in effect
Ranks 1 throu9h 3 Anal!::fSiS
Rank 1-17.S sec.; Damage: 250; Force:
500 Newtons; Barrier Restored: 50% A Vanguard's bread and butter, Biotic Charge can close the gap between a foe instantly,
knocking him away or even obliterating him with a single blast. It is useful as a stand-alone
attack but can also be used to set up other attacks like Nova or heavy (charged) melee
Rank 2-Recharge Speed: Increase blows. Best of all, when taking damage, use Biotic Charge to get away from enemy fire and
recharge speed by 25% simultaneously replenish your shields.

Rank 4 Anal!::fSiS
Rank 3-Force and Damage: Increase
damage and force by 20% If you want to use Biotic Charge as a stand-alone attack to flatten one enemy at a time, select
Rank 4a. To widen the Charge's reach, select Rank 4b. The increased reach of the Biotic impact
will hit two more foes within 2 meters. Rank 4b won't inflict as much damage, but since you can
Rank 4a-Force and Damage: Increase reach more enemies you'll be able to wreak more havoc on the battlefield.
damage and force by 30%
Rank 5 Anal!::fSis
Rank 4b-Radius: Hit up to 2 additional At Rank 5 you must choose which other types of attacks you will rely on. Since Vanguards can
targets within 2 meters of the impact point excel at either power or weapon combat, choose which style you prefer to use in battle. For
example, if you will follow Biotic Charge with a shotgun blast, select Rank Sa. If instead you
prefer to use Nova to follow up a Biotic Charge, then select Rank Sb. There's no reason you can't
Rank Sa-Weapon Synergy: Increase
follow up a Biotic Charge with both a weapon blast and a power. But one must come first. Make
weapon damage by 15% for 3 seconds
your choice here based on which attack will immediately follow the Biotic Charge.
after a successful Biotic Charge
Rank Sb-Power Synergy: Increase Rank 6 Anal!::fSIS
power damage by 25% for 15 seconds Rank 6a will grant you a 25 percent chance to not experience any recharge penalty. This will
after a successful Biotic Charge allow you to instantly follow up with another power usage, like another Biotic Charge, Nova,
or Pull. This upgrade choice is best for Vanguard players who plan on using a lot of power

H
Rank 6a-Bonus Power: Give Biotic
Charge a 25% chance of not triggering a combinations. If you want to maintain 50 percent of your barriers, rather than deplete them all
cool down after using a Biotic Charge, then select Rank 6b. This will also help when following up with a
Nova blast immediately afterward.

II
Rank 6b-Barrier: Increase barriers by
an additional 50% after a successful Biotic
Charge
- - - - ------------------------------------------------------------------
SHDCKWAVE
Topple a row of enemies with this cascading shockwave.
Ranks 1 through 3 Anal!::fSis

fl
Rank 1-Recharge Speed: 8 sec.;
Damage: 200; Force: 600 Newtons; Radius: 2 Shockwave is another disruptive ability in a Vanguard's arsenal. Like Throw, it can hurl enemies
meters; Range: 7 meters out of the way and clear a path forward. Unlike Throw, however, this power doesn't stop
at affecting one or two enemies. It also does not travel around objects or other enemies.
Rank 2-Recharge Speed: Increase Shockwave travels in a straight line and for a long distance, affecting all enemies in its path.
recharge speed by 20% This makes it a particularly useful power for Vanguards who want to focus on disruption rather
than destruction. Of course, Shockwave is also a detonator power, so it can be used to trigger
explosive combos as well.
Rank 3-Force and Damage: Increase
force and damage by 20% Rank 4 Anal!::fSiS
Like most other powers, you can select to either increase the force and damage (Rank 4a) to
Rank4a-Force and Damage: Increase inflict more damage on enemies and hurl them farther, or increase its radius (Rank Sb), allowing
force and damage by 30% each Shockwave to reach more enemies. Your choice depends on whether you want to cause
more damage or disrupt more enemies.
Rank 4b-Radius: Increase Impact radius
by35% Rank S Anal~sls
If you select Rank Sa, you can increase the force and damage of Biotic combinations when using
Shockwave as a detonator power. Select this if you plan on often using Shockwave as part of
Rank Sa-Detonate: Increase force and
explosive biotic combos. If you plan on using Shockwave as a disruptive ability only, then select
damage of Biotic detonations by 50%
Rank Sb. This will let the Shockwave travel farther before it dissipates.

RankSb-Reach: Increase the distance Rank 6 Anal!::fSiS


that Shockwave cascades by 50% At Rank 6a, you can increase the recharge speed of Shockwave in order to use it more
frequently. At Rank 6b, you can add an additional "lift" ability to raise affected foes off the
Rank6a-Recharge Speed: Increases ground for a short time. While this may not seem like a big deal, the additional lift ability will
recharge speed by 3 5% help combo off power upgrades like Pull's Lift upgrades.

Rank 6b-Lifting Shockwave:


Suspends targets In the air for a short time

~
u ------ ----- ----- -- ------------------------------------------------------------------
~ NOVA (UN,ol IE)
E
I'll
a, Transfer the energy of your Biotic barrier to charge and spark this deadly blast. Barrier strength determines blast density.

-ti
~
Rank 1-Damage: 350; Force: 450
Ranks 1 through 3 Anal!::fSis

Newtons; Radius: 4 meters Nova is a great power to use as a lead-in attack or is a perfect complement to attack combos
i
~
that start with Biotic Charge. When you unleash this power, you use up your barriers and transfer
their charge into a powerful radial shock wave that knocks enemies away from you. Alone, this
Rank2-Radius: Increase impact radius power can leave you at a vulnerable disadvantage. However, when coupled with Biotic Charge,
J. by25% which replenishes shields, you'll have an unstoppable one-two combination. If you plan on
T using Nova as a stand-alone attack, then at least upgrade to Rank 3, where you'll gain a power
capable of dealing 455 points of damage across a 5-meter radius.
m Rank 3-Force and Damage: Increase
'D damage and force by 30%
'5 Rank 4 Anal~is
0 At Rank 4a, you can increase the force and damage that your Nova attack unleashes. This will
m Rank4a-Force and Damage: Increase increase the damage to nearly 600 points of damage per blast. This upgrade is best for people
E
111 damage and force by 40% who want to focus primarily on damage-dealing. To concentrate more on disrupting foes, select
0 Rank 4b. The increase in radius will allow you to reach farther at the point of impact and knock
15 away more enemies.
n Rank4b-Radius: Increase impact radius
....
I:
by40%
0 Rank S Anal~sls
I'll Rank Sa is a straightforward power recharge upgrade for all powers. After using Nova, all powers
E Rank Sa-Power Recharge: Increase
'C will recharge 25 percent faster for 15 seconds. That means you can link together power combos
IL recharge speed of all powers by 25% for
for 15 seconds after the Nova blast, with increased efficiency. This is an obvious choice for
15 seconds players who will concentrate mainly on power combinations while rushing about the battlefield.
Rank Sb-Half Blast: Gain the option Rank Sb, however, reduces Nova's barrier consumption by half (and its damage and force by 40
to use Nova two times in a row by reducing percent). The upside, though, is that you gain the ability to launch Nova twice in a row before
its barrier consumption by 50% but at the completely depleting your shields.
cost of reducing damage and force by 40%
Rank 6 Anal!::fSiS
Rank6a-Pierce: Increase damage to
barriers, shields, and armored targets by For Vanguard players who want to increase damage on protected enemies, Rank 6a is an easy
10096 choice. The increase in piercing damage is perfect for pesky foes that have shields, barriers, and
armor. Sustain, Rank 6b, gives you a 25 percent chance to not use any barriers at all. Between
Rank6b-Sustain: Nova gains a 25% this upgrade and Rank Sb, tricky Vanguards will be able to unleash a devastating string of Nova
chance of not using up barriers blasts on unsuspecting enemies until they're dead.
ASSAULT MASTERY

Be an expert tactician on and off the battlefield. Faster and stronger powers. More weapon damage. More dexterity. More charisma.
Ranks 1 through 3 Anal!:::fsis
Rank 1-Reputation Bonus: 4%;Weapon
Damage Bonus: 2.5%; Power Damage Bonus: The increased weight capacity in Assault Mastery will make it easier for you to carry
5%; Weight Capacity Bonus: 15 heavier weapons like shotguns. For Vanguards who want to focus on weapon damage,
this passive power is a must.
Rank 2-lnfluence and Capacity:
Increase reputation bonus by 4%; increase Rank 4 Anal!:::fsis
weight capacity by 20 points At this rank, you can choose to either increase damage output {Rank 4a) or force
Rank 3-lnfluence and Damage: Increase power and reputation bonus (Rank 4b). Vanguards who want to maximize their destructive
damage bonus by 5%; increase weapon damage bonus capabilities with weapons and powers should invest in Rank 4a. If you want to make
by 2.596; increase reputation bonus by 4% better use of the force from your powers like Throw, Shockwave, and Biotic Charge,
then select Rank 4b.
Rank 4a-Damage: Increase weapon
damage by 5%; increase power damage Rank S Anal!:::fsis
by10% Rank Sa will grant teammates increases in power and weapon damage. This will prove
Rank 4b-l nfluence and Force: Increase useful for Vanguards who rely on squad support the most. For example, if you want
force bonus by 30%; increase reputation your team to keep enemies engaged while you rush across the battlefield, select this
bonusby8% upgrade. Rank Sb will increase your weight capacity, allowing you to carry heavier
weapons while keeping your power recharge speed low. Invest in Rank Sb in order to
Rank Sa-Squad Bonus: Increase
be able to launch Biotic Charge and other powers in quick succession.
squadmate weapon damage by 10%;
increase power damage by 15% Rank Ei Anal!:::fsis
Rank Sb-Weight Capacity: Increase Vanguard builds that will make frequent use of the shotgun {see builds below) should
weight capacity bonus by 35 points invest in Rank 6a. The increase to shotgun damage is critical. However, if you will follow
your Biotic Charge with power attacks like Nova, then select Rank 6b, as this rank
Rank6a-Shotgun Damage: Increase upgrade's increase to power damage, duration, and force will help power combinations
shotgun damage by 15% the most.

Rank 6b-Power Intensity: Increase


power damage bonus by 25%; increase
power duration and force by 25%
- --- ---------------------------------------------------------------
EJUILClS

CHARGERPD\NERCOME30

All Vanguard builds should begin with Biotic Charge as their main power. This is the skill that will inflict the most damage up front and serve as
the lead-in to your follow-up attacks. Invest in Biotic Charge, Nova, Shockwave, and any melee-related upgrades. That way, you can rush in for the
attack with Biotic Charge and follow up with Nova. Since Nova will deplete your shields, you can immediately follow up with Biotic Charge again to
replenish your shields. When facing tough enemies like Brutes, you can also follow Nova with a charged melee blow while enemies are staggered.
Once upgraded to a high level, Vanguards can single-handedly destroy Brutes and Banshees using Biotic Charge/Nova/melee combos.

CHARGER \/\IEAPON
DAMACiE

If you'd rather not rely on powers and prefer weapon damage, then instead invest points in Biotic Charge, Pull, and both ammo powers. Activate
your ammo powers, then use Biotic Charge to rush foes. Once staggered, follow up with powerful shotgun blasts at close range to inflict maximum
damage. If they try to get away or if Biotic Charge flings them too far away, then follow up with Pull to bring them in close and blast them with the
shotgun again.
ft=~LEY \NILLIAIVIS

Lieutenant Commander Ashley Williams is a career military officer with the


Systems Alliance. Born in 2158 to a military family,Williams enlisted directly
out of high school, splitting time between Earth and hostile environment
training on Titan. After earning numerous commendations early in her
career, Williams became a platoon guide on Eden Prime, where she was the
only member of her unit to survive the geth attack.

Williams then served as gunnery chief under Commander Shepard on


the SSV Normandy and was promoted to lieutenant commander after the
Battle of the Citadel. More recently, an Alliance tribunal called on Williams
to testify about her experience with the Reapers.

• PREVIOUSLY IN MASS EFFECT

Ashley is a returning character from Mass Effect 7 and Mass


Effect 2. Part of Shepard's crew in MEl, she's returning again to
join Shepard's crew. However, she's increasingly suspicious of
Shepard's methods. Shepard must regain the trust of this old
friend (and potential former lover).

NOTE

You can recruit either Kaldan or Ashley to your crew


based on your Crew Loss decision at the beginning of
the game. You cannot recruit both.

---

m
'D

a
m
E
111
0
~
lE
0
111
E
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n.
TAC:Tlc:AL ~OLE

Ashley is a good soldier. As a rifle-proficient squadmate, she prefers to stay between mid- to long-range, depending on which rifle is her primary
weapon. She's well rounded enough to be a squad mainstay when carrying an assault rifle as her primary weapon, but her Marksman and
Alliance Officer powers can also make her a skilled sniper if you need a specialized soldier during tough missions.

Even though she may not look as tough and rugged as someone like James, she is also capable of occasionally tanking. Upgrade powers
like Concussive Shot, Alliance Officer, and Inferno Grenades, and she'll be able to march forward, causing damage wherever she goes. If you
want to make her a well-balanced soldier, consider upgrading her powers equally as much as possible. She won't excel in power damage, but
her weapon damage and toughness will complement nearly any squad composition.
ASHLEY

POWERS

CONCUSSIVE SHOT
Flatten your enemy with a precise blast at short or long range. Effective against barriers.
Ranks 1 throu9h 3 Anal!::jsls Rank S Anal!::jsis
Rank 1-Recharge Speed: 10 sec.;
Damage: 100; Force: 300 Newtons Concussive Shot is a lot more than just If you plan on grouping Ashley with Cryo-friendly
another burst from your weapon of choice. squad mates, select Rank Sa. Shatter will affect
With a single blast of Concussive Shot, you only those foes that have been frozen or chilled
Rank 2-Recharge Speed: Increase can disrupt an enemy's progress, knock using Cryo Blast or Cryo Ammo. If you don't favor
recharge speed by 25% them down, or deplete their protective Cryo users in your squad, then select Rank Sb. The
barrier. At Rank 3, Concussive Shot can increased recharge speed for Concussive Shot
dish out 100 points of damage and 300 will ensure you're able to knock down enemies all
- Rank 3-Force and Damage: Increase Newtons of force. When paired with a over the battlefield with less time spent waiting
~ force and damage by 20% source power like Incinerate, Concussive for your power to ready.
Shot is the perfect detonator.
Rank 4a-Force and Damage: Increase Rank Ei Anal!::jsis
force and damage by 30% Rank 4 Analysis Like Rank Sa, Rank 6a takes other powers
Like most other powers with explosive into account in order to function. At Rank 6a,
Rank 4b-Radius: Increase Impact radius or concussive abilities, the first upgrade Amplification will power Concussive Shot with
by 1.5 meters choice is to either increase the power's ammo powers like Cryo or Warp Ammo. Since
effects, in this case force and damage Ashley also has Disruptor Ammo, Rank 6a will
(Rank 4a), or increase its radius (Rank 4b). automatically imbue Concussive Shot with
- Rank Sa-Shatter: Increase force and Select your upgrade based on Ashley's disruptor abilities when Disruptor Ammo is active.
~ damage to frozen targets by 100% eventual build. If you want to shape However, when paired with squadmates like
her into a formidable weapon damage James who are capable of giving squadmates
Rank Sb-Recharge Speed: Increase dealer, select Rank 4a. This will inflict more Incendiary Ammo, this upgrade will also imbue
damage per Concussive Shot. By selecting those ammo effects on each Concussive Shot.
recharge speed by 35%
Rank 4b, she can knock more enemies If you vary your squad composition often, then
down per shot but inflict less damage. you may not be paired with squad mates like
Rank 6a-Amplification: Power This option is helpful in squads that favor James often enough to benefit from Rank 6a. In
Concussive Shot with the properties of the disrupting enemies before killing them. that case, select Rank 6b, Shredder. This upgrade
active ammo power, eoabling it to burn, adds a damage-over-time effect to every shot
freeze, disrupt, warp, or pierce armor and increases the force of each Concussive Shot,
allowing you to knock down tougher enemies.
Rank6b-Shredder: Increase damage
to organics by 100% over 10 seconds;
increase force by 50%
---------- - ------------ - ----------------------- --- ---------
DISRUPTOR AMMO
Bring down your enemy's barriers and shields. Chance to stun. More weapon damage. More damage to shields and barriers.

Ranks 1 throu9h 3 Anal!::jsis Rank S Anal!::jsis


Rank 1-Health Damage Bonus:
+5%; Shield and Barrier Damage: Disruptor Ammo is a great power for a At Rank S you can select to either carry 30% more
+20% damage dealer like Ashley because it ammunition or to increase headshot damage by
makes all weapon fire even more lethal. 25%. To make the best use of this selection, take into
~ Rank 2-Stun: Improve the odds of account what types of weapons Ashley will carry
U stunning a target by 15%
With Disruptor Ammo (or any Ammo
power, in fact), it's best to activate it before into battle most frequently. Ashley can carry a sniper
rifle and can use the Marksman power to increase
every mission and make sure you keep it
active at all times. When active, it adds the her sniping skills, so select Rank 4b to make her a

a
Rank 3-Damage: Increase health more deadly sniper-class squadmate. You can also
damage bonus by 2%. Increase shield ability to stun foes and incapacitate them
before they can attack. It also functions as select it if you frequently task her with attacking
and barrier damage bonuses by 8% from a distance with an assault rifle. If you prefer
a "source" power that can be detonated
Rank 4a-Damage: Increase health using other powers like Concussive Shot. Ashley to serve as the team's tank, equip her with an
damage bonus by 3%; Increase shield assault rifle and select Rank 4a. She'll benefit from
and barrier damage bonuses by 12% Rank 4 Anal!::jsis the increased ammunition count when engaging
enemies in mid- to close-range combat.
Rank 4b-Squad Bonus: At Rank 4, Disruptor Ammo can increase
Squad mates gain Disruptor Ammo at damage to health and armor (4a), or you Rank Ei Anal!:jsis
50% effectiveness can gain the ability to automatically grant
it to all squadmates when active (4b). The Both options in Rank6 increase Disruptor Ammo's
~ Rank Sa-Ammo Capacity: Increase
U ammo capacity by 30%
choice really breaks down to whether you
want Ashley to tank and dish out as much
damage output. However, Rank 6a increases damage
to health, barriers, and shields, depending on the

m
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RankSb-Headshot: Increase
headshot damage by 25%
damage as you can or whether she will
hang back as part of the squad. If you're
playing as a class that does not have an
enemy. This makes all shots with Disruptor Ammo all
the more powerful since its a good general increase to
overall damage. Rank 6b adds an entirely new effect to
shots taken using Disruptor Ammo. Instead of simply
Ammo power (Cryo Ammo, Warp Ammo,
or Incendiary Ammo), you can select Rank dealing more damage to health, shields, and barriers,

13
Rank 6a-Damage: Increase health 4b and gain the use of Ashley's Disruptor it stuns enemies and incapacitates them, allowing your
damage bonus by 5%; increase shield Ammo when she's on a mission with you. team to take out vulnerable, stunned foes. Your Rank
and barrier damage bonuses by 20% Otherwise, select Rank 4a and increase her 6 option should depend on whether you want her to
ability to inflict as much damage as possible take down enemies one at a time, or if you want to use
- Rank 6b-Stun: Improve the odds
U of stunning a target by 25% and deplete enemy shields and barriers. her as a crowd-controller, weakening, and stunning
enemies for the rest of the squad to finish off.

-- ------------------------------
INFERNO GRENADE (UNDUE)
Cluster-bomb a small area with incendiary munitions.

ffl Rank 1-Damage Per Second: 75;


Ranks 1 through 3 Anal!::fsis
Inferno Grenades are useful in nearly all combat situations. At Ranks 1 through 3, a well-aimed
~ Duration: 8 sec.; Radius: 5 meters
grenade can serve as a great medium- to long-range weapon. Hurl it ahead of you and inflict
damage on unsuspecting foes. These grenades don't just explode like typical frag grenades;
they explode into smaller clusters of explosions that also deal fire damage while covering a
larger radius than typical grenades.

Rank LI- Anal!::fsis


Rank 3-Damage: Increase damage by
20% At Rank 4 you can choose to increase either the damage output or the damage radius. If you
want to concentrate on dishing out maximum damage, choose Rank 4a. However, Rank 4b will
increase the impact radius of your grenades and their cluster bombs, allowing you to damage
Rank 4a-Damage: Increase damage more enemies.
by30%
Rank s Anal!::fSIS
Rank 4b-Radius: Increase impact radius Rank 5 allows you to either increase the amount of grenades you can carry or increase the
by30% damage dealt by 40 percent. For players who want to be offensive powerhouses, consider
carrying more grenades. Rank Sa will ensure that you always have plenty of grenades for nearly
all combat scenarios. Ashley is essentially a Soldier, so the more ammunition and explosives she
Rank Sa-Max Grenades: Increase
has, the better. Rank Sb, however, can also help maximize damage to targets. The incendiary
grenade capacity by 2
effect left by the grenade's cluster explosions can add a significant amount of damage to
enemies, especially if you've chosen Rank 4b-increase in impact radius. At Rank Sb, your
Rank Sb-Damage: Increase damage Inferno Grenades can potentially inflict up to 142.5 points of damage per second (if you've
by40% chosen Rank 4a).

Rank Ei Anal!::fSiS
Rank 6a-Armor Damage: Increases
damage to armor by 50% At maximum rank, players can increase either armor-damaging abilities (Rank 6a) or radius and
shrapnel effects (Rank 6b). Both options are worthwhile upgrades, so decide on whether you
want to focus on dealing damage to armored enemies or inflicting less damage on armored
Rank 6b-Radius and Shrapnel: enemies at the cost of damaging more enemies across a larger radius.
Increase impact radius by 40%; increase
shrapnel by 1 fragment
-- -- ----- -- ------------------------------------------------------------------
MARKSMAN (UNIOI IE)
Boost weapon accuracy and firing rate for a short time.
Ranks 1 through 3 Anal!::fsls Rank S Anal!::fsis
Rank 1-Recharge Speed:
20 sec.; Duration: 6 sec.; Rate of The Marksman power is specifically designed to At Rank 5, you can choose to either make
fire: 30%; Accuracy Bonus: 30% augment Ashley's weapon skills. Since Ashley is not as Ashley a better shooter for a longer period
adept in power-based combat as someone like Liara, of time (Rank Sa) or increase her headshot
Rank 2-Recharge Speed: this skill is perfectly suited for her, as she'll be able damage by 25 percent (Rank Sb). The
J. Increase recharge speed by 25% to increase damage and accuracy with both types of choice here is simple. If you plan on using
T rifles. Upgrade this to Rank 3, at least, if you plan on Ashley more frequently in a sharpshooter
ever using her in a squad. The increased accuracy, role, sniping enemies from a distance and
m
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dm
m
- Rank 3-Duration: Increase
duration by 30%
when active, will help maximize her efficiency. At
Rank 3, she'll have nearly eight seconds of improved
accuracy and firing rate.
covering the squad's approach, then select
Rank Sb. For general, all-purpose use, select
Rank Sa and activate this power whenever
Rank 4a-Accuracy: Increase necessary.
E accuracy bonus by 30% TIP
111
0 Rzsnk Ei Anal!::fs·s
15 Marksman is a better power for assault rifles
The final upgrade, Rank 6, will increase either
n Rank 4b-Firing Rate: than sniper rifles since it increases rate of fire,
Ashley's accuracy and firing fate (Rank 6a)
E Increase firing rate bonus by so it's bett.er for fast·firing weapons. However,
0 2596 or the recharge speed for the Marksman
111 Rank Sb is a must if you ever plan on using a power (Rank 6b). If you chose Rank 4b, then
E Rank Sa-Duration: sniper-proficient Ashley on your t.eam. select Rank 6a here. lt11 boost accuracy to
'C
IL In crease duration by 4096 an impressive 80 percent. If you chose Rank
4a, Rank 6a will increase rate of fire to 70
Rank Sb-Headshot: Rank 4 Anal!::fsis percent Helpful, but it may lead to problems
with ammunition count. Select Rank 6b if
Increase headshot damage Players who want Ashley to concentrate on sniping
and long-range precision shooting should select you want to use Ashley's Marskman power
by25%
frequently on the battlefield.
Rank 4a. This will increase her accuracy by 30 percent
Rank 6a-Accuracy and and make sniping all the more effective. If you want
Firing Rate: Increase accuracy Ashley to concentrate on assault rifle use, then select
and firing rate bonuses by 20% Rank 4b. The increased rate of fire will make most
Rank 6b-Recharge: assault rifles more effective and will help compensate
Increase recharge speed by for assault rifles with a low rate of fire.
4096
. - ---------------------------------------------------------------------------
A~H[CV
ALLIANCE OFFICER (UNIOI IE)
Boost weapon damage, health, and shields/barriers.
Rank 4 Anal~sis
Rank 1-Health and Shield Rank Sa-Power Damage:
Bonus: 15%; Power Damage Increase power damage by 20% Players who want Ashley to tank should select Rank 4b. This
Bonus: 15% will increase her health and shield bonus to an impressive
75 percent. She will be able to take more damage and last a
Rank 2-Damage and Rank Sb-Sniper Rifles: little bit longer in heated firefights, taking some of the heat
Durability: Increase health, shield, Increase sniper rifle damage by off weaker squadmates. If you want to make her a weapon
and power damage bonuses by 15% 45% damage specialist, select Rank 4a. This increases her weapon
damage to 45 percent bonus, making her even more deadly
Rank 3-Damage and Rank 6a-Squad Bonus: with high-powered rifles.
Durability: Increase health, shield, Increase squadmate Tech and
and power damage bonuses by 15% Biotic power damage by 10% Rank S Anal~sis
Rank4a-Weapon Damage: Rank 6b-Assault Rifles: Both options in Rank 5 increase her ability to deal damage.
Increase weapon damage by 30% Increase assault rifle damage Rank Sa augments Ashley's power damage by 20 percent,
by60% making powers like Concussive Shot and Inferno Grenade
Rank 4b-Du rability: Increase increasingly deadly. Similarly, Rank Sb augments Ashley's
health and shields by 30% sniper rifle damage, making her an even better sharpshooter.
If you're going to invest in her Marksman power, then be sure
to select Rank Sb here to complement her sniper rifle skills.
Ranks 1 through 3 Anal~sis Rank 6 Anal!:JSis
At Ranks 1 through 3, Alliance Officer increases Ashley's damage and durability Like Rank 5, this rank can also augment her weapon skills.
up to 45 percent across the board. These three upgrades alone make it possible Rank 6 is a squad bonus upgrade. Either increase your squad's
for her to tank a little bit during missions. However, the increase in weapon weapon damage (6a) or increase the damage output from
damage also makes it possible for her to rely more on her rifles and less on assault rifles (6b). If you want to focus on Ashley's weapon
power damage. If you want her to be on the front lines of battle, then upgrade at proficiencies and selected Rank Sb, then select Rank 6b as
least to Rank 3 for this passive power. well. Between both weapon-specific upgrades, she'll never be
at a loss as long as she has a rifle in her hands.

---------- --------------------------------r--------
BUILCJ OPTIONS ROMANC:E

\/\JEAPON DAMAGE/TANK SPECIALIST Ashley is a romance option for male Shepard. She can be romanced
Inferno Grenade: 4a, Sb, 6a or 6b by a new Shepard as well as a Shepard who did not romance her in
previous games. Because she is in the hospital for much of the early
Disruptor Ammo: 4a, Sa, 6a game, taking time to go to the Citadel and visit her is the key to
Concussive Shot: 4a, 6a or 6b building up intimacy.
Marksman:4b, Sa, 6a KEY CONVERSATIONS
Alliance Officer: 4a, Sa or Sb, 6b
On Mars, Ashley remains distrustful of Shepard and his relationship
If you want Ashley to maximize her weapon-damage potential, invest with Cerberus. While it's tempting to get angry with her, choosing the
heavily in as many of her powers as possible. Nearly every aspect of her
gentler options allows Shepard to defend himself without alienating
power trees helps augment weapon damage ratings and rate of fire.
Ashley.
To supplement her skills as a Soldier, she also has the use of Inferno
Grenades. These small cluster grenades add another destructive Later, Shepard has multiple chances to visit her in the hospital:
element to Ashley's arsenal, allowing her to cover a larger area with immediately after arriving at the Citadel for the first time (she is
less ammunition. unconscious but will learn that Shepard came to see her), after
completing the mission at Palaven (Ashley is in bed and injured),
TACTICAL SHARPSHOOTER and once more before finishing the Genophage missions (after she
Overload: 4a, Sa or Sb is up on her feet, preparing to be discharged). These conversations
give Shepard the chance to build up intimacy and to build up a
Disruptor Ammo: Sb, 6b
level of trust to ensure that she won't force Shepard to kill her in the
Concussive Shot: Sa, 6a confrontation on the Citadel.
Marksman: 4a, Sb, 6a
Alliance Officer: 4a, Sb, 6b TIP
Few crew members have the powers needed to excel in long-range Shepard can also bring Ashley a present in the hospital;
sniping and precision sharpshooting. Ashley is one of them. Marksman, purchase the works of Tennyson to increase intimacy. If Shepard
Disruptor Ammo, and Alliance Officer all have options to increase
had a relationship with Ashley in Mass Effect 1, but suhse-
accuracy and especially sniper rifle skills. Select these to increase
quently pursued another relationship in Mass Effect 2, Ashley
Ashley's efficiency with the sniper rifle. While on missions, place her at
elevated points or at long-range from enemy positions-preferably is angry and hurt during her talks at the hospital. Apologize
behind good cover-and let her pick off foes from afar. This will let you and make it clear that you want to be with her. This is key to
and the rest of your squad advance as needed or execute other tactical continuing a relationship and getting back her trust.
maneuvers.

KEV MOMENT
• Ashley offers to meet Shepard on the Citadel at the cafe on the
Presidium Commons. If Shepard has a very high intimacy, she brings up
the possibility of a serious relationship. If Shepard has been less personal
with her, Ashley doesn't bring it up, but Shepard can suggest it.
The Enhanced Defense Intelligence, or EDI, serves as an information source
and cyberwarfare defense system on the rebuilt Normandy SR-2. The ship's
crew can access EDI at any terminal or through radio contact.

During an attack from a Collector vessel, pilot JeffHJokern Moreau gave


EDI full access to the Normandy's systems, allowing the ship to escape.
Although EDI retains the control that Moreau gave her, she is usually
content to advise the organic crew members who fly and maintain the ship .

• PREVIOUSLY IN MASS EFFECT

EDI is a returning character from Mass Effect2. In Mass Effect


3, the Normandy's Enhanced Defense Intelligence has remote
control over a Cerberus-designed infiltration unit. The body
was once fully covered with skin to allow it to pass as human,
but now it has been stripped down to a smooth, skeletal frame.
Freed of excess weight, EDI can move the body with a dancer's
grace, and its tough chassis makes it suitable for combat.

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IC TAC:Tlc::AL ROLE
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E EDI is a tactical specialist. With her affinity for tech power damage and skills like Decoy, EDI can both distract and disable enemies. She's also
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n. effective as a damage dealer. In fact, her passive power helps increase her damage output to tech and power-based attacks.

EDl's most valuable skill, however, is Decoy. Powers like Overload and Incinerate are great to use against enemies, but Decoy, a power that
is unique to her, essentially creates another soldier on the squad. At lower levels, Decoy can simply distract, but after being upgraded to Rank Sa
and 6a, it can also inflict damage on enemies, functioning similarly to an Engineer's drone.

She's capable of carrying SM Gs and pistols, so she won't excel in heavy weapon fire. Her focus is on powers and power damage. While EDI
may not be built for tanking, her skill set makes her a wonderful comrade to have along for missions that will require heavy tactical maneuvers.
POWERS

INCINERATE
Burn your opponents and incinerate their armor. Heavy damage to health and armor. Make an enemy panic, stopping health regeneration.

""'11 Rank 1-Recharge Speed: 16 sec.; Ranks 1 to 3 Anal!;:lsis


Incinerate is one of EDl's most destructive powers. Because it can function as both a source and
~ Damage: 300
a detonator power, it is always a good idea to upgrade this to at least Rank 3. That way, EDI can

n
~
Rank 2-Recharge Speed: Increase
recharge speed by 25%.
create explosive combinations with other team members. Of course, you can also use it as a
destructive, stand-alone power. If that's your goal, don't stop upgrading at Rank 3.

n
~20%
Rank 3-Damage: Increase damage by
Rank 4 Analysis
To increase the damage output of Incinerate up to 450 points of damage, select Rank 4a. The
30 percent increase is substantial enough to take down lesser enemies while inflicting large
amounts of damage on tougher foes. Your other option is to increase the impact radius of
Incinerate in order to scorch more enemies with every blast. Your choice here should depend on
Rank 4a-Damage: Increase damage whether you want EDI to be a main damage-dealer or to complement the rest of the squad by
by30%
softening multiple enemies at once.

Rank 4b-Radius: Increase Impact radius Rank 5 Anal!;:ISis


by2 meters Players hoping to maximize lncinerate's damage potential should invest in Rank Sa, Burning
Damage. This upgrade increases the damage over time and burns enemies past the initial
Rank Sa-Burning Damage: Increase impact of the shot. When coupled with Incendiary Ammo or other detonator powers, this
damage by an additional 40% over 8 combination can lead to dazzling explosive results. Your other option at Rank 5 is to increase the
seconds recharge speed of Incinerate. This will allow EDI to use Incinerate more often in battle and make
her a deadly weapon, especially in squads with Biotic specialists.
Rank Sb-Recharge Speed: Increase
recharge speed by 25% Rank Ei Anal!;:lsis
An ironic power upgrade, Rank 6a increases damage to frozen and chilled targets by an
Rank 6a-Freeze Combo: Increase additional 100 percent. So if you frequently use squadmates with Cryo Ammo or Cryo Blast,
damage to frozen and chilled targets by an select this rank upgrade to complement their powers. If you don't frequently use those freezing
additional 100%
n
~
Rank 6b-Armor Damage: Increase
damage to armored targets by 50%
skills, then don't waste precious upgrade points on Rank 6a. Instead, use those points on Rank
6b and gain a very useful damage increase to armored targets.

-
OVERLOAD
Overload electronics with this power surge, stunning your enemy. It is effective against shields, barriers, and synthetics but not as effective
against organics.
Ranks 1 to 3 Anal!;:lsis want her to focus more dealing damage to

II
Rank 1-Recharge Speed: 16 sec.; individual enemies.
Damage: 220 By far one of the most useful powers against
synthetics, Overload can temporarily fry
Rank S Anal!;:lsis
electrical equipment like turrets and can singe
IJII Rank 2-Recharge Speed: Increase synthetic foes. At Ranks 1 through 3, you gain a
standard recharge speed and damage increase,
At Rank 5, you gain the option to stun organic
foes as well as synthetics. The Neural Shock
- recharge speed by 25%
so you could stop upgrading at Rank 3 if you ability will expand EDl's role across a number
don't plan on making Overload an integral part of missions since her Overload power will

II
Rank 3-Damage: Increase damage of EDI attack arsenal. However, during missions no longer be effective against synthetic
by20% where you encounter geth or other synthetic targets alone. Rank Sb increases Overload's
opponents, EDI can still prove to be very useful. recharge speed, allowing her to use the
Rank4a-Chain Overload: Hit one skill more frequently in battle. The trade-off
additional target within 8 meters with TIP between Ranks Sa and Sb are simple; if you
60% less damage want to use EDI against more varied types
Remember, most tough enemies are of enemies, select Sa. If you want to use her
- Rank 4b-Damage: Increase shielded, preventing many Biotic powers more frequently in battle to stun enemies en
- damage by30% from affecting them. Pairing EDI with masse, select Rank Sb.
a Biotic squad member means she can
Rank Sa-Neural Shock: Overload the enemies, rendering them Rank Ei Anal!;:lsis
lncapadtate weaker organic enemies wlnerable to the Biotic's incapacitating Like Rank 4a, Rank 6a will increase how many
for a short duration powers in a fast one-two punch. targets EDI can reach with an Overload blast
IJJI
-
Rank 5 b-Recharge Speed:
Increase recharge speed 25% by
by one and will increase the damage it inflicts
by 15%. The choice is simple; if you selected
Rank 4 Anal!;:ISiS Rank 4a, make the same selection here and
If you do make Overload a more integral part she will be able to stun small groups of
Rank 6a-Chain Overload: Increase of EDl's attack arsenal, then consider upgrading enemies with one Overload blast. Not only
damage by 15%. Hit one additional target Rank 4a. This will increase the amount of targets will she incapacitate more enemies at once,
within 8 meters with 60% less damage she can affect by one. So instead of overloading but you'll expend less power to do it. At Rank
only one enemy at a time, she can stun multiple 6b, you can increase the damage dealt to
Rank 6b-Shield Damage:
enemies with each Overload blast. Rank 4b is barriers and shields, making EDI extremely
Increase damage to barriers and
a standard damage increase. Select this if you effective against all shielded foes.
shields by an additional 100%
---- -
DEFENSE MATRIX (UNIDI IE)
Reinforce armor with protective Foucault currents. Purge the currents to restore shields. Slow power use.
Ranks 1 to 3 Anal!:::fsis
Rank 1-Recharge Speed: 20 sec.;
Damage Reduction: 1596; Shields Just as its name implies, this power grants EDI an increase in defensive capabilities. When active,
Restored: 5096 Defense Matrix increases the recharge speed, damage reduction, and shield restoration for EDl's
armor. At Rank 3, the recharge speed drops to 16 seconds while shield restoration increases to 70
Rank 2-Recharge Speed: Increase percent. This power is especially useful because it can increase the amount of damage EDI can
recharge speed by 25% sustain during battle and allow her to use other powers as well.

Rank 4 Anal!:::fsis
Rank 3-Shield Bonus: Increase
shield restoration by 20% when At Rank 4, you can choose to either increase your Shield Bonus to 100 percent (4b) or increase the
purging armor durability of her shields to reduce damage (4a). While both sound like they do the same thing, Rank
4a is used to lower the amount of damage EDI incurs across the board. Rank 4b allows EDI to restore

LI
Rank 4a-Durability: Increase her shields to 100 percent as soon as her armor is purged, making her nearly indestructible on the
damage protection by 5% battletield ... as long as she can get behind cover.

Rank 4b-Shield Bonus: Increase Rank S Anal!:::fsis


shield restoration by 30% when By selecting Rank Sa, you can increase the recharge rate of EDl's shields. The extra 1 S percent may
purging armor not sound like much, but in a heated firefight, few things are more important than the ability to
regenerate your shields before the opponent. Rank Sb, the Power Synergy upgrade, increases the
Rank Sa-Shield Recharge:
damage of EDl's other tech powers, like Overload, by 25 percent when Defense Matrix is active.
Increase shield recharge rate by 15%
Select this upgrade option if you want EDI to become a fierce tech power specialist.

Rank Sb-Power Synergy: Rank Ei Anal!:::fSiS


Increase tech power damage by 25% The final upgrade for EDl's Defense Matrix gives you the choice to either increase how quickly your
while Defense Matrix is active powers recharge (6a) or lower the amount of damage you can take (6b). If you chose Rank 4a, then
Rank 6a-Power Recharge: Reduce select Rank 6b here to maximize EDl's toughness. Otherwise, you can never go wrong by selecting
power speed penalty by 3096 Rank 6a. If EDI is going to use a lot of powers and lend a hand with power combinations, then select
Rank 6a.

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Rank 6b-Durability: Increase
damage protection by 10%
~
u ----- --- - ----- ---------------------------------------------------------------------
~ DECOY
E
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a, Distract opponents with this decoy.

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Ill Rank 1-Recharge Speed: 16sec.;
Ranks 1 to 3 Anal!:::fsis
Decoy is EDl's valuable unique power. When upgraded to Rank 3, you gain another member on the
~ Duration: 15; Decoy Shields: 1,000
i
~
battlefield. The decoy won't be able to fight back or stun enemies, but with nearly 20 seconds of
life and 1,000 points of shields, EDl's decoy can do exactly what you need it to: draw away enemy
- Rank2-RechargeSpeed: lncrease fire and flush enemies out of cover. Even if you don't plan on using EDI often, invest the six points
J. ~ recharge speed by 25% required for these first three ranks. You'll be glad you did.
T
Rank 4 Anal!:::fSls

II
m Rank 3-Duration: Increase
'D duration by 30% At Rank 4, you have a very tough decision to make. You can either grant the decoy an extra six
'5 seconds of life or 400 points of shield protection. Both can result in a very effective decoy, but your
0 ultimate decision should be based on what role you want EDI and her decoy to take in missions. If
m - Rank 4a-Duration: Increase
E you frequently use a squad whose members have low health and shields and no tank, then select
111 ~ duration by 40% Rank 4b. The higher shield rating will allow the decoy to take more damage up front and last long
0 enough to occasionally take the brunt of attacks. If you want a simple decoy that can distract
15 multiple enemies for a prolonged amount of time, select Rank 4a.
n - Rank 4b-Durability: Increase
....
I:

0
iiiil shields by 4096
Rank S AnaJ!:::fsis
I'll At Rank Sa, you can add the decoy's first offensive ability-Shock. While deployed, the decoy will not
E Rank Sa-Shock: Shock enemies
'C only absorb damage and distract enemies, but also shock enemies within a 2.5-meter radius. This
IL within a 2.5-meter radius of the decoy
may not inflict a lot of damage, but if the enemies nearby are stunned, then they can't attack the
decoy or your squad; therefore, the decoy will last a bit longer, and your squad can get the jump on
Rank Sb-Recharge Speed: stunned foes. Rank Sb decreases the recharge speed for the Decoy ability to 10 seconds. That means
Increase recharge speed by 35% that you can deploy it every 10 seconds and confuse enemies at nearly every turn.

Rank Ei Anal!:::fSis
Rank 6a-Exploding Decoy: Decoy
explodes on destruction, causing 300 At Decoy's final Rank upgrade, you must choose whether to add a second offensive ability (6a),
damage across 4 meters an explosion, or increase its shields and duration on the battlefield (6b). Offensive-minded
commanders should select Rank 6a. After all, the explosion can inflict 300 points of damage on all
Rank 6b-Shields and Duration: nearby foes within four meters! Commanders who rely a bit more on special tactical maneuvers like
Increase shields and duration by 50% flanking and leapfrogging will appreciate having the decoy last a bit longer during battle. After all, if
you chose Rank 4a, then Rank 6b will increase duration to 33 seconds. If you selected Rank 4b, then
Rank 6b will increase the decoy's shields to 1,900 points.
EDI

UNSHACKLED Al
Boost power damage, shields and barriers, and health.
Ranks 1 to 3 Anal~sis
Rank 1-Health and Shield
Bonus: 10%; Power Damage Bonus: Unshackled Al is great tech passive power capable of making EDI tougher defensively and
20% offensively. At Ranks 1 through 3, EDI will have a health and shield increase of 30 percent and a
power damage bonus of 60 percent, making her tougher to damage and more dangerous when
Rank 2-Sh ields and Damage: Increase using powers.
health and shield bonuses by 1096. Increase
power damage hon us by 20% Rank 4 Anal~sis
Rank 3-Shields and Damage: Increase Increase EDl's power damage even more by selecting Rank4a. lhis will bump her power damage
health and shield bonuses by 10%; increase bonus to 80 percent and make powers like Incinerate or Overload all the more effective. If you
power damage bonus by 20% prefer a more defensive approach, select Rank 4b instead. Doing so will increase her health and
shield bonus to 50 percent. The choice should hinge on whether you plan on using EDI as a
Rank 4a-Power Damage: Increase tactical specialist or a tech power maven.
power damage by 20%
Rank S Anal~sis
Rank 4b-Health and Shields: Both Rank 5 upgrades increase EDl's damage potential. Rank Sa will augment your weapon
Increase health and shields bonuses damage by 20 percent. Rank Sb will increase all tech damage by 30 percent. This should be a
by20% simple decision. If you use EDI primarily for her tech powers, then select Rank Sb. Otherwise, a
20 percent increase to weapon damage can be helpful in any mission.
Rank Sa-Weapon Damage:
Increase weapon damage by 20% Rank 6 Anal~sis
The final two upgrade options can either grant the squad a tech power damage and duration
Rank Sb-Tech Damage: Increase bonus (6a) or decrease EDl's shield recharge delay (6b). Rank 6a, the squad bonus, is great for
tech power damage by 30% players who employ tech-heavy teams. Choose this upgrade option to bolster squads that
frequently feature EDI, Tali, and Engineer Shepards. Otherwise, select Rank 6b. After all, EDI can
Rank 6a-Squad Bonus: Increase always benefit from increased shield recharging.
squad mate tech power damage and
duration by 10%
Rank6b-Shield Recharge:
Decrease shield recharge delay by 20%

------ - - - ----- -- --- -----------------------------------------------------------------------


BUILCJ CF'TICNS

TECH PD\/\IER SPECIALIST TAC I ICAL SPECIALIST


Incinerate: 4a, Sa, 6b Incinerate: 4a, Sa, 6b
Overload: 4b, 6b Overload: 4a, Sa, 6a
Defense Matrix: Sb, 6a Defense Matrix: 4a, 6b
Unshackled Al: 4a, Sb, 6a Decoy: 4a, Sa, 6a or 6b
Given her synthetic nature, it's no surprise that EDI might have a Unshackled Al: 4b, 6a
predisposition toward tech powers like Overload and Defense Matrix. EDI can also use her unique Decoy power to facilitate a multitude of
Better yet, her passive skill, Unshackled Al, can be upgraded toward useful tactics on the battlefield. When deployed, EDl's Decoy can do
augmenting tech powers as a whole. The final Rank upgrade even anything from distract foes to stun them. While the decoy is active, the
has an option to increase your squad's tech power damage and entire squad can benefit from its presence. However, Decoy isn't the
duration. Use source powers like Overload or Incinerate to set up only useful tactical power. Rely heavily on EDl's Overload power to stun
deadly explosions, while Defense Matrix supplements EDl's shields and multiple foes, and free other squad members to execute useful tactical
augments tech power damage. maneuvers. When upgraded properly, EDI can become a one-person
flank or bait for flushing out enemies.

RCMANC:E
EDI is not a romantic option for Commander Shepard. She can, however, engage Joker in a relationship with Shepard's helpful counsel.
Garrus Vakarian is a noted turian sharpshooter and combat engineer. He was
born on Palaven and became a Citadel security officer like his father but left the
force when superiors shut down his investigation into the rogue Spectre Saren
Arterius. Vakarian eventually discovered that Saren had been indoctrinated by
the Reaper known as Sovereign.
In time, Vakarian found his way to the criminal haven of Omega and
assumed the name Archangel. There, he and a small group of operatives worked
to disrupt the settlement's powerful mercenary groups until Shepard recruited
him. The turian narrowly survived the second Normandy attack on the
Collectors. More recently, Vakarian has become the head of a turian task
force focused on preparing for the Reaper invasion.

1•
PREVIOUSLY IN MASS EFFECT

A returning character from Mass Effect 1 and Mass Effect2,


Garrus is one of Shepard's most trusted comrades. After the
events of the first Mass Effect, Garrus and Shepard went their
separate ways. After reuniting in Mass Effect 2 and defeating the
Collectors together, the pair once again parted company. Now,
Garrus returns to help Shepard in the fight. Garrus is a potential
romance if female Shepard romanced Garrus in Mass Effect 2.
If you import a save from a game where Garrus is not
present, then Garrus will not appear during Mass Effect 3. There is
~ no replacement character to join Shepard's squad; Shepard will
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simply have fewer options from which to choose.
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Since Concussive Shot can serve as a detonator power, consider upgrading it to deal maximum damage. Similarly, Overload can serve as both a
source and detonator power, so upgrading it can benefit nearly any squad Garrus is in. Despite these power benefits, Garrus's true strength is in
weapon damage.

After all, Garrus is a weapon damage specialist. His ability to wield either type of rifle makes him a great mid- to long-range soldier, but skills
like Proximity Mine, Concussive Shot, and Overload are also great at disrupting enemy movements. If you favor direct combat, steer Garrus toward
weapon-damage upgrades.

Given his affinity to sniper rifles, however, Garrus can also make a great tactical sharpshooter. Order Garrus to elevated positions, or have him
hang back when approaching long, wide-open areas. From the safety of cover. Garrus will be able to covertly snipe enemies from afar, lightening the
load for the rest of your squad.
GAARUS
POWERS

CONCUSSIVE SHOT

Flatten your enemy with a precise blast at short or long range. Effective against barriers.
Ranks 1 through 3 Anal!::JSis
Rank 1-Recharge Speed: 10 sec.;
Damage: 100; Force: 300 Newtons Concussive Shot is a lot more than just another burst from your weapon of choice. With a single
blast of Concussive Shot, you can disrupt an enemy's progress, knock them down, or deplete their
protective barrier. At Rank 3, Concussive Shot can dish out 100 points of damage and 300 Newtons
Rank 2-Recharge Speed: Increase of force. When paired with a source power like Incinerate, Concussive Shot is the perfect detonator.
recharge speed by 25%
Rank 4 Anal~sis
- Rank 3-Force and Damage: Like most other powers with explosive or concussive abilities, the first upgrade choice given is to
~ Increase force and damage by 20% increase either the power's effects, in this case force and damage (Rank 4a), or increase its radius
(Rank 4b). Select your upgrade based on Garrus's eventual build. If you want to shape Garrus into
a formidable weapon damage dealer, select Rank 4a. This will inflict more damage per Concussive
Rank 4a-Force and Damage:
Shot. By selecting Rank 4b, Garrus can knock more enemies down per shot but inflict less damage.
Increase force and damage by 30%
This option is helpful in squads that favor disrupting enemies before killing them.

Rank 4b-Radius: Increase impact Rank S Anal~sis


radius by 1.5 meters If you plan on grouping Garrus with Cryo-friendly squadmates, select Rank Sa. Shatter will affect only
those foes that have been frozen or chilled using Cryo Blast or Cryo Ammo. If you don't favor Cryo
- Rank Sa-Shatter: Increase force users, then select Rank Sb. The increased recharge speed for Concussive Shot will ensure you're able
~ and damage to frozen targets by 100% to knock down enemies all over the battlefield with less time spent waiting for your power to ready.

Rank 6 Anal~sis
Rank Sb-Recharge Speed:
Increase recharge speed by 35% Like Rank Sa, Rank 6a takes other powers into account in order to function. At Rank 6a, Amplification
will power Concussive Shot with ammo powers like Cryo or Warp Ammo. Since Garrus also has
Armor-Piercing Ammo, Rank 6a will automatically imbue Concussive Shot with armor-piercing
Rank 6a-Amplification: Power abilities when Armor-Piercing Ammo is active. However, when paired with squadmates like James
Concussive Shot with the properties of the who are capable of giving squadmates Incendiary Ammo, this upgrade will also imbue those ammo
active ammo power, enabling it to bum, effects on each Concussive Shot. If you vary your squad composition often, then you may not be
freeze, disrupt, warp, or pierce armor paired with squadmates like James often enough to benefit from Rank 6a. In that case, select Rank
Rank 6b-Shredder: Increase 6b, Shredder. This upgrade adds a damage-over-time effect to every shot and increases the force of
damage to organics by 100% over 10 each Concussive Shot, allowing you to knock down tougher enemies.
seconds; increase force by 5096
----- - -------------------------------------------------- - - -----
OVERLOAD
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics.
Ranks , through 3 Anal!::JSis

II
Rank 1-RechargeSpeed: 16sec.;
Damage: 220 By far one of the most useful powers against synthetics, Overload can temporarily fry electrical
equipment like turrets and can singe synthetic foes. At Ranks 1 through 3, you gain a standard
recharge speed and damage increase, so you could stop upgrading at Rank 3 if you don't plan
Rank 2-Recharge Speed: Increase on making Overload an integral part of you attack arsenal. However, during missions where you
recharge speed by 25% encounter geth or other synthetic opponents, Overload can still prove to be very useful.

Rank 4 Anal~sis
Rank 3-Damage: Increase damage
by20% If you do make Overload a more integral part of Garrus's arsenal, then consider upgrading Rank
4a. This will increase the amount of targets he can affect by one blast of Overload. So instead of
overloading only one enemy at a time, Garrus can stun multiple enemies with each Overload blast.
Rank4a-Chain Overload: Hit 1 Rank 4b is a standard damage increase. Select this if you want to focus more dealing damage to
additional target within 8 meters with individual enemies.
60% less damage
Rank 4b-Damage: Increase Rank S Anal~sis
damage by 30% At Rank 5 you gain the option to stun organic foes as well as synthetics. The Neural Shock ability
will expand Garrus's role across a number of missions since his Overload power will no longer be
effective against synthetic targets alone. Rank Sb increases Overload's recharge speed, allowing
Rank Sa-Neural Shock:
Garrus to use the skill more frequently in battle. The trade-off between Ranks Sa and Sb are simple; if
Incapacitate weaker organic enemies
you want to use Overload against more varied types of enemies, select Sa. If you want to use it more
for a short duration frequently in battle to stun enemies en masse, select Rank Sb.
Rank Sb-Recharge Speed:
Increase recharge speed by 25% Rank 6 Anal~sis
Like Rank 4a, Rank 6a will increase how many targets you can reach with an Overload blast by one
Rank 6a-Chain Overload: Increase target and increase the damage it inflicts by 1 S percent. The choice is simple; if you selected Rank 4a,
damage by 15%. Hit 1 additional target make the same selection here and he will be able to stun small groups of enemies with one Overload
within 8 meters with 6096 less damage blast. Not only will he incapacitate more enemies at once, but you'll expend less power to do it.
At Rank 6b, you can increase the damage dealt to barriers and shields, making Garrus extremely

II
Rank6b-Shield Damage: effective against all shielded foes.
Increase damage to barriers and
shields by an additional 10096
--------------------------------------------- ----------- ---- -----
ARIVlOR-PIERCING AMMO (UNIDI IE)
Bring down heavy-armor units. Shoot through light cover to hit enemies. More weapon damage. More damage to armor.
Ranks 1 through 3 Anal~sis
Rank 1-Health Damage Bonus:
+ 10%; Armor Damage Bonus: Armor-Piercing Ammo is a must for soldiers like Garrus who excel in dealing weapon damage. With
+ 10%; Armor Effectiveness: -50%; skills like Overload in his arsenal, he can affect synthetic targets more efficiently. With Armor-Piercing
Penetration: 0.5 meters Ammo equipped, he can also more efficiently affect armored organic targets like Cerberus troopers
as well. Keep this active at all times since, like all other Ammo powers, you don't incur any power
Rank 2-Pierce: lnoease ammo's penalties when you activate it.
cover penetration by 40%
Rank 4 Anal~sis
Rank 3-Damage: Increase health At Rank 4, Armor-Piercing Ammo can either increase damage to health and armor (4a), or you can
and armor damage bonuses by 4% gain the ability to automatically grant it to all squad mates when active (4b). The choice really breaks
down to whether you want to inflict as much damage as you can or whether Garrus will hang back
as part of the squad. If you're playing Shepard as a class that does not have an Ammo power (Cryo
Rank 4a-Damage: lncrease health
and armor damage by 6% Ammo, Warp Ammo, or Incendiary Ammo), you can select Rank 4b and gain the use of Garrus's
Armor-Piercing Ammo when he's on a mission with you. Otherwise, select Rank 4a and increase his
ability to inflict as much damage as possible. Rank 4a is also best suited for players who want Garrus
Rank 4b-Squad Bonus: to focus more on sniping and sharpshooting.
Squadmates gain your ammo power at
50% effectiveness Rank S Anal~sls
Rank Sa-Ammo Capacity: Increase Since Garrus can carry only an assault or sniper rifle, then make your selection for the Rank S
ammo capacity by 30% upgrade based on what will be his primary weapon. Rank Sa increases his ammo count, which is
great for weapons that expend a lot of ammunition, like assault rifles. Rank Sb increases the amount
of damage Garrus inflicts with a headshot. While, technically, Rank Sa can benefit Garrus builds that
Rank Sb-Headshot: Increase favor sniper rifles (due to the low ammunition count of most sniper rifles) and Rank Sb can also
headshot damage by 25% benefit Garrus builds that favor assault rifles (since headshots are great no matter what weapon you
employ), both Rank S options are a win-win situation.
Rank 6a-Damage: lncrease health
and armor damage by 10% Rank 6 Anal!:15is
Garrus's Rank 6 choices are both geared to increase his damage output. If you chose the damage
upgrade for Rank 4, then select Rank 6a. It will also increase health and armor damage across
Rank 6b-Pierce: Increase ammo's
the board by 10 percent. Rank 6b increases your ammunition's ability to pierce armor even more
cover-penetration by 50%. Deaease the
effectively. It will also increase how far your armor can penetrate cover, allowing Garrus to shoot
effectiveness of armored targets by 2596
through a meter of cover.
- -
PROXIMITY MINE (UNDUE)
Fire this sticky mine into traffic. It will detonate when an enemy steps within range.
Ranks 1 through 3 Anal~sis

II
Rank 1-Recharge Speed: 24 sec.;
Damage: 400; Radius: 3 meters Few other skills are as well suited to Garrus's high weapon damage output than Proximity Mine. The
mine is an explosive projectile. Rather than explode on contact, however, the Proximity Mine will
sit unbothered until a rival comes within striking distance and then explode. This power is useful in
J.
Rank 2-Recharge Speed: Increase creating bottlenecks and traps and setting down explosive perimeters around your squad. At Rank
T
recharge speed by 25% 3, Garrus's proximity mines can inflict 480 points of damage within a three-meter radius, which can
m give you or your squad a decent three-meter cushion before enemies get within striking distance.
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Rank 3-Damage: Increase damage
dm by20%
Rank 4 Anal~is
Like most grenade powers, Rank 4 grants you the choice to either increase damage (Rank 4a) or
E increase the damage radius (Rank4b). The choice should be made depending on whether you want
111
0 Rank 4a-Damage: Increase to use his proximity mines primarily as damage-dealers or as tactical booby traps for enemies. The
damage by 30% wider the radius, the more enemies that can be affected by their explosion. Keep this in mind when
15
n entering narrow areas like catwalks or tight hallways.
E Rank 4b-Radius: lnaease impact
0 Rank S Anal~is
111 radius by 40%
E Rank S gives you the choice to either add an extra damage-over-time effect (increasing damage
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IL from all sources for eight seconds on the target it hits) or to slow a target's movement. Once again,
Rank Sa-Damage Taken: Increase
the choice here is the same as Rank 4. If you want to inflict the most damage possible, select Rank Sa.
damage dealt to targets from all
Enemies hit by a Proximity Mine's explosion will take more damage from powers and weapons after
sources by 2596 for 8 seconds
the explosion. If you want to use the Proximity Mines as crowd-controlling booby traps, select Rank
Rank Sb-Slow: Slow target's Sb. The extra-slow effects will allow your team to execute tactical maneuvers or overwhelm them
movement speed by 30% for 8 with attacks.
seconds
Rank 6 Anal~sis
Rank 6a-Damage: Increase damage
by50% The final rank upgrade will either increase the damage to a potential maximum of 800 per explosion
(Rank 6a) or increase the recharge speed (Rank 6b), allowing you to use mines more often. The more
proximity mines you can leave on the battlefield, the more intricate a booby trap you can set.
Rank 6b-Recharge Speed:
Increase recharge speed by 40%

- -- ------------------------------------------------------------ ---
GAARUS
TURIAN ReSeL (UNIOI le)
Boost weapon damage, health, and powers.
Ranks 1 through 3 Anal!::fsis
Rank 1-Health and Shield
Bonus: 10%;Weapon Damage Bonus: If you're going to use Garrus as a heavy-weapon damage dealer, then his passive power,Turian
20% Rebel, is an absolute necessity. At Rank 3, he'll gain a generous 60 percent weapon damage
bonus, making all of his rifle attacks even more effective. Where a sniper shot to the torso would
Rank 2-Damage and Durability: severely wound a Cerberus trooper, at Rank 3 ofTurian Rebel, that same shot may kill off the
Increase hea Ith and shield bonuses by 10%; trooper completely. Even if you don't favor spending upgrade points on passive powers, invest
increase weapon damage bonuses by 20% the six points in Turian Rebel's first three ranks. It's more than worth it.
Rank 3-Damage and Durability: Rank l...J Anal!::fSIS
Increase health and shield bonuses by 10%;
Increase weapon damage bonuses by 2096 Players who want to increase Garrus's weapon damage even more should invest four more points
in Rank 4a, Weapon Damage. This will increase weapon damage bonus to 100 percent, making all
Rank4a-Weapon Damage: of Garrus's weapon attacks doubly efficient. To make Garrus a tougher combatant, invest those
Increase weapon damage by 40% points in Rank 4b, Durability. This will increase health and shield bonuses to 50 percent.

Rank4b-Durability: Increase Rank S Anal!::f9is


health and shields bonuses by 2096 At Rank 5, you must choose whether Garrus will favor assault rifles or other destructive powers
like Proximity Mine. He's a skilled sharpshooter and efficient weapon specialist with either
weapons or power-heavy combat, so there is no real downside to making him favor one over the
Rank Sa-Power Damage: Increase
other. However, do take into account the role you'd like him to play across the majority of your
power damage by 20%
missions. If you want Garrus to be a weapon-damage specialist, then select Rank Sb. You'll gain
a boost to assault rifle use. If you select Rank Sa, then Garrus's Proximity Mines, Concussive Shot,
Rank Sb-Assault Rifles: Increase and Overload will gain a substantial boost in damage output.
assault rifle damage by 50%
Rank Ei Anal!::fsis

Rank 6a-Squad Bonus: Increase Like Rank 5, Rank 6 will also give you the option to increase weapon damage, in this case sniper
power damage of squadmates by 1096 rifle damage. If you've selected Rank Sb, then select Rank 6b as well. This will result in higher
weapon damage regardless of which rifle Garrus carries. The alternative is to grant the squad a
power damage increase of 10 percent (Rank 6a). Since this does not directly affect Garrus, select
Rank 6b-Sniper Rifles: Increase this upgrade only if your squad is built to complement each other through power sharing. For
sniper rifle damage by 60% example, if you have squadmates who can grant other teammates the ability to use their specific
ammo power (like Kaidan's Incendiary Ammo).

EIUILCJ CF=TIONS

VVEAPON DAMAGE SPECIALIST TACTICAL SHARPSHOOTER


Concussive Shot: 4a, Sa, 6b Concussive Shot: 4a, Sa, 6b
Overload: 4b Overload: 4a, Sa or Sb
Armor-Piercing Ammo: 4a, Sa, 6a Armor-Piercing Ammo: 4a, Sb, 6b
Proximity Mines: 4a, Sa, 6a Proximity Mines: 4b, Sb, 6b
Turian Rebel: 4a, Sb, 6a Turian Rebel: 4a, Sa, 6a
Garrus can be a deadly weapons specialist. When upgraded properly, A tactical sharpshooter is not much different than a weapon damage
everything from his rifle proficiency to his Proximity Mine power specialist. The only difference is that a tactical sharpshooter favors a
can dish out an impressive amount of damage. Two of his powers, sniper rifle as his primary weapon and doesn't frequently engage in
Concussive Shot and Overload, can deal damage, but they're better dose-range combat. A tactical sharpshooter favors enemy disruption,
used for disrupting enemies than destroying them. So also consider traps, tactical maneuvers, and long-range sniping rather than direct
upgrading both types of rifles (sniper and assault) to increase Garrus's combat. Use Garrus to hang back and cover your tactical approach.
weapon damage. Once upgraded, other powers like Armor-Piercing He can snipe enemies from afar, hold a flanking enemy at bay, or
Ammo and Turian Rebel can help increase weapon damage and ammo • even set up Proximity Mines as complex booby traps. With heavy use
efficiency. Proximity Mines are also a valuable part of Garrus's arsenal. of Overload and Concussive Shot, Garrus can also concentrate on
Use them to blow up small groups and otherwise obliterate large rivals. disrupting enemies before picking them off with his sniper rifle.

ROMANCE
If female Shepard romanced Garrus in Mass Effect 2, she has the option to continue the relationship.

KEY CON\/eRSATIONS KEY MOMENT


After joining the squad, Garrus will speak with Shepard at his post Once Shepard has spoken with Garrus enough times, Garrus will offer
at the Normandy's main gun battery. After exchanging pleasantries, to meet Shepard on the Citadel. Shepard and Garrus climb to one of
he will bring up his relationship with Shepard. Shepard can either the highest parts of the Presidium, and Garrus will declare his love and
end it in a friendly fashion or indicate that she'd like to keep it going. ask Shepard to make a commitment.
This doesn't commit Shepard to the relationship; it just allows the
relationship to keep going. ~ Spoiler!
While not restricted to the romance, Shepard can have
Shepard can also talk with Garrus after finishing the Genophage interesting late-game conversations with Garrus about the
missions on Tuchanka. Garrus is in the cockpit, trading barbs with responsibilities and pressures of being in command during
Joker, and Shepard can share a moment of camaraderie and reflect on a war. If Shepard chose to sabotage the Genophage cure,
how she chose to resolve the final Genophage mission. Garrus is the one person Shepard can come clean with.
Young, brash, and dangerous, James is one of the best soldiers in the
Alliance, but he's also on a fast track to burning out. He works hard, plays
hard, and drinks hard. Some see him as reckless, and his superiors see him
as fearless, but those who know him best know there's a self-destructive
side to his heroics .

• PREVIOUSLY IN MABB EFFECT

This is James Vega's first appearance in the Mass Effect franchise.

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15 for taking and dishing out damage. Nearly all of James's powers are geared for
u damage output, except two of his unique powers-Fortification and Arms Master
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a (his passive power); these are best suited for tanking.


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n. tactical maneuvers. Send him in first when advancing on enemy troops or send him off alone to flank the enemy's vulnerable side.

If you want to concentrate on damage output but not utilize James as a tank, pour the majority of his upgrade points
into damage-dealing powers like Carnage, Frag Grenade, and Incendiary Ammo. The combination of Incendiary Ammo and
Frag Grenades (when upgraded to Rank Sb) can increase the amount of damage inflicted on enemies with the least amount of
ammunition expended. Frag Grenade's added bleed effect and Incendiary Ammo's ability to also inflict damage over time can stack
up, causing vulnerable organic targets to suffer increased damage beyond the initial impact.
JAMES

POWERS

FR.AG GRENADE
Lob this grenade at your enemy, and the shrapnel will take care of the rest. Effective against armor.
Rank 4 Anal!::§Sis
Rank 1-Damage: 450; Rank Sa-Max Grenades:
Impact Radius: 5 meters Increase grenade capacity by 2 At Rank 4 you can choose to either increase the damage output or its
damage radius. If you want to concentrate on dishing out maximum
damage, choose Rank 4a. However, Rank 4b will increase the impact
Rank 2-Max Grenades: Rank Sb-Bleed Damage: radius of your grenade, allowing you to damage more enemies.
Increase grenade capacity by 1 Increase damage to organics
by 40% over 10 seconds Rank S Anal~sis
Rank 3-Damage: Increase Rank 6a-Armor·piercing: Rank Sallows you to either increase the amount of grenades you
damage by 20% Increases damage to armor can carry or add a bleed effect to all organic targets. For players who
by50% want to be offensive powerhouses, consider carrying more grenades.
Rank option Sa will ensure that you always have plenty of grenades
Rank 4a-Damage: Increase Rank 6b-Shield for nearly all combat scenarios. James is essentially a Soldier, so the
damage by 30% Overload: Increase damage more ammunition and explosives he has, the better. Rank option Sb,
to shields by 50% however, can also help maximize damage on organic (nonsynthetic)
Rank 4b-Radius: Increase targets. The bleed effect left by grenades can add a significant amount
Impact radius by 30% of damage to enemies, especially if you've chosen Rank 4b (increase in
impact radius). The drawback to Rank Sb is that it won't affect synthetic
targets such as the geth or turrets.
Ranks 1 through 3 Anal~sis Rank 6 Anal~sls
Frag Grenades are useful in nearly all combat situations. At Ranks 1 At maximum rank, players can either increase armor-piercing abilities
through 3, a well-aimed grenade can serve as a great medium- to or add an EMP pulse to the explosion to affect shields. Both options
long-range weapon. Hurl it ahead of you and inflict damage on help further weaken protected enemies, but once again, you must
unsuspecting foes. choose whether you'll be weakening organic (armored) or synthetic
(shielded) enemies. If you chose Rank Sb (adding a bleed effect), then
select Rank 6a to complement your power selection.
-------- - ---------- -- - -----
INCENDIARY AIVIVID Incendiary Ammo), you can select Rank 4b and gain the use of James's
Shoot and your enemy will burst into flames. Increases weapon Incendiary Ammo when he's on a mission with you. Otherwise, select
damage, eats through armor, and can make an enemy panic. Rank 4a and increase his ability to inflict as much damage as possible.
Rank S Anal~sls
~ Rank 1-Health damage: Rank Sa-Ammo Capacity: At Rank 5, James can select to either carry 30 percent more
~ +10%;Armordamage:+10% Increase ammo capacity by ammunition or to increase headshot damage by 25 percent. To make
30% the best use of this selection, take into account what types of weapons
James will be equipped with. James cannot carry a sniper rifle, so

IJ
Rank 2-Panic: Improve Rank Sb-Headshots:
don't select Rank 4b in hopes of making him a deadly sniper-class
the odds of panicking a target Increase headshot damage squadmate. Instead, select it if you frequently task James with
by15% by25% attacking from a distance with an assault rifle. Again, if you prefer
Rank ]-Damage: Increase Rank 6a-Damage: Increase James to serve as the team's tank, equip him with a shotgun and select
health and armor damage health and armor damage Rank 4a. He'll benefit from the increased ammunition count when
bonuses by 496 bonuses by 10% engaging enemies in close combat-the shotgun's best range.
Rank 4a-Damage: Rank 6b-Explosive Rank 6 Anal~is
Increase health and armor Burst: Ignite enemies with Both options in Rank 6 increase Incendiary Ammo's damage output.
damage bonuses by 6% an intermittent explosion However, Rank 6a is for a health and armor damage increase across
that covers 2.5 meters for 100 the board. This makes all shots with Incendiary Ammo all the more
Rank4b-Squad Bonus: damage
Squad mates gain Incendiary powerful since it's a good general increase to overall damage. Rank
Ammo at 50% effectiveness 6b adds an entirely new effect to shots taken using Incendiary Ammo.
Instead of simply dealing more damage to health and armor, it ignites
Ranks 1 through 3 Anal~sis enemies and explodes, causing more damage in a wider radius and
reaching more enemies nearby. Your Rank 6 option should depend on
Incendiary Ammo is a great power for a damage-dealer like James whether you want James to take down enemies one at a time, or if you
because it makes all weapon fire even more lethal. With Incendiary want to use him like a tenderizer, softening up groups of enemies for
Ammo (or any Ammo power), it's best to activate it before every the rest of your squad to finish off.
mission and make sure you keep it active at all times. When active, it
extends damage over time and sets enemies ablaze. It also functions TIP
as a "source" power that can be detonated using other powers like
Concussive Shot, Sticky or Frag Grenades, or even Carnage. By selecting Ranks 4b, Sa, and 6b, you can utilize James like
Rank 4 Anal~sis a one-man assault line. The combination of increased ammo
capacity and increased damage radius will allow James to
At Rank 4, Incendiary Ammo can either increase damage to health and
armor (4a), or you can gain the ability to automatically grant it to all soften up small groups of enemies before the rest of the squad
squad mates when active (4b). The choice really breaks down to whether approaches. Meanwhile, James's Rank 4b (granting the squad
you want James to tank and dish out as much damage as you can or Incendiary Ammo) will increase the rest of the squad's ability to
want him to hang back as part of the squad. If you're playing as a class finish enemies off quickly.
that does not have an Ammo power (Cryo Ammo, Warp Ammo, or

-- - --------------------------------------- - -----
FORTIFICATION (UNIDI IE)
Reinforce armor using protective Foucault currents. Purge the current and send its charge to your gauntlets for increased melee damage. Slow
power use.
Ranks 1 through 3 Anal!:::Jsis

IJ
Rank 1-Re<harge Speed: 10
sec.; Damage Reduction: 1596; Melee This power's true strength is in close-quarters combat. When active, James will take less damage
Damage Bonus: 5096 and will gain melee damage output. When equipped with a shotgun, this power can be James's
bread and butter. Activate it before rushing into battle and James can inflict a great deal of damage
Rank 2-Recharge Speed: Increase on enemies using melee attacks alone. Couple it with the ultradestructive power of a shotgun, and
recharge speed after detonation by you'll frequently find that James has the situation handled before you can even reach the target.
25% when armor is purged
Rank LI Anal!:::Jsis
Rank 3-Melee Damage: Increase
melee damage bonus by 20% when Rank 4 options depend on whether you want James to function more like a damage-absorbing tank
armor is purged or a damage-dealing tank. If your squad is built to rush and overwhelm enemies, then select Rank
4b. This will increase James's ability to deal damage in melee combat and end hostile encounters
- Rank 4a-Durability: Increase quicker. However, if you want James to be an all-purpose tank capable of taking on groups of
- damage protection by 5% enemies alone while the rest of the squad handles other foes, or if you want him to be a one-man
flank or a one-man front line, then select Rank 4a. This will allow him to take more damage while you
Rank 4b-Melee Damage: Increase execute your tactical maneuvers.
melee damage bonus by 30% when
armor is purged Rank S Anal!:::Jsis
This rank option is about offense vs. defense. Keep your Rank 4 selection in mind when making a
Rank Sa-Re<harge Speed:
choice here. If you want James to be a more defensive soldier, select Rank Sa. This will recharge his
Increase shield recharge rate by 15%
shield quicker and keep him in the fight longer. To go with an offensive powerhouse, select Rank
Sb. It will increase the damage dealt by powers, as opposed to weapons fire, so using Carnage while
Rank Sb-Power Synergy: Fortification is active will increase Carnage's damage and force by 20 percent.
Increase power damage and force by
2096 while Fortification is active Rank 6 Anal!:::JSiS

Rank 6a-Power Recharge: Reduce Rank 6a reduces that power speed penalty by 30 percent. This will let James unleash destructive
power speed penalty by 3096 power blasts while not sacrificing any speed in the power department. Selecting Rank 6b will reduce
the amount of damage James takes overall. If you've selected 4a and Sa, select Rank 6b to make
James as tough and durable as possible.
Rank 6b-Durability: Increase
damage protection by 10%
~
u .. ----------------------------------------------------------
~
E CARNAGE (LINDI IE)
I'll
a,
Rip a target into shreds with this vicious blast. Major collateral damage to enemies nearby. Effective against armor.
-ti
~
Ranks 1 through 3 Anal!:::JSIS
Rank 1-Re<harge speed: 20 sec.;
i
~
Damage: 315; Radius: 1.5 meters By far one of James's best powers, Carnage is perfect for players who want James to be a damage-
dealing machine. It's not the most graceful or elegant of the powers, and it may not even be the
most unique, but it is one of the most effective powers across the board. This singular blast can shred
Rank 2-Recharge Speed: Increase through many foes with ease even if they're equipped with armor.
J.
T recharge speed by 25%
Rank 4 Anal!:::JSis
m At this rank, you must choose whether to use Carnage to shred single enemies, one at a time,
'D Rank 3-Damage: Increase damage
'5 by20% or whether to use it to soften enemies in groups. If you've chosen Frag Grenades Rank 4b and
0 Incendiary Ammo Rank 6b, then you'd do well to also select Rank 4a of Carnage. This increases the
m damage radius of all your powers and maximizes the amount of damage that James can do to small
E Rank 4a-Radius: Increase impact groups. However, if you want James to single-handedly take on Brutes and Banshees, then select
111
0 radius by 5096 Rank 4b. This will help increase the damage he can do to a single enemy and ease the pressure for
15 the rest of the group when encountering these tougher foes.
n Rank 4b-Damage: Increase
....
I:
Rank S Anal!:::JSIS
0 damage by 3096
I'll If an enemy is on the ground, it can't fight back. In many cases, it's often better to knock enemies
E down or away than it is to inflict damage. Fast foes like Phantoms can take bullets and quickly
'C Rank Sa-Incapacitate:
IL recover on their way to their next attack. When facing these foes, it's better for James to knock them
Incapacitate enemies by knocking
down and allow the rest of the squad to take them out. If James is going to function like the first line
them down
of offense on a well-rounded team, select Rank Sa. He'll knock them down, and the rest of the team
Rank Sb-Recharge Speed: will knock them out. For squads that require James to use multiple powers and to attack quickly
Increase recharge speed by 35% rather than heavily, select Rank Sb. This will increase the recharge speed of James's powers and allow
him to use powers more frequently.
Rank 6a-Armor Damage: Increase Rank 6 Analysis
damage to armored units by 65%
Both of the final Carnage ranks increase damage. Rank 6a increases damage to armored foes like
Cerberus soldiers, and Rank 6b simply increases damage across all types of targets. Rank 6b is the
Rank 6b-Damage: Increase obvious choice since not every enemy you face is armored, but Rank 6b is especially useful against
damage by 5096 any enemy with armor, including Cannibals that have fed and certain Geth Troopers.

---------------------------------------------------------- -
JAMES

ARIVIS MASTER (UNIDI IE)


Boost offensive and defensive abilities.
Ranks 1 throu9h 3 Anal!::fsls
Rank 1-Health/Shields: +20%;
Weapon damage:+ 10% The first three ranks of this passive skill raise James's health and shields and weapon damage
bonuses to 60 and 30 percent, respectively. You can stop here and use any future upgrade points
on other powers if you'd like. After all, even with the first three ranks upgraded, James becomes
Rank 2-Damage and Durability: a formidable opponent capable of tanking in most situations.
Increase hea Ith and shield bonuses by 20%;
increase weapon damage bonuses by 10% Rank 4 Anal!::fSiS
Rank 3-Damage and Durability: If you do invest more points in James's passive powers, you can select to either take more
Increase health and shield bonuses by 20%; damage or dish it out. The two choices in Rank 4 complement many of James's other power
Increase weapon damage bonuses by 1096 trees. Rank 4a will allow you to take more damage, augmenting his tanking abilities. Conversely,
Rank 4b will augment James's damage output, making him deadlier on the battlegrounds. Make
Rank 4a-Durability: Increase your selection here based on your Fortification choices. If you chose both Durability options in
health and shield bonuses by 40% Fortification, select 4a here as well.

Rank4b-Weapon Damage: Rank S Anal!::fsis


Increase weapon damage bonus by This is another rank where you must choose between damage increases or the ability to stay in
20% a fight longer. Even though option Sb doesn't directly increase your shields or health, it will help
keep James's shields charged longer by reducing the delay in shield-recharge time. That means
Rank Sa-Power Damage: Increase
his shields will go into recharge mode faster and get him back into the battle quicker. Rank
power damage by 20%
Sa is a simple increase in power damage, which is never a bad thing. Powers like Carnage and
Incendiary Ammo will become even more deadly.
Rank Sb-Shield Recharge:
Decrease shleld-rediarqe delay by Rank 6 Anal!::fSIS
-20% Players who want to invest in James's passive powers all the way can select either a Fortification
Rank 6a-Squad Bonus: Increase bonus (6b) or a Squad Bonus (6a). The obvious choice here is one that complements your
squad mate health and shields by 20% Fortification choices. In order to make James the ultimate tank, select Rank 6b. If you've chosen
squad-based power increases like Incendiary Ammo 4b, then select Rank 6a here to also grant
your squad a heath and shield bonus.
Rank 6b-Fortification: Increase
health and shield bonuses by 30%;
increase melee damage by 100%
----------------------------------------------------------- -- - - ---
BUILC> OPTIONS

TANK: DEFENSIVE TANK: OFFENSIVE


Fortification: Ranks 4a, Sa, 6b Arms Master: Ranks 4b, Sa
Incendiary Ammo: Rank Sa Fortific.ation: Ranks 4b, Sb
Arms Master: Ranks 4a, Sb, 6b Frag Grenade: Ranks 4a, Sb, 6a or 6b
There are different ways to tank with James. A defensive tank can Incendiary Ammo: Ranks 4a, Sb, 6b
hold off large enemies or engage small groups while the rest of the Carnage: Ranks 4b, 6b
team either inflicts damage or accomplishes tasks and maneuvers. A Where a defensive tank can fend off enemies for the rest of the squad,
defensive tank won't inflict a lot of damage, but he will absorb it. an offensive-minded tank can inflict a lot of damage at the cost of
absorbing it. An offensive tank won't be able to stand toe-to-toe for
long against a Brute or a Banshee, but he shouldn't need to. With this
combination of powers, James can deplete an enemy's health nearly
entirely or at least enough for the rest of the squad to finish them off.

ROMANC:E

Even though you can interact and speak with James on plenty of occasions (to get to know all about him and his rich history), James Vega is not a
romance option for either male or female Shepard.
l<Al/
ICJAN AL..ENKCJ (!SENTINEL..)
I I Ill/I

Major Kaidan Alenko is a human Biotic and an officer in the Systems Alliance. He served
as staff lieutenant under Commander Shepard on the SSV Normandy during the Battle
of the Citadel and now heads the Special Operations Biotics Division at the Alliance
Warfare Center. An Alliance tribunal recently called on Alenko to testify about his
experience with the Reapers.

Alenko suffers from severe headaches because of the early-model L2 Biotic


implants that he was given as a child. The L2 implants have since been discontinued due
to the risk of crippling neurological damage .

• PREVIOUSLY IN MASS EFFECT

Kaidan is a returning character from Mass Effect 1 and Mass


Effect 2. Part of Shepard's crew in ME1, he's returning again to
join Shepard's crew. In Mass Effect 2, Kaidan was one of the
crew members ejected to safety when the first Normandy was
destroyed. He assumed that Shepard died in that attack. When
Kaidan found out that Shepard was not only alive but also was
working for Cerberus, he was upset and suspicious. Shepard must
regain the trust of this old friend (and potential former lover).

NOTE
New players can recruit either Kaidan or Ashley to your crew
~ based on your Crew Loss decision at the beginning of the game.
u
You cannot recruit both.
~
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E TAC::TIC::AL ROLE
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n.
Kaidan is a versatile weapon with strengths in Biotic and Tech fields. While he's not equipped for dealing a lot of weapon damage like
other squad mates, he does do a lot of power damage. His combination of the powers Barrier, Reave, and Overload still make him a
great asset to have in battle when facing strong enemies. Rather than deal lots of damage, Kaidan can weaken enemies by siphoning
their health and overloading synthetics with power surges, and he can incapacitate them by lifting them off the ground.

Even Cryo Blast, one of his best powers, can be used more to slow down and freeze enemies than destroy them. Once frozen or
chilled, however, enemies are more susceptible to taking damage or shattering altogether. Since Kaidan can only carry an assault rifle
or pistol, consider using him on missions where a good mid- to long-range weapon is handy.

Kaidan can also help tank when necessary. He may not be as effective as James in the tank role, but if Kaidan's Barrier power is
upgraded properly at Ranks 4 and 6, then he can sustain damage better than his squadmates. His passive power, Alliance Officer, will
also help increase his durability, allowing him to take even more damage while tanking.
KAIOAN

POWERS

OVERLOAD
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics.
Ranks 1 through 3 Anal!::lsis
Rank 1-Recharge Speed: 16 sec.;
Damage: 220 By far one of the most useful powers against synthetics, Overload can temporarily fry electrical
equipment like turrets and singe synthetic foes.At Ranks 1 through 3, you gain a standard
recharge speed and damage increase, so you could stop upgrading at Rank 3 if you don't plan on
- Rank 2-Recharge Speed: Increase making Overload an integral part of Kaidan's attack arsenal. However, during missions where you
- recharge speed by 25% encounter geth or other synthetic opponents, Kaidan can still prove to be very useful.

Rank 4 Anal!::lsis
Rank 3-0amage: Increase damage
by20% If you do make Overload a more integral part of Kaidan's attack arsenal, then consider upgrading
to Rank 4a. This will increase the amount of targets he can affect by one. So instead of overloading
only one enemy at a time, he can stun multiple enemies with each Overload blast Rank 4b is
Rank 4a-Chain Overload: Hit one a standard damage increase. Select this if you want Kaidan to focus more dealing damage to
additional target within 8 meters with individual enemies.
60% less damage
Rank 4b-Damage: Increase Rank S Anal!::lsiS
damage by 30% At Rank 5, you gain the option to stun organic foes and synthetics. For players who want a good
all-purpose tank, select Rank Sa. The Neural Shock ability will expand Kaidan's role across a number
of missions since he'll no longer be effective against synthetic targets alone. Rank Sb increases
Rank Sa-Neural Shock:
Overload's recharge speed, allowing him to use the skill more frequently in battle. The trade-off
Incapacitate weaker organic enemies
between Ranks Sa and Sb is simple: If you want to use Kaidan against more varied types of
for a short duration enemies, select Sa. If you want to use Kaidan more frequently in battle to stun enemies en masse,
Rank Sb-Recharge Speed: select Rank Sb.
Increase recharge speed by 25%
Rank Ei Anal!::15is

Rank 6a-Chain Overload: Increase Like Rank 4a, Rank 6a will increase how many targets Kaidan can reach with an Overload blast by
damage by 15%. Hit one additional target one and will increase the damage it inflicts by 15 percent. The choice is simple: If you selected Rank
4a, make the same selection here and Kaid an can stun small groups of enemies with one Overload
within 8 meters with 60% less damage
blast. Not only will he incapacitate more enemies at once, but also you'll expend less power to do

(I Rank6b-Shield Damage:
Increase damage to barriers and
shields by an additional 100%
it. At Rank 6b, you can increase the damage dealt to barriers and shields, making Kaidan extremely
effective against all shielded foes.

-
CRYOBLAST
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weaken armor. Frozen targets won't regenerate health.
Ranks 1 through 3 Anal~is
Rank 1-Recharge Speed: 8 sec.;
Freeze Duration: 4 sec.; Movement By upgrading Cryo Blast up to Rank 3, you can increase the duration of freeze effects to nearly 6
Speed: -15% seconds while decreasing the recharge speed for the power to 6.4 seconds. That means that if you
use Cryo Blast heavily, Kaidan can fire a blast nearly every 6 seconds and freeze enemies for about
Rank 2-Recharge Speed: Improve the same time. So if you time things properly, you can theoretically keep a target frozen indefinitely
recharge speed by 25% until the rest of the squad can finish them off. This skill also works as a "source" power for cryo
explosions. Once affected by Cryo Blast, targets can then be detonated using a detonator power like
Concussive Shot, Shockwave, or Overload.
Rank 3-0uration: Increase power
duration by 40% Rank 4 Anal!::lsiS
The main benefit of Cryo Blast is that you can slow enemies and potentially freeze them in place,
Rank 4a-Ouration: Increase power removing them from the equation on the battlefield. At Rank 4 you must choose whether to slow
duration by 60% singular enemies for longer periods of time (great against larger, more powerful enemies) or to slow
multiple enemies for less time. Make your selection here based on whether you want Kaidan to focus
Rank 4b-Radius: Increase impact more on crowd control or damage output
radius by 2 meters
Rank S Anal!::lsis
At Rank 5, you can augment damage inflicted to enemies affected by Cryo Blast with Rank Sb. Once
Rank Sa-Speed Reduction: the enemy is frozen or chilled, the cryo effects make enemies that are frozen or chilled take 10
Decrease movement speed of chilled
percent more damage from all sources; this is useful on bigger enemies as a debuff. If crowd control
targets by an additional 20%
is your goal, select Rank Sa. This slows down enemy movement by an additional 20 percent, making
Rank Sb-Cryo Explosion: foes move 35 percent slower overall. When combined with Rank 4a, the decrease in movement
Increase damage to chilled and speed makes for an overwhelming advantage on the battlefield. Not only will foes move slower, but
frozen targets by 10% also they'll do so for nearly seven seconds.
Rank 6a-Recharge Speed: Increase Rank Ei Anal!::lsis
recharge speed by 50%
Players who want to focus on using more powers over weapons should select Rank 6a. This will
increase the recharge speed for Cryo Blast and allow Kaidan to use it far more frequently on the
Rank 6b-Frozen Vulnerability: battlefield. This is best when using Kaid an as a crowd-control specialist. However, if you want to
Increase damage to frozen and chilled make Kaidan an explosive specialist, select Rank 6b to increase the target's vulnerability. When used
targets by 15%;weaken armored in conjunction with Overload, Kaidan can obliterate enemies on the battlefield with ease.
targets by an additional 25%
---
BARRIER (UNIDI IE)

Reinforce armor with this Biotic field. Detonate the field to lift and dangle nearby targets. Reduce all forms of damage taken. Slow power use.
Ranks 1 through 3 Anal!::JSis

!I
Rank 1-Recharge Speed: 20
sec.; Damage Reduction: 15%; Blast Barrier is a unique power that serves as a temporary defensive measure with an offensive kick. When
Damage: 90; Blast Radius: 3 meters activated, it increases shields and reduces all damage taken, be it melee, weapons, or powers. Once
detonated, however, it releases a blast effect that inflicts a decent amount of damage on nearby

II
Rank2-Recharge: Increase enemies and lifts them into the air. Overall, this is an extremely valuable power in Kaidan's arsenal.
recharge speed after detonation by Not only can it increase his shields and damage enemies, but it also makes enemies vulnerable to
25% weapons fire from the rest of the squad as they dangle in midair.

II
Rank 3-Blast Effect: Increase Rank 4 Anal~ls
the damage, force, and radius of the
detonation by 20% Your first option when upgrading Barrier is to either lean toward damage output (Rank 4a) or
defense (Rank 4b). This will determine whether Kaidan will help tank during missions or be another

II
Rank 4a-Blast Effect: Increase offensive weapon on your crew.
the damage, force, and radius of the
detonation by 30% Rank S Anal!::*5is
O
liiil Rank 4b-BarrierStrength:
Decrease damage taken by 5%
Another choice between offense or defense, Rank 5 can either grant Kaidan the ability to regenerate
his shield 15 percent quicker (allowing him to tank and stay in fights longer) or increase the damage
and force while Barrier is active. The best course of action here is to keep your Rank 4 selection in
mind.

II
Rank Sa-Shield Recharge:
Increase shield regeneration rate by Rank Ei Anal!::JSis
15% while Barrier is active
The final rank upgrade will determine whether Kaidan leans more toward Biotic combat (6a) or

II
Rank Sb-Power Synergy: tanking (6b). If Kaidan is focusing on Biotic combat, then select Rank 6a. The reduction in power
Increase damage and force by 25% speed penalty means that Barrier won't deplete as quickly when used. However, if you've chosen
while Barrier is active
n
a Rank 6a-Power Recharge: Reduce
power speed penalty by 30%
Rank 4b, then also select Rank 6b to further increase Barrier Strength and reduce damage. At this
level, Kaidan can tank with the best of them.

n
~
Rank 6b-Barrier Strength:
Decrease damage taken by 10%

-- - ----- ---------------------------------------------------------------------
REAVE (UNIDI IE)
Drain a target's health and disrupt their resistances, receiving increased damage protection while this power is in effect. Effective against barriers
and armor.
Ranks 1 through 3 Anal!;iSiS
Rank 1-Recharge Speed: 16 sec.;
Damage Per Second: 60; Duration: 4 This vampiric power allows Kaidan to deplete a target's health while increasing his own damage
sec.; Damage Reduction: 15% resistance. Better still, it is effective against barriers (shields) and armor. Like Barrier, this multifaceted
skill can either make Kaidan a better tank or increase his ability to inflict damage. By upgrading it to
Rank 2-Recharge Speed: Increase Rank 3, you can decrease the recharge speed for this power to less than 13 seconds while increasing
J.
recharge speed by 25% the duration of its effect to nearly 6 seconds. If you stop upgrading the power at Rank 3, Kaidan can
T
use the skill to weaken single enemies and increase his tanking ability.
m A Rank 3-Duration: Increase power
'D

dm eta duration by 35%


Rank 4 Anal!::fSIS
At Rank 4, you must decide whether Kaidan will affect multiple enemies in a three-meter radius

E
111
E:'111 Rank 4a-Duration: Increase power (4b), weakening multiple targets at once, or if you want his Reave power duration to last 40 percent
longer (4a). Make your selection here based on what you plan to choose for Rank 6. If power
0 - duration by 40% duration is your goal, then select Rank 4a. This will benefit Kaidan greatly if you eventually select
15 Rank 6b. However, if you'd like to impact more enemies each time Kaidan uses Reave, select Rank 4b.
n Rank 4b-Radius: Increase impact
E radius by 3 meters Rank S Anal!::fSIS
0
111
Once again, you're given a choice between gearing Kaidan to be a tank (Rank Sa) or a damage dealer
E Rank Sa-Damage Reduction: by increasing the recharge speed of his Reave ability (Rank Sb). If you've already started making
'C
IL Kaid an a tank, there's no point in selecting Rank Sb. The increased power duration of Rank Sa means
Increase damage protection by 10%
he'll stay stronger longer and make him more capable of sustaining one-on-one combat against a
tough enemy or one-on-many combat if the need ever arises.
Rank Sb-Recharge Speed:
Increase recharge speed by 35% Rank Ei Anal!::fSls
Your final choice when upgrading Rank 6 is a bit more difficult. Both options increase the
effectiveness of Kaidan's damage resistance, but in different ways. Where Rank 6a increases the

fl
Rank 6a-Barriers and Armor:
Increase armor and barrier effectiveness damage done to armor and barrier by a whopping 7 5 percent, Rank 6b increases the damage and
by75% duration of Reave's health-siphoning ability, thereby increasing his shields and armor as a result.
The main difference between both options is that Rank 6a protects him better while Rank 6b inflicts
Rank 6b-Damage and Duration: more damage on enemies at the cost of less defense.
Increase damage and duration by
30%. Increase damage protection
bonus by 15%
- --------------------------------------------------------------------
KAIOAN

ALLIANCE OFFICER (UNIDUE)


Boost weapon damage, health, and shields/barriers. Rank 4 Anal!:fsis
Players who want Kaidan to tank should select Rank
Rank 1-Health and Shield Rank Sa-Biotic Damage: 4b. This will increase his health and shield bonus to an
Bonus: 15%; Power Damage Increase Biotic power damage by impressive 75 percent Kaidan will be able to take more
Bonus: 1596 3096 damage and, in conjunction with other powers like Barrier
and Reave, make him an impressive damage-absorbing
Rank 2-Damage and Durability: Rank Sb-Tech Damage: squad mate. If you want to compensate for Kaidan's Biotic
Increase health, shield, and power Increase Tech power damage leaning, select Rank 4a. This increases his weapon damage
damage bonuses by 15% by30% and balances out his damage output.
Rank 3-Damage and Durability: Rank 6a-Squad Bonus: Increase
Increase health, shield, and power squadmate Tech and Biotic power Rank S Anal!:fsis
damage bonuses by 15% damage by 1096 Both options in Rank 5 increase Kaidan's ability to deal
damage. Rank Sa augments Kaidan's Biotic damage by
Rank4a-Weapon Damage: Rank 6b-Squad Bonus:
30 percent, making powers like Cryo Blast increasingly
Increase weapon damage by 20% Increase recharge speed of
squadmates' shields by 15% deadly. Similarly, Rank Sb augments Kaidan's Tech
damage, making powers like Reave more deadly. Since
Rank4b-Durability: Increase fewer skills will benefit from a Tech damage increase, we
health and shields by 3096 suggest going with Rank Sa.

Rank 6 Anal!:fsis
Ranks 1 through 3 Anal!:fsls Like Rank 5, this rank augments one target but in
different ways. Rank 6 is a squad bonus. Either increase
At Ranks 1 through 3, Alliance Officer increases Kaidan's damage and durability up
your squad's Tech and Biotic power damage for the
to 45 percent across the board. These three upgrades alone make it possible for
squad (6a) or increase the recharge speed of the entire
Kaidan to tank during missions. However, the increase in power damage also makes squad's shields (6b). The difference between both options
it possible for Kaidan to rely more on Biotic powers and less on weapon damage.
is whether you want Kaidan to support your squad's
If you want Kaidan to be a Biotic specialist, then upgrade at least to Rank 3 for this
damage output or defensive capabilities.
passive power.
----------------------------------- ------------------------- ----------------- -----
EIUILC OPTIONS

CRDV\/D CONTROL/TANK BIOTIC/TECH DAMAGE


Overload: 4a, Sa, 6a Overload: 4b
Cryo Blast: 4b, Sa, 6a Cryo Blast: 4a, Sb
Barrier: 4b, 6b Barrier: 4a, Sb
Reave: Sa, 6a or 6b Reave: Sb, 6b
Alliance Officer: 4b Alliance Officer: 4a, Sa or Sb, 6a
Kaidan's unique skill set makes him a perfect candidate for crowd When upgraded properly, Kaidan can also become an extremely
control or tanking. Powers like Overload and Cryo Blast can stun effective damage dealer. Select upgrades that augment power
and slow enemies long enough for the rest of the squad to attack. damage. This will ensure he can use offensive powers like Cryo Blast
Use these skills on groups of enemies to slow their advance and halt more frequently. Better still, he can lead with Cryo Blast, follow up with
their attacks. Similarly, skills like Barrier and Reave increase Kaidan's Overload, and create a massive Cryo Explosion that can destroy one
defensive abilities, allowing him to sustain more damage. When all foe while inflicting damage on other nearby enemies. Alliance Officer
of these powers are combined, Kaidan can lead a charge and distract Rank 4a will also help increase weapon damage in order to balance his
enemies either by slowing them or absorbing damage, while the rest damage output, while both Rank 5 options for Alliance Officer will also
of the squad inflicts the majority of damage. augment damage output.

ROMANCE
Kaidan is a romance option for female Shepard. He can be romanced by a new Shepard and by a Shepard who did not romance him in previous
games. Take time to go to the Citadel and visit him in the hospital early and often in the game in order to build up intimacy.

KEY CONVel ,SATIONS TIP


On Mars, Kaidan remains distrustful of Shepard and Shepard's
Bring Kaidan a bottle of TM·88 Peruvian whiskey in the hospital as a
relationship with Cerberus. While it's tempting to get angry,
choosing the Paragon options allows Shepard to defend gi~ to increase intimacy. If Shepard had a relationship with Kaidan in
himself without alienating Kaidan. Mass Effect 1 but subsequently pursued another relationship with him
or her in Mass Effect 2, Kaidan is angry and hurt during his talks at the
Later, Shepard has multiple chances to visit Kaidan in hospital. Apologize and make it clear that you want to be with him. This
the hospital: immediately after arriving at the Citadel for the is key to continuing a relationship and getting back his trust.
first time (Kaidan is unconscious but will learn that Shepard
came to see him), after completing the mission at Palaven ·~----
(Kaidan is in bed and injured), and once more before finishing
the Genophage missions (Kaidan is up on his feet, preparing KEY MOMENT
to be discharged). These conversations give Shepard the Kaidan offers to meet Shepard on the Citadel at the cafe on the Presidium
chance to build up intimacy and to build up a level of trust Commons. If Shepard has established high enough intimacy, Kaidan brings up
to ensure that Kaidan won't force Shepard to kill him in the the possibility of a relationship (or continuing the existing relationship).
confrontation on the Citadel.
Dr. Liara T'Soni is an asari information broker with a background in scientific research on
Prothean technology. Born on Thessia in 2077, she is the only child of the late Matriarch
Benezia, although mother and daughter became estranged in the years before Benezia was
indoctrinated by the Reaper known as Sovereign. T'Soni is also a highly trained Biotic who
served under Commander Shepard aboard the SSV Normandy before the ship was destroyed
in a Collector attack.

Before she became involved in galactic affairs, Dr. T'Soni spent SO years researching the
Protheans' technology and the mystery of their extinction. She now spends her time running
her information network, looking for anything to give them an edge against the Reapers .

• PREVIOUSLY IN MASS EFFECT


Liara is a returning character from Mass Effect 1 and Mass Effect2. After the
events of the Mass Effect 2, Liara became the new Shadow Broker. In addition to
fighting in Shepard's squad, she can offer special insight and unique (sometimes
disturbing) information based on her nearly limitless intelligence network.
Liara has matured since the events in the first two games: She's more
confident and driven, determined to take action against the Reapers instead
of just reacting to their plans. While the Shadow Broker has a reputation for
being ruthless, Liara hasn't lost her compassion or curiosity. She's simply better
equipped via her information network to see the entire scope of the war, and she

~
u
but believe the galaxy will prevail against the Reapers if they work together. .J
knows that casualties will be high before it's over. In her heart, Liara can't help

~
E
I'll
a,

-ti
~

TIP

i
~
There's a terminal in Liara's
offic.e that offers you things
like weapon damage bonuses,
J.
power cooldown bonuses,
T
store discounts, and more.
m Many of these bonuses become
'O
'5 available when you retrieve
0 certain Galaxy at War assets.
m
E
~
15
n Uniform 1 Uniform 2
....
i;i:

0
I'll
E
'C
n. TAC::TIC::AL. ~CL.E

Liara is a surprisingly versatile squad member. Her ability to wield disruptive and destructive powers make her one of the best people
to keep in your squad across nearly every mission. She is also one of the few squad members who doesn't excel against one type of
foe-synthetic and organic foes alike are susceptible to her abilities.

Since she can only carry an SMG and pistols, she doesn't have a lot of destructive power with weapons. When she's in your
squad, make heavy use of powers like Singularity to redirect enemies, create bottlenecks, and set traps. Singularity is her most
powerful tool when trying to control crowds. Better still, Singularity, Warp, and Stasis are all source powers, perfect for other
squadmates with detonate powers to ignite and create explosive power combinations.
POWERS

Rip your enemy apart at a molecular level. Stop targeted enemy from regenerating health. Weaken armor.
Ranks 1 through 3 Anal~sis
Rank 1-Recharge Speed: 16 sec.;
Damage: 250; Duration: 10 sec. Warp is a great power, perfect to use against Reapers and Cerberus scum. Even at low ranks

it can deal 300 points of damage on an enemy for up to 10 seconds. You can stop upgrading
at Rank 3 and use Warp strictly as a source power for power combinations, but its value is far
Rank2-Recharge Speed: Increase beyond using simply as a source, so consider making Warp one of your go-to skills when Liara
recharge speed by 25% is on your team .
.
Rank 4 Anal~sis
Rank 3-Damage: Increase damage
by20% At Rank 4, you can either increase damage (Rank 4a) up to 375 points of damage, a
. worthwhile investment, or you can add a unique detonate ability (Rank 4b). This benefit is

a
rn Rank 4a-Damage: Increase
damage by 30%
gained only when using Warp as a source power and another power is used to detonate
it. When it does, Rank 4b will increase all aspects of the detonation by 50 percent. When
combined with Pure Biotic upgrades, Rank 4b is an integral choice in Warp's upgrade tree.

Rank 4b-Detonate: Increase force, Rank S Anal~sis


damage, and impact radius of combo Rank Sa, Lasting Damage, increases both damage and duration of Warp, making it deadlier
detonations by 50% and longer lasting. It may not be fancy, but the selection amplifies two of Warp's three
most important components. If you pian on frequently using Warp as a stand-alone attack,

m
Rank5a-Lasting Damage: then select Rank Sa. Expose, Rank Sb, increases both weapon and power damage to
Increase damage by 40%; increase
targets affected by Warp. This is useful when you want to weaken enemies and allow your
duration by 60%
squadmates to inflict additional damage while Liara's powers recharge.
Rank Sb-Expose: Increase weapon damage
taken by a target by 15%; increase power Rank 6 Anal~sis
damage taken by 15% for 10 seconds The final upgrade tree in Warp either increases its recharge speed to maximum, lowering
Rank 6a-Pierce: Increase damage the recharge speed to 10 seconds (Rank 6b), or increases piercing ability to weaken barriers
to barriers and armor by 50%; weaken and armor (Rank 6a). Like Rank Sb, the benefits of Rank 6a allow your squadmates to pour on
armored targets by an additional 25% additional damage to affected enemies. This particular upgrade is perfect when facing Brutes,
Atlas Mechs, and Banshees.
Rank 6b-Recharge Speed:
Increase recharge speed by 35%

SINGULARITY Rank S Anal~is


if you plan on using Singularity often,
Create a sphere of dark energy that traps and dangles enemies caught in its field.
perhaps to create multiple explosive power
Ranks 1 through 3 Anal~sls combinations, then select Rank Sb. This will
Rank 1-Recharge Speed: 9 sec.; increase Singularity's recharge speed and
Singularity may be Liara's greatest power.
Duration: 4 sec.; Radius: 1.5 meters decrease your waiting time between blasts
Capable of lifting several enemies into the
air (when upgraded properly), this lasting to less than 6 seconds. That means that you
effect can be used to flush out enemies could potentially catch enemies in a massive
Rank 2-Recharge Speed: Increase explosion every 6 seconds. If you want to
recharge speed by 25% from behind cover; to lift them into the
air, rendering them helpless; and even focus on inflicting damage, then select Rank
to function as a source power to create 6a. This will add 20 points of damage per
Rank 3-Duration and Radius: explosive power combinations. At Rank 3, a second for the duration of Singularity. If you
Increase Singularity's hold duration by single foe can be rendered harmless for up chose Rank 4a, then that's an extra 120 points
20%; increase impact radius by 20% to nearly 5 seconds. Better still, that's nearly of damage.
Rank 4a-Duration: Increase Singularity's 5 seconds that Singularity can serve as a
source power. Rank 6 Anal~sis
hold duration by 30%; additional enemies can
be lifted before Singularity fades At Rank 6, you can expand the Singularity's
Rank 4 Anal~sis field by 35 percent for 10 seconds. If
Rank 4b-Radius: Increase impact you've chosen upgrade Rank 4b, then your
radius by 25% Rank 4 offers two very useful potential
upgrades. Either increase the length of Singularity field will be 2. 18 meters around.
Singularity's duration and keep enemies Rank 6a will expand on those 2.18 meters

m
~ Rank Sa-Lift Damage: Inflict 20
damage per second to lifted targets
suspended in the air longer (Rank 4a) or
widen its reach by increasing its radius
(Rank4b). Both are worthwhile upgrades,
by 35 percent for 10 seconds. By making
Singularity last longer and reach farther, you
can create countless problems for groups
but Rank4a is slightly more useful since of enemies. Your other option at Rank 6 is
Rank Sb-Recharge Speed: it will allow you to pick up even more to detonate Singularity when the field dies,
Increase recharge speed by 30% enemies with a single blast. Upgrade to inflicting 300 extra points of damage across 5
Rank 4 and unleash a Singularity blast near meters. Not only does this remove the need
Rank 6a-Expand: Expand the a crowded area to create a bottleneck for for a detonator power to be added in order
Singularity field by 35% for 10 seconds attackers. Even if you don't manage to to detonate Singularity, but it also reaches
get multiple enemies in the blast, other farther and causes a decent amount of
enemies will be forced to reroute since the damage. If you chose Rank Sa, then you could

a
Rank6b-Detonate: Detonate potentially inflict up to 420 damage with one
upgraded Singularity will last longer.
Singularity when the field dies to Singularity blast.
inflict 300 damage across 5 meters
--- -----------------------------------------------------------------
STASIS (UNIQUE)
Stop an enemy in its tracks with this powerful mass effect field. No effect on armored targets. Enemies eventually break out of Stasis after taking
major damage.
Ranks 1 through 3 Anal~is
Rank 1-Rec:harge Speed: 12 sec.;
Duration: 6 sec Like Warp and Singularity, Stasis can serve as an extremely useful disruptive power. A single
blast of Stasis can slow an enemy down entirely. Not only will you gain the advantage
of moving faster than the enemy, but also the enemy will be stopped. It actually freezes
Rank 2-Recharge Speed: Increase them entirely and affects targets through shields, so use it to freeze Phantoms, Centurions,
recharge speed by 25% Engineers, and other foes.

Rank 4 AnBl!:;JSiS
Rank 3-0uration: Increase
duration by 30% By selecting Rank 4a, you can increase the duration of Stasis to 10.2 seconds. That's more than
enough time to either execute a power combination or allow your squad to focus on the target
with weapon fire and obliterate them. If you want to free your squad to concentrate on other
Rank 4a-Ouration: Increase foes instead, then select Rank 4b. This will increase the amount of damage a target in Stasis
duration by 40% sustains by 150 percent. Then, while a foe is in Stasis, you can turn your weapon on it and
increase damage without the need of other squad members. If you have Warp Ammo active,
Rank 4b-Stasis Strength: Deal this becomes an even more deadly combination.
150% more damage to targets before
Stasis breaks Rank S Anal!::lsis
With so many useful powers at her disposal, Liara could benefit greatly from the ability to
Rank Sa-Bonus Power: Use two
use two powers back-to-back. Select Rank Sa, Bonus Power, to gain a 30 percent chance at
powers in a row by giving the first power skipping a power cooldown when using Stasis. When effective, you could potentially use Stasis
a 30% chance to cause no cool down
and immediately follow up with a second power nearly one-third of the time. This would allow
Rank Sb-Recharge Speed: you to create explosive power combinations from the Stasis source power almost every 10
Increase recharge speed by 25% seconds. If you're not the gambling type, then select Rank Sb. This will lower the time it takes
to recharge stasis to less than 8 seconds.
Rank 6a-Bubble: Unleash a Stasis Rank 6 Anal~is
bubble to trap enemies that walk into it
Rank 6a grants Stasis a unique added effect. A bubble traps enemies that are foolish enough
to walk into it. Like Singularity, Rank 6a is best suited for causing bottlenecks and traps that
Rank 6b-Vulnerability: Increase all your squadmates can then capitalize on. Rank 6b can also benefit your squad: It increases an
damage done to target by 50%; deal 35% enemy's vulnerability, increasing the amount of damage they take while in Stasis.
more damage to targets before Stasis breaks

WARP ANIVID (UNIDI IE)


Blast vulnerable opponents already lifted by Biotics for a damage bonus, and weaken the armor of grounded targets. More weapon damage. More
damage to barriers and armor.
Ranks , through 3 Anal!:::jsis
Rank 1-Warp Ammo: Health Damage
Bonus:+ 10%; Barrier Damage: +2QOA,;Armor Warp Ammo is specifically designed to work well with the destructive abilities of nearly all
Weakening: -25%; Lifted Target Damage: +50% of Liara's other powers. At Rank 2, for example, it increases damage to lifted targets by 25
percent. When coupled with Singularity, this makes for significantly high damage, especially
J. El'JJ Rank 2-Biotic Combo: Increase if Singularity is upgraded to Rank Sa, Lift Damage. At the very least, upgrade Warp Ammo to
T iiiill damage to lifted targets by 2596 Rank 3 to grant Liara useful ammo power.
m Rank L4 Anal!:::jsis
'D Rank 3-Damage: Increase health
dm and armor damage bonuses by 4%;
increase barrier damage by 8%
Like other ammo powers, Warp Ammo can either increase in damage at Rank 4a or grant
your squadmates the ability to use it, albeit at 50 percent effectiveness, at Rank 4b. Your
E choice should depend on how you expect to use Liara in combat. If she'll be a main source
111 Rank 4a-Damage: Increase health of damage output on the squad, select Rank 4a. If you want to complement the squad with
0 and armor damage by 696; increase other ammo powers, select Rank 4b.
15 barrier damage by 12%
n
E Rank 4b-Squad Bonus: Rank S Anal!:::jsis
0 Squad mates gain Warp Ammo at 50% Since Liara can carry only an SMG or a pistol, then make your selection for the Rank 5
111
E effectiveness upgrade based on her primary role in combat. Rank Sa increases her ammo count, which is
'C great for weapons that expend a lot of ammunition, like SM Gs. Rank Sb increases the amount
IL Rank Sa-Ammo Capacity: Increase
of damage she inflicts with a headshot, most likely while using pistols. If you intend on using
ammo capacity by 30%
Singularity more than any other power, then select Rank Sa. Enemies will be harder to hit in
midair, so an SMG's short bursts will increase your accuracy per bullet. If you intend on using
Rank Sb-Headshot: Increase Stasis more, then select Rank Sb. Slowed, grounded enemies will be easier to hit with pistol
headshot damage by 2596 headshots, so the extra 25 percent damage will be of great help.

Rank 6 Anal!:::jsis
Rank 6a-Damage: Increase health
and armor damage by 10%; increase Even though both Rank 6 upgrades increase the amount of damage you can deal on targets,
barrier damage by 20% you must choose whether to increase bonus damage to health and barrier (Rank 6a) or to
weaken armor and increase damage on lifted targets (Rank 6b). Since both choices increase
Rank 6b-Enhanced Warp: Increase the amount of damage enemies can take, make your selection based on whether you will
damage to lifted targets by 50%; weaken be using Warp Ammo in conjunction with Singularity more often than not. Rank 6b is the
armored targets by an additional 25% perfect upgrade for Liara builds that favor heavy use of Singularity.
-- ---------------
PURE BIOTIC (LINDI IE)

Boost Biotic and defensive abilities.


Ranks 1 throu9h 3 Anal!::fsls
Rank 1-Health and Shield
Bonus: 10%; Power Recharge Speed Players who want a Biotic powerhouse on their squad should invest heavily in Liara's Pure Biotic
Bonus: 2096 passive power. Even at Rank 3 alone, she gains a 30 percent bonus to her health and shields,
making her tougher on the battlefield. She also gets a 60 percent power recharge bonus,
Rank 2-Durability and Recharge: meaning she will recharge all power usage 60 percent faster. When coupled with a specific
Increase hea Ith and shield bonuses by 10%; power's recharge speed upgrades (like Stasis's Rank 2 and Rank Sb), Liara will gain the ability to
increase recharge speed bonus by 2096 use her powers more frequently than any other soldier on the battlefield.
Rank 3-Durability and Recharge: Rank 4 Anal!::fSIS
Increase health and shield bonuses by 10%;
Increase recharge speed bonus by 20% At Rank 4a, you can increase Liara's power recharge speed even more, up to 100 percent. Rank
4b, on the other hand, will increase her shield and health bonus to 50 percent. Since Rank 4 will
Rank 4a-Recharge Speed: either max out your power recharge speed or your health and shields, then you must decide
Increase recharge speed bonus of all what kind of role Liara will play on the battlefield. If you're using her powers to augment her
powers by 4096 weapon damage, then select Rank 4a. Increase her health and shield bonus to keep her in the
Rank4b-Durability: Increase fight longer. If you plan on using her as a Biotic specialist, then select Rank 4a. You'll increase
health and shield bonuses by 20% your power recharge speed to 100 percent and gain a significant power advantage.

Rank S Anal!::fsis
Rank Sa-Weapon Damage:
Like Rank 4, the Rank 5 options are designed to either make Liara a weapon-proficient fighter
Increase weapon damage by 20%
(Rank Sa) or a power-heavy hitter (Rank Sb). Rank Sa increases weapon damage, further
augmenting other upgrades like Warp Ammo's Headshots. Rank Sb, however, increases Liara's
Rank Sb-Duration and Force: power force and duration. This upgrade stacks with all other power-enhancing upgrades.
Increase power force and duration
by3096 Rank Ei Anal!::fsls

Rank 6a-Squad Bonus: Increase The final upgrade selection depends on whether you want to make Singularity Liara's main
recharge speed of all squad mate Biotic go-to power. If so, the choice is simple: select Rank 6a. The whopping 100 percent increase in
powers by 1096 Singularity's recharge speed means she can potentially unleash Singularity nearly every 2.5
seconds if you've upgraded Singularity's Rank Sb. If you don't plan on using Singularity often,
Rank 6b-Si ngularity Recharge: then select Rank 6a to give your squad increased recharge speed to their Biotic powers.
Increase recharge speed of liara's
Singularity by 10096
- --- -----------------------------------------------------------------------
EIUILCJ OF'TIONS ROMANC:E

BIOTIC: CR0\1\/D CON I RUL Liara is a romance option for both male and female Shepard. She can
be romanced by a new Shepard or a Shepard who did not romance her
Warp: 6b in previous games. Because she joins Shepard early in the game, there
Singularity: 4a or 4b, Sb, 6a are many chances to talk to her and build up intimacy.
Stasis: 4a, Sb, 6a
Pure Biotic: 4a, Sb, 6b KEY CONVERSATIONS
Liara's most effective role on the battlefield is to control crowds, disrupt Liara's first conversation aboard the Normandy offers a chance for
enemies, and otherwise weaken foes for the rest of the squad to mop players who romanced her in Mass Effect 1 to explicitly declare that
up. Powers like Singularity, Stasis, and Warp are all designed to disrupt they want to continue the relationship. This does not lock the player
enemy movements and flush them out of cover. Keep her weapon into the relationship, but it does ensure that the option to commit to
loadout as light as possible, and bypass all weapon damage modifiers Liara is available during the key conversation. She can also be found
in the upgrade trees. Instead, select all upgrades that augment on the Citadel at a cafe on the Presidium Commons (before the second
power recharge speed in order to increase Liara's power usage on the "Priority: Citadel" mission), reading war reports and trying to use the
battlefield. Rely heavily on Singularity and upgrade Pure Biotic to Rank intel she has found to help you. If Shepard speaks with her enough,
6b to make the best use of it. Liara will also ask to come up to Shepard's cabin, where she will
show Shepard a time capsule she has made to tell future generations
BIOTIC OR \1\/eAPON DAMAGE Shepard's story if they fail to stop the Reapers.
Warp:4a, Sa
KEY MOMENT
Singularity: Sa, 6b
Stasis: 4b, 6b Eventually she will ask to meet Shepard on the Citadel for a
• quiet moment. If Shepard has spoken to her enough times, this
Warp Ammo: 4a, 6a
conversation gives Shepard the chance to commit to a relationship
Pure Biotic: Sa, 6b with her.
Liaracan also become an efficient damage dealer. Many of the
upgrade choices can increase either weapon or power damage. Select
these options instead of increasing recharge speed and make the best
A Spoiler Alert!
use of Liara's damage-dealing abilities. If you favor Biotic damage and Also, while not specifically tied to the relationship, the
power combinations, then rely a bit more on powers like Stasis, Warp, conversation immediately after the "Priority: Thessia"
and Singularity. All three abilities function as source powers that can mission is a major moment for Liara that any Shepard in
be detonated with a squadmate's detonator power, thereby creating a relationship with her will want to see.
large explosions that can inflict damage on nearby foes as well as the
main target.
Tali'Zorah, a quarian machinist, was born in 2161 on the liveship Rayya. During her Pilgrimage-a
rite of passage in which quarians prove their worth to the fleet-she recovered a geth memory core
that proved a rogue Spectre, Saren Arterius, was working with the geth. Consequently, Tali'Zorah
became a crew member of the SSV Normandy, where she served under Commander Shepard during
the Battle of the Citadel.

Tali'Zorah returned to the Migrant Fleet following the destruction of the first Normandy. Soon
after, the Admiralty Board sent her to the former quarian colony of Haestrom to recover data on
the planet's dying sun. Most of her team was killed when they fell under attack from the geth, but
Tali'Zorah was narrowly rescued by Shepard and the crew of the rebuilt Normandy. The quarian
rejoined Shepard to help oppose the Collector threat, but her current whereabouts are unknown .

• PREVIOUSLY IN MASS EFFECT

A returning character from Mass Effect 1 and Mass Effect 2, Tali joins Shepard
again, and her character has matured during her time away. She's either an
admiral with the quarians or has had her exile rescinded so that she can bring
her expertise against the geth to the current war. Tai i's people are fighting
desperately to survive and reclaim their homeworld, and Tali thinks the fight was
stupid, but she is, as always, loyal to the quarians.
Tali continues as a romance option for male Shepard, and Tali has now gotten
over a lot of her inexperienced stammering. She's more of an equal for Shepard
now, and there's a more playful edge to her banter.

~
u
~
,A Spoiler Alert!
E The default assumption in Mass Effect 3
I'll
a, is that Tali survived the suicide mission
from Mass Effect 2 but has been exiled
-ti
~
by her people. She joins Shepard after
Shepard meets her people and is a
i
~
required squad member on the geth
Dreadnought and Reaper base missions.

J. However, if you imported a save


T in which Tali did not survive the suicide
mission in Mass Effect 2, there is no
m full replacement character for her in the
'D game. On the geth Dreadnought mission,
'5 Admiral Xen accompanies you but not
0
m as a full squad member. She stays back
E in safe positions and mainly talks to you
I'll over the radio. During the Reaper base
0 mission on Rannoch, you can choose a
15 squad normally, and Admiral Raan takes
...n
i,C the place of Tali for the final decision
0 between the geth and the quarians.
I'll Uniform 1 Uniform 2
E
'C
n.
T.Ac::TIC:AL ROLE
Tali's weapon arsenal is limited to a shotgun and a pistol. This combination of raw destructive power and precision shooting is the
perfect example of Taii's range of potential. Her disruptive powers make her a skilled crowd-control specialist.

Use powers like Sabotage and both drone powers to disrupt enemy movements and force them to bend to your will. For
example, if you want a pesky Guardian to turn around and give you its vulnerable side, assign a combat or defense drone to the
Guardian and it will appear behind the guarded enemy. When it does, the Guardian will tum around and expose its back.

Other benefits to drone use are obvious, as drones will frequently flush out enemies from behind cover and even chase them
around corners and other cover. With skills like Energy Drain and Sabotage, Tali can weaken foes and turn enemies into allies.
Between her ability to summon drones and recruit enemies, assigning Tali to your squad is like assigning three extra damage dealers.
POWERS

COMBAT DRONE
Deploy this attack drone to stun targets and draw enemy fire.
Ranks 1 through 3 Anal!::lsis
Rank 1-Recharge Speed: 10 sec.;
Drone Damage: 40; Drone Shields: 500 Combat Drone is one of Tali's most useful powers. With it she can summon a drone
capable of distracting and destroying foes at higher Ranks. At Ranks 1 through 3, the
combat drones won't inflict much damage on foes, but it will serve as a worthwhile
Rank 2-Recharge Speed: Increase complement to any squad. After all, even though it won't dish out much damage, it
recharge speed by 25% will absorb up to 650 points of damage. That's 650 points of damage that you or your
squadmates won't have to incur.
Rank3-Shields and Damage: Rank LJ Anal!::lsis
Increase damage and shields by 30%
Rank 4a increases the drone's damage output and shields, meaning it can inflict
more damage while taking more damage. This upgrade is worthwhile in all cases,
Rank 4a-Shields and Damage: whether you're using the Combat Drone as a defensive decoy or as a damage-dealing
Increase damage and shields by 40% complement to your squad. If you want to use the drone as more of an offensive
weapon, then select Rank 4b. This adds a detonate ability to the drone to make it blow
Rank 4b-Detonate: Drone explodes up when destroyed and inflict up to 156 more points of damage on foes up to 5 meters.
when destroyed, dealing 156 points of
damage across a 5-meter radius Rank 5 Anal!::lsiS
Another upgrade to shields and damage, Rank Sb can maximize the drone's damage
Rank Sa-Shock: Upgrade drone's short-range attack
at 88 points per attack and an impressive 1, 100 to shields-that is, of course, only if
to deal 130 points of damage across a 2.5-meter radius;
you chose Rank 4a. With 1, 100 to shields, the combat drone will sustain an impressive
drone stuns enemies for a short duration
amount of damage and stay longer on the battlefield. Your other option is to add a
Rank Sb-Shields and Damage: Shock ability to the combat drone's arsenal. With it, the drone can deal even more
Increase damage and shields by 50% damage (adding 170 points of damage), and stun foes for a short period of time.

Rank Ei Anal!::lsis
Rank 6a-Rockets: Upgrade drone with
long-range rod<ets that deal 130 points of The final two upgrade options for the combat drone are both offensive abilities. Rank
damage across a 1.5-meter radius 6a adds rockets to a potentially already lethal weapon. Each rocket will inflict 220 points
of damage on top of the drone's base damage (or augmented damage if you upgraded
Rank 6b-Chain Lightning: Upgrade Ranks 4a and Sb). Another useful upgrade for players who want Tali to become a drone/
drone'selectrical pulse to jump and hit damage-dealing specialist.
three additional targets
-------------------------------------------------- - - -----
SABOTAGE
Sabotage weapons and hack synthetics. Compromised synthetics fight on your side. Affected weapons overheat.
Ranks 1 through 3 Anal!::lsis
Rank 1-Recharge Speed: 16 sec.;
Hack Duration: 12 sec.; Radius: 12 Sabotage is a useful skill whenever facing synthetic life-forms like the geth. With it, Tali can
meters; Bad<fire: 1 SO overwrite their programming and turn enemies into allies. While this is already extremely effective
in evening things out, the added explosive backfire can also help dwindle enemy numbers. At
Rank 2-Recharge Speed: Increase Rank 3, Sabotage can impact enemies within a 3.25-meter radius and hack them for 12 seconds.
recharge speed by 25%
Rank LJ Anal!::ISIS

Rank 3-Radius: Increase impact At Rank 4, you can choose to either increase how long enemies remain hacked (Rank 4a) or how
radius by 30% much damage they cause enemies when their weapons explode (Rank 4b). Make your selection
here based on Tali's eventual role in combat. If you want her to be a crowd-controlling tech
maven, select Rank 4a. This will keep the drones in the field longer and allow you to control your
Rank 4a-Duration: Increase power foes. If you want Tali to concentrate on damage-dealing, then select Rank 4b, Backfire. This will
duration by 50% increase the amount of damage enemies sustain to 195 points of damage.

Rank 4b-Backfire: Increase Rank S Anal!::lsis


damage taken by 30% when enemy Rank 5 has two more upgrades similar to Rank 4. Here, however, choose Rank Sb to increase
weapons overheat Sabotage's recharge speed. By doing so, Sabotage will be ready for use in under 11 seconds.
This may seem like a long time, but when the effect lasts 12 seconds, the benefits are clear:
Rank Sa-Explosive Hack: Synthetics
You'll be ready to launch another Sabotage attack before the first one completely wears off. If
explode when destroyed, dealing 120 points
you choose Rank Sa, then Sabotage will gain an explosive hack upgrade. Affected synthetics will
of damage across a 3-meter radius
explode at the end of the hack and inflict an additional 120 points of damage to enemies within
Rank Sb-Recharge Speed: a three-meter radius. If you want to concentrate on dealing damage, select Rank Sa-the added
Increase recharge speed by 25% damage is worthwhile.

Rank Ei Anal!::lsis

n
Rank 6a-Berserk: Hacked synthetics
fighting on your side move faster and The final upgrade selection for Sabotage can either bolster your hacked allies (Rank 6a) or
do 100% more damage increase all Tech damage done to the affected enemy for 10 seconds (Rank 6b). If you want to
use all hacked enemies as long as possible and tum them on their comrades, then select Berserk
Rank 6b-Tech Vulnerability: (Rank 6a). This will turn hacked foes into formidable allies. Otherwise, select Rank 6b, Tech
Increase all Tech power damage done to Vulnerability, to increase the amount of damage Tali can inflict. This is best for players who don't
target by 100% for 10 seconds want to bother with crowd control and instead want to focus on damage-dealing.
--------
ENERGY DRAIN (UNIDI IE)
Hit an enemy with this energy pulse to inflict damage and to steal barrier and shield power.
Ranks , through 3 Anal!:jsis
Rank 1-Recharge Speed: 16 sec.;
Damage: 220; Radius: 1.5 meters; Energy Drain is a vampiric power that allows Tali to syphon away energy from a target and
Shields Restored: 50% bolster her own shields. By doing so, Tali not only weakens foes for you and the squad to
eliminate, but she also increases her durability on the battlefield. At Rank 3, this is a great
Rank 2-Recharge Speed: Increase power for players who want Tali to focus on damage-dealing.
recharge speed by 25%
Rank 4 Anal!:jsis

Rank 3-Damage: Increase damage At Rank 4a, Energy Drain increases in damage potential, as it inflicts 330 points of damage on
by20% the targeted foe. The effects of this upgrade option are obvious, so select this if you want to
focus on damage. Rank 4b increases its radius to three meters. This will affect more nearby
enemies and weaken them in small groups for the rest of the squad to finish off.
Rank 4a-Damage: Increase
damage by 30% Rank S Anal!:jsis
While Rank 4 can affect two of Energy Drain's four facets (damage or radius), Rank 5 can affect
Rank 4b-Radius: Increase impact one of the remaining two facets: recharge speed or shields restored. Rank Sb affects Energy
radius by 100% Drain's recharge speed, making it possible to use more frequently in battle. This is a simple
upgrade option if you want Tali to rely heavily on Energy Drain. If you select Rank Sa, Energy
Drain becomes more efficient by restoring more of your shields while draining enemies. This
Rank Sa-Drain: Increase shield restoration
will result in a direct increase in Tali's durability.
rate by 50% when draining shields, barriers, or
power from synthetic enemies Rank Ei Anal!:jsis
Rank Sb-Recharge Speed: The final upgrade selections also give you an offense or defense choice. Rank 6a increases
Increase recharge speed by 25% Energy Drain's damage output significantly, raising Energy Drain's damage output to a
potential 418 if you also chose Rank 4a. By selecting Rank 6b, armor boost, you can further
Rank 6a-Damage: Increase damage increase Tali's durability on the battlefield. This is helpful for people who want to use Tali for
by40% more tactical maneuvers that may require more time spent running around the battlefield.

Rank 6b-Armor Boost: Reduce damage


taken by 15% for 10 seconds by gaining
a temporary layer of armor by draining
shields, barriers, or energy from synthetics
------------------------------------------------------- ---- -
DEFENSE DRONE (UNIDI IE)
Deploy this holographic drone to electrocute enemies within its firing range.

m
-
Rank 1-Recharge Speed: 12 sec.;
Drone Damage: 25; Range: S meters
Ranks 1 through 3 Anal!:jsis
Like Combat Drone, Defense Drone is an extremely versatile power capable of being upgraded to
complement several different types of play styles. But don't let the name fool you. Just because it's a
defensive drone doesn't mean that it doesn't inflict damage. It's not as effective as a combat drone
J. Rank 2-Recharge Speed: Increase at inflicting damage, but it will stun foes and serve as a distraction for lesser enemies. If nothing else,
T recharge speed by 25% upgrade this power to Rank 3 to create a lure or disruptive force on the battlefield for enemies. Even
if it can only inflict 32.5 points of damage (up to Rank 3), its benefits will far outweigh its limitations.
m
'D Rank 3-Damage: Increase damage Rank LJ Anal!:jSis
dm by30%
Rank 4a will increase the drone's duration on the battlefield. The obvious benefit is that you'll
E have a fourth "member" on your squad capable of dealing damage, stunning enemies, and most
111 Rank 4a-Duration: Increase importantly, at this rank, absorbing damage in place of your crew. If you want to increase how far
0 duration by 100% the drone can attack enemies, then select Rank 4b. This will increase its range up to seven meters,
15 meaning it can stay farther from the enemy but still stun them. This is especially helpful when trying
n to flush out enemies from behind cover or around corners.
E Rank 4b-Range: Increase attack
0 range by40%
111 Rank S Anal!:jsis
E
'C When deciding on Rank 5 upgrades, base your decision on whether you want the drone to attack
IL Rank Sa-Attack Rate: Increase more frequently (Rank Sa) or more powerfully (Rank Sb). Drones that attack more frequently can be
drone's attack rate by 50%
especially more useful when facing large groups since they'll be able to attack more enemies in less
time. If you want to focus the drone's abilities on strict damage power (and range), then select Rank
Rank Sb-Damage and Range: Sb. This will maximize the drone's damage output to 45 per blast. This may not sound like much, but
Increase damage by 50%; increase when the blast also has the added ability to stun foes, it's more than sufficient in battle.
attack range by 60%
Rank Ei Anal!:jsis
Rank 6a-lncapacitate: Gain a 30%
At the final rank, your defense drone can gain the ability to damage multiple targets per blast with a
chance to knock down an electrocuted
enemy Chain Lightning upgrade (Rank 6b). If you want to use Tali as a Tech crowd-control expert, make this
selection. With it, the defense drone will assault multiple enemies within a close proximity, up to 10
Rank 6b-Chain Lightning: meters if you chose both damage and range upgrades (Ranks 4b and Sb). Rank 6a adds a 30 percent
Damage up to two additional nearby chance to knock down electrocuted enemies. This is also helpful in crowd-control. The longer an
targets enemy is stunned or grounded, the less opportunities it will have to attack.
----- -----------------
TAU

CllJARIAN MACHINST (L..J\JJOI


IE)

Boost power recharge speed, shields/barriers, and health.


Ranks 1 throu9h 3 Anal!::fsls
Rank 1-Health and Shield
Bonus: 10%; Power Recharge Speed Quarian Machinist is a great Tech passive power capable of making Tali tougher defensively
Bonus: 2096 and offensively. At Ranks 1 through 3, she will have a health and shield increase of 30 percent
and a power recharge speed bonus of 60 percent, making her tougher to damage and more
Rank 2-Durability and Recharge: dangerous when using powers.
Increase hea Ith and shield bonuses by 10%;
increase power recharge bonus by 20% Rank 4 Anal!::fSiS
Rank 3-Durability and Recharge: At Rank 4a, you can increase Tali's power recharge speed. This is especially useful if you want
Increase health and shield bonuses by 10%; to make her an efficient power damage dealer or if you want her to use drones often while in
Increase power recharge bonus by 20% battle. By selecting Rank 6a, you'll increase her power recharge speed to 100 percent, making it
a difficult upgrade choice to pass up. Your other choice is to bolster her health and shields (Rank
Rank 4a-Recharge Speed: 6b). Select this option if you want to make her a tougher squadmate.
Increase recharge speed by 40%
Rank S Anal!::fsis
Rank 4b-Health and Shields: Both Rank S upgrades will decide whether Tali will become a weapon specialist (Rank Sa) or will
Increase health and shields bonuses rely on Tech powers like drones (Rank 6b). If you plan on making Tali a drone specialist, select
by20% Rank Sb. This will make your drones extra effective in combat. Rank 6a, while useful when using
shotguns, is a straightforward weapon damage upgrade.
Rank Sa-Weapon Damage:
Increase weapon damage by 20% Rank 6 Anal!::fSis
Base your decision for the final upgrade on whether you want Tali to rely on her drones primarily.
Rank Sb-Tech Upgrade: Increase The Drone Specialist upgrade (Rank 6b) will increase the recharge speed of your drone powers
Tech power damage and duration by 50 percent. So if you've upgraded both drone powers to at least Rank 2, then each power
by30% will recharge in less than S seconds. And since each drone power will last over 10 seconds, this
Rank 6a-Squad Bonus: Increase makes for great potential drone usage on the battlefield. The alternative (Rank 6a) grants your
recharge speed of squadmate's tech squad a recharge speed increase to their Tech powers. Select this if you use crew members like
powers by 1096 EDI frequently.

Rank 6b-Drone Specialist:


Increase recharge speed of drone
powers by 5096
-- --- -----------------------------------------------------------------------
eun n Cl=TICNS

TECH CR0\/\/0 CONTROL DRONE/DAMAGE SPEDALJST


Energy Drain: 4b, Sa Energy Drain: 4a, Sa, 6a
Sabotage: 4a, 6a Sabotage: Sa, 6a
Combat Drone: Sa, 6b Combat Drone: 4b, Sb, 6a
Defense Drone: 4b, Sa, 6a Defense Drone: 4b, Sb, 6b
Quarian Machinist: 6b Quarian Machinist: Sa, 6b
Many ofTali's powers are designed to stun, slow, or otherwise disrupt If you want to make the most use out ofTali's two drone abilities,
enemies. While this may not inflict as much damage on foes as fully select Quarian Machinist's drone-specific upgrade, Drone Specialist. It
maxed-out damage upgrades, it will allow the rest of your squad to will increase both drone powers' recharge speed, making them more
execute important tactical maneuvers or overwhelm affected foes with easily deployable in battle. For Defense Drone, take every opportunity
attacks. Use powers like Energy Drain to weaken rivals, Sabotage to to increase its range and power, then select Chain Lightning. Combat
turn them into allies, and drones to stun or direct foes where you want Drone, however, will be Tali's go-to power. Give it both additional
them to go. Some enemies can even be distracted enough to give you ' bonus powers-Detonate and Rockets-and Tali will be able to
their back, making them most vulnerable to attack. maximize drone damage in any situation.

RCMANC:E

If a male Shepard romanced Tali in Mass Effect2, he has the option to KEY MOMENT
continue the relationship. Tali asks Shepard to call her up to the cabin sometime during the
war against the geth. When Shepard does, she talks about her fears
KEY CONVERSATIONS
for her people, then asks Shepard whether he wants to continue the
Tali has a personal moment with Shepard upon first boarding relationship, giving Shepard the chance to commit. This conversation
the Normandy with the rest of the quarian delegation. In that is only available before Shepard goes down to Rannoch to destroy the
conversation, Shepard can make it clear that he still has feelings Reaper base. If Shepard does not call her up to the cabin before then,
for her. Doing so does not lock Shepard into a relationship (and is he loses the chance to continue his relationship with her.
not required to continue the relationship), but it does lead to more
intimate dialogue between Shepard and Tali during the mission on the
geth Dreadnought, "Priority: Rannoch."
OTHER CONVERSATIONS
~ Spoiler Alert!
During the geth campaign, Shepard can find Tali on the Citadel
If you do engage her in a relationship, Tali has unique
arguing with a turian diplomat. Take one side or the other to help
settle the dispute. After the campaign is over, Shepard can find Tali dialogue options during the final mission on Rannoch.
working in a diplomatic capacity to coordinate the quarian fleet's After completing the missions on Rannoch, Shepard
efforts to help other races. can talk to Tali in Engineering and she will give Shepard
a token of her love: a picture of her with her mask off,
If you go to the Normandy lounge after completing the mission which Shepard can look at in his cabin.
on Sanctuary, you will find a very drunk Tali either mourning Miranda
or celebrating her victory over her father.

At other points after the geth campaign, Shepard can find Tali
in Engineering, either talking over the radio to Garrus and other old
friends or bantering with the Normandy engineers. While none of this
is critical, it gives a nice small look into Tali's daily life.

ACJMIRAL- ANCJERSON ACJMIRAL- t-lAC:KETT

~
u
~
Admiral David Edward Anderson is a career military officer in the Admiral Steven Hackett is a decorated officer in the Systems Alliance,
E Systems Alliance Navy. Born in London in 2137, he later moved to currently assigned to Arcturus Station on the far side of the Sol Relay.
I'll Arcturus Station and became the first graduate of the Alliance's In the battle for the Citadel, Admiral Hackett commanded the Fifth
a,
now-renowned N7 marine program. Anderson is one of the Alliance's Fleet. Following that victory, he was promoted to head of the Alliance
-ti
~
most decorated Special Forces operatives and served with honor
during the First Contact War. He was the original captain of the SSV
military.

i
~
Normandy before relinquishing command to his XO, Commander
Shepard.
Hackett was born to a single mother in Buenos Aires in 2134.
When his mother died in the pandemic of 2146, he was placed in the
Advanced Training Academy for Juveniles, where his superior talents in
After the Alliance victory in the Battle of the Citadel, Anderson science and leadership quickly became evident.
,
J
was promoted to Admiral and chosen to advise Citadel Councilor
Donnel Udina on military matters. Anderson later became embroiled in Hackett enlisted in 2152, volunteering for high-risk missions
m a Cerberus plot to abduct his friend Kahlee Sanders, but he foiled the to colonize space beyond the Sol Relay. He was commissioned as a
'D
abduction and returned to duty to prepare for the Reaper invasion. second lieutenant on Arcturus Station in 2156 and soon proved his
'5 ability in the First Contact War. His rare ascent from enlisted man to
0
m ROMANCE admiral remains an Alliance legend.
E
111 Admiral Anderson is not a romance option for either male or female
0 ROMANCE
Shepard.
15 Admiral Hackett is not a romance option for either male or female
n Shepard.
....
I:

0
I'll
E
'C
IL
FAMILIAR FACES

LIEUTENANT C::CRTEZ CJR. C::t-tAKWAS

Lieutenant Cortez, the Normandy's shuttle pilot, is a humble Alliance Dr. Karin Chakwas is a trauma surgeon and a major in the Alliance
Officer. Having survived the attack on Earth, he's no stranger to loss. Navy. She served on the SSV Normandy under both Captain Anderson
Even though he is dealing with the loss of his husband, Lieutenant and Commander Shepard and was aboard the ship when it was
Cortez still maintains a steady grip on the shuttle controls. destroyed by the Collectors. She later quit the Alliance in order to
rejoin Shepard on the Cerberus-built Normandy SR-2. Along with most
He's a skilled pilot, capable of getting Shepard and the squad into of the second Normandy's crew, Dr. Chakwas was kidnapped by the
any and all missions and more heavily defended landing zones. While Collectors and taken beyond the Omega 4 relay, where Commander
behind the shuttle controls, he's all business and able to maintain a Shepard eventually rescued her.
level of professionalism befitting the Normandy's crew. Back on the
ship, he can relax a bit and let people get to know a more personal side After the Alliance impounded the Normandy SR-2, an inquiry
to him. found that Dr. Cha kwas had "no significant role in or provable
knowledge" of Cerberus's criminal activities. She has since rejoined the
ROMANCE Alliance.
Cortez is a romance option for male Shepard. He is present for the
ROMANCE
entirety of the game but is strictly professional on missions. To form a
more personal relationship, visit him in his station on the Normandy Dr. Cha kwas is not a romance option for either male of female Shepard.
cargo deck. However, you can have a night of drinks with her just before the final
rrussron.
KEY CONVERSATIONS
In early conversations on the Normandy, Cortez shows that he's -JOKER
handling his professional duties well but is hurting emotionally. At one
point, Shepard can suggest that Cortez should take some time off and
go to the Citadel. Doing so enables his later content.

On the Citadel, Cortez is initially in the docking bay, watching


ships go by. Later, Shepard can find him down in the refugee camp.

KEY IVIDMENT
Once Shepard has encountered the first two Citadel moments with
Cortez, Cortez e-mails Shepard and asks him to come to Purgatory.
Shepard finds Cortez there, determined to celebrate and live life while
he can. Shepard can choose to bring up the possibility of a relationship
and commit to Cortez here.

A Spoiler Alert! Flight Lieutenant Jeff"Joker1' Moreau is a respected pilot with the
During the final assault on Earth, Cortez's shuttle is shot Alliance Navy. Born and raised on Arcturus Station, he is widely
down; if Shepard is romancing Cortez (or helped Cortez considered to be the best helmsman in the Systems Alliance.
deal with his grief without a romance). Cortez's hope and
Moreau enlisted with the navy directly out of school and quickly
will to live help him survive the crash and he has a final
gained the respect of his superiors. He served as pilot of both the
radio conversation with Shepard.
Normandy SR-1 and its successor, the SR-2, and he was at their
respective helms during the Battle of the Citadel and the assault on the
Collectors.

Moreau suffers from Vrolik syndrome, a rare, debilitating disorder


also known as brittle bone disease.

ROMANCE
Joker is not a romance option for either male of female Shepard. He
can, however, engage in a relationship with EDI if Shepard councils
both parties to do so.

I CONVERSATIONS
Joker will say something unique after every major mission in the game.
If Shepard approaches but does not immediately initiate conversation,
Joker may launch into a discussion with someone else (EDI, if she is
nearby, or someone else over the radio). He reacts to the arrival or MORCIN SOLLIS
death of former squadmates as well. To hear everything he has to
say, make sure to talk to him after major missions (like the end of the
genophage campaign, or the Citadel coup, or after the end of the
Geth/Quarian War) or after major plot events (like EDl's introduction).

After Thessia, Joker will make an inappropriate comment that


starts a more emotional scene. When the second dialogue choice
comes up, choosing the Renegade option will shut Joker down until
the end of the game, with Shepard telling Joker in no uncertain terms
to stop his inappropriate comments.

On the Citadel, Joker is present on the Presidium Commons


with EDI early in the game. After the Citadel coup, he can be found in
Purgatory, watching people dance away their cares.

Dr. Mordin Solus is a master geneticist and former operative for the
MIRANCA LAVVSON , salarian Special Tasks Group. Dr. Sol us is well known for his work
in perpetuating the genophage, a biological weapon that almost
completely sterilized the krogan species. He eventually left the STG to
open a clinic on Omega, where his combat skills kept the clinic safe
and operational amid Omega's lawless society.

In 2185, Commander Shepard recruited Dr. Sol us to research the


Collectors and the Reapers. He was a member of the Normandy crew
that traveled beyond the Omega 4 relay to attack the Collectors. He
survived the mission, but his current whereabouts are unknown.

I ROMANCE
Mordin is not a romance option for either male or female Shepard .

• SPOILER
ALERT! PREVIOUSLY IN MASS EFFECT
Miranda Lawson is a high-ranking former Cerberus operative and a If you're playing Mass Effect for the first time, then it is assumed
human biotic. Lawson headed Project Lazarus, the Cerberus operation
Mordin is alive, having joined Shepard during Mass Effect 2 and
that brought Commander Shepard back from the brink of death after
the first Normandy was destroyed. survived the suicide mission. He escorts Eve to safety during
the Sur'kesh mission, stays with Eve in the med bay on the
Lawson is an example of the achievements possible through Normandy, and escorts Eve to the Shroud tower on Tuchanka.
genetic engineering. She was created in 21 SO through manipulation He sacrifices himself to override the sabotage (unless stopped by
of her father's DNA. Her entire physical and mental composition was Shepard).
deliberately engineered, including a longer life span and a superior
immune system. Players who import a Mass Effect2 game save where Sol us
is dead will find that the salarian scientist Padok Wiks takes over
Lawson accompanied Commander Shepard on the maiden most of Mordin's roles during the Genophage Campaign.
voyage of the Normandy SR-2 and was part of the crew responsible for
the defeat of the Collectors. She has since left Cerberus. Her current
,
J whereabouts are unknown.
..JAC:OB TAYLOR
ROMANCE
m
'D Miranda was a romance option for male Shepard in Mass Effect 2, and if
dm Shepard romanced her, he has the option to continue the relationship.
She cannot join Shepard's squad, however, so while committing to her
E does preclude other romances, this long distance relationship can be
111
0 lonely and may not feel as rewarding as others.
15
n
E
I• ALERT! PREVIOUSLY
SPOILER IN MASS EFFECT =i
0 If you're playing Mass Effectfor the first time, then it is assumed
111 that Miranda survived the suicide mission during Mass Effect2. She
E
'C meets Shepard several times on the Citadel, and Shepard meets
IL
her again while investigating the Sanctuary facility on Horizon.
Players who import a Mass Effect 2 game save where Miranda
is not present will find that there is no full replacement for Jacob Taylor is a human biotic and was once a Cerberus operative
working under Miranda Lawson. Born in 2157, he began his career as
Miranda, in which case nobody talks to Shepard on the Citadel in
, a Systems Alliance marine and served as a member of the Corsairs,
her place. At Sanctuary, video messages that would have come an arms-length program for operatives working outside of Alliance
from Miranda instead come from Oriana, Miranda's sister. The , jurisdiction. Taylor survived the geth attack on Eden Prime but left the
final confrontation between Shepard and Miranda's father does Alliance afterward because of what he perceived as unresponsiveness
not have Miranda there to save her sister. in the face of aggression.
If Shepard commits to a relationship with Miranda and warns While working for Cerberus, Taylor thwarted a plot by batarian
her about Kai Leng, it increases Miranda's chances of surviving terrorists to unleash a bioweapon on the Citadel. Soon after, he
the Horizon mission. If not, she dies in Shepard's arms. ~ was assigned to Project Lazarus, the Cerberus effort to reconstruct
Commander Shepard and the Normandy stealth frigate. Following
J:AMIUAA FACES

the project's completion, Taylor accompanied Shepard through the Traynor use the shower. Traynor makes it clear that she's interested in
Omega-4 relay to destroy the Collectors. He survived that mission a serious relationship, not just a fling, and Shepard can commit to the
and has since left Cerberus, although his current whereabouts and relationship by joining Traynor.
affiliations are unknown.

ROMANCE COUNCIL.OR UCJINA


If female Shepard romanced Jacob Taylor in Mass Effect 2, she can talk
about how their relationship ended but does not have the option to
continue it. Jacob has moved on to someone else, although he remains
friendly to Shepard and grateful for the time they had together .

• SPOILER ALERT! PREVIOUSLY IN MABB EFFECT

If you're playing Mass Effectfor the first time, then it is assumed


that Jacob survived the suicide mission in Mass Effect2 and
assists Shepard with rescuing Dr. Brynn Cole and her enclave of
former Cerberus scientists trying to defect.
Players who import a Mass Effect2 game save where Jacob is
not alive will find that, without Jacob's calm and steady influence,
they must work harder to gain the trust of Dr. Cole. Donnel Udina is the lone human on the Citadel Council. Although he
has a keen ability for furthering his own political career, Udina has long
promoted humanity's interests first and foremost in the galactic arena .

SF'ECIAL.IST T~VNOR When humanity won a position on the Council for its part in
defending the Citadel, the Alliance chose Udina for the position. He
holds the office to this day.

Despite his unwavering focus on human interests, Councilor


Udina is usually willing to collaborate with other species. Even his
opponents concede that Udina gives fair consideration to nonhuman
proposals, so long as humanity also benefits.

ROMANCE
Councilor Udina is not a romance option for either male of female
Shepard.

NOTE
Specialist Samantha Traynor is the Normandy's new communication The following characters may or may not show up,
officer. She's in charge of letting Commander Shepard know about depending on your Imported save:
key communications, be they radio transmissions she expertly picked
Jack
up or Shepard's personal e-mail. At times, Specialist Traynor may even
be able to let Shepard know the mood of specific crewmates, keying Samara
Shepard in to important conversations.
Thane
In her personal life she's a fun, playful character with a fondness Legion
for games and expensive dental hygienic equipment. Despite her
Wrex
quirkiness, or perhaps because of it, she's a great personality aboard
the Normandy with many surprises. Wreav
Grunt
ROMANCE
Padok Wiks
Traynor is a romance option for female Shepard. She is present for the
entirety of the game and never leaves her station near the galaxy map. As we mentioned in the "Importing Saves"
section in this chapter, the game takes into account
KEY CDNVel -iSATIDNS your previous choices across Mass Effect 1 and
Traynor provides an early introduction to the Normandy and opens 2. However, new players who do not import a save
up the mission at Grissom Academy and the chance to rescue the (starting a fresh game) should refer to the "Importing
Cerberus defectors. She also has personal talks in which she discusses Saves" section to see what the "default" assumptions
the difference between working in a lab and working on a frontline are of the world of Mass Effect 3. It is worthwhile to
warship. note, however, that these characters are mentioned in
their respective sections of the single-player campaign
If romancing Traynor, make sure to speak with her before the final to point out where they would appear otherwise.
mission. Unlike most other major romances, there is no option to speak
with Traynor on Earth, and the talk on the Normandy is the last time
Shepard sees her.

KEY l\/1CJMENT
Once Shepard has had the ambient conversation about Traynor
liking to play chess, Traynor will send an e-mail offering to come up
to Shepard's cabin. She brings a chessboard and is prepared to play
but makes an offhand comment about being jealous of Shepard's
shower. If Shepard's intimacy is high enough, she can offer to let
In 21 57, humanity discovered that it was not alone in
the universe. Thirty years later, they found a peaceful
place among dozens of galactic species. But this idyllic
future is overshadowed by a dark past: Reapers, a
sentient race of machines responsible for cleansing the
galaxy of all organic life every 50,000 years, are about
to return. The leaders of the galaxy are paralyzed by
indecision, unable to accept the legend of the Reapers as
fact. But one soldier has seen the legend come to life.

And now the fate of the galaxy depends on Shepard.


PROLOGUE

MISSION BRJEFINCi
When the Reapers finally reveal themselves, they
do so by launching an all-out attack on Earth and
the Alliance planets. This first Prologue mission
serves as a tutorial on the basics of movement,
combat, and exploration.

The battle will rage across several different


areas, from rooftops to the lower reaches of the
once-idyllic city of Vancouver. Take time to get
acquainted with the controls and adjust them to
suit your needs.

Once you've reached the lower level of the


city and engage the Reaper cannibals, try out
your class-specific skills to see if they're right
for you. It's still early in the game, so you can
simply blast through the opposition; however,
this Prologue mission is a great time to begin
experimenting with different military classes.

The conversation trees don't yet affect


long-term events or result in Paragon/Renegade
consequences, so instead use these dialogue
choices to set the tone for your game.

), ITEM REGUISITION RUNDOWN


W/IUU~
M-8 Avenger M-3 Predator
FEAR THE REAPERS
It's been nearly six months since the events of Mass
Effect 2 concluded, and Commander Shepard has
fallen out of grace with the Citadel Council and the
Systems Alliance. During a time when there should
be galactic peace, only Shepard and a ie« others are
fully aware of the menacing threat that looms over
nearly every planet in the Alliance.

NOTE

For the sake of keeping this walkthrough


concise and universal, the screens and events
described have been taken from a playthrough
using the following settings:
» Gender: Male
» Appearance: Default
» Military Class: Soldier
• Reputation: War Hero
» Origin: Earthborn

» Combat Loss: Ashley Williams

However, this guide was created using every


military class and multiple combinations of
settings, ranging from different Combat Loss
profiles to varied difficulty settings.

When you take control of Shepard, quickly orient


yourself and follow Admiral Anderson. The next
~
u section will usher you out of Alliance HQ and into
~ the war-torn Vancouver cityscape. Keep up with
E the admiral as he leaps across the severed beams
I'll
a,
supporting the Alliance building. Almost immediately
-ti
~ after starting to follow Admiral Anderson, a Reaper
beam will fire at the building in front of you, forcing
i
~
you to jump over a small gap.

Your goal is to reach the Spaceport and escape


,.
J. the Reaper attack. Follow the onscreen commands
and stay close to the admiral. Shortly after climbing
m the ladder, hop atop the small structure and look right
'D
'5 across the span connecting your building and the next
0 to spot several husks. Take aim and open fire.
m
E
111 Pick off as many husks as you can, then drop
0 down the ladder on the right, onto a small balcony.
15
n No sooner do your feet touch the ground than several
....
I:
more husks attack. Use well-timed melee attacks to
0
I'll put them down. A Reaper dreadnought in the distance
E attacks but narrowly misses, instead blowing open the
'C
IL building in front of you. Venture inside.

Enter the building through the blown-open


wall and pick up the Med Kit on the ground near the
burning debris; then approach the damaged door across from you. As you pry it open, a husk reaches through the gap and attacks.
Give it a strong (charged) melee blow to knock it back, then open the door for Admiral Anderson.

Once the admiral is through, you hear a small thump nearby that catches your attention. Examine the vent in the room to
discover a panicked young boy looking for refuge. The child is too scared to follow Shepard and escapes through the ventilation
shaft in a direction that Shepard cannot follow, so move on and follow Anderson deeper into the burning debris of the Alliance HQ.

Pick up the ammo on the ground, reload your weapon, and follow the admiral out the window of the next building. Follow him
down the exterior of the building to the area below. As you do, a Reaper ship destroys an Alliance dreadnought in the distance, and
the resulting shock wave crumbles the structure you're on.
PROLOGUE H

TIP
Since you're instantly pinned down by t.he cannibahi, use the
admiral during this enemy encounter. He's your only squad
member at the moment, but he can easily be directed to key
positions when you give the "Move" command. Direct him to
your right or left, depending on where you are located, to
maximize your and t.he admiral's range of fire.

With the admiral on your squad, you now have his Power,
Concussive Shot, to work with as well. Experiment with it, using
it to knock enemies away before attacking with weapons fire.
-

Once you've cleared the area, make a right, drop into the next area,
and walk to the end to find both the radio and the M-8 Avenger
The tumble leaves you no worse for wear, so get up and
assault rifle. Activate the radio to call for help.
immediately begin following Anderson again. He'll lead you across
more debris, over fallen beams, and down to a team of fellow Alliance The Normandy gets your distress call and comes to your rescue.
soldiers pinned by Reaper cannibals. Speak to the injured soldier, then Unfortunately, a group of cannibals arrives before your escape vessel,
quickly take cover behind the fallen beam on the left. so take cover and hold your position until help arrives.

Wait for the cannibals to open fire. When they stop firing, pop out )l, ITEM REGUISITION
of cover and return fire. Take careful aim at their heads and pick them Pick up the M-8 Avenger before activating the radio. Activating
off one by one. The soldier explained that he and his group barely the radio will trigger a cutscene and you won't be able to pick up
escaped the damaged gunship. The radio was left near the gunship, so the Avenger anymore, but you will automatically be equipped
you and Anderson volunteer to go retrieve it. with it.

Follow Anderson across the makeshift bridge and turn left. Pick
up the Med Kit on the right, then turn right to face several more Several waves of cannibals will attack, but if you pick your shots
cannibals. Take cover near the small debris wall and wait for the carefully, you can hold them off. Keep the admiral behind cover to your
cannibals to pop out of cover before taking them down. right while you take the left. If you want to leave your cover and use
class-specific abilities, do so only after whittling down the cannibal
This is a great area to experiment with your class abilities. If you're numbers.
an Infiltrator, try using your Tactical Cloak to shift from cover to cover
until you can get the drop on them. Vanguard-class players can begin The gap between you and the cannibals is wide, and the Reaper
to experiment with the Biotic Charge ability. attackers won't leave their position to get too close to yours, so you
have the advantage here.
This is also a great area to begin getting accustomed to close-
quarters combat. Charge strong melee strikes and knock back the Just as you run out of ammunition, the rescue ship arrives. Run to
enemies before taking cover and finishing them off with class-specific the nearby beacon for a pickup and escape to the Normandy. Before
powers or weapons fire. you go, however, Anderson reinstates you as an Alliance commander.

Welcome back.
Admiral Hackett ordered the Normandy
to Mars to locate new Prothean data
that could help defeat the Reapers,
but the Archives on Mars are not
responding. Investigate the dig site and
find the Prothean data.
PROLOGUE

MSSIDN E3RIEFINCi
Battleground
s: The surface of Mars can
provide several interesting encounters. You'll
have a wide array of tactical strategies at your
disposal, ranging from long-range shoot-outs to
duck-and-cover firefights.

Once inside the facility, however, you'll


encounter several new enemies, from Assault
Troopers to Guardians to Centurions. The long,
narrow halls of the facility will force you t.o be
creative using head-on tactics, while larger,
multistoried areas will grant you a height
advantage if you want t.o pick off your foes from a
safe vantage point.

Consequence Overview: Before setting out on


the mission, you'll have an encounter with James
that allows you t.o make a Paragon decision, or.
if you've chosen a Renegade dialogue choice, a
Renegade "interrupt" will appear.

Also during this mission, either Kaidan or


Ashley, depending on who you chose at the start
of the game, begins to cautiously question your
allegiance t.o the Alliance. If you want to recruit
them for your squad long-term, begin convincing
them now that you're no longer working with
Cerberus and are 100 percent dedicated t.o the
Alliance.

Halfway through the mission. you'll also


engage Liara in a conversation that allows you
to be either sweet and sympathetic or cold and
curt. Depending on your dialogue choices, you
can accrue more Paragon/Renegade points.

Finally, when you encounter an old shadow


from your past. you'll have the opportunity to
press him a bit more on his current motivations.
Do so and you'll be presented with the chance for
another Paragon/Renegade dialogue decision.

Spoiler Alert Paragon/Renegade


Successfully persuading the Illusive Man in
this conversation is critical t.o being able to
successfully persuade him during your final
conversation at the end of the game. If you don't
persuade him here, you won't be able t.o fully
persuade him at the end.

)Ii> ITEMS REGUIBITION RUNCOWN


'IHHUU,
Ariake Technologies Gauntlets Med Kit
Data pad Shotgun High-Caliber Barrel
Kassa Fabrication Chest.plate Shotgun Shredder Mod
M-4 Shuriken SMG SMG Scope
M-15 Vindicator SMG Ultralight Materials
M-23 Katana Sniper Rifle Concentration
M-92 Mantis Module
Medical Station Sniper Rifle Extended Barrel
FIRST C::HANC::e FCJR HCJF=le
Immediately upon landing on the Martian
surface, upgrade your abilities. You've acquired
the first-level upgrade and now have the
ability to beef up with five points for your
powers. The choice of upgrades should reflect
your ultimate preference in play style (see
our recommendations in the "Squad" chapter
page 48). However, regardless of what your
initial class choice was, we recommend using
the first-level upgrade on your class's specialty
power, such as the Vanguard's Biotic Charge,
the Infiltrator's Tactical Cloak, and so on.

The Martian surface is volatile, and a storm


is rolling in from the distance as you land. Your
time on this base will be limited. Once you've
upgraded your skills, turn right as you exit the
shuttle and walk toward the oncoming storm.
Near the far end of the landing area, you'll find a
ladder. Climb down to find the first few signs of
what happened at the facility.

...ll.

I > ITEM REGUISITION

Shortly after descending the ladder, look


on the ground to the right to locate the
M-92 Mantis. You can use this sniper
rifle immediately if you are specializing
in long-distance combat. However, its
increased weight might make it less
desirable for Biotic-specific combat builds
that require a faster power-recharge time.
PROLOGUE H

RESeARCt-t FACILITY APFIROAC:t-t

After descending the ladder, turn left and send James and Ashley ahead of you. Order them to take cover behind the short walls before sneaking
up and taking cover as well. As the path turns left toward the facility entrance, you spy several Cerberus Assault Troopers executing facility workers!
If you equipped the Mantis, you can zoom in with the sniper scope and take out one, maybe even two, Cerberus operatives before the rest rush for
cover. If you are using other weapons, remain behind cover and allow the Cerberus soldiers to rush toward your position.

Stay behind cover as they approach and allow them to get in range before popping out and firing. The Cerberus Assault Trooper is armored
but susceptible to well-placed headshots or close-range shotgun blasts.

The area leading to the facility entrance is a short, narrow road with plenty of vehicles, crates, and small structures you can use for cover. After
taking down the first wave of enemies, carefully lead your squad down the path past the large transport vehicle. When you reach the area with the
convoy, immediately order your squad to cover and wait for the Cerberus forces to rush out. Watch for the Cerberus troops to take position, then
begin picking them off.

APPROACH 1: CLOSE DI !ARTERS APPFt1 lACH 2: SLOW AND STEADY


If close-quarters combat is too chaotic for your taste, you can also
approach this battle from a more methodical standpoint. Use a
medium-range assault rifle, activate Incendiary, Cryo, or Disrupter
Ammo, and pick off your foes as they search for cover. James's frag
grenades can also come in handy during this encounter, as he helps you
flush out enemies from cover so you can pick them off from medium
range. If you'd like something a bit more reliable than frag grenades,
Adept-class players can use Singularity to flush out enemies from cover,
then pick them off while they float helplessly over the ground.

TIP
Talented Sniper classes such as Soldiers and Infiltrators can
Players looking to get up close and personal can approach this area make short work of the enemies in this area. While Soldiers
several ways. Vanguards can use Biotic Charge to dash from enemy to can slow down time to get headshots, Infiltrators can use the
enemy and knock them off balance, following up with a shotgun blast damage bonus from their Tactical Cloak to increase the lethality
to the chest. Meanwhile, the rest of the squad can play cleanup, as of their sniper rifle.
they engage any soldiers you don't. If you're not a Vanguard, you can
use your squad's abilities to split the enemy forces. Shift your squad
left while you dash right, shifting from cover to cover, and get in close
enough to decimate the enemy forces with your shotgun.

Once you've cleared the entrance area, make a right and take the
elevator into the facility.
- -----------------------------
RESEARC:H FAC:ILITV INTERIOR
Upon entering the facility, you're immediately
reacquainted with an old friend. Cerberus
troops give chase to Liara, but she deftly evades
them and turns the tables on her pursuers.
Once she's dispatched her Cerberus hunters,
she informs you of her recent exploits. She's
after the same information that you are: plans
for a Prothean device believed to be capable of
stopping the Reapers.

The Archives holding the information,


however, are across a long tramway. If Cerberus
hasn't locked down the area, you should be
able to access the Archives and acquire the
plans for the Prothean device. Before you set
out toward the Archives, a group of Cerberus
Assault Troopers ambushes you. Shepard sends
James back to get your escape shuttle ready
while Liara takes his place on your squad.

----------- --- ----------


E
lV,
Before you
climb up to the
catwalks, walk
over to the Med
Kit near the
parked shuttle.
Pick it up to gain
100 Experience or
one Medi-Gel and 50 Experience.

GI With Liara on your squad, you can now use her Singularity ability.
E
No matter what class you've selected, Singularity is one of the most
D useful powers available to your squad. Order Liara to use Singularity on

..0
~ the Cerberus soldiers on the deck above you, then pick them off with a
weapon of your choice .

If any soldiers are still standing when Singularity wears off, stay
n. behind cover and continue to pick them off. Take down the small
squad of Cerberus soldiers, then find a way onto the catwalks above.

TIP
Since Singularity also amplifies Biotic abilities, Adept-class
players can combine their powers with Singularity to create Don't bother trying the elevator in this docking area. It doesn't
some explosive combinations. Now is as good a time as any to work. Instead, walk over to the vehicle lift controls and activate them.
try some out. They'll lift a nearby platform on the left, allowing you to jump onto the
platform and reach the catwalk area overhead.
PROLOGUE H

Follow the walkway to a closed door and open it. A small


complement of Cerberus are stationed in this room, but they don't see
you enter, so you have the element of surprise.

Activate the security console in the small room to unlock access


to the roof leading to the pedway. As you do, you spy a mysterious
woman running around the facility. Exit through the now-open door to
Quickly take cover and slide to the right so you're positioned the exterior airlock.
m
directly behind an Assault Trooper. Once you're within striking range,
follow the onscreen commands to execute a quick kill from cover. This
will eliminate one of the soldiers immediately but will alert the rest. :i!m
en
With the hornet's nest stirred, you're free to rush out of cover and
quickly put down the rest of the enemies in the room.

TIP
This room is very small, and there aren't many enemies to
contend with, so be smart. Vanguard- and Infiltrator-class
players can have a great time clearing it. Either charge from
enemy to enemy as a Vanguard, or use your Tactical Cloak to
sneak up on foes while they're engaged with your squadmates
Exit the hatch and venture out into the facility's exterior. The
as an Infiltrator. Similarly, Adept-class players can combine
storm is nearing, and the tramway has been activated. Someone from
their powers to create great, destructive combinations in close-
the Cerberus team is en route to the Archives ahead of you. Drop down
quarters combat.
-....----- the ladder on the left and make a sharp left down the long walkway.

Exit this room via the door in the far corner and enter a larger
room that resembles a waiting area. The long
walkway leads
to a ladder, but
just to the left
is a small crate
with an item box
on it. Open it to
acquire the Kassa
Fabrication Chestplate.

Go up the ladder at the walkway's far end, then hop across the
small gap toward the open hatch leading back into the research facility.

When
Before activating the security console in this area, pick up the you reach the
Datapad resting on one of the seats in the waiting area. There bottom of the
is also a Med Kit, Ariake Technologies Gauntlets, and the M-4 stairs, you can
Shuriken SMG in the security room. Pick them all up. The Shuriken see several more
may also be equipped instantly. Though not extravagantly Cerberus Assault
powerful, the SMG can shred through enemies in the hands of Troopers on the
skilled Soldiers. other side of a
window.The
window can be shattered easily, so either get a jump on the Cerberus
using weapons fire or Biotics, or wait for half of the Troopers to leave
once they've finished their conversation. Singularity and Biotic Charge
work really well here and maintain the element of surprise nicely. By the
time the enemies realize they're under attack, they're either floating in
the air helplessly or have been flung across the room.
1
> ITEM REGUISITION TIP
Even if you're not using the SMG, try using the weapon bench
reentering the nearby to apply your two new mods (SMG Scope 1 and SMG
Ultralight Materials IJ to see how they work. Once applied, the
facility, you'll
weapon will automatically upgrade when new levels for mods
find a Datapad
are located. So if you upgrade your SMG to SMG Ultralight
on the walkway
Materials I, they will automatically upgrade to SMG Ultralight
before going
Materials II as soon as you acquire the higher-level mod.
down the
stairs into the
darkened room. You can pick it up now or shortly after the battle Go up the stairs on the right and open the door. At the walkway's
with the Assault Troopers on the other side of the glass. There is far end are several Cerberus Assault Troopers.
also an SMG Scope sitting on the tray counter in the cafeteria. Pick
it up after you clear out the enemies. Once the area on the other
side of the glass is clear, examine the Medical Station on the far
APPROACH 1: BAIT AND SNIPE
right to get a Medi-Gel or experience.

One method for decimating the soldiers in this section is to keep your
distance and pick them off using your sniper rifle. The area between
Climb over the small partition into the next room, where the you and the Cerberus soldiers is sectioned off into smaller hallway
Assault Troopers were, then activate the environmental controls in compartments, each with its own open hatch. These areas provide
the small room to the right. This repressurizes the room, and all of plenty of cover that grant you a great view down the long hallway.
the lights come back on. A small security recording also reveals what
happened in the facility prior to your arrival. While you stay behind at a distance, use your"go ton command
to direct your squad down the hall closer to the enemy squad. As they
Liara opens the door leading out of this area and toward the core draw the enemy fire, you can use your sniper rifle to pick them off
transportation section. Exit through the newly unlocked door on the when they pop out of cover to fire at your comrades.
room's far side.
When the Guardians rush out from down the hall, zero in through
l TIP the small gap in their shield to get headshots with every shot. If you
You can speak with Uara a~er she opens the door. miss, the impact of your bullet will knock them off balance enough for
m your squad to fire on them while they're exposed.
'D

dm '" ,~ ,mn,111011
E As soon as you
enter the next
~
'N room, look in the
'iJ rubble directly
E
0 ahead to find the
11 SMG Ultralight
E Materials I. If
'C
n. you're using t
the M-4 Shuriken you found earlier, now is a great time to use the
nearby weapon bench to modify your SMG. This will decrease your
SMG's weight and increase your power recharge time-especially
useful if you're relying heavily on Biotic powers. There is also a
Data pad on the ground, just left of the stairs.
PAOLor,uE H

APPROACH 2: RUSH AND IX. I 17).CK (VANGUARD)

For Vanguards, an alternate approach would be to use Biotic Charge as


soon as you see the enemies and catch them by surprise. You'll knock
one down and eliminate him, while the others scramble for cover. The
speed with which you close the gap will be too much for them.

Immediately open fire on the nearest foe while your powers


recharge. When they do, use Biotic Charge again to take out another
nearby foe.

When the Guardians show up, use Liara's Singularity to separate


them from their shields. They'll float helplessly in the air, enveloped by
a Biotic barrier. When they do, use Charge on the floating enemies to
detonate them in midair.
Make a sharp left at the hall's far end and quickly take cover
against a wall on either side of the hall. The next few sections of
In the second- hallway are very similar to the first (prior to the sharp left turn).
to-last hallway However, each small section in this long hall also splits up into two
section, the one sections, allowing you to venture down the main hall or slip through
with the bright a small path on the left side of each section.
white light, there
is a small station Depending on your class of choice, you can either take the fight
with a sink. Look into the hall or hang back while the Cerberus forces shift from cover
on the floor just to cover.
behind the sink to find a Datapad.

APPROACH 1: SNIPE AND MOVE


Soldiers and other weapon-proficient classes can use these long,
narrow halls to their advantage by switching to a sniper rifle and
picking off enemies from afar. The Centurion enemies may make
things a bit more difficult by filling the room with smoke and
obstructing your view, but you can easily overcome this by using your
squad mates to flush them out.

If you stay far enough behind the front lines of fire, you can wait for
the smoke to dissipate a bit, then pick your shots. Soldier-class players
can use Adrenaline to slow time once the smoke is gone and get
multiple shots between enemies. If you wait too long, the halls will fill
with smoke again before you can take another shot.

Once the first section is clear, rush in behind your advancing squad, switch to a weapon with slightly better medium kill range, and pick
another spot for cover. Continue moving down the hall this way until you've driven the Cerberus soldiers all the way back.
APPROACH 2: SUP IN THROUGH THE SIDE DOOR

This approach is especially effective because it forces your enemies to split their attention. Begin by taking cover at the entrance to the first hall
section, then direct your squadmates to go into the hall ahead of you and take cover behind the small crates on the hall's right side.

----------- -------------------------------- -------------


As soon as they've engaged the enemy, rush in behind them and
sprint down the stairs on the hall's left side. This side runs all the way
The room with
up the hall, bypassing a lot of firefight between you and the Cerberus
the sterilizing
soldiers. When you safely reach the hall's far end, you can engage the
sweep has
enemies from behind or flank them if they're nearby.
several useful
Use a weapon with good close-range damage or combine your items in it. As
squad's powers with melee combat to take out foes quickly. soon as you
enter, you
Adept-class players can also make good use of the side hall. can pick up
Rather than engage enemies at the hall's far end with traditional a Shotgun
weapons fire, use powers like Pull or Singularity to weaken the High Caliber
~ Cerberus forces for your squad to finish them off. Barrel I mod.
u
You can also
~
E CAUTION find a Med-Kit
I'll and a Datapad
a, Don't rush in if there is a lot of smoke still fllhng the hall.
nearby. To get
-ti
~ Cerberus Guardians and Assault Troopers are great melee
combatants capable of lowenng your shields With one well-placed the Sniper Rifle

i melee blow. Once your shields are down, the rest of the enemies
in the hall can shred through your health with ease.
Extended Barrel I, be sure to stop the sweeping beams at their
absolute widest, past the pickup, on the room's right side. If you
~
..---- stop the beams too soon, you won't be able to pick it up because
J. the beam will be in your way.
T
However, if you're using a class that doesn't start off with
m a shotgun, you'll find an M-23 Katana located here next to the
'D
'5 dead Cerberus trooper. This goes for every weapon in the level-if
0 your chosen class already has that weapon, it will not appear as a
m
E pick-up item in the level.
111
0
15
n
....
I:

0
I'll
E
'C
IL
When you reach the hall's far end, turn left to find room sterilizer
controls for the next room. Wait for the beams to sweep away from the
center of the room and hit the controls when the beams are at their
widest. Once they've stopped, go into the room.

TIP

Watch the beams carefully, they alternate between blocking the
Exit through the door on the far right side and follow the hall to
door and allowing you access to the door on its widest sweep. In
a locked door. Open it to find a mounted cannon at the hall's far end.
order to continue, you must time the deactivation right so that
its widest sweep doesn't block the door. Take cover when it opens fire and follow the onscreen commands to
•w---~-- shift from cover to cover down the hall. When you reach the far end,
rush into the walkway and take cover behind the boxes in front of you.
PAOLor,uE H

Move left rolling from cover to cover, and go around the walkway APPROACH 1: FLANK
until you flank the wall-mounted machine gun. Once you've reached
The easiest way to ambush the troops is to order one squad mate to
its left side, it can no longer target you, so it stops firing. Unfortunately,
the left side of the warehouse and another to the right. You can either
this leaves the security room full of Cerberus troops for you to take position with one of your squadmates or entrench yourself near
contend with. the top of the stairs at the center of the room. While your squadmates
flank the enemy forces from both sides, you can open fire from directly
Leave your cover and open the door into their security room.
ahead of them, creating a 180-degree wall of fire.
They'll immediately open fire, so take cover behind the wall while your
squad moves into position. Peek out of cover and take out the Trooper
As the Cerberus troops rush out of the tram, they're instantly
closest to you. Order Liara to use Singularity near the center of the
mowed down by your coordinated, triangulated fire.
room to create a bottleneck in case the enemies attempt to advance.
Once you've thinned their numbers, rush in and finish them off.
APPROACH 2: HEAD-ON
JI, ITEM REQUISITION

Before activating
the security
console, pick up
the Datapad,
Med-Kit, and
Sniper Rifle
Concentration
Module I in the
room.

If you prefer a more direct approach, order your entire squad to the
lower level where they can take cover behind many of the crates
directly in front of the warehouse entrance. While this may not be the
most dynamic way to ambush the enemy, it does provide you a direct
way to engage them without any obstacles in the way.

Also, by bringing the fight to them on the lower level, you have
a better line of sight to your squad so you can direct their movements
easier. Combine powers here to maximize your damage output and
keep a steady stream of fire on them.

Activate the console in the room to trigger a security video of the


Archives. The video feed shows the mysterious woman from earlier, APPROACH 3: DEATH FROM ABOVE
now known to be Dr. Eva. Clearly a member of Cerberus, the doctor
orders her troops around while you remain locked out of the Archives.
A bit of quick thinking on the part of your squad, however, fixes that as
you fool the Cerberus troops to send you a tram.

Before the tram arrives, you have enough time to formulate a plan
of attack and set up an ambush on the incoming Cerberus forces.

TIP
You get an opportunity to speak with either Kaidan or Ashley
a~er he or she coerces Cerberus to send a tram. This is one of
your first opportunities to get them on your side.
Perhaps the safest way to engage the enemy is to maintain the higher
ground. Switch to a sniper rifle and use your team's powers to weaken
the Cerberus soldiers as they approach. While the enemy rushes out,
your squad can slow them down, allowing you to pick them off from
the top level.

Squad mates must start on the lower level, to the left of the tram
door. The tram will not come unless both squadmates are on the left.
After you dispatch the soldiers, get on the tram and use the cable-car controls to get moving. When Cerberus's attempt to stop your cable car
fails, they send another tram to finish you off. Open fire on the soldiers as they approach on the tram, and use Singularity to lift them up while the
tram continues to move.

Fire on the floating foes and use other powers to take them out. If any remain when it pulls up next to you, hop into their cable car and use
charged melee blows to finish them off. Use the controls on the new cable car to finish your trek to the Archives.

ARC:HIVE COC:KJNCJ STATION

The Archive docking station is swarming with


Cerberus troops. Leave your squad in the
cable car while you take cover in one of the
depressions in the docking area. Your enemies
will have a slight height advantage, but you11
have good cover and enough clear line of sight
to open fire on them from your lower position.

~ Shift left and right in the depression,


u
using a combination of weapons fire and
~
E powers to take down each Cerberus soldier in
I'll
a, the room. If they pop smoke, order your squad

-ti
~ out of their position and closer to you. When
enemies emerge from the smoke, focus your

i
~
fire and powers on that foe to make short work
of him.

,.
J. The second wave of enemies takes a bit
more effort to take down. The combination of
Guardians and Centurions makes things a bit
m
'D more difficult with minimal cover. If you stay
'5 in the depression, the Guardians will slowly
0
m advance and make life difficult. Rely a bit more
E on your powers during this wave to either pull
111
0 away their shields or knock them off balance.
15 Once the Guardians are exposed, they're not
n
....
I:
much more difficult to defeat than Assault
0 Troopers or Centurions.
I'll
E
'C Clear this room of the second wave to gain access to the Archives.
IL

TIP

Vanguards and Infiltrators can move
> ITEM REGUISITION

around the area freely using Biotic Charge With the room clear, examine the small
and Tactical Cloak, respectively. Rather security room near the area's center
than hang back and take cover, both to find a Medical Station. Also, in the
classes can roll their sleeves up and get far left and right are two pickups, an
up close and personal with the enemies M-1 S Vindicator Assault Rifle and
in the room. Soldiers can use Adrenaline
the Shotgun Shredder Mod. Grab
to slow down their advance while rushing
everything before exiting through the
them for melee blows from behind.
- rear door.
PROLOGUE H

ARC:HIVES

Go through the door at the back of the room to enter the Archives. Inside you find that someone has beaten you there. Not only is the information
from the Archives being erased, but you're also greeted by an old "friend"

If you want to trigger an opportunity to make a Paragon/Renegade decision, select the "You're wasting timer dialogue option. This opens up
a slightly different decision tree where you can either attempt to recruit the Illusive Man or blow him off.

Once this conversation concludes, the Virmire Survivor encounters Dr. Eva as she attempts to download the Archive information. She escapes,
so give chase!

During this chase sequence, your only priority is to keep up. Eventually she emerges from the wreckage, revealing herself
You can't stop her or catch her, so don't bother shooting at her or as not human at all. No matter who you chose to be your third
attempting to melee her if you get close enough. Simply keep up so companion in the beginning of the game (Kaiden or Ashley), Dr. Eva
she's always in your field of vision until she reaches the end of the line. grabs them and nearly crushes their skull. Open fire on her head when
she charges at you.
She'll board an escape shuttle, but James has other plans. He
rams her shuttle, creating a huge explosion and slowing her down. With your third squadmate on the brink of death, the Mars
Archives almost entirely erased, and the Reapers arriving on the small
red planet, you leave the Martian surface with Dr. Eva's body in hopes
of recovering the Prothean data and conclude this mission.
The Council must be informed of the
Reaper threat and the Prothean device
that may be able to stop the Reapers. Go
to Councilor Udina's office on the Citadel
and convince the Council to send help for
the fight against the Reapers.
PROLOGUE H

MSSIDN E3RIEFINCi
Battlegrounds: The majority of this next mission
takes place on the Citadel, so there will be no
combat scenarios. However, you should still
explore the Citadel and get acquainted with the
place. You'll most likely come back to the Citadel
frequently throughout your adventure.

Consequence Overview: This entire mission


consists of speaking with people, so you'll
have plenty of opportunities to increase
your Renegade/Paragon rating and develop
relationships with several old and new faces.

Depending on your leaning, you may also


acquire two war assets to help in your Galaxy
at War rating by speaking with Diana Allers and
Khalisah al-Jilani.

)iJJ, ITEMS REQUISITION RUNDOWN

Medi-Gel Capacity
TM88-Perwian Whiskey
NOTE

There are many items to purchase in the hospital


as gifts and these vary depending on whether
Ashley or Kaidan was injured.

TIP
Use the area map upon first arriving and getting
control in the Citadel (labeled map on pages
356-357).
.....----
TCJ THe CITACJeL
Immediately after your escape from the Mars
research facility, you're contacted by Admiral
Hackett. The information you managed to obtain
yielded impressive results. Most notably, the
information revealed plans for a Prothean device
that seems to be capable of massive amounts
of damage.

However, with little else to go on, your


initial mission remains: reach the Citadel and
speak with the Council to enlist the help of the
other Citadel Space planets.

You have nowhere else to go at the


moment, and there is the matter of your third
squad member's current critical condition after
his or her encounter with the Cerberus synthetic.

NOTE

You have no choice but to go to the Citadel immediately following "Priority: Mars." The ending cutscene finishes
with you arriving at the Citadel ready to meet with the Council. You don't have to go directly to the Council, of
course, but to progress the game and story, you must speak with them regarding the Reaper invasion of Earth.

--------------------------------------------------------------------------------------------------
TIP
~
u If you agree to go to the hospital when Commander Bailey
~ suggests it, you'll accrue Paragon points. However, if you
E choose to get straight to business and instead go to meet with
I'll
a, Councilor Udina, then you'll forgo any Paragon points, even if

-ti
~ you change your mind and go to the hospital first. What matters
is what you tell Commander Bailey at this point.

i
~
If you'd like to keep the critical path moving, jump to the "A
Favor tor a Favor" (page 131) header and continue from there.
If you'd like to explore the Citadel first, continue reading.
J.
T -
m Upon landing at the Citadel, you're greeted by a familiar friend.
'D Captain Bailey of (-Sec has been recently promoted to commander
'5
0 and is happy to see you back on the Citadel. Commander Bailey
m suggests you stop by the Huerta Memorial Hospital to check on the
E
111 condition of your injured comrade.
0
15
n ----------- ---------------------------------~------------------------------------------------
....
I:

0
I'll
E
'C
IL
PROLOGUE H

HUERTA MEMORIAL HOSFIITAL

RECRUIT A DOCTOR VISIT YOUR N.JLJ,RED SDUAD MEMBER

Upon arriving at the hospital, you run into two doctors: Dr. Michel and
Dr. Chakwas. Regardless of who you speak with first, your conversation
is directed to Dr. Chakwas. Here you have a critical decision to make.
You can either recruit Dr. Chakwas for the Normandy or, despite her
pleading, ask her to stay at the Citadel and aid in the efforts.

If you choose to recruit her, she'll go to the Normandy and you11


gain a few points of Reputation and the aid of an old trusted friend on
the Normandy.

Once you've recruited a doctor, visit your squad member's room to


give him or her some words of encouragement. Neither Ashley nor
Kaid an will respond, as their injuries are pretty severe, but you'll get a
dialogue choice that can result in positive Reputation point gains.

Give your fallen member a pep talk (or a commander's cold,


hard speech), then exit the room. Now that you've visited your
squad member and recruited a doctor, you can return to the Citadel
Embassies.
However, if you choose to recruit Dr. Michel, you'll gain
Reputation points for asking Dr. Chakwas to remain behind (you must
do this first before recruiting Dr. Michel); you'll also trigger a Paragon/
On the way out
Renegade decision and gain a few bonus Reputation points for
of the hospital,
recruiting Dr. Michel to join you.
stop by the Sirta
Supplies kiosk
Better yet, by asking Dr. Chakwas to remain behind, you'll acquire
and purchase
a new war asset for your Galaxy at War rating.
•I the Medi-Gel
I
I Capacity
)
upgrade for
3,000 credits. It's still early in your adventure, and you'll need to
carry plenty of Medi-Gel (especially in higher difficulty settings) to
keep your squadmates alive.
If you'd like to pick up the TM88-Peruvian Whiskey, you
might as well do that too. After all, it's only 1,000 credits.

TIP
If the injured squad member is Ashley, there will be a range of
gifts available, from candy to books of poetry. However, you
may only purchase a single gift. After purchasing one, the other
choices are no longer available. The correct gift for her is the
Collected Alfred Tennyson.

I
I
• PREVIOUSLY IN MASS EFFECT NOTE
Ashley's correct gift is a reference to her The Peruvian Whiskey is only available if Kaidan is the injured squad member. In this
relationship dialogs in Mass Effect 1. erase, this will count as the correct gift for Kaidan. He will not take the gift from you at
this time and should you choose to wait, it will still be available for purchase If you come
back to see him again. At some point you will be able to have a conversation and give a
gift to your injured squadmate. A correct gift for either Ashley or Kaidan will earn you
points in the relationship. An incorrect gift for Ashley will gain you no benefit.

C:ITACJEL EMS f\.SSY

DI EST ACKLJP-SHRIKE ABYSSAL: SPEAK TD KHAL.JSAH AL-...JILANI


PROTHEAN OBELISK

After speaking with Commander Bailey for the first time, exit his office
At any point during your visit to the Citadel, walk up to the trio and approach the elevator. There, next to Avina, the Citadel VI (virtual
(turian, human, and vol us) in the far left corner of the Embassies. You'll intelligence), you'll find Khalisah. She's eager for an interview, so stop
overhear thevolus diplomat speaking about a Prothean Obelisk and and speak with her.
you'll pick up a new mission in the Shrike Abyssal.
~
u Early into the conversation, you'll be given the chance to trigger
~
For information on how to complete this quest, go to the 'Hub a Renegade interrupt (two, actually, if you take the first). However, if
E Mission· chapter and search for the "Shrike Abyssal: Prothean Obelisk" you ignore this choice, you can later take a Paragon decision. If you do,
I'll
a, mission (page 359). you'll acquire Khalisah as a war asset as well.
-ti
~
•t

i
~
VISIT CDIVIIVIAJ\J:JER BAILEY
t
I

J.
T

m
'D
'5
0
m
E
111
0
15
n
....
I:

0
I'll Prior to speaking with the Council, stop by Commander Bailey's
E
'C office to speak with him for a bit. When you arrive, you interrupt
IL a conversation between him and Alliance News Network reporter
Khalisah al-Jilani. Bailey doesn't have the brightest outlook on things,
but this conversation can serve two purposes: (1) You can gain
Paragon/Renegade points, depending on how sternly you steer the
conversation, and (2) you'll possibility trigger a conversation with
Khalisah later.
PROLOGUE H

After Commander Bailey greets you at the


Citadel entrance, you can go to Councilor
Udina's office to speak about the current
situation on Earth. There you're met by Udina
and the rest of the Council. Though they're
sympathetic to your pleas to help Earth, their
planets are under Reaper threat as well.

Even though it feels like a defeat, the


turian Ambassador does extend an offer. The
turian Primarch is currently stuck on Palaven,
as he didn't get out in time.

If you can rescue the Primarch, he's just


the type of man who will help defend Earth
long enough for the Prothean weapon to be
completed. A favor for a favor.

Your next stop is on Palaven's moon, Menae. However, even though they can't help you right away, the Council does reinstate you as a
Spectre, granting you use of the Spectre Console and Spectre Requisitions consoles in the room next to Commander Bailey's. Depending on how
you steer the conversation with the Council, you can gain either Paragon or Renegade points. Keep the conversation positive and supportive and i
you'll gain Paragon points. If you're stubborn, angry, and uncooperative, you'll get Renegade points. I
-------------------------------------------------------------------------------------------------- I
r. PREVIOUSLY IN MASS EFFECT SPEAK VVITH COUNCILOR UDINA

If you were already reinstated as a Spectre during Mass Effect


2, then the Council simply upholds your Spectre status during
this conversation.

TIP

Take a minute to check out the Spectre room Where you can
poke around the Spectre consoles and visit the shooting range.
You can also use the weapon bench to modify your current
weapons and try them out on the three moving targets nearby.

After speaking to the Council, you can speak with Councilor Udina
again to get a better read on his situation. Use the "lnvestiqate"
dialogue option to learn more about him and what has happened in
the last few months. i
---- - --- - ------ --- - - -----~------------------------------------------------
NORMANCJY CJOC:K: EIAY Clel.4

SPEAK \/\IITH DIANA ALLEI cl


Once you've spoken to the Council and Councilor Udina, you're free to
go down to the docking bay. There you'll find Alliance News Network
correspondent Diana Allers. Speak with her briefly, then allow her to
join you on the Normandy as a war asset.

C:ITACJEL EMBASSY
SPEAK \/\IITH -.JAMES
Before departing the Citadel on your next mission, return to the
Embassies to find James staring out of the window just left of the
elevator. Speak with him to get his view on things. You won't get any
Paragon or Renegade points, but you'll accrue a few Reputation points
for speaking with him. Once you've done so, you can leave the Citadel.
PROLOGUE H

After returning to the Normandy, you have


a rough night of sleep. Your dreams are
dominated by haunting visions of the little boy
left behind on Earth as the Reapers attacked.

Even though you have control of this


sequence, you don't have to do much. Simply
follow the child as he runs from place to place
until the dream ends.

WELCOMEaACKTOTHENORMANCY
The following morning, you meet Liara and
your new Comms Specialist, Samantha Traynor.
Traynor gives you a quick rundown of the
new Normandy ship, including all of its critical
systems, and leaves you to speak to Admiral
Hackett over vid-com.
~
Every dialogue choice between Liara and ~
Hackett culminates in a Paragon/Renegade '
point calculation, so keep this in mind as you 93
respond to their comments and questions.
The Citadel Council has called a war
summit that presents an opportunity
for the Alliance to request help building
the Crucible. Unfortunately, Primarch
Fedorisn is caught in the Resper attack
on Palaven. Rescue the turian Primarch
from Pslsven's moon.
MISSION E3RtEFINCi

Battlegrounds: The majority of this mission takes


place on the surface of Menae, Palaven's moon.
The surf ace of Menae is nothing more than jagged
rock. The turian forces have been spread thin
across the moon, forcing them to set up makeshift
command stations wherever they can.
The wide-open areas of the moon's surface
allow all military classes to do well here. Everyone
from the Sentinel to the Engineer can find creative
ways to complete this mission with minimal fuss.
The toughest mission segment will be
dispatching two Brutes at once, while fending off
Marauders and Cannibals. Use the wide-open area
to your advantage and sprint away if you need to
create some distance from the enemies.
Consequence Overview: Nearly all integral
conversation during this mission results in
Paragon/Renegade points. Most importantly,
however, are the conversations you have before
the mission on the Normandy. Take this time to
begin developing relationships and even inviting
key members of the crew up to your quarters for
conversations.
During the mission, you'll interact with several
high-ranking turian figures. Your conversations with
them will carry weight, so keep your responses
in line with your desired outcome. If you want to
lean toward Paragon, then keep the conversations
positive and cooperative. Renegade players should
get straight to the point and leave all tact out on
the battlefield.

), ITEMS REGUISITION RUNDOWN

Armax Arsenal Shoulder Guard Normandy SR-1


Assault Rifle Magazine Upgrade I Pistol Magazine Upgrade I
Assault Rifle Piercing Mod I Pistol Piercing Mod I
Datapad Salvage
Destiny Ascension Model Sniper Rifle Enhanced
Hahne-Kedar Greaves Scope II
M-27 Scimitar Sniper Rifle Spare Ammo I
M-97 Viper Sniper Rifle Sovereign Model Ship
Med Kit Turian Cruiser

WAR ASSETS

Alliance Engineering Corps Prologue-Priority: Citadel None. Automat~lly unlocks.


103rd Marine Division
-"T"
Prologue-Priority: Citadel None. Automatically unlocks.
Admiral Mikhailovich Proia ue-Priori : Citadel None. Automaticall unlocks.
Alliance First Fleet Prologue-Priority: Citadel None. Automatically unl_oc_ks_._-1
-=1
Alliance Third Fleet Prologue-Priority: Citadel None. AutomaticaJ!Y unlocks.
Alliance Fifth Fleet Prologue-Priority: Citadel None. Automatically unlocks.
Alliance Frigat.eNormandy SR-2 I Prologue-Priority: Citadel None. Automatically unlocks.
Import Mass Effect 2 save with an
Upgraded Thanix Prologue-Priority: Citadel upgraded cannon for the Normandy
Upgraded Heavy Ship Armo~rologue-Priority: Citadel Import Mass Effect 2 save with
upgraded armor for the Normandy
Import Mass Effect 2 save with
Upgraded Shield Prologue-Priority: Citadel u graded shields for the Normandy
Import Mass Effect 2 save with low
Mineral Resources Prologue-Priority: Citadel level resources
Import Mass Effect 2 save with mid
Mineral Resources Prologue-Priority: Citadel level resources
AROUND THE GALAXY
Mission Unlocks
Shrike Abyssal: Prothean Obelisk (page 359)
N7: Cerberus Lab (page 324)

Mission Locks
None

WAR PRePARATIONS

Prior to leaving on your mission, take some time aboard the Normandy to prepare for battle. You can interact with other members of your
crew, purchase upgrades, learn about new missions, and even begin developing relationships. The following suggestions are completely
optional but highly recommended if you want to get the most out of your adventure.

If you'd like to get straight to the next mission, skip to the "Rescue the Turian Prim arch" (page 139) section later in the guide.

PRIVATE TERIVINAL SPEAK WITH ENGINEER ADAIVIS

Stop by your private terminal to read some e-mail. Everyone from Go down to Engineering and speak with an old familiar face. Engineer
Liara to Admiral Hackett will send you messages here that can Adams is back aboard the Normandy and more than willing to
trigger private conversation opportunities (where you can develop catch up and share his thoughts on the current ship design. More
relationships) and briefings on new missions. importantly, he's not shy about sharing his thoughts on your dealings
with Cerberus.
At the moment, Liara has something she'd like to talk to you
about. There are also other e-mails available. Check them out. Try keeping the conversation friendly and understanding. If
you understand his point of view on the Cerberus events, you'll gain
Reputation points.
SPEAK WITH SPECIALIST TRAYNOR
m
'D

dm
E
111
0
15
n
E I
I
0
111
E I
'C I
IL I

I
If you want to start developing a relationship with Specialist I
I
Traynor, now is a good time to get started. Speak with her about her I
I
I
background, show interest in her past, and keep the conversation
friendly and casual, as opposed to speaking to her like her
commanding officer.

--------------------------------------------------------------------------------------------------
You can also call Liara to your private quarters to begin
developing a relationship. She'll share with you a project she's working
down in on and asks for your advice. If you want to encourage romantic
Engineering, feelings, allow her to decide how you are depicted in her project.
take a minute
to explore the
.
L

lower level, just SPEAK WITH THE NORIVIANDY'S


below where DOCTOR
Engineer Adams
is stationed. There, you'll find an item to pick up. Look on the table
nearby to find a Sovereign Model Ship to display in your private
quarters.
Also in Engineering, in the starboard cargo hold, is another
model ship-a Turlan Cruiser. Grab it before leaving the
Engineering deck.
To find
the Destiny
Ascension
Model, visit
Life Support on
Stop by the medical office on the crew deck to speak with your doctor.
the crew deck.
The Normandy's doctor has essentially the same interactions available
Finally, pick up
whether you chose Dr. Chakwas or Dr. Michel, so take a minute to
the Normandy
speak with the doctor to get a checkup.
SR-1 from the shuttle bay, just right of where James is working out.

SPEAK WITH LJARA


The doctor will give you a basic update on how you've progressed
so far. If you've leaned toward Paragon, then she'll mention that your
scars will continue to heal as long as you stay positive. However,
I
she'll advise you to lighten up and not be so serious if you've been
answering options with Renegade responses. Either way, you'll gain
Reputation points.

TIP

If you'd like to acquire a new power or reassign your current


ones, this is where you'll need to go. There are two beds in the
medical office, one for acquiring new powers and another to
respec your class. Keep this in mind but don't change anything
just yet. It's far too early in your adventure to change things
up, and your current powers aren't nearly developed enough to
give you a picture of how your class will play out three or four
missions from now. Since both power reassignment and new
power acquisitions will come at a cost, it's best to save your
credits until you absolutely must make a change.

NOTE

The Cerberus synthetic is still In the Al Core. You can visit her if
you want, but you can't do much else with her at the moment.

Head to the crew deck to speak with Liara. In her office you'll find
a quirky VI, Glyph, manning the intel terminal. When you're done
speaking with Glyph, turn to Liara and speak with her.

Liara's office on the Normandy also has the Shadow Terminal


where you can access Shadow Broker information. Since she's currently
the Shadow Broker, Liara has access to a wealth of information that can
help you along your adventure.

--------------------------------------------------------------------------------------------------
SPEAK \I\/ITH LIEUTENANT CORTEZ

Down in the shuttle bay is Lieutenant Steve Cortez. He's in charge of the requisition consoles in the shuttle bay. Stop by for a minute and speak
with him to learn more about how the supply consoles work.

You can also speak with him about his background and his Steve also has the distinction of being the Normandy's shuttle
feelings toward current events. If you want to begin developing a pilot. If you keep things friendly with the lieutenant, you can also
relationship with him, ask him about his personal life. accrue some Paragon points.

SPEAK \I\/ITH ..JAMES

Also in the shuttle bay is James Vega. He likes to keep a low profile in End this
the lower deck of the ship. This is also the best place for him to work conversation
out constantly without any interruptions. Approach and engage him in on a positive
a conversation. note and you'll
be able to
When he asks you to continue the conversation while you "dance" invite him up
m
'D (spar), take him up on his offer. This sparring session will allow you to your private
dm to gain either some Paragon or Renegade points, but you'll have to
react quickly since the Paragon/Renegade decisions occur as sparring
quarters
for another
E moves. Attack him for Renegade points or carefully defend for
111 conversation. He's not interested in you romantically, but he respects
0 Paragon. you and asks for your professional advice on making career moves.
15
n
E
0 UPGRADE YOUR ea, IPMENT
111
E Before embarking on your next mission, we highly suggest that you
'C
IL upgrade your arsenal. Not only do you have several mods available
to you, but you can also purchase upgraded versions of your current
weapons. Rather than purchase several upgraded weapons, consider
spending credits on upgrading one go-to weapon. If you're a
sniper-friendly class, then upgrade your M-92 Mantis up to level 5.
Soldiers may want to consider investing their credits in a level 5 M-15
Vindicator.

The choice is yours, but having one fully upgraded weapon early
in the game is a benefit, even if you change your mind down the line.
ACT 1 H

,~eSC::Ue THE TURIAN PRIIVIARC::H


As you approach the turian moon, you find that
the entire region around Palaven is flooded
with Reapers. A careful approach to the moon
ensures that you get by safely, but it's clear
to see that Palaven's surface is being ravaged
just as Earth's was when you left. Though your
mission is on Menae, Palaven's moon, the
outcome of this mission will determine whether
Palaven will stand a fighting chance against the
Reapers.

LUNAR LANCJINC

The area below you is swarming with Husks.


As you approach the landing zone (LZ), open
fire from your shuttle to dwindle the number of
Husks there. They're off in the distance, so use
a medium- to long-range weapon with good
accuracy.

Don't bother using any powers at the


moment, since simple weapons fire should
suffice for the task. The more Husks you
eliminate on the approach, the less you'll have
to deal with upon touching down.

Once you've landed, another wave of


Husks rush in from the area next to the small
turian guard shack. Either take cover behind
one of the small rock mounds and pick them off
from afar, or get up against the ridge beneath
the guard shack and open fire. You11 be much
closer to the action, but a good close-range
weapon like a shotgun will shred the Husks at
this range.
TURIAN C:OMMANCJ C:AMF'
Once you've secured the LZ, speak
to the turian soldier there; he'll direct
you to the command base where the
turian general is waiting. Climb onto the
ridge and follow the path straight, then
around the corner to the first barricade
as the soldier suggested.

NOTE
-----
Pausing at certain ledges during
the level and looking out over the
landscape will sometimes reward
you with unique banter from your
squadmates. There is one of those
lookout points here, on the le~ of
the path.

The turian forces lower the


barricade for you and grant you access.
Take a minute to look around before
finding the commanding officer.
There is a wealth of weapons, mods,
and other items to pick up before
setting out.

~ ITEM REQUISITION

4
T
Cl
'O

a
Cl
There are plenty of items to be picked up
before you speak with the turian CO. As soon
as you enter the compound, examine the
E
structure to your left; you'll find a Med Kit
~
there. In the structure directly across from that
~ one is a Data pad. Between both of those two
e structures, near the center of camp, is a white
0
11 crate. Atop it is an M-97 Viper Sniper Rifle and
E The structure just past the general's, on
a second Datapad.
I the right side of camp, also has an Armax
Arsenal Shoulder Guard and a Pistol
Piercing Mod I, as well as a weapon bench
where you can upgrade your weapons. Just
right of the structure with the weapon bench,
outside, are two more items: a fourth Datapad
and Pistol Magazine Upgrade I.
Finally, grab the Assault Rifle Piercing
Farther down camp, in a structure along Mod I and M-27 Scimitar shotgun near a
the left side, is another Med Kit and a third small partition on the way out of the camp via
Datapad. Pick them both up. That same the tower barricade.
structure also houses Hahne-Kedar Greaves.
ACT 1

Rather than focus on the Husks trapped in the Singularity, turn


your weapon to the Husks that are still rushing you. As soon as you put
them down, turn back to the enemies floating in the air, which may
be coming back down to the ground any second now, and mow them
down as well. However, the Husks don't let up yet.

APPROACH 1: ROUND THEM UP

General Corinthus is waiting to speak to you at his small


command post Speak to him to find out about Primarch Fedorian. As
it turns out, you arrived a bit too late. Fedorian was killed half an hour
prior to your arrival, and the turian forces are being decimated by the
Reapers. Their numbers are too great to overcome.

TIP

This conversation with the general is an opportunity to gain
Strong dose-range classes such as Sentinels, Soldiers, and Vanguards
Paragon/Renegade points. Sympathize with the general's
can use the wide-open space near the com ms tower to circle-strafe
losses and you'll gain Paragon points. Keep the conversation all
around the enemy, dealing dose-range damage as enemies approach
business and you'll earn Renegade points.
you. Stay on the move to keep the Husks from getting too close, and
•• use your squad members' powers to occasionally slow down the
The next turian in line to become the Primarch is currently speedy beasts.
unknown, and the only way to find out is to open up the line of
communications with Palaven Command. The comm tower in the You'll incur some damage, as inevitably some Husks will make
camp needs repair but is overrun by Husks. contact, but use quick melee blows to knock them off or use charged
(heavy) melee blows to put them down. Vanguards have the added
comfort of using Shockwave, while Sentinels can use Lift Grenade and
Throw to keep the Husks away.

TIP

If the Husks are able to grab a hold of Shepard, then use melee
repeatedly to escape their clutches.

-----··--··---

Exit the camp and follow the waypoint marker to the comm tower
just outside of camp. The exit is just past the barricade where you
located the M-27 Scimitar. Walk out of the barricade and make a right.
The tower is not far off, and neither are the Husks.

The first wave of Husks rushes you immediately. Order your squad
members to take cover behind the nearest rockface and open fire. The
speedy creatures won't waste time closing the gap, so use either Liara's
or your (if you're an Adept) Singularity to slow them down.
APPROACH 2: "DRAW A LJNE IN THE SAND"
Another approach, perhaps one more suitable to Engineers, Adepts,
and Infiltrators, is to hunker down and "draw a line in the sand" by
creating a wall of weapons fire and power combinations so that Husks
cannot get near enough to cause you any damage. While Adept-class
players can rely on powers like Singularity and Warp to cause massive
Husk explosions, Engineers can launch Combat Drones deep into the
battlefield, well past their line in the sand, to distract Husks while they
destroy them from a safe distance.

Infiltrator-class players may be tempted to use the Tactical Cloak


and get up close and personal, which is a sound tactic if their powers
have been upgraded to sufficient levels; however, this early in the
game, it is better to use the Tactical Cloak's damage bonus from afar The Husks attack from two different directions. Order your squad
rather than mix it up with a large swarm of Husks. member to take point behind the tall pillar on the left, while you
cover the area on the right. Hold them off long enough for your third
party member to repair the communication tower, then begin your
approach back to the camp.

Eliminate all of the Husks around the communication tower, then


assign one of your two squad members to repair it. It doesn't matter
which member you pick; there are no long-term consequences to this
decision. However, pick the squad member who least complements
You'll encounter several more Husks along the way as the path
your current dass and weapon/power loadout.
ahead is bombarded with flaming enemy drops, so lead your squad
If you need someone with good Biotic powers, then ask James to up to the small platform ridge on the right. This elevated position will
fix it so Liara helps you in the following battle. If you need someone grant you a better vantage point to direct your squad and fire on the
capable of dishing out major weapons damage, ask Liara to fix it so enemy. Your efforts prove successful, and the comms tower comes
James can help during the battle. Make your decision, then prepare for back online. In no time flat, the general gets information vital to your
another onslaught of Husks. mission. Return to camp.

l TIP TIP
r
CJ As a Soldier class, we opted to keep James on the ground with The following conversation between you, General Corinthus, and
'ti the rest of the squad can yield Paragon/Renegade points. So
us while Liara fixed the comm tower. While her Biotic expertise
aII
would have complemented our raw power on the battlefield,
helping to slow enemies down while we destroyed them, James's
choose your responses carefully. Express a sense of hope and
positivity and you'll gain Paragon points; focus on the negative
E damage output along with our own ensured that we'd make and you'll gain Renegade points.
u short work of the Husks before they could do damage. Similarly,
if we were playing as an Adept class, we would've kept Liara
..a
~
Ii: on the ground. Biotic power combinations can match explosive,
high-grade weapons tire when executed correctly.
Ill
E If James is picked to fix the comm tower, an extra wave
t of husks will appear since James is not as technically savvy as
someone such as Liara and will take longer to repair the tower.
I ACT 1 A A H

CJeFENCJ THE C:AMF'

Back at the camp, General Corinth us has z


i10
located the next in line to become Primarch.
Better still, he's on Menae, not far from your
eQ
location. The new Primarch, a turian named az
Victus, is known to be unconventional and
a skilled tactician; he's just the kind of help
~
you need. Q
~
To help aid you in your search for the J:,

new Primarch, your old friend Garrus joins the s


squad. While you plan out your next move,
Joker has some technical problems aboard the
§
~
Normandy. Liara heads back up to the ship, ~
~
while Garrus remains behind as a full member !;
of your squad. 0
m

A Reaper Harvester dives in from above on


its way to attack the airfield.

Follow the turian soldiers out to


the airfield and immediately place your
squadmates behind cover. Marauders-Reaper
soldiers who were once turians-begin
dropping in from above.

,.. ITEM RECilUISITION

Sitting at the center of the airfield is


a mod for your assault rifles. You can
pick it up in the heat of battle, but the
Assault Rifle Magazine Upgrade I is
not going anywhere, so wait until after
the battle is over to run out and get it.

This battleground
essentially has three
different "levels"
The first level is just
outside the camp
walls, on the small
raised ridge. It has
little cover other
than a small rock
ridge on the left and
a short wall for cover
on the right. The
second level is one step down from that and has slightly more cover closer to the center of the
battleground. The small rock mounds provide more cover but require you to be closer to the
center of the action.

The third level is deeper into the battlefield, well away from the camp walls, but offers
plenty of cover for the entire squad with enough room to move around.
APPROACH 1: LEFT, RIGHT, AND A APPROACH 3: ALL IN
ROAMER

The third, and most dangerous approach, is to bring the entire party
The fight with the Marauders can be tough, especially at higher down to the third level and meet the Reaper forces head-on. This
difficulty levels. One way to tackle it is to hang back, near the wall (first approach is best for Soldier, Vanguard, and Sentinel classes that can
level), and perch one squad member on each side. Position your first be well equipped for close-quarters combat. Use a good mixture of
squad member on the right, behind the small wall and the next on the grenades, power combinations, and duck-and-cover tactics to stay out
far left. With both party members behind cover, your job is to roam of harm's way and maximize your damage output.
around the battlegrounds and engage the enemy on one of the other
two levels. Ironically, this may be one of the best tactics on higher difficulty
levels since it requires lots of movement and power combos to be
Vanguard or Infiltrator classes can excel as the roamer, using effective. The more you hang back against tough enemies, the more
Biotic Charge and Tactical Cloak kills, respectively. If your build is better chances you give them to pin you in a bad spot.
suited for long-range combat, switch places with James and send him
into the lower level while you, an Adept, Engineer, or sniper-proficient
build, can whittle down enemies from the safety of your cover. I
I
I battle with the
• Marauders and
APPROACH 2: STAGGER YOUR Husks is over,
FORCES venture out to
the raised ridge
on the far right
to find a stack
of supplies. On top is a bit of Salvage. Open it up to find some
credits.

An alternate approach is to leave Garrus on the first level dosest to the


Ill
E wall with his sniper rifle equipped, while you and James go down to
~ the lower levels. Depending on which build you have, you can order
James to take cover behind the center rock structure near the center
..0
~
IC of the battleground, while you go to level three and act as the first line
of defense.
tu No sooner do you fend off the Reapers on the airfield than you
E If you're not comfortable with close-quarters combat, then take
'C get a call from Corinthus that Husks are overwhelming the camp's
n. the center area, while James is assigned to the area closest to the main barricade. Rush back to the camp and climb up the ladder to
Reapers' landing zone. the mounted turret. Take the turret and immediately open fire on the
Husks storming the barricade.

They approach from the far left and right, so keep the turret
shifting from side to side as they approach. As you blow them away,
your two squad mates automatically take position on your left and
right to protect both barricade entrances.

TIP

The mounted turret swings very slowly while zoomed in and


firing, so let off the trigger to readjust between enemies.
ACT 1 H

l
Fend off several waves of Husks before the Reapers drop a Brute Focus all of your squad members' efforts on the Brute while you
onto the battlefield. The Brute quickly rushes the barricade and knocks move around the battlefield, and mow down any Husks that attack. If
you off the wall onto the battlefield. The area is wide open, and a the Brute charges you, execute an evasive roll, then focus your fire on it
few Husks still remain. Immediately open fire on the Brute and begin as it passes you by. When it turns around, execute as many heads hots
whittling its health down. as you can to knock off major chunks of its health.

After fending off the Reapers, General Corinth us is no closer to locating General Victus than before.
L.OC:ATE OENERAL. VIC:TUS

Garrus was the last person to see Victus, so he's


the best suited to lead you to his last location.
Follow Garrus across the surface of Menae.

TIP

Look up to see Palaven under attack and


burning in front of you. You'll have more
opport.unit.ies for unique dialogue options
as you stop at the various vantage points
along this path.

Shortly after seeing the surface of the


war-torn planet, look on the ground to find a
Oatapad. Grab it, and keep following Garrus
toward General Victus's last known location.

Continue following Garrus until you


encounter a group of Husks climbing up
the cliffside. They aren't much of a threat, so
simply open fire or use another preferred
method to eliminate them quickly.
ACT 1

,. ITEM REGUIBITION TIP

During your trip across the moon's surface, pay attention to


destroying the the banter between Garrus and James. Their conversation has
pack of Husks, information and reminders that are important to understanding
you'll encounter both the political situation that Shepard is dealing with and
a small group of upcoming missions.
stranded turian
soldiers. Pick up
the Med Kit near
the soldiers, then the Oatapad and Sniper Rifle Spare Ammo I
upgrade on the left.

Farther up ahead, a turian jet crashes in front of you. Examine the


crash site, but don't hold out for any survivors. Leave the crash site behind
and continue until you locate the next turian camp. Several soldiers are
under siege from more Reaper forces. Jump in and lend a hand.
C:LeAR THE CAMFI

General Victus and his men are under attack


from several Reaper Marauders and Cannibals.
As soon as you enter the camp, you join the
fight. Order your squad to take cover behind
the nearest rock structures, then rush to cover
on the camp's left side.

The enemy forces have a slight height


advantage, but not by much. To make matters
more difficult, they also have decent cover on
the area above you.

~
u
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~
APPRt lACH 1: FLUSH THEM OUT

i
~
Adept and explosive-proficient classes, such as grenade-toting Soldiers, can use powers and explosives to force Cannibals out of cover and into
the open where they can get shredded by the rest of the squad. Classes with Cryo Ammo or Incendiary Ammo can inflict extra damage on these
creatures and make this encounter slightly easier to manage.

,.
J.
When the Marauders begin charging, duck behind cover and use powers such as Warp or Singularity to weaken them. Otherwise, keep them
at bay with explosives and whittle them down until the Brutes attack.
m
'D
'5 After eliminating all enemies but the Brute, rush deep into the
0 camp to create some space, and lure the Brute out into the wide-open
m
E area where you can focus your fire on it without anything in your way.
111
0 By now, the beast should be ready to drop easily.
15
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Focus your fire on the Brute's head and keep your distance.
Don't stay out of cover for too long, or you'll risk taking too much fire
from the remaining Cannibals and Marauders. If needs be, focus your
squad's fire on the Brute to draw its attention away from you, while you
finish off all other enemies nearby.
When the second wave of enemies attacks, this time with two
Brutes, take out the lesser enemies first. Let your squad distract the
Brutes, while you eliminate Marauders first. As soon as they're down,
, turn on one Brute while your squad takes out the second.
ACT 1 H

APPROACH 2: HANG BACK, THEN CAUTION


RUSHIN •
Don't get too comfortable while you're behind cover. Brutes are
surprisingly athletic creatures capable of 1umping over cover in
certain situations.

TIP

The entrance to the camp has excellent spots for cover if you hang back
a bit. Stay away from the ridge leading up into the main camp, and
instead order your squad to take cover behind it. Hold off the Cannibals
and Marauders by picking them off from your covered position.

If they get too close, use powers such as Shock wave or grenades
There is an extremely powerful weapon, the Reaper Blackstar,
to force them back. Your squad can hold them off for the most part, but
sitting near the structure on the right. Pick it up to get one
your job is to inflict the most damage as they approach so your squad ultradestructive shot capable of destroying a Brute with a
can clean them up easily. single round. If you miss, you're out of luck. But if you land it,
you'll cut your struggles in half.

··--·---

When the Brute arrives, leave your cover and take the fight to it.
Vanguards can switch to a powerful shotgun, then use a combination
of Biotic Charge and Nova to inflict maximum damage. For an added
damage boost, follow up Nova with a charged melee blow. Other After clearing the battleground, examine the structure just left of
classes can simply use the bait-and-dodge tactic, while following up where you entered. On the ground are a Med Kit and a Sniper
with shotgun blasts and melee blows to keep the Brute off balance. Rifle Enhanced Scope II mod. A second Med Kit can be found
Keep peppering it until you bring the Brute down. deeper inside the camp area, just outside of a structure on the left.

A second wave of enemies attacks from the other side of


camp. This time, you must take out two Brutes at once. Since certain When you clear the camp, you find General Victus in his
obstades don't interfere with power-based attacks like Biotic Charge, command station. He is shocked and amazed to find out that he is
Shockwave, and elemental attacks, lure the Brutes toward you, but next in line to be Primarch. Convince him he needs to go with you and
place the large rock structures between you and the charging beasts. assume the station of Primarch. Even though he agrees to go with you,
While they move around the rocks, use Biotics to inflict damage. he cannot promise you his turian military support that you need. Not
Combinations like Warp and Singularity or Stasis and Warp Ammo are until the krogans join the war and help the war efforts on Palaven. Your
great for maximizing damage. Let your squad take care of the lesser next task is clear: recruit the krogans.
enemies while you use your abilities to fell the two large Brutes.
Before they will help with the war effort,
the krogan have demanded a cure for
the genophage, the sterility plague
infecting their species. Go to the salarian
homeworld of Sur'Kesh and safely extract
the krogan females who hold the key to
the genophage cure.
MISSION BRJEFINCi
Battleground s: The salarian facility is a
great level for varying your battle tactics. Even
though each level of the facility shares a similar
bifurcated floor plan, the battles can range from
tactical flanking maneuvers to head-on firefights.

The facility has narrow halls, which allow


close-quarter combatants and players with
explosive-proficient builds to excel in the cramped
spaces. The halls are not only narrow, but they're
also very long, so players who favor sniper rifles
and lonq-canqe combat can do well.

Power-heavy builds such as Vanguards and


Adepts can use their abilities to create explosive
combinations when enemies cramp together. All
players, with the help of Liara, can use Singularity
to block narrow passages and create funnels and
choke points in the halls, forcing the battle exactly
where they want it to go.

When encountering smoke-filled areas, be


cautious. Instead of rushing in with weapons
blazing, take cover and wait for the smoke to
dissipate before attacking. The smoke may hide
dangerous enemies, and rushing in can prove
disastrous, especially for players who don't favor
close-quarter combat.

Consequence Overview: Your time on the


Citadel before the mission will offer you plenty of
opportunities to shape your Paragon/Renegade
character, but at the moment, those are all
optional. Several missions that become available
now, such as the encounter between Liara and
the Asari Matriarch at the Presidium, are great
opportunities for Paragon/Renegade decisions.

Once the mission begins, you're immediately


presented with opportunities to generate
Paragon/Renegade points. The first conversation
you encounter, with Padok Wiks, will set the
tone for the rest of this mission and will affect
far-reaching decisions that impact the entire
krogan species.

> ITEM REQUISITION BRIES:ING


rullllll.
Armax Arsenal Greaves Pistol Scope
Assault Rifle Extended Barrel Salvage Parts
Data pad Scorpion
M-13 Raptor Sniper Rifle Sentry Interface
Medical Station Shotgun Spare Ammo
Pistol High-Caliber Barrel

WAR ASSETS
r:n~,:'l'n'7ijmriii=r.ii~~1~,:;;;~,~~~1~,:t1
Major Kirrahe Act 1-Priority: Import Mass Effect 2
Sur'Kesh save with Kirrahe alive
Salarian
I Special Tasks
Group
Act 1-Priority:
Sur'Kesh
Import Mass Effect 2
save with Kirrahe alive
AROUND THE GALAXY
Mission Unlocks
Apien Crest: Banner of the First Regiment (page 359) Interfaces (page 361-364)
Aria: Blood Pack, Eclipse, Blue Suns (page 359-360) Grissom Academy: Investigation (page 338)
Benning: Evidence (page 360) !rune: Book of Plenix (page 363)

Citadel Missions: Hanar Diplomats, Baria Von, Heating lsmar Frontier: Prototype Components (page 363)
Units, Batarian Codes, Improved Power Grid, Biotic Amp Kite's Nest: Pillars of Strength (page 363)

Mission Locks
None

WAR PREPARATIONS

There isn't much to do aboard the Normandy yet; however, that doesn't mean that there aren't things to do before getting to the next mission.

If you'd like to get straight to the next mission, skip to the "Host the Summit" section later in the guide.

- --------, I
I
--------------------------
ABOARD THE NORMANDY I PO\/\JER DUT.ACiE
I
I

There isn't much to do on the Normandy at the moment, but you The strange technical problems that Joker experienced aboard the
can use the vid-com to speak with Admiral Hackett and update him Normandy haven't gone away. In fact, they've worsened and seem to
about the upcoming summit. Inform him that the a sari are out but the be emanating from the Al Core. Take the elevator down to the crew
krogan may have to join if the turians are going to help. deck and visit the Al Core to investigate.

VISIT THE DTADEL

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dm
E
111
0
15
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0
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ifE You can also stop by your private terminal and check
your e-mail. You'll get a few messages (most notably from your
hospitalized friend, Kaidan or Ashley), a salarian Spectre, and your old Unlike the Normandy, there is plenty to do at the Citadel. Everything
friend Aria from Omega. Also aboard the Normandy are Garrus, near from visiting your friend in the hospital to reuniting with Aria and
the battery, and the new Primarch in the War Room. Speak to both accepting some missions. If you aren't in a hurry, you can even
men if you have the time. complete some missions within the Citadel.

I
I
I
I
I
I
--------------------------------------------------------------------------------------------------
ACT 1 H

HOST THE SUIVIIVIIT


With the asari officially out of the summit, the
salarian, turian, and krogan representatives gather
inside the Normandy to discuss a possible alliance to
fend off the Reaper attack. Unfortunately, the history
between these three species is dark and the summit
becomes volatile almost instantly.

The krogan agree to assist you on the condition


that you help cure the genophage. The salarian
Dalatrass insists that a cure is a fool's errand, but the
krogan knows of a salarian facility that has found one.

With your status as a Spectre, the support of the


turian Primarch, and the krogan's inside informant,
you have everything you need to rescue the krogan
females who hold the cure from the Sur'Kesh facility.

FREE THE KROCiAN FEIVIALES


Upon arriving, the salarian security refuses to allow
you to land. That won't stop the krogan Wreav,
though. He slides open the shuttle hatch and leaps
out. Rather than let him loose on the salarians, you
jump out of the shuttle behind him.

This marks the beginning of your Paragon/


Renegade decisions during this mission. If you
choose to intimidate and confront the salarians, you'll
earn Renegade points. If you handle the situation
diplomatically and keep Wreav on a leash, then you
can earn Paragon points.

J. PREVIOUSLY IN MASS EFFECT

If you've imported a save for your game, then you'll have a unique conversation during the shuttle ride to Sur'Kesh. If you
destroyed Maelon's data in Mass Effect 2, then Wreav, or Wrex if he survived your adventure in Mass Effect 1, will confront you about
your decision. You will have a chance to apologize for it or stand firm by your decision. This choice will affect their attitude toward
you for the remainder of this mission, their time on Normandy, and the duration of a later mission, "Priority: Tuchanka"

MeeT WlTH FIACJOK WIKS

After your initial conversation with Padok Wiks at the


landing zone, he allows you to roam the area before
heading into the facility. There isn't much to do here,
except speak with Wreav and a salarian Lieutenant
named Tolan near the entrance.

The mission to cure the genophage has a lot of


deep-reaching repercussions, so take a minute to get
as much information about the situation as possible.
Tolan and Wreav each offer great perspective on the
situation if you take a minute to listen.

-------------------------------------
• PREVIOUSLY IN MASS EFFECT

If you imported a save with Kirrahe alive from Mass Effect 1,


Kirrahe will appear here instead ofTolan. However, if you have a
save imported with Mordin dead from Mass Effect 2, Padok Wiks
will follow you into the basement lab and lead you through it.
Padok also replaces Mord in throughout the rest of the game if
Mordin died in Mass Effect 2.

TIP

Before you can continue on your mission, however, Wreav urges


you to free the female krogan before the intruders, now revealed to
be Cerberus, infiltrate the facility.In order to free the female krogan,
Mordin Solus must accompany her containment pod across several
checkpoints to make sure it maintains integrity.

You must rendezvous with the pod at each checkpoint to make


sure the Cerberus attackers don't destroy it and the genophage cure.

> ITEM REQUISITION 'ltU.IUUIJIUII.


If you're looking to get a few laughs and blow off some steam
after such stressful missions, walk over to the salarian
Before
scientist working on a console on the right. Activate his
approaching
console a few times to see what happens. the elevator
and meeting
the female
at the first
checkpoint,
take a minute
~
u to examine the area and listen to two of Mordin's research logs.
~ Better still, there is a weapon mod, the Assault Rifle Extended
E Barrel, near the emergency exit, on a shelf along the back wall.
I'll
a,

-ti
~

NOTE
i
~
The level of the items you find will depend on whether you've
purchased the previous level before finding this upgrade. So if
you purchased the Assault Rifle Extended Barrel I mod, then
J.
T you'll acquire level II here. I you haven't purchased it yet, then
you'll acquire level I of the mod.
m
'D
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---·-
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0
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Speak to Padok Wiks when you're ready to go into the facility.
As you prepare to go down to the female krogan holding area, the
facility's perimeter alarms go off. A threat is nearing and you're now
working on borrowed time.
Cerberus manages to infiltrate the facility quickly and blocks
your only path out of the lab. Activate the elevator to find a bomb. The
Down in the facility, you run into your old friend Mordin Solus,
explosion leaves the elevator inoperable, so your only way out is via
who admits to being Wreav's inside informant. You learn that only one
the emergency exit at the rear of the room.
krogan female survived, so speak to her and prepare to move her out
of the facility. Your tone with the female will dictate whether you earn Exit the lab and take the ladder up to the next level. The first
more Paragon or Renegade points. checkpoint is already under attack, so you'll have to rush up and
relieve the pressure from Mordin and the pod.
ACT 1 H

r=:t-teC:KFICINT 1: Level.. 1

As soon as you reach the top of the ladder,


round the corner and prepare for battle with
the Cerberus forces. The facility's halls are
typically split into two sections, the outer
passage nearest the balcony and the inner hall
where most of the research seems to take place.

As soon as you reach the first floor,


Cerberus Assault Troopers attack.

APPROACH 1: LEAPFROG 00\/\/N THE At the beginning of the battle, direct your squad to the inside of
HALL the lab area (the inside hall), while you engage the enemy in the outer
hall. Slowly approach the enemy down the hall, using a combination
of weapons fire and powers such as Singularity, Stasis, and Overload to
slow and stun the opposition.

APPROACH 3: SEND IN THE TROOPS;


I
~
YOU HANG BACK

A tried-and-true method for advancing across long battlegrounds is to


use a leapfrogging technique where the squad staggers their position
in a vertical line down the battlefield, then moves one soldier at a time,
from the back of the line to the front.

In this case, begin by ordering your squad to take cover ahead of you
and allow them to engage the enemy. As they engage, move from the
back to the front of their covered position, taking down enemies as you
go. This first engagement can be easily won without getting too fancy. Sniper-friendly classes like Soldiers and Infiltrators can hang back and
carefully pick off enemies at a distance while the other two squad
members take the fight to the Cerberus soldiers. This can get a bit
APPROACH 2: FLANK tricky when the second wave of Cerberus troops arrive and take the
inside of the lab.

If they do, either switch to a better close-range weapon and


pick them off from the outside, or go into the lab area and use power
combinations to take them down. Infiltrator-class players can use
Tactical Cloak to sneak up on enemies and dispatch them from behind.

to the next level,


stop and check
the Research
Another approach is to use the inside hall to outflank your opponent Log and open
While this first encounter may not require an intricate, well-executed the Medical
flank, this is a great time to practice the maneuver in this environment. Station to get a
It will help in later levels during this mission if you have a solid flanking Medi-Gel pack
maneuver in your battle repertoire. and/or some experience points. There is also a Datapad on the
bench near the exit door. Grab it before you go.
Exit this
floor via the
rear door,
the ground
and stop as a
immediately
rogueyagh
after leaping
escapes from
over the small
its containment
gap. A Shotgun
cell and wreaks
Spare Ammo
havoc across
weapon mod
the facility. Make a left and jump over the small wall, then make a right
is sitting on the ground. Grab it just before leaping back over the
and leap over the gap to bypass the jet flame from the demolished
wall toward the stairs.
wall. Leap over the wall on the right to get back onto the main hall and
go up the stairs.

C:HEC:KPOINT 1: LEVEL E!-POCJ

The second level of Checkpoint 1 is where the


pod must stop. To keep it from being destroyed,
you must clear the area of Cerberus troops and
activate the pod controls to advance it to the
next checkpoint.

The battle for the pod begins as soon as


you reach the top of the stairs to Level 2, as
several Centurions and other Cerberus troops
are dropped off by a transport shuttle.

5u
~
E
I'll
a, APPROACH 1, LEAD \I\/ITH EXPLOSIVES APPR1 IA.CH 2: TAKE THE INSIDE HALL
~

i An alternate approach, one friendly to players using weapons-heavy


builds, is to give up the outside hall and direct the entire squad into

I the inside hall (the lab area). Once inside the lab area, use the partition
wall as cover and pop out to open fire on the enemies nearby.
l Shotguns and assault rifles are the way to go with this approach,
T since they'll offer the best chance of maximizing damage at close
GI
'O range. The benefit of this approach is that the outside hall has less
'S areas for the enemy to use as protective cover.
0
GI
E
~
'I As soon as you reach the top of the stairs, a group of Cerberus troopers
'D attacks behind the safety of their smoke grenades. Rather than rush
...
t:
in and potentially encounter a Centurion at close range, either toss
I
I
0 I
I'll a grenade into the smoke or use an Explosive Power combo like I
I
E Singularity and Warp on the nearest enemy. I
'C I
Q. I
I
Let the smoke dissipate, then quickly shoot your way into
position where the smoke once was. Take cover behind the planter and
aim down the long hall, watching for Cerberus soldiers to give away
their positions.

Once you're dear, begin moving your squad down the outer Before activating the pod, examine the specimen-containment
hall (it's the wider section of the two), and lead their movement with area across from the elevator. A Datapad is sitting on a small
more explosives. Clear out a section with an explosive (or flush out the console near the containment cells.
enemy), then mow past them with weapons fire.
ACT 1

Activate the pod when the coast is dear, and send Mord in up to
the next level. An explosion rocks the elevator as a Cerberus transport
blows open a hole in the wall. Take cover and use your preferred
method of destruction to take out the two Cerberus Assault Troopers
on the shuttle. With them out of the way, you can go through the new
hole in the wall and make a left toward the next area.

C:HEC:Kl=OINT e: LEVEL 1

This next hallway is the beginning of m


the approach to the next checkpoint.
Quickly take cover and wait for the
Cerberus troops to deboard their
transport shuttle down the hall.

---------------------------------
APPROACH 1: FLANK APPROACH 2: OCCUPY THE LAS
An alternate
approach is
to direct the
entire squad
into the lab
area and use
the inside wall
supports as
cover from
the enemies down both sides of the hall. The partition between the
two sections will also provide decent cover if you choose to split your
squad between both sides of the inside hall.
As soon as you enter this section, rush across the hall and leap over the
partition into the inside hallway. Leave your squad to advance down Lead with explosives as you approach down the lab area and exit
the long, outer hall while you pick off enemies from the inner hall (the through the rear of the hall. Then sweep out and around as you rush
lab area). any remaining enemies.

Don't hesitate to get ahead of your squad as you execute a deep With the area clear, you can exit the floor through the rear door
flank to surprise the enemies from their right side. As the Cerberus and go up the stairs to the next level.
forces engage your squad in the outer hall, you can pick them off from
the inside hall.
There is another
If you eliminate the enemies farther down the lab area, you weapon mod in
can even exit out the back end of the lab and pinch the enemy from this lab. Pick up
behind in the outer hall area. the Pistol High-
Caliber Barrel I
from the inside
wall in the lab. It's
sitting on a shelf.
C:HEC:KFIOINT e: LEVEL e-TURRET

On this level, you're greeted by a Combat


Engineer and his assault turret down the
hall, as well as several other Cerberus
soldiers. If you exit cover for longer than
a few seconds, the turret can make very
short work of you and your squad. This next
section will be tricky.
1•
PREVIOUSLY IN MASS EFFECT

If Kirrahe is alive from Mass Effect 1 in your


save import, there will first be a scene
where you talk to him, and then see the
Combat Engineer introduction.

APF>RC MACH 'I: FLANK

~
u
~
E The most successful approach for this level is to use a well-timed flanking maneuver to avoid turret fire. As soon as you enter into cover on the
I'll
a, hall's right side, the turret opens fire. Wait for the turret to temporarily shift targets, then dash across the hall to take cover on the left side.

-ti
~
Wait here until it shifts again, then dash down and to the right, into the lab area where you'll have much more cover and the entire length of

i
~
the lab to flank the turret and the rest of the Cerberus squad.

Once you're safely behind cover, advance down the lab until you can focus your attention on TIP

,
J the turret. Engineers can use their drones to distract the turret while you inflict direct damage on it.
Similarly, if you brought EDI with you as a squad member, her Decoy ability can also relieve some of the
Combat Engineers can repair
turrets, so try to eliminate them
pressure from you while you attack. quickJy. In some cases, it may even
m
'D
'5 be worthwhile to destroy them
Use Overload, or close-range weapons like shotguns, to quickly destroy the turret. If you don't
0 before attacking the turret.
m have a shotgun, use your assault rifle in short controlled bursts with special ammo such as Warp,
E
I'll Disrupter, or even Cryo Ammo. As soon as you destroy the turret, turn to the Combat Engineer and .----
l] eliminate him too. If you let him linger, he'll spawn another turret and you11 have to start all over again.
~
....
liC

0 APF>RCJACH 2: INFILTRATE DR CHARGE > ITEM REGUIBITION


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n.
Close-quarter-combat classes can approach this battle a bit more dangerously.
Vanguards and Infiltrators can use Biotic Charge and their TacticalCloaks, respectively,
to close the distance between you and the turret.
- ·'f~r.C ~ -.
\

As an Infiltrator, activate your Tactical Cloak and either get in position to flank, \ ~'- ····--
~:,
,I

~.........' 'ti,.
~: I
(
)
•I
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or directly attack the turret with your strongest weapons. The turret will immediately
target you and you'll be in direct contact with any of the Cerberus troops, but your
squad can help alleviate that contact.
I
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.
.
'
{) '~,.-
'
'

,.J/
If . -

Before leaving this hallway, pick up the Salvage


As a Vanguard, use Biotic Charge to zoom to either the turret or the Combat
Part.sin the hall to acquire a few more credits. When
Engineer, then follow up with Nova to execute a devastating radial attack on all nearby
you're ready to continue, activate the door at the
enemies. Follow up with a few close-range shotgun blasts to the turret and finish it off.
end of the hall, and enter the next section. Just on
the door's other side is a Medical Station. Open it
Exit via the door at the end of the hall and follow the short hall into another
section of the facility. for experience and/or some Medi-Gel.
ACT 1 H

C:HEC:KPOINT e: L...EVEL... :::1-TWO-STORIEC ROOM

This next section is a demolished room with


stairs leading up to a second level. As you
enter the room, a wild beast mauls one of
your would-be Cerberus ambushers. Take
advantage of the beast's surprise attack and
get into position.

APPROACH 1: DEATH FROM ABOVE APPF<1 MACH 2: COVER ARE

As soon as you enter the room, direct your squad to take cover behind
the small set of steps on the left while you dash up the stairs on the
right. Open fire on the Cerberus troops as you rush up the stairs and
quickly clear out the top level.

While you do this, your squadmates will engage the enemies on


the level below and keep them at bay. With the top level completely in
your control, position yourself above and behind the enemies on the
lower level and aim at their backs.

Another approach to this firefight is to take cover on either side of the


entrance area. Direct your squad to take cover on the steps on the left
while you take cover behind the structure on the right. Stay behind
cover and use a combination of powers and weapons fire to eliminate
enemies as they approach.

When the Guardians approach, use your squad's powers to slow


them down while you pepper them with weapon fire. If you are an
Adept, use Pull to yank their shields off, then follow up with fire.
If any Cerberus Centurions attempt to reach you, shoot them
down, then open fire on the enemies below as they approach your If you're a Soldier, you can use Adrenaline to slow time, and
squadmates. When the two Guardians begin to slowly approach your carefully place a few bullets between the enemy's vision slots to blow
squadmates, either blow them away from behind with a grenade them up. As always, Singularity can help remove a Guardian's shield
or use standard weapons fire to get clean head shots. If you're an just as well as a well-tossed grenade.
Adept-class player, then use powers like Warp to inflict damage.
When you've cleared the entire area, go to the top level and
through the door.

-------------------------------------------------·-------------------------------------------------
• ITEM REQUISITION

There are three items on the lower level. The first,


Armax Arsenal Greaves, is on a counter near
the center of the battle area in the main room.
The other two, a Sentry Interface and Salvage
Parts, are behind the main room, around
the corner sitting near a small bench. Grab
everything before going back to the top level.

C:HEC:KPOINT E!: LEVEL I I POC

The fourth level has the containment pod.


When you reach it, the Cerberus troops are
busy attacking the pod and fail to notice you
right away. You have the advantage.

~ APPROACH 1: SURPRISE ~I l:.o.c:K, APPROACH 2: SURPRISE ATTACK,


u
OUTER HALL INNER HALL
~
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m Since the Cerberus troops are focusing their attention on the pod, you
E An alternate approach is to attack from the inside hall. The assault
111 can lead your squad down the outer hall directly toward the troops
0 near the pod. Rush the troops using medium-ranged weapons and
is the same as in Approach 1; the only difference is that you'd have
15 slightly more cover at the cost of a better line of sight to the pod that is
n damaging power attacks like Warp, Incinerate, or Cryo Blast.
under attack. The lab also provides you a better approach to the rear of
....
I:

0 You'll incur a lot of fire as soon as they spot you, but at least they'll the pod's attackers as opposed to their flank.
I'll
E take their attention away from the pod for a moment. When they do,
'C If you take this route, however, you'll be able to approach the
IL take cover and begin picking them off. If any enemies shift their focus
enemy a bit quicker if you sprint down the center of the lab. The faster
back on the pods, take them out first despite the rest of the squad
you reach the enemy and divert their fire, the less damage the pod
shooting at you.
will take.
TIP
Always focus on the enemies shooting at the pod first. If the
pod is destroyed, the mission is over anyway. However, if
you lose a squadmate, they can be revived. The pod is your
number-one priority.
ACT 1
I
APPROACH 1: SCORPION

the Cerberus
troops, you can
pick up a Pistol
Scope I weapon
mod from a table
in the lab. You
can also listen to
the nearby Research Log. In a room at the far section of this floor is
a Medical Station and the Scorpion pistol.

TIP
-- ~
Even it you're not fond of using pistols, equip the Scorpion
If you've equipped the Scorpion, then the next battle can be a lot of
fun. Take out the Scorpion and begin firing at the Cerberus troops
immediately. This weapon is a great help during the final few as they move from cover to cover. The Scorpion's ammunition works
battles in this mission. similar to sticky grenades: They attach to whatever they hit; then, after
a few short seconds, they explode, causing major damage.

If you stick the miniature projectiles on an enemy, it's only a short


matter of time before they explode. The more projectiles you attach to
a target, the bigger and more deadly the explosion.

You don't have to stick the projectiles onto the enemies


themselves. You can also place them on nearby walls, their shields,
and other objects so the explosion causes some amount of collateral
damage.

Guardians in particular can be undone by the Scorpion's unique


ammunition. Place a Scorpion shot near or slightly behind the
Guardian so that the explosion happens behind their shield, either
killing them or knocking their shields away.
Before you can activate the pod, you must reestablish power
using the power terminal in the small room at the end of this section.
Place the power terminal back in place, then return to the main room
APPROACH 2: HOI D POSITION, LET
to fend off several more Cerberus goons.
THEM COME TD YOU

, An alternate approach is to rush up to the pod's control console and


wait for the Cerberus troops to get near. As they do, pop out of cover
and open fire.

Their goal is to destroy the pod, so as long as you stand between


them and the pod, you'll have the better position. From here, you can
direct your squad back near the rear end of the lab, closest to the pod.
This will lure the Guardians down the lab while you and the squad could
surge around the outer hall and attack them from their weak side.

The second wave of Cerberus troops arrived near the elevator at


the hall's opposite end. A curved bench near the elevator now has
an M-13 Raptor Sniper Rifle that wasn't there when you arrived.
Pick it up before leaving this level.
TIP
If you're playing on a high difficulty setting, now is a good time
to equip your most powerful sniper rifle, regardle&li of which
class you're playing.

With the floor under your control, walk up to the second


checkpoint and activate it, sending the female krogan and Mord in on
their way.

A third wave of enemies attacks once the pod is on its way to the
landing area. Take cover and open fire. It's only a small complement of
soldiers, so keep it simple. Overwhelm them with cover fire and clear
the way back to the elevator.

FINAL. C:HEC:KPCINT: L..ANCINC AREA

Take the ladder elevator to the final


checkpoint-the landing area where you first
touched down. There you'll find the Cerberus
soldiers already laying heavy fire on the pod.
Luckily, you've got the advantage: You have
an elevated position and the element of
surprise as you arrive behind them.

~
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a, ~ACH 1: ABOVE AND BEHJND APPROACH 2: RUSH

-ti
~ If you want to confuse the enemy, you can create two fronts of fire by
ordering your squad down the nearest steps while you rush across
i
~
the upper walkway to engage the enemy from the far side. You can
pinch the enemy on two sides this way and divert their fire away
from the pod.
J.
T
Rnally, activate the last checkpoint and send the female krogan
m ' away safely. When you do, an Atlas and a few more Cerberus soldiers
'D
'5 arrive.
0
m
E
111
0 Maintain your advantage by running across the upper walkway before
15
n you open fire. Station your two squadmates along the upper wall and
....
I:
create a long wall of fire when you finally open up on them .
0
I'll
E Your elevated position should allow you enough of a vantage
'C
IL point so you can fire on them and eliminate their cover. If any Cerberus
Centurions or Assault Troopers attempt to rush up the steps and
engage you, mow them down or use a power like Shockwave to knock
them away.
----·----
I

-------------------------------- -
ACT 1 H

AT• AS BATTLE

There are several ways to take down the Atlas.


Since they're slow lumbering rnechs, most
classes can easily outrun the Atlas and take
cover as it ambles toward them. However, in
small cramped spaces such as this, you must
be able to move deftly from cover to cover to
avoid getting blown to pieces.

APP.-efJACH 1: CAT AND MOUSE APPROACH 2: TAKE CON t ROL*


NOTE
• This approach is best on
higher difficulty levels.

This method requires a


high-powered sniper rifle
and a lot of speed. Soldiers,
Infiltrators, and Vanguards
can have a much easier time doing this, as long as their squad mates
distract the other soldiers enough.

Begin by equipping your sniper rifle before the Atlas arrives. Once
The most reliable way to eliminate an Atlas is to play cat and mouse
it does, either use Charge, Tactical Cloak, or Adrenaline to rush the
with it. Take cover as soon as it begins stomping in your direction. Duck
left, and move from cover to cover, using the small tables and consoles Atlas mech. Get directly underneath it and zoom the sniper scope on
to guide you back to the upper level. the Atlas's protective glass, and fire.

The Atlas will give chase, but you'll have the entire length of the Continue picking apart the glass until it shatters, leaving the
walkway to take cover and open fire on it. Pick your shots carefully and Atlas pilot exposed. Snipe the pilot one more time to leave the Atlas
don't stay out of cover for too long or you'll risk taking missile fire from untouched and ready to hijack. Finally, hop inside and turn the mech
against the remaining enemies.
the metal beast

While you engage the Atlas, order your squad mates to take out
the other Cerberus troops. They should be able to keep them off your
back long enough for you to eliminate the Atlas.

'
I
With the Atlas down and the female krogan and Mordin safe,
Mordin can continue his work generating the genophage cure. Back
on board the Normandy, Wreav and Primarch Victus both have issues
they'd like to discuss with you in private.

- NOTE
For your next mission, you can choose to either complete Primarch
Vtctus'& request or Wreav's; the choice is yours. However, you
cannot continue until you complete one of the two. Completing
one mission does not eliminate the other, so if you'd like, you can
complete both before proceeding to the next Priority mission.
Primarch Victus has asked for help with a
downed ship and has provided a NavPoint
on Tuchanka. Land on Tuchanka and
investigate.
MSSIDN E3RIEFINCi

Battleground s: Tuchanka isn't a hospitable


planet to begin with. but the Reaper invasion has
made it nearly unbearable. The battles here rage
across narrow, debris-filled halls and elevated
platforms and culminate in a wide-open arena.

Regardless of whether the area is a narrow


hall or a courtyard, the rubble and debris will
always provide excellent cover for you and your
team.

Power-heavy classes such as Adept and


Vanguard can make great use of the cramped
hallways, while weapon-proficient classes such as
Soldiers can exploit the areas by keeping enemies
at bay with a constant barrage of heavy fire.

Consequence Overview: Prior to beginning this


mission, you can speak to Lieutenant Cortez
aboard the Normandy. Lieutenant Cortez is
struggling with some deep personal issues,
and your responses, whether sensitive and
understanding or cold and unfeeling, will align in a
clear Paragon/Renegade result.

Don't worry about your conversation with


Primarch Victus to trigger this mission. Even
though you can investigate about his motivations
and get more background, the responses won't
affect your Paragon/Renegade leaning.

You'll also engage Lieutenant Victus in a


critical conversation in which you either motivate
him through charismatic support or steeled
military harshness.

)IJ, ITEMS AECilUISITION AUNCOWN '11111,


Hahne-Kedar Chestplate Shotgun Smart Choke I
M-9 Tempest SMG Magazine Upgrade
Med Kit SMG Ultralight Materials
Phaeston Sniper Rifle Spare Ammo
Reaper Blackstar Sniper Rifle Extended Barrel
Salvage Parts
AROUND THE GALAXY
Mission Unlocks
Tuchanka: Bomb (page 343) NOTE Attican Traverse: Krogan Team (page 172)

N7: Cerberus Attack (page 327) *Thie unlocks only if you've already Priority: Tuchanka (page 184)
N7: Cerberus Abduction* (page 329) completed Attican Traverse:
Krogan Team.

Mission Locks
----- - ---
None

WAR F'REF'ARATICNS

The Normandy is running smooth, and everyone is well aware of the issues at hand. Despite that, there are still people aboard the ship who
are dealing with issues of their own.

If you'd like to get straight to the next mission, skip to the "Extract Turian Survivors" section later in the guide.

ABOARL.l THE NORIVIANDY VISIT THE DTADEL

Any good leader will look after the welfare of his or her men. Now is also a good time to wrap up any other Citadel missions you may
Lieutenant Cortez is quietly suffering down in the shuttle bay. If you have taken on earlier. There haven't been many new developments at
want to continue establishing a rapport with him, go down to the the Citadel, but it's always worthwhile to visit, check the shops, and
shuttle bay and speak with him. acquire more experience, credits, and war assets.

However, do check your e-mail. If you haven't already visited the


hospital to check up on Ashley or Kaid an, do so. And if you have, they
may have sent an e-mail saying that they are ready for another visit. To
build rapport with them, it may be important to visit them once again,
~
u now that they have become a Spectre. Ignoring Ashley or Kaidan in the
~ hospital may have serious consequences later in the game.
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ACT 1 H

EXTRAC::T TURIA.N SURVIVORS


To set out on your next mission, speak with Primarch
Victus in the war room. He's tight-lipped about
the details, but he does let it slip that his son was
in charge of the failed mission to Tuchanka. Now
that they've been pinned by Reaper forces on the
krogan home planet, the turian mission has stalled.
It is of high priority that the turians complete their
top-secret mission, and rescuing them from behind
enemy lines will allow them to do so.

Your mission is to reach the stranded turian


squad and rescue them from behind enemy lines.

As soon as you land, you find the planet war-torn, and Go up the ladder on the right and follow the dark winding path
communication is hard to maintain. The only way to communicate to a small opening. There, in the dimly lit passages, you can spy several
with Lieutenant Victus is to have the Normandy patch you through and Husks hunched over, waiting to ambush a passerby. You've got the
act as a relay. element of surprise, so use it. Either use devastating power combos to
blow them all up or open fire on them from behind.
The lieutenant is in a tough spot, and you're his only hope at the
moment. Get moving. You can probably destroy one or two before they realize what is
happening. If they slip away from your sights before you can attack,
use grenades or Singularity to slow them down.

Otherwise, a few solid melee attacks and close-range fire will cut
them down.

TIP
"
If you have Cryo, Warp, or Incendiary Ammo, now is a good time
to activate it.

After destroying
This mission is rich in items, weapons, and mods that you can pick the Husks,
up. The first one is in a pile of rubble just left of where you start. follow the path
Pick up the SMG Magazine Upgrade before turning right and deeper into
beginning the mission. the Tuchankan
battlefield. Look
on the ground
where the Husks
were sitting to find some Salvage Parts that yield credits. Then
continue up the next ladder and over a small gap to find an M-9
Tempest pistol.
Deeper down the path, you'll encounter a crashed pod Open fire to get its attention and put it down. Quickly order your
surrounded by several Cannibals. Once again, you've got the element troops to engage the other Cannibals nearby before lining up the
of surprise and can easily rush up to the first Cannibal without it entire squad near your position and taking protective cover near the
noticing your presence. Stay low as you slide from cover to cover until farthest fallen pillar. After destroying the Cannibals, leave your squad
you're nearly directly behind the Cannibal. behind the pillar, while you go up the ladder to the right.

TIP
After climbing Alternatively, you can still complete this mission by letting all
up the ladder, the turian pods in this mission be destroyed. However, this will
immediately look have slight negative effects later in the level.
left. You'll find You can also simply walk past the pods and ignore the
a Sniper Rifle turian survivors, in which case the pods are also destroyed
Spare Ammo by the Reapers, and your squad will not be happy that you're
mod. Pickit up abandoning them.
quickly before
proceeding.
...--·---
~
u • ITEM REGUISITION
~
E As you proceed
I'll
a, down the
narrow halls
-ti
~
and demolished

i
~
pathways, you'll
encounter a
dead turian
J. soldier. In front
T of him is a Phaeston assault rifle. Around the corner and slightly
m behind the dead body is another weapon mod. Go around the side
'D of the pillar and pick up the SMG Ultralight Materials mod.
'5
0 Drop down the ladder to the left of the dead body with
m Turn left after climbing the ladder and aim at the Harvester that
E the Phaeston, and make a quick right to find a Med Kit near the
111 landed across from the small chasm near the crashed shuttle. Open fire
0 second pillar.
with everything you've got, but stay behind cover as much as possible.
15
n The Harvester's attacks can be extremely devastating if they hit you
....
I:
directly .
0
I'll
E You can't destroy the Harvester yet, so your goal is to divert its
'C
IL attention away from the turian team and the crashed escape pod. By
splitting up from your team, you give the Harvester several different
targets. Focus your fire on the small, blue circle near the bottom of the
beast After sustaining too much damage, the Harvester flies away,
leaving the turian squad alone.

Go down the path to the right and move to the next point.

Follow the path down the ladder and past more rubble until you
find another small firefight raging between the turians and the Reaper
invaders.
ACT 1 H

There is no reason to get too fancy during this encounter, since the Marauders and Cannibals in the area are out in the open. You have the
benefit of better cover than they do, so use it wisely. Take cover behind the fallen pillars and begin peppering them with weapons fire and power
combos until you've utterly demolished them.

Once the first batch of enemies is destroyed, the Harvester returns. This time, its health has been replenished, so begin firing on its weak spot
again to deplete its health quickly.

Spread your squad across the fallen pillars so everyone has cover, and split the Harvester's attention across several fronts. If any Husks get
in the way, dispatch them quickly, then return your attention to the Harvester. Once again, the Harvester flies away after sustaining too much
damage. When it does, make a right, drop down a small ridge, and continue down the path toward Victus and his men.

After the short


Is
drop, you'll
find a crate on
the path's left
side. Open it
upto find a
Hahne-Kedar
Chestplate.
Continue down the path a bit more to another short drop, and
find a Flight Recorder that logged some interesting conver-
sation aboard the turian ship. Directly across from the recorder
As soon as you descend the ladder, turn left sharply to greet the
is a weapon mod. Pick up the Shotgun Smart Choke I and keep
oncoming Cannibals. Toss a grenade ahead of you, or use a similarly
moving.
explosive Biotic power. Make short work of the Cannibals, because the
Harvester is directly behind them, and its attention is focused solely on
you and your squad .

The sooner you eliminate the Reapers between you and the
Harvester, the better.

The Harvester drops off another batch of Husks farther down the
path. Take cover and open fire on them to bring them down quickly.
Keep moving, pick up the Salvage on the ground to score some
credits, and descend another ladder, going deeper into the Tuchankan
battlegrounds.
I
I
I
I

I
I
I
I
I
I
I
I
I
I
APPROACH 1: HUG THE REAR WALL

Once they're gone, rush up the debris-filled path and order your
squad to take cover behind the rubble just ahead of you. Stay back a When you finally reach the next stage, the battle rages in a wide-open
bit, behind cover of rubble, and open fire on the Harvester one more area full of more fallen pillars. Order your squad to take cover behind
time. Carefully duck for cover and pop out only to fire when it's safe. the rubble along the far left (rear) wall. This will give you a great
vantage point of the entire battle area while maintaining a safe
The Harvester retreats a third time, but it doesn't go very far.
distance from the majority of the enemies.
Follow the rubble around the corner to the left and take the fight to
the group of Marauders and Cannibals waiting to ambush you. There's Keep a close eye on the Brute and monitor its movements. If it's
plenty of rubble and debris here as well, so both you and your enemies at a safe distance, focus your attacks on the nearest enemies, taking
will have plenty of cover to use. down Marauders first, then Cannibals. As soon as the Brute charges
you, dodge out of the way and open fire on it as it passes you by.
Rely on powers, grenades, and quick flanking maneuvers to flush
them out of cover and allow your squad to inflict heavy damage. Shred Relocate to another position and resume your attack on the
the enemy forces and keep moving. You'll encounter several short Reapers nearby. If the Brute stays too close, order your squad to

,. drops leading down and around to a larger battle area. distract the lesser enemies, while you focus on the Brute. If you're
an Engineer-class player, use a Battle Drone to further distract pesky
enemies. Vanguard players can also use a Biotic Charge/Nova combo
to whittle down the Brute's health.

Ill APPROACH 2: T\/\JO LINES OF FIRE


E
~

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~
IC

tu
E
'C
n.
After the first short drop down the rubble, look left. There, on
the ground, is another weapon mod. The Sniper Rifle Extended
Barrel can be a great mod for sniper-proficient classes. Don't leave
it behind.
A second approach, one slightly more dangerous, is to split up the
, squad into two attacking parties. Send your two squadmates along the
far left wall, while you fight your way up the right ridge. This creates an
L-shaped wall of fire across the battle area.
4CT 1 H

The only dangerous part of this approach is that you'll spread ITEM REGUISITION
your line a bit thin and be out in the open by yourself. If the Brute
turns its attention to you, hide behind cover as much as possible and
up, along the
pop out only to fire on it. Direct your squad to use their powers on the
right ridge,
Brute, and it'll temporarily redirect its attention away from you. Take
is a Reaper
advantage and fire on its backside when it does.
Blackstar. It has
TIP only one shot
in it, so use it
Cannibals are called that for a reason. You can down a Cannibal wisely.
in the battle arena to create bait for the other Cannibals. When
they rush over to the fallen Reaper, they'll leave their cover and
expose themselves to tire.
TIP ..
Tw--•--- You may be tempted to use the Reaper Blackstar on the Brute
and finish it off quick.ly, but there is a much better use of the
Reaper weapon.

HARVESTER BATTLE

APPROACH 1: REAPER BLACKSTAR


When the Harvester arrives, be sure to have the Reaper Blackstar
handy. Its one-shot kill capability makes it the perfect weapon for
taking out the pesky Reaper. If you haven't taken out all of the lesser
enemies yet, now is a good time to do so.

Clear out as much of the area as possible before picking up the


Reaper Blackstar. Avoid the Harvester's incoming fire and grab the
Blackstar when you're ready. Take cover behind a fallen pillar, then
wait for the Harvester to stop firing at you or until it starts firing at
your squad. When it does, pop out of cover and let loose the Reaper
Blackstar. One direct hit and it's done.

I
CAUTION
The Reaper Blackstar needs to charge before it fires. It doesn't take much more than a few seconds, but those few seconds can mean
life or death if you mistime it. Be sure you have enough time to fire before popping out of cover•

...----
APPROACH 2: STANDARD ARE
The other, standard way of taking down the Harvester is to approach it the same
way you've done so the previous three times. Take cover and pick your shots. You
have a lot more debris here to use for cover, so don't hesitate to move from cover
to cover and keep the Harvester guessing.

Pick your shots carefully and open fire on it as steadily as possible. Eventually,
the creature goes down.

With the Harvester gone and the area clear of all enemies, you can finally
meet up with the turian platoon at the far end of the battlegrounds.

When you reach the group, the men have begun turning on their leader,
Lieutenant Victus. Now is your opportunity to either gain Paragon or Renegade
points. As Victus tells you about their mission, respond with encouragement to
gain Paragon points, or harshly order him to do his duty to gain Renegade points.

TIP
Completing this mission unlocks one of the few "timed" optional
missions in the game. As soon as this mission is completed, you
unlock "Tuchanka: Bomb" and have up to three missions to complete
it. That means, if you complete any three missions aft.er this one
without completing ''Tuchanka: Bomb," then that mission will lock
and you won't be able to complete it going forward. If you want to
complete "Tuchanka: Bomb" immediately, skip to page 343.
A krogan team has gone missing while
investigating rumors of activity at the
Rachni relay. Investigate the missing team
and find out what happened.
MSSIDN E3RIEFINCi

Battleground s: The caverns of Utukku are dark


and littered with dangerous creatures. Not only
are the Rachni monstrosities quick, swarming
creatures capable of flooding around cover, but
they're also born of explosive pods that can inflict
major damage if you take one wrong step.

The terrain is rough. You'll often go from


having the level advantage to shooting up at
enemies within a few steps and can often find
decent cover if necessary.

Since many of the creatures in the caverns-


the most dangerous ones, at least-tend to be
stationary, skilled tacticians can formulate strong
military-grade maneuvers in some of the larger
areas. Rush tactics, flanking maneuvers, and
even pinching strategies are all viable options
here.

Consequence Overview: Even though you may


not have a lot of Paragon/Renegade decisions
throughout the mission, you will be faced with a
critical decision that affects the larger Galaxy at
War scenario at mission's end.

The decision is tied to Paragon/Renegade


points but not so significantly that deviating from
your preference for the sake of this decision will
negate your previous decisions. You can deviate
from your Paragon/Renegade leaning for the
final decision in this mission and for the sake of
choosing one War Asset over another .

• ITEMS REGUIBITION RUNDOWN

Ariake Technologies Sl-oulder Gucrd Pistol Piercing Mod


Krogan Corpse Reaper Tech Cx21
M-300 Claymore Shotgun Shredder Mod
M-451 Firestorm Shotgun Spare Ammo
Med Kit SMG High-C'.aliber Barrel
Pistol High-Caliber Barrel Spare Parts (x2J
AROUND THE GALAXY
Mission Unlocks
Tuchanka: Turian Platoon (page 164) N7: Cerberus Abduction* (page 329)
Priority: Tuchanka (page 184) *This unlocks only if you've already completed "Tuchanka:
N7: Cerberus Attack (page 327) Turian Platoon."

Mission Locks
None

WAR PREPARATIONS

The Normandy is running smooth, and everyone is well aware of the issues at hand. Despite that, there are still people aboard the ship who
are dealing with issues of their own.

If you'd like to get straight to the next mission, skip to the "lnvestiqate Missing Scouts" section later in the guide.

- ----- --------------------
ABOAFdJ THE NDRIVIANDY VISIT THE DTADEL

There isn't much to do here, but any good leader will look after the Now is also a good time to wrap up any other Citadel missions you may
welfare of his or her men. Lieutenant Cortez is quietly suffering down have taken on earlier. There haven't been many new developments at
in the shuttle bay. If you want to continue establishing a rapport with the Citadel, but it's always worthwhile to visit, check the shops, and
him, go down to the shuttle bay and speak with him. acquire more experience, credits, and war assets.

-------------------------------------------------~------------------------------------------------
ACT 1 H

INVESTICiATE IVIISSINCi SC:CJUTS


To kick off this mission, you must first speak
with Urdnot Wreav in the war room. He
explains that his best group of soldiers has
gone to investigate a group of missing scouts.
The scouts were sent ahead to verify rumors ~
about the Rachni and the Rachni relay. Q
~
NOTE J:,
1 s
You will have to speak with Wrex in this
situation if he's alive.
§
- ~
~
~
Your mission is to meet up with the krogan !;
0
team Aralahk Company and help them search m

for the missing scouts. Upon landing, you find


that the Aralahk Company commander has :i!m
been waiting for you. This first conversation (II
Q
with Aralahk Company can yield Paragon/
Renegade points, so keep your responses in line
g
with your desired results. Be overly aggressive
or confrontational and you'll earn Renegade
points. Be agreeable and you'll be rewarded
with Paragon points.

), ITEM REGUISITION

Before running off to find the scouts,


take a minute to pick up any and all
items you can find near the Aralahk
Company camp. In the structure on
the left, you'll find an M-300 Claymore
shotgun, a Pistol High-Caliber Barrel
mod upgrade, and one Spare Parts
package.
Farther down the path, near Urdnot Dagg, is another structure. This one contains
the SMG High-Caliber Barrel mod and a weapon bench. Just outside, you'll find another
Spare Parts container.

TIP

The M-300 Claymore is an extremely effective shotgun. Equip it now even if you don't
like using shotguns. The combat in this mission can frequently go from long-range to
eleee-quareere in the blink of an eye, and this weapon is one of the best at close- to
midrange.
When you're ready to proceed, either speak to Dagg or step Continue exploring the caves until you reach a small group of
into the structure directly to his left. As soon as you step inside, the spore pods. Use the Firestorm to make them burst. The explosion also
structure plummets down the cliffside. releases several small Swarmers that scurry toward you and attack.
They don't inflict a lot of damage alone, but in swarms they can be very
You land safely, but the fall splits you up from Dagg and his crew. dangerous. Scorch them as well.
Proceed down the darkened cavern and pick up the M-451 Firestorm
near the dead krogan. CAUTION

The cavern is dark and hard to navigate even with your flashlight,
• PREVIOUSLY IN MASS EFFECT
Go slow and keep your head on a swivel to epot spore pods. If
If you have an imported save where Grunt is still alive, then Grunt you get too close, thev'II eJCplode automaticalty and inflict major
will be present here rather than Urdnot Dagg. damage. Later in the mission, fresh eggs will spawn Swarmers
that will finish the job if the pod e1Cplos1ons don't.

TIP

You'll find plenty of M-451 Firestorm guns strewn about the


cave, so you shouldn't have too much trouble burning through
~ this area. However, don't waste precious fuel. If the Firestorm
u
in your hand still has some fuel, use up as much of it as you can
~
on nearby webs and pods before picking up the next one. That
E
I'll way, you get the most out of every tank.
a,
~

i
I To the left is a large web blocking your path. Use the Firestorm on
the webbing and burn it up. Drop down the small ridge and continue
l to burn webbing as you go. The caverns are bathed in Rachni webs, so
pick up and keep the Firestorm handy whenever you can.
m
'D

a - ---- ---- - - ------- ----------------------------------------------------------------------


II
E
~

~
....
11:

n.
ACT 1 H

RAVACER ENC:OUNTER
After burning past several webs, you come
upon a small drop in the caves. Drop down into
a large, wide-open cavern. Directly across from
you is a tall ridge with a Ravager. It drops down
and wastes no time in attacking.

·---------------------------------
APPROACH 1: FRONTAL ASSAULT APPROACH 2: LEFT FLANK

The Ravager isn't a very mobile enemy. Rather than swarm or flank An alternate approach is to leave your squad behind cover at the
or rush, the Ravager is completely content staying in one place and entrance, near where you dropped down, and dash up the right side of
unleashing a barrage of explosive projectiles on you. That is both the the caverns. While the Ravager concentrates its fire on the squad, you
Ravager's greatest strength and greatest weakness. can blast past the Husks on the right and use the large pillars as cover.

Daring players, especially those using Vanguard, Infiltrator, The pillars will hide your approach from the Ravager and let you
and Soldier, can use their special powers to either rush the creature get directly next to its left side. Equip a powerful weapon and pop out,
head-on or slowly approach it without being seen. Before doing so, gun blazing. If you're an Adept, use damaging powers like Incinerate to
bum through as many Husks as you can and clear a path. set it ablaze.

Once you're close enough, take cover behind the ridge directly With the Ravager out of the way, burn through the next few
below the creature and open fire on it with your most powerful spore pods and webs until you reach a tall cavern with a Reaper door
close-range weapon, such as the M-300 Claymore. blocking the way.

CAUTION In one
• compartment of
Ravagers also spawn swarmers, dangerous little croaturcs that
the tall cavern,
swarm around you when unleashed. Keop a lookout for them on
you'll find a
the ground; they can decimate your shields/barriers in certain
door blocking
situations.
the way; in the
other is a Reaper
Node. Use the
Firestorm or
other weapon to destroy the node, and the door in the other side will
slide open. With the door open, you can burn the web and continue
searching for the central chamber.

As soon as you burn through the web blocking the way and pass
through the doorway, a cave-in seals you inside the new cavern with
no way to backtrack.
>
..-
ITEM REGUISITION

Just along the


left wall of the
cavern, after the
bridge, is a large
web. Burn it to
find a Reaper
Tech drop. Pick it
up and gain a few
credits. Just a few
steps down from
the Reaper Tech
The next section of the cavern immediately splits into two
is another small
paths-one below a bridge and another that runs beneath the bridge.
niche in the wall
Both lead to the same place, but the lower path has less spore pods to
on the left. You'll
destroy. Scorch a path under the bridge with your Firestorm leading
find this niche
the way.
behind webbing,
next to several spore pods and cables on the ground. Burn the
webbing to find a Krogan Corpse behind them. Search it to find a
note for his lover on the Citadel.

THE HALL

Shortly after finding the Krogan Corpse,


you'll come upon a large hall. Drop down
into the hall and prepare yourself for
battle-several Ravagers, Husks, and
Cannibals rush out and attack. Luckily, the
6u cavern provides plenty of cover.

CJ
E
l1i
~
h

I
GI APPROACH 1: UP THE MOQl_e
'O

a
GI
The first, rather blunt, approach is to sprint up the middle of the watery
area and immediately take cover behind the small ridge. From here you
E can spot every Reaper that runs your way, and you can order your team
B to attack specific foes. You'll also have plenty of decent cover from where
to launch your counterattacks.
~
E
0 When the Ravagers come to view, use a good medium- to
I'll long-range weapon and open fire. Powers such as Warp and Incinerate
E
'C are great here since you don't have to get too close to the Ravagers and
n. expose yourself to incoming fire. Since the Ravager is perched across
a long chasm, you can't rush it from here. Instead, focus on bringing it
down with long-range attacks while your squad helps keep the other
Reapers at bay.
APPRDACH2:FLANKLEFT APPROACH 3: SWINCi LEFT. SEND THE
SQUAD RICiHT

Instead of rushing up to the small ridge ahead of you, direct your


squad to take cover there while you sweep around the right side of the
cavern. You can execute a similar flanking maneuver on this Ravager
as the first approach. In this case, however, you're also separated by a
large chasm once you round the right edge.

Dash around the right, past another large pillar, and surprise the
Ravager from its left side. A few well-placed blasts of your shotgun and
it11 come down quickly.

Jill> ITEM REGUISITION

Just after the short drop into the Ravager encounter turn to your
left and follow the wall until you find the Shotgun Shredder Mod
next to a Krog an corpse.
Another approach is to split up from your team and pinch the Ravager
from both sides. Send your squad up the path on the right, while you
leap up the small ridge and dash left. Take cover behind the rocks with
the Barrier Engine and quickly destroy it. This way the Reapers in the
room won't be able to replenish their health or shields.

Once it's gone, edge out of cover so you can see the Ravager on
the chasm's other side. Order your squad to attack it, then leave your
cover to attack in concert with your squad.
When the next wave of enemies rushes out, led by another NOTE
Ravager, quickly take cover near the center of the area, just beyond the
At this point, there is the option to press the Point of View
chasm. Wait for the Ravager to amble out far enough for you to pick it
button to see a cool scene if Grunt is present.
apart and open fire on it. The Ravager isn't alone, so either use a few
strong power combinations on them or allow your squad to take out
the Cannibals and Husks while you fell the Reaper beast.

Continue
walking deeper
into the cave
and go down
the slope on the
left. Before you
descend, pick
up the Shotgun
Spare Ammo on the left. Drop down to the next level and quickly
eliminate the spore pods nearby. Behind the pods on the left is Stop at the Reaper Node and open fire on it. This drops the
more Reaper Tech. Farther down the path, after jumping over a first wall and allows the krogan team to join you. Dagg and his team
small gap, you'll find the Ariake Technologies Shoulder Guard managed to fight their way to the same chamber you're in; now you
armor. Grab it on the way up the path. can combine your forces in search of the missing scout team. He opts
to hold this position to give Shepard time to enter the central chamber
and finish this one way or another.

Continue exploring the cave, being careful to not detonate any


gestation pods in the way and climb up the ridges to the next section
of the cavern. Dagg will radio you asking for immediate help; his There is a Med Kit and a Pistol Piercing Mod just behind the
company is trapped and being overrun. When you see the battle, make Reaper Node. Grab them before you leave Dagg and his team.
a left and enter the next section of the caverns.

CJ
ll

a
II
E
0
wn
....
0
E
'C
n.
ACT 1 H

CENTRAL.. CHAMEIER: AREA 1

Just beyond this small chamber is a narrow


passage. Examine it and slide through into
another massive cavern. This is the central
chamber. Before you can venture all the way
in, however, the Reaper walls rise out of the
ground and block you in.

Look up and to the right to locate the


Reaper Node high along the wall. Open fire on
it and force the left wall to open.

APPROACH 1: SUDE LEFT AND RIGHT

As soon as the wall drops, a group of Husks comes rushing out.


Obliterate them quickly, then take cover behind the central pillar.You'll
be able to spot the Ravager and other Reapers in the distance from
here, but you'll need to slide left and right, in cover, to see around both
sides of the pillar.

The pillar's right side provides you better cover, but at the cost of
a direct line of sight to the Ravager. Stalk the right side to whittle down
the number of Husks and Cannibals while you sic your squad on the
Ravager from the left.

Once you've dwindled the Reapers' numbers, slide left and join
your group to open fire on the Ravager from afar. Lay down a steady
stream of attacks, be they power combinations or long-range weapons Turn back around after destroying the node and begin
like the sniper or assault rifle. After you've eliminated it, rush up to the backtracking toward the next room. There's a Firestorm nearby. Pick
node and destroy it. it up before you return, and let the fire cleanse the path of all Husks
and Cannibals in your way. If you need a little extra insurance, send
your squad ahead of you to soften them up and follow them with the
Firestorm at full torch. Stop at the ridge just beneath the Ravager and
open fire on it from close range.

Repeat this maneuver again on the next wave of enemies, just


before reaching the chamber with the next Ravager. Destroy the Barrier
Engine first, then turn your attention to the Ravager to finish it off.
APPROACH 2: FLANK LEFT

Since the pillar's right side allows you better cover, send your squad left When you reach the next Ravager, rush its left side again (your
to distract the Ravager while you rush up the right. Round the corner right) and take cover behind the nearest pillar. Let your squad handle
and pounce on the creature from its left flank with a close-range the other Reapers while you focus on the Barrier Engine. With the
weapon. Vanguards can use Biotic Charge to close the distance quickly, engine down, turn to the Ravager and finish it off.
but all other classes (except perhaps the Sentinel) should maintain
cover before and after their flank attack.

After destroying the node, turn around and return to the previous
chamber. You'll be met by another swarm of Husks and Cannibals. Use
powers to slow them down. Singularity, Shockwave, Nova, and Stasis
are all great skills to use on the creatures as they rush toward you.

Open fire on them once they're made vulnerable, or follow up


with another power like Cryo Blast to detonate the Biotic-affected
enemies.

Ill
'D

a
Ill
Lastly, destroy the final Reaper Node and rush back to the main
E chamber. You'll encounter one more group of Reapers, but you've got
B,, the height and cover advantage. Take position near the top of the
ridge and open fire on them below from your covered position.
'D
e Concentrate on the Ravager first, then pick off any remaining
0
fU creatures. Lure the next Ravager down to the lower area as well and
E wait for it to get in your kill box (the area where you can concentrate all
'C
n. of your squad's fire). When it does, let loose and finish it off.

--------------------------------------------------------------------
ACT 1 H

RACHNI ABOMINATION
The cavern is clear of all Reapers but one. You
find a massive Rachni abomination chained
to the cavern floor by the Reapers. Unlike
the previous Rachni leader, however, this
is no queen. Instead, it is a Reaper-created
monstrosity that was made for the sole purpose
of creating Swarmers and Ravagers.

Left to fend for itself, it pleads for your


help. Free it, and it promises to help you in the
war against the Reapers; leave it chained to the
cavern, and it will be destroyed by the hordes of
ravagers it can no longer control.

If you choose to save it. the krogan team


will be decimated. If you leave it. the krogan
team survives .

• PREVIOUSLY IN MASS EFFECT

If you've imported a save where you allowed the rachni queen to live, then she will be present here in place of the rachni abomination.

A 01 lESTION OF WAR
This is one of the first critical decisions you'll
have to make that affects the Galaxy at War.
There is no right or wrong answer, but your
choice does affect more than just this mission.

• If you choose to save the Rachni, the


krogan team will be decimated leaving
them less effective as a war asset.
» If you choose to leave the Rachni, you'll
lose the Rachni as a war asset but will gain
the krogan team in its place, minus Dagg.

I• PREVIOUSLY IN MASS EFFECT

Dagg will never survive the run from the caverns. If Grunt is present, however, he has a better chance of survival if you leave the rachni
queen/rachni abomination to die. If Grunt survives, he becomes a Galaxy at War asset.
The genophage cure is a success, but
it must be synthesized and dispersed
across all of Tuchanka using the Shroud
tower. Land on Tuchanka and get Eve
safely to the tower.
H

MSSIDN E3RIEFINCi
Battleground s: The ruins of Tuchanka are
surprisingly intricate and ornate for such a strong
warrior species. Just as you might expect, though,
they also make for great, dynamic battlegrounds.

The first major battle takes place before, then


after a bridge. Players skilled in flanking maneuvers
can take advantage of the complex ruins, while
power-heavy players can appreciate the wide-open
spaces with little to get in the way of projectiles.

Consequence Overview: This mission is full of


complex choices that can alter the war. Nearly
every conversation you have from the beginning
of the mission to the final bit of dialogue is
laden with some amount of Paragon/Renegade
consequence.

Early on you'll be faced with a dilemma. The


salarian Dalatrass Linron will present you with a
proposition that can have very dynamic results. To
complicate matters more. your actions between
the beginning of the mission, when she speaks to
you, and the final decision point at the end of the
mission can alter your Paragon/Renegade leaning.

)> ITEMS REGUISITION RUNCOWN

Assault Rifle Extended Barrel Ill Pistol Magazine Upgrade


Death Mask Pistol Melee Stunner
Graal Spike Thrower Shotgun Smart Choke
M-5 Phalanx SMG Scope
Med Kit [x2l

I I I I I

Salarian First Act 1-Priority: Side with Salarians


Fleet Tuchanka and do not cure the
genophage
Turian 43rd Act 1-Priority: None. Automatically
Marine Division Tuchanka unlocks.
Turian Seventh Act 1-Priority: None. Automatically
Fleet Tuchanka unlocks.
Turtan None. Automatically
Engineering Act 1-Priority:
Tuchanka unlocks.
_--'Cor""ps=---i-
None. Automatically
unlocks. (Dntf if you
Urdnot Wreav Act 1-Priority: did not import a Mass
Tuchanka
Effect save with Wrex
alivel
Act 1-Priority: Import a Mass Effect
Urdnot Wrex Tuchanka save with Wrex alive
Act 1-Priority: None. Automatically
f Krogan Clans Tuchanka unlocks.
Clan Urdnot Act 1-Priority: None. Automatically
Tuchanka unlocks.
fDr. Mordin Act 1-Priority: Mordin lives throu$h
L Solus Tuchanka the end of the mission
Import a save with
Krogan Act 1-Priority: Wrex alive and cure
Mercenaries Tuchanka _....____ the genophage
AROUND THE GALAXY
Mission Unlocks
Priority: Citadel (page 126)
N7: Cerberus Fighter Base (page 331)

Mission Locks
None

WAR PREPARATIONS

You're about to take a big step in the war-preparation efforts, and the following mission will change the course of the war and give shape to
the Alliance fleet that helps fight the Reapers. Take a minute to do your rounds on the Normandy and speak with several key people.

If you'd like to get straight to the next mission, skip to the "Cure the Genophaqe" section.

I
I

SPEAK \I\/ITH SPECIALIST TRAYI\.K:JR The conversation with Liara quickly turns personal, so be mindful
of your responses if you want to pursue a romance with her.

SPEAK \I\/ITH DR. MORI.JIN AND THE


KRDGANS

Stop by the CIC and visit with Specialist Traynor. If you're interested
in potentially sparking romantic interest. now is a good time to show
interest in how she's acclimating to the Normandy.

If you saved the Rachni during "Attican Traverse: Missing Scouts;' Stop by the medical bay to find Dr. Sol us speaking with Eve, the female
you can also check your private terminal for a message from Admiral krogan. When Wreav arrives, the conversation gets a bit heated. Either
Hackett. He sent you an e-mail about the Rachni and their strange support Wreav or talk him down to generate Renegade or Paragon points.
behavior. Read the e-mail, then go speak to Specialist Traynor again to
get some insight on the Rachni's communication methods. • PREVIOUSLY IN MASS EFFECT
I
• If Mordin is dead in your imported save, then this will be Padok
m SPEAK \I\IITH LIARA Wiks. Similarly, Wreav can potentially be Wrex instead if he
'D
survived the events of Mass Effect 1. If you destroyed Maelon's
dm data in Mass Effect 2, then Eve will occasionally cough and
E Mordin or Padok will warn you her health is faltering and there's
111 nothing they can do about it.
0
15
n
E
0 VISIT THE DTADEL
111
E
'C Now is also a good time to complete lingering Citadel missions. If you
IL left any missions incomplete or have items/intel to turn in to people
at the Citadel, stop by and complete them. The experience points and
potential war assets are great to have sooner rather than later.
You can also visit with Liara before this next mission. She's been hard
at work trying to recruit new engineers to help build the Crucible CAUTION
(what the Council is now calling the Prothean weapon). If you've also
completed other missions in between, there might be some available
upgrades you can purchase at the Intel Terminal. Now i• an aspeciolly good time to complete Citadel Queats
since it will undergo o mnssive change in the nmit mission.
Finally, check out the Shadow Terminal to get some intel on The nmct time you try to land at the Citadel, you will be dralllffl
key players in the war. Liara has e-mails from everyone from Admiral immediately into the next mission.
Anderson to Admiral Hackett.
ACT 1 H

Nothing is ever easy, especially when the


Reapers are involved. As you approach
Tuchanka, you find that the Reapers have
unleashed a poison on the planet using the
Shroud. That means you cannot land the shuttle
near the Shroud and will need turian help to
launch a two-pronged assault.

While the turians attack from above,


the Wreav's krogan units will attack from the
ground. The combined assault of the turian
and krogan forces will draw the massive Reaper
away from the Shroud tower. When it moves
away, Mord in and Eve can head to the Shroud
facility and synthesize the cure.

Before you depart, you get an emergency


communication from the Salarian Dalatrass.
She proposes an alternate solution to the
genophage cure that will undoubtedly have
long-lasting repercussions. Speak with her and
weigh your responses heavily. The Daltrass's
suggestions may sound harsh, but they're not
without merit.

Once you're on the shuttle to the planet,


you'll have three opportunities to either reveal
the Daltrass's suggestions to Eve or keep them
to yourself (the first opportunity takes place
during this conversation; the second takes
place later, during an early part of the mission;
and the final opportunity takes place at the
base of the Shroud tower if you didn't reveal
the sabotage earlier). All of your conversation
responses carry Paragon/Renegade
implications, so be sure you mull the Dalatrass's
suggestion over carefully.

- TIP .
,A Spoiler Alert
If you're undecided about what you will do when the time comes, consider making a deci.sion before your first response to Eve in
the truck. If you reveal the sabotage early, in the truck, you cannot be devious later. Once the sabotage is revealed in the truck,
Mordin/Padok will always sacrifice themselves, curing the genophage. At that point, they can't be stopped. You can only be devious
and murder them if you don't reveal the sabotage to Eve in the truck. The truck choice is the pivotal one. Conversely, you can
choose to be a Renegade during these conversations and choose to do what seems to be the "right'' thing. In the end, your choice
should be in accordance with whatever outcome you want for the greater war.

NOTE

If you spoke to Ueutenant Tolan (or Kirrahe


if you saved him during Mass Effect 1
and imported a save) during the "Priority:
Sur'Kesh" mission, his words may now
carry a bit more weight. Ultimately you
should do what you want to get the desired
war asset, but there's plenty of reason to
stop and give it some real thought.

---
ClEFENCl EVE
As soon as the shuttle touches down, you're
greeted by hordes of Husks. Rush down the
stairs and order your squad members to cover
behind each corner of the platform ahead
of you. While one covers left and the other
covers right, you can hang back by the base
of the stairs and safely pick off any Husks that
get past them.

Secure the landing area and a rival, older


dan of krogan arrive from the nearby temple.
Needless to say, tensions immediately run
high, and it's up to one person to calm them
both down and unite them-Eve.

Her peaceful, yet stern tone quickly


defuses the situation, but under the promise
of a better fight, united against the Reapers.
Support the female krogan and resume your
mission .

• PREVIOUSLY IN MASS EFFECT

If you imported a save from Mass Effect 7


and have Wrex instead ofWreav, the rival
is Wrex's brother, Wreav, who never rose
to power to become clan leader. If you
don't have Wrex with you, then Wreav did
rise to power and is now in your party.
So your choice in Mass Effect 7 on how
~
u to handle the Wrex argument on Virmire
~ made a big difference!
E
I'll
a,

-ti
~

THeRUINS
i
~
En route to the Shroud, you engage Mordin
and the krogans in another conversation

,.
J. about the genophage and its long-lasting
effects on the krogan species. During this
m conversation, Eve asks you again what is on
'D your mind. This is your second opportunity to
'5
0 come clean on the Dalatrass's suggestion or
m keep quiet and make your final decision later
E
111 in the mission.
0
15 Regardless of what you ultimately
n
....
I:
decided to do, this decision also yields
0 Paragon/Renegade points, so choose wisely.
I'll
E When the transport stops, you step out to
'C
IL investigate.

TIP

You may be tempted to speak right away


with the krogans guarding the transport.
Feel free to do so, but do not speak with
the krogan standing by the edge of the
highway. Speaking to him will trigger the
next sequence. Instead, scavenge the
area for weapons and other useful items .


ACT 1 H

to the krogan
guard, roam
the immediate
vicinity to collect
everything
you can. Near
the stalled
transports, you'll find a Med Kit, a Shotgun Smart Choke
upgrade, a Pistol Magazine upgrade, a Pistol Melee Stunner
upgrade and a Death Mask. The guard standing off to the side, by
Upon dropping into the ruins, you can either go straight to find
the railing, has a Graal Spike Thrower and another Med Kit.
a slope leading down and to the left or you can make an immediate
left and drop down into a pitch-black cavern. The immediate left is
the quickest way down, and you'll appear directly in front of a small
chamber. Go inside to find krogan glyphs depicting some ancient
ritual. Examine the glyphs, then backtrack out of the small chamber
and follow the left wall.

Follow the left wall to find a slope leading deeper into the ruins.
Make a sharp left at the base of the slope and enter a small chamber
with another krogan painting on the wall. This one depicts a large,
ancient creature that may be the cause of the tremors you're currently
experiencing.

The delay in the transport throws off the timing of the


coordinated attack. Unfortunately, it is too late for the turian forces
to alter their course. They've committed to the attack and cannot
pull back. As the air assault unfolds in the distance, a turian ship gets
swatted out of the sky and launched toward your stalled location. The
explosion forces the krogan transport to move forward while you find
an alternate route to the Shroud.

Locate the entrance to the ruins and go inside. Leap over a small
gap to reach the entrance. Your flashlight will automatically turn on;
Backtrack out of the small chamber and make a sharp left. This
when it does, turn left.
time, you'll find a short tunnel with another ancient painting along
the right wall. Examine it, then keep walking down the tunnel around
a right corner to find a fallen Ravager at the base of a staircase on the
tunnel's left side.

Examine the fallen creature, then sprint up the stairs to the ruins'
exit. The ruins sprawl out, leading up to a bridge in the distance, but
before you can set foot on the bridge, a large group of Reapers attacks.
THE EIRICJCE
The path leading up to the bridge is wide open,
save for a few large pieces of rubble. A massive
structure along the area's left side sits inside a
large depression. While this depression can be
dangerous if you get pinned inside from above,
it can also provide you a great route along the
left side of the massive structure for sweeping
maneuvers.

---------- ----------- - ---


APPROACH 1: RUN THE RIGHT RIDGE APPROACH 2: 5\/\JEEP LEFT. SURPRISE

The first approach is to keep the squad lined up along the right ridge If you prefer a more indirect approach, leave one squad member,
of the ruins and rush the Reapers near the bridge. Order your crew to preferably a long-range battle expert like Garrus, near the right ridge.
take cover behind the pillars along the right side while you pick off Lead your other squad member left, around the large structure, and
enemies from afar using weapons fire or power combinations. sweep around the back of the Reaper group.

Engineers can also sic a combat drone on an enemy in the area's If you're an Engineer, you can distract the group with a combat
far left corner to draw fire that way and create a little more breathing drone near the right ridge, then sweep around the structure's left.
room along the right side. When the combat drone engages the Once you're in a good position behind the Reapers, rush out and
....
l' enemy, push up the right side and put more pressure on the Reapers. overwhelm them with fire and power combos.
Adept players can also use power combos like Singularity and Stasis
GI
to create destructive bottlenecks along the right side. This will keep If the Ravager is putting up a fight, hit it with a power to weaken
'ti

a
m
enemies at a distance while allowing your squad to advance toward
the bridge.
it, then follow up with shotgun blasts to its unprotected sacs. Destroy
all of the Reapers in your way, then rush across the bridge to the next
E battle.
~ Soldiers and Infiltrators can rely on an increased damage bonus
I
to their weapons and can use sniper rifles to pop the Ravagers first, I
~ I
leaving the lesser enemies, like Cannibals, for last. I
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--------------------------- ----- - - ---
'C
n.
ACT 1

EIRICJCiE C:ROSSINCi
After crossing the bridge, you come upon
an open courtyard. Stop before completely
crossing; instead, take cover at the small
partition near the bridge's far end. This will
give you a great vantage point of the whole
courtyard.

APPROACH 1: HUN-<ER DOWN APPROACH 2: SPREAD OUT

The area near the bridge's end actually provides plenty of great cover
for you to hunker down behind and pick off enemies. It may not be a
flashy technique, but it is a solid approach against a head-on assault.

When the Cannibals begin to pour out of the far end of the
courtyard, they'll inevitably begin walking in your direction. Stay
behind cover and slowly pick them off as they approach.

During the second wave, a Brute rushes out with a handful of


Husks and Cannibals. Focus on the speedy Husks first. They're capable
of closing the distance first. Use Powers to slow down Cannibals and
distract the Brute, while you eliminate all Husks.

Once they're down, turn your attention to the Brute and begin
The area beyond the end of the bridge, just on the outer edge of the
diminishing its health. If you're a Vanguard, use your Charge or Nova to
courtyard, is a great place to spread your squad and create a wall of
knock it off balance while your squad attacks it. The Cannibals can wait
fire and power attacks. This may sound like Approach 1; however, you'll
for last since they're the easiest to distract. Drop one Cannibal, then
pick off the others as they rush to feed off their fallen friend. need to engage the enemy a bit more in close-quarter combat since
they'll take less concentrated fire as they approach.

The benefit to this approach is that you'll have more space


between you and your team, so if you need to become mobile, you can
rush from one position to another and redirect the enemies, splitting
their attention as a result. So while you may have to melee a few foes
here and there, you'll have less enemies to contend with individually.

When the Brute arrives, focus all of your squad members' attacks
on it so they draw its attention. When it does, sweep out of your
position and attack it from behind to finish it off.

-------~------------------------------------------------
FALLEN RUINS AREA
Make a left at the courtyard's far end and
follow the path down and around to another
wide-open space where the ground has given
way and the ruins have fallen. Across a small
chasm is a large passageway. Rush up along the
left wall as the Reapers slowly pour out of the
passageway, and order your squad to take cover
atop the small steps along the left wall.

~
u
~ The protective ridge around the small platform is great cover, and the platform has the perfect vantage point to see all Reapers coming from
E the passageway directly across from it.
I'll
a,

-ti
~ Keep one squad member on each side of you to protect the entrance to your platform while you take the center position and obliterate all of
the Reapers from your perched position. Focus on the Ravagers first, then help your team sweep up the remaining Reapers around the area.

i
~
TIP
J.
T If you don't want to face the Ravagers and the other Reapers
at the same time, then hold back. By doing so, the Ravagers
m won't appear and you can take out the other enemies. This is
'D
'5 slower but much safer, as you can concentrate on the Husks
0 and Cannibals first. Once the Ravagers come out, then run up to
m
E the platform, tell your squad to stay on the floor to distract the
I'll
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~
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n. Go through the passage onto the next bridge. As you do, the ground
begins to shake and your fears are realized: A monstrous creature
speeds by, slashing through the bridge as it chases the krogan transport
unit. The tremors you've been feeling are due to the humongous
thresher maw you saw depicted on the ruin's ancient walls.

Rush across the bridge and turn right at the other side. Go around
the structure until you reach a large memorial.

----·-- --
ACT 1 H

MeMORIAL
The memorial is a round structure with a central
pillar. Cannibals stalk both the far left edge of
the structure as you enter, so take cover and
wait for them to begin approaching you .

APPROACH 1: HEAD-ON ASSAULT .APPROACH 2: \/\JDRK IN STAGES


Take out the Cannibal to the right and move up to the cover that he
was behind. Order your squad to move up, but stick to your left and
take out the remaining Cannibals. Bring your squad into the open but
do not move!

Take out the Marauders and ignore the Husks, letting your crew
eliminate any Husks near you with melee attacks. Once you deal with
the Marauders, take out the remaining husks.

Examine the left


edge, just behind
There aren't many foes here to begin with, so a simple head-on assault the partition
should be enough to take the first wave down. Rush the memorial's to find an SMG
far left edge and duck behind the small partition as soon as you begin Scope mod
to encounter Marauders and Husks. If any are standing on the other upgrade. Go
side of the partition, use a covert takedown to eliminate them quickly. down the stairs,
Otherwise, send in your squad, then follow behind them to clear the area. cross another
small bridge, then immediately turn left again to find another
weapon mod. This time you'll find an upgrade to your assault rifle,
the Assault Rifle Extended Barrel.

-------------------------------------- --------------------------
THESHROUO
Continue following the path down and around
until you reach a small, stepped drop. Hop down
to catch a ride with the krogan transport unit,
and ride the transport all the way up to the base
of the Shroud. The Reaper is still in position since
the two-pronged assault failed. But the female
krogan has a plan.

Eve explains that the tower has two large


maw hammers that can be used to summon the
thresher maw. If you activate them, the thresher
maw will come and attack the Reaper.

While you do that, the krogan


accompanying you can fend off attacking
Reapers, and Mordin Sol us, along with Eve, can
rush to the facility and finish synthesizing the cure.

TIP
The conversation with the group before
summoning the maw can yield Paragon/
Renegade points. Just as you might
expect, if you respond positively, you'll
get Paragon points; if you respond
negatively, you'll get Renegade points.

----------------------
Several
Cannibals block
Just before
off the path
turning right at
ahead.They
the top of the
aren't too much
steps is a new
of a threat, so
weapon to add
dispatch them
,.
J.
however you
to your arsenal.
Pick up the M-5
see fit, then rush
m Phalanx before
'D up the stairs on the left side. Take the stairs all the way up and make
proceeding.
dm a right.

E
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'C
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The path continues up and around, up to another bridge where You're now in the direct line of fire of the massive Reaper's laser
you can get a much better view of the Reaper. Before you can cross the cannon. Immediately take cover near the closest structure and keep an
bridge, the Reaper lets loose a dangerous laser blast that halves the eye on the laser cannon. Wait for it to blast, then leave your cover and
bridge and sends you plummeting to the area below. rush up the long pathway toward the base of the Shroud.
ACT 1 IT

The reaper will continue to blast away at you, so duck behind


cover every chance you get. If it even glances you, you can lose all of
your shields and some of your health. Time your movements so you are
dashing between blasts, and always move from cover to cover; never
stop in the open. Never leave cover while your shields are depleted,
and only move when the coast is clear.

Eventually, the turian attack squad rejoins the fight and takes
some of the pressure off of you and your squad. Take advantage and
make a mad dash to the central area just beneath the Reaper.

AC::TIVATE THE MAW HAMMERS


Your main goal is to activate the two hammers.
One is on the far right; the other is on the far
left. Before you can approach them, though,
large Brutes attack you. You can fight the Brutes,
but the Reaper also continues to make things
difficult by stomping around. You will take
massive damage from being stepped on, and
less damage if you are near the feet. Two direct
hits from the Reaper's stomp will kill you.

TIP
Wat.ch out for the Reaper's first stomp:
If you get hit by this, you could wreck
your chances of surviving the rest of the
ordeal.

Instead of engaging the Brutes, focus your squad on the nearby enemies while you sprint past them at full speed, and make a beeline to the
first hammer on the left. The Reaper will try to stomp you as you approach it, but it11 miss and only slow you down temporarily. Activate the left
hammer, then sprint past any Brutes in your way toward the far right hammer.

The courtyard between you and the next hammer may make things a bit tricky, but you'll be fine if you slow down only to readjust your
course, then sprint again. If you try to engage the Brutes, all of them can potentially gang up on you and end your mission. Instead, focus on the
second hammer and sprint toward it. Activate it and the thresher maw comes just as Eve planned.

Eve's plan worked. The thresher maw


destroys the Reaper and allows you to rush to
the facility and rendezvous with Mordin and Eve.
By the time you arrive, Mordin has synthesized
the cure, but Eve has passed away. She had
insisted on proceeding with the cure and it cost
her her life.

• PREVIOUSLY IN MASS EFFECT

If you imported a Mass Effect 2 save where you'd completed Mordin's loyalty mission, "Old Blood;' then Eve
survives the procedure and Mordin is able to save her and create the cure. If Eve survives, then the final funeral
scene in this mission will be replaced by a different cutscene where she thanks you for your help.
C:URe'?
Now comes a critical decision. During this
encounter with Mordin, you must choose
whether to let him cure the genophage as
planned or to follow the Salarian Dal a tr ass's
suggestion and let the krogan believe they
are cured but instead sabotage the cure. The
decision doesn't come easy, but the potential
outcome of both decisions will shape the war
against the Reapers in far-reaching ways.

There are three possible outcomes:

1. If Wrex is the krogan leader, then you


cannot persuade Mordin to walk away
and trick the krogan. You must either
let him cure the genophage for real and
sacrifice his life doing so, or murder him
to sabotage the cure.
2. If Wreav is the krogan leader and Eve NOTE
died, only then can you persuade
boiler Alert
Mord in to walk away and trick the
krogan into thinking the genophage If you sabotaged the cure and Wrex is the leader, he will not know about your
was cured. You can also murder Mordin, treachery during this mission. However, he will find out later and confront you on the
or let him go up the tower and sacrifice Citadel about it, after you speak with the asari councilor and accept the "Priority:
himself to cure the genophage for real. Thessia" mission. In that confrontation, you will be forced to kill Wrex. The krogan
therefore will not support you in the end.
3. If Wreav is the leader and Eve survives,
then you cannot persuade him. If Wreav is the krogan leader, he will never find out you sabotaged the cure and
You must either let Mordin sacrifice will always think it was cured for real.
himself to cure the genophage for
real, or murder him to stop him, thus
~
u sabotaging the cure. A WARRIOR'S FARE\/\IELL
~ If you get option two (the default option
E for people who don't import a game save),
I'll
a,
you'll either have to convince (Paragon) or
-ti
~
force (Renegade) Mordin into fooling the
krogan that they've been cured. While the
i
~
decision may be deceitful, you'll gain the
krogan and the salarian fleet as war assets. If
you peacefully convince Mordin to allow the
,.
J.
genophage to persist, he'll eventually realize
it was the right thing to do, and you also gain
m Mordin as a war asset as he then diverts his
'D
'5 attention to building the Crucible.
0
m
E If you cure the genophage, you'll gain
111
the krograns as allies and War Assets, but at
0
15 the cost of salarian support. The decision to
n allow the genophage to continue may not be
....
I:
an easy one, but it is a great example of how In a touching show of reverence, the remaining krogan lay Eve to rest in a warrior's funeral.
0
I'll things are not always black and white. Comment on the ceremony in accordance with your Paragon/Renegade leaning to acquire a
E few more points.
'C
n.
NOTE

As stated above, this scene only happens if you didn't import a eave from Mass Effect
2 where Maelon's data is kept.
I"--

----------------------------------- -------------------- ------- ---


ACT 1 A •

Shepard's dreams aren't getting any easier. He's faced some tough decisions, and the consequences of his actions have had rippling effects across
the entire galaxy. But perhaps no decision has haunted him more than the one he made in Vancouver, during the Reaper invasion.

Once again, you have control of this dream sequence, but you don't have to do much. Simply follow the child as he runs from place to place
until the dream ends.
The Citadel is under attack by Cerberus
forces. Work with Commander Bailey to
stop Cerberus and protect the Council.
ACT2

MISSION E3RtEFINCi
Battlegrounds: Battle on the Citadel can be as
varied as the Councilors who make their residence
here. The C-Sec landing zone is divided into three
lanes of approach, which means multiple tactics
are available, The lanes are long, making them a
great playground for sniper-proficient classes.
In fact, many of the other battle arenas are
suited perfectly for snipers and for one specific
enemy encounter (an Atlas) that can be a lot of fun
for skilled sharp-shooters, so bring a sniper rifle
along even if you don't fancy it as a go-to weapon.
The later levels of the Presidium, along with
the plaza, are also long, narrow battle arenas with
plenty of niches, nooks, and crannies for decent
cover. Engineer-class players can make great
use of their Drones against two new enemies,
while other close-quarter combat specialists will
appreciate the narrow halls.
Consequence Overview: There are two main
conversations during this mission that offer
Renegade/Paragon opportunities. The first is a
minor conversation with Commander Bailey. He'll
fill you in on the situation, and your responses
will dictate whether you earn Paragon/Renegade
points.
The second, far more important instance, is
a heated encounter you have with an old friend.
During the final phase of this mission, you'll have
to convince your ex-ally (either Kaidan or Ashley)
once and for all that you're not still working with
Cerberus.
During this second conversation, you'll also
have to decide to take action against your old
friend or not. Your decision will affect whether you
can recruit them into your squad, so be prepared
to make some big decisions.

Ill- ITEMS REGUISITION RUNCOWN

Assault Rifle Piercing Mod Med Kit


Credits Pistol High-Caliber Barrel Mod
Data pad Pistol Piercing Mod
Locker Aecon Hood
M-25 Hornet Securitel Helmet
M-76 Revenant Sniper Rifle Extended Barrel
M-358 Talon Sniper Rifle Piercing Mod
Medical Station Cx3J

WAR ASSETS
I I I I I I
Turian Sixth Act 2-Priority: None. Automatically
Fleet The Citadel unlocks.
Asari Science Act 2-Priority: None. Automatically
Team The Citadel unlocks.
Asari Second Act 2-Priority: None. Automatically
Fleet The Citadel unlocks.
Asari Sixth Act 2-Priority: None. Automatically
Fleet The Citadel unlocks.
[ The Destiny Act 2-Priority: Save the Council
Ascension The Citadel
STG Task Act 2-Priority: New Salarian Councilor
Force The Citadel Saved
Salarian Third Act 2-Priority: Salarian Councilor
Fleet The Citadel Saved
Citadel Act 2-Priority: None. Automatically
Defense Force The Citadel unlocks.
AROUND ~E GALAXY
Mission Unlocks
Citadel: GX12 Thermal Pipe [page 363)

Mission Locks
Grissom Academy: Emergency Evacuation (page 338)
Tuchanka: Bomb [page 343)

WAR PREPARATIONS

You've secured the aid of a turian fleet by enlisting the krogans to help on Palaven, the turian planet. Your actions may have also brought the
salarians (if you chose not to cure the genophage) or the resurgent Rachni (if you chose to help the Rachni creature). Now you're being called
back to the Citadel to speak to the Salarian Councilor.

If you'd like to get straight to the next mission, skip to the "Visit the Citadel" section later in this guide.

SPEAK \/\/ITH ENONEER ADAMS SPEAK \/\/ITH OTHER CREW MEMBERS

Chief Engineer Adams needs a part that may come in handy on the Even though you may not be able to engage them in long
ship. If you have the time to help him out. you can acquire it on the conversations, you can still stop by and speak with James, Specialist
Citadel. Traynor, and other crew members. They won't engage you in
conversations worthy of lengthy dialogue trees, but they will reveal
bits and pieces of their thoughts, feelings, and other musings.
UPGRADE \I\JEAPDNS
NOTE

Since the current mission requires you to visit the Citadel, you
m have no choice but to visit there. As soon as you arrive, you'll
'D engage in the mission, so any Citadel-based missions will have to
dm wait until after this one.

E
111
I
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---
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E COMPLETE GRISSOM ACADEMY:
0 EMERGENCY EVACUATION
111
E This may be your last chance to complete the Grissom Academy
'C
IL The next act will shift focus away from the biological organisms like mission. If you engage this mission and have not completed it yet,
the Reapers and reintroduce old enemies that are more susceptible to you'll be unable to complete it afterward.
electric powers and plasma-based weaponry. So consider upgrading
weapons that complement electricity-based combat. Also, if you have
go-to weapon, now is a good time to upgrade it as well.
COMPLETE TUCHANKA: BOMB
If you completed "Tuchanka: Turia n Platoon," then completed "Attican
Traverse: Krogan Team,"then this will mark the third mission since
acquiring "Tuchanka: Bomb:"lf so, then this is also your last chance to
complete "Iuchanka: Bomb"before it is no longer available.

I
--------------------------------------------------------------------------------------------------
ACT2

REASSIGN P0\1\/ERS
If you haven't done so already, now is also a good time to reassign
powers. This isn't mandatory, but if you find that you're using certain
powers more than others or some not at all, then reinvest those points
in a power you will use more.

Another reason to respec your powers is to prepare for the


new enemies you'll be facing in the next few missions. You'll still
face Reapers and Cerberus foes, but you'll also have to contend with
the geth as well. Powers like Overload, Disrupter Ammo, and other
tech-leaning powers are going to be very useful.

TIP

If you haven't reassigned your powers yet, then you can do so now, for the first time, for free. Every
time after that, you'll have to pay an increasing amount of credits with every power reassignment .

VISIT THe C::ITACJeL


You've been called to the Citadel to meet with
the Salarian Councilor, but as you approach,
you find that the Citadel is under Cerberus
attack. Rather than land near the embassies,
your new destination is (-Sec headquarters.
Commander Bailey's distress signal sounds
frantic; if the (-Sec HQ falls, so does the Citadel.

Lieutenant Cortez deftly maneuvers the


shuttle near the (-Sec HQ and drops down as a
battle rages on.

Previously in Mass Effect


If Thane is alive and you've spoken to him, he
will impart the necessary information here
rather than Bailey.
c:-sec: HCJ. LANCINO ZONE

The LZ is hot as Cerberus forces fiercely


engage and quickly overwhelm C-Sec forces.
As your shuttle touches down, you find
that the area between you and the Citadel
entrance is full of Cerberus soldiers. The area
splits into three paths, however, allowing you
several different methods of attack.

TIP
Vanguard players can use Biotic Charge to dash across any lane and instantly reach the far end. To keep from being
overwhelmed with fire, order your squad to distract the enemies from any one lane, then pinch the foes from behind.
Follow up with Nova and charged melee attacks to keep the Cerberus goons off•balance while your team picks them apart.

Sniper-proficient classes, on the other hand, like Infiltrators and Soldiers, can use their range advantage from any of
the three lanes. Use your squad as bait while you safely pick off all enemies from the base of the landing area.

APF>ROACH 1: ONE PER ROUTE

~
u
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a,

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~

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~

J.
T

m
'D Since there are three long avenues leading up to the Citadel entrance,
'5 you can assign one route to each of your squad mates and take the CAUTION
0
m third for yourself. The left lane offers a raised vantage point with No matter which approach you take, don't rush into the Centu-
E little cover, the center lane is guarded by a turret at the far end, and rlcn's's smoke grenades. It may be tempting to do so under tho
111
0 the third lane on the far right has more cover but has several tough assumption that they can't see you, but the turret's targeting
15 enemies stationed at its far end. system may track you a bit if it catches you out of ccver,
n
....
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0 The Soldier and Sentinel classes are comfortable with close-


I'll quarters combat and can take a fair amount of damage, so they are
E TIP
'C best suited for taking the center lane. Use the small partitions as cover,
IL
and use close-quarter takedowns whenever possible. Otherwise, focus If you feel that your class is not as well equipped to go down
your fire on the turret at the far end while your two squad mates rush the center aisle, you can auign a squad member with more
up the left and right lanes, taking care of business from above. firepower, such as James, while you rush up one of the other
two lanes.
If you get pinned by the turret order your squad to attack the
turret and take off some of the pressure. When they do, rush to a
better position and attack. You'll face several Combat Engineers and
Centurions along the way, but if you spread your squad out evenly
across all three lanes, then the number of enemies each of you faces
should be manageable.
ACT2

APPROACH 2: LEFT LANE APPROACH 3: RIGHT LANE

The right lane has several shield generators near the far end that provide
extra protection for duck-and-cover tactics. If you rush up the right lane
immediately, you'll have to take down the Combat Engineers near the far
end, and they'll use the shield barriers for protection as well.

A high-powered Concussive Shot will deplete the shields entirely,


leaving the Cerberus fighters exposed. Take them down quickly, then
rush the shields. If you need cover from the remaining enemies, reactivate
the generators to bring the shields back up, then get return work.

Direct your squad up the far left lane and begin spreading out across
its entire length. This way, you and your team can gain a view of the
other two lanes and gain a height advantage on the center lane. With
a clear shot across both lanes, pick off all enemies, starting with the
turret, then focus on the Combat Engineers.

Stay behind cover as much as possible, and send your most


powerful squad member, if it isn't you, to the front of the lane while
you take the center. This way, you lead with the strongest member and
flank the turret if needs be. Clear the area, then speak to Commander Bailey, who's been
injured in the firefight prior to your arrival. He took one in the gut,
TIP but he'll survive. Bailey grants you access and, while at the computer
terminal, finds a clue as to why Cerberus may have attacked the
It can also be a good idea to take out Combat Engineers first,
Citadel.
as destroying their turret will cause them to start repairing it,
or even drop a new turret down if you destroy one-that is, of The Salarian Councilor is in danger, and you're the councilor's only
course, only if you can't move quickly enough after taking out
hope. Leave Bailey behind while you set out to the Executor's office to
the turret.
find the Councilor.
c::-sec::LOEIEIV
Pass through the double doors and enter
the C-Sec lobby. You'll get the jump on two
Assault Troopers near the lobby's far end,
so take them out quickly. If you pounce fast
enough, they'll be down before they even
know you're in the room. However, this will
alert the other Cerberus troops up the stairs
on the left, so take cover behind the couches.

APf=ll---.c'C)ACH 1: LJE IN WAJT APPROACH 2: AMBUSH

~
u
~ Wait for the Guardians to begin slowly marching down the stairs, and If you don't want to wait for the Guardians to come to you, order your
E
I'll
a,
either fire through the vision slots in their shields or use a power like squad to take cover near the bottom of the stairs and cut the wait
Singularity, Pull, or Shockwave to knock their shields off; then open short. As the Guardians approach the top of the steps, your team can
-ti
~
fire. If you have Frag Grenades, you can use them to knock their shields begin whittling them down and potentially finish them off.
off as well. You can also shoot the Guardians' knees as they descend
i
~
the stairs. This tactic is especially effective if your squad members can dish
out a lot of damage quickly. Crew members like James and Garrus can
With your entire squad behind the couches for cover, the put down Guardians with Carnage and Concussive Shot, respectively.
,.
J.
Guardians will have a lot of ground to cover before they can reach you.
Go up the stairs and rush the Combat Engineer. You can outgun
Once the two Guardians are down, rush the stairs and overwhelm the
m Combat Engineer. him easily now that you have superior numbers.
'D
'5
0 Another fun tactic is to use a combat drone on the Guardian. If
m you cast a combat drone on the Guardian itself, the drone will appear
E
111 Shortly after
behind them, and it will cause them to turn around and attack it,
0 going up the
15 exposing their back to you.
n stairs, examine
....
I:
the counter on
0 the right side of
I'll
E the reception
'C
IL area. Pick up the
Med Kit and
, Assault Rifle Piercing Mod mod before the next wave of enemies
comes crashing down on you from above.
ACT2 H

Shortly after going up the stairs, a small group of Assault Troopers Enter the next room, one that is flooding under an active sprinkler
will drop in from the level above you. Rush your squad to the room's system, and slowly approach the center table. A Guardian stands with
rear and open fire on them as they descend. If you get to the rear quick his back to you at the hall's opposite end. This is a perfect time to
enough, the Assault Troopers won't have enough time to get a shot off pounce on another unsuspecting enemy and eliminate him before he
and they'll fall dead to the ground. knows you're in the room.

TIP

Examine the C-Sec corpse in the room and the terminal on the
counter to get a hint of how the Cerberus attack unfolded.

When the Guardian drops, a Centurion comes rushing into the room from the distant hall. Open fire as he approaches and send a squad
member to attack from the room's left side. Simultaneously send your other squad member up the short flight of steps on the right and have him
engage the other Centurion and Combat Engineer in the far right corner.

If your second squadmate has trouble, take cover behind the partition on the right and lend him a helping hand. Tackle the turret in tandem
and use power combos or grenades to quickly dispatch the machine gun.

'IIIIHHHIUU
This room is
jam-packed
with valuable
items. Begin by
collecting the
Recon Hood
on the counter
along the left
wall. Then open the door on the left and enter the restroom. Inside
you'll find an M- 76 Revenant, a Locker with some credits . There's
also another C-Sec corpse in this room to examine. Finally, exit the
As you travel down the hall, look left to find a Combat Engineer
restroom, back into the flooded room, and exit through the hall at
working on a wall console. Take him out quickly, then shoot the
the far end. As you go, open the Medical Station and dean it out.
console's latch to unlock it. When the lid opens up, activate the switch
inside the console to unlock the elevator door.
-
> ITEM

There is a
REGUISITION > ITEM REGUISITION
After going around the malfunctioning door, examine the terminal
weapon mod nearby to get some credits. The terminal also unlocks the door to a
sitting on the room in the previous area, along the back left wall, that contained
shelf to the left of a Datapad, and the M-358 Talon. A Securitel Helmet and Pistol
the wall console. High-Caliber Barrel Mod can be found in an open room next to
Pick it up to get the locked one.
the Sniper Rifle Hop over the small partition into the kitchen area on the
Extended Barrel. right. Examine the counters to find some credits, then open the
Medical Station on the wall.

I
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Get in the elevator and take it to the next floor, where you11 find
another short hallway in shambles. There is a terminal against the far
right wall; check it out before you move on.

Along this area's


~ right wall is a
u
Pistol Piercing
~
E Mod. Grab it,
I'll then examine
a,
the dead body
-ti
~
near the center

i
~
of the hall. The
officer was carrying an M-25 Hornet that you can now pick up. Take cover behind the wall separating the kitchen from the
dining room. This spot gives you perfect cover and a great view of the
J. incoming Assault Troopers and Centurions on the far side, near the
T stairs. Order your squad to take cover behind the wall with you or in
m the dining room outside. Engage the enemy, then rush outside the
'D kitchen and position yourself behind one of the tall supports in the
'5
0 hallway.
m
E By taking cover in the hall, you get a better view of the enemy
111
0 and can stop them more quickly from attempting to flank you via the
15 hallway.Your squad members in the kitchen and dining room can
n
....
I:
freely engage Cerberus, split their fire, and create an opening for you
0 to either rush in close and blow them away or obliterate them from
I'll
E your position.
'C
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Turn right at the hall's end, and use the small room to circumvent > ITEM REGUISITION
the malfunctioning door. This leads to another hallway with two
Open the Medical Station on the far wall just before entering the
Cerberus soldiers with their backs to you. Rush them and silently
Executor's office. The desks at the far right corner of this wall also
eliminate them if you can. Vanguards can use Biotic Charge, Soldiers
contain a Sniper Rifle Piercing Mod.
have Adrenaline, and Infiltrators should use their Tactical Cloak. All
other classes can sprint up and use a charged melee attack on one,
followed by a close-range headshot on the other.

Make a left at the hall's end. When you enter the next area, you
see the Executor's office at the far end. On the right is a kitchen area
with a small dining section to its left.
ACT2 H

Finally, go through the far door and up the stairs, and enter the Executor's office. The area is full of dead bodies, and the Councilor isn't inside.
When you look out the window, back down on the dining room area below, you see the Councilor come out from her hiding spot.

Before you can reach her, however, a strange man interferes. He threatens to kill the Councilor, and you rush down in time to hold him up. As
the Councilor's life is being threatened, she reveals some shocking information about Councilor Udina.

Suddenly, the strange man, an assassin, releases a blast from his palm that tears through the Councilmember. He quickly turns around and
runs. He jumps atop a speeding shuttle that will probably take him to his next target-the rest of the Citadel Council. The Salarian Councilor was
correct about Udina: He's working with the assassin.

r. PREVIOUSLY IN MASS EFFECT

If Thane is available and you've spoken to him on the Citadel


THE P1,ESIDIUM

already, Thane will be killed instead of the councilor. If not, and


Kirrahe is alive, Kirrahe will be killed instead of the councilor.

When your shuttle crashes, you stop on the Presidium. If you've spent
any time in the Citadel, then you know the Presidium's layout. The
long hallway is broken up by plenty of planters along its left side that
provide great cover. The right edge of this floor overlooks the rest of
the Citadel, so you're better off sticking to the left. Farther down the
You hop into a shuttle and give chase, but the assassin pounces long hall, along the left side, are also two sets of stairs that lead up to a
on your car midflight and disables it. The shuttle crashes into the small perch.
Presidium.

APPROACH 1: PLAY IT SAFE


You're facing brand-new enemies in this encounter. Phantoms are
devilishly fast and slippery, so don't rush out like you might against other
enemies. Stay behind the planters for cover and use powers to slow them
down or knock them off balance. Soldiers can use Adrenaline to slow time
and follow up with grenades or head shots to inflict major damage. Adept
players can also use Stasis or Singularity against these tricky foes, but
you'll have to follow up with destructive powers like Cryo Blast to inflict
maximum damage. With the Phantoms gone, you can focus on the Assault
Troopers and Nemesis troops.

Nemesis troops are sniper specialists, capable of causing major


damage from down the hall. If you maintain cover near your landing
position, you'll have a difficult time nailing them from afar (unless you're
a sniper-proficient class as well). When the Nemeses arrive, dash from cover to cover, up the hall, and get within close range to eliminate their
advantage. Hit them with strong dose-range weaponry and powers to eliminate them quickly.
CAUTION TIP

Phantoms are also capable of delivering fatal blows 1f they can You can try to shoot the weapons out of their hands to "defang"
get you or your companions into mclce rango. the phantoms, but this requires exceptional marksmanship
abilities.

After leaping across the small gap into the next section, order your crew to take cover behind the parked shuttle on the left and behind the
planter on the right. This area is much more cramped, so your best bet is to keep cover and spread your forces as much as possible to cover as
much ground as you can.

When the Phantoms attack, they'll be forced to attack one of you, while the other two can open fire on it from close range. If the Phantoms
take cover, flush them out and put them down. Once again, when the Phantoms are eliminated, you can turn your attention to the remaining
Nemesis and Assault Troops.

~ACH 2: CREATE A BOTTLENECK AND FUNNEL

~
u
~
E
I'll
a,

-ti
~

i
~

J.
T

m An alternate approach to this battle is to force your enemies to go Finally, with the Phantoms out of the way, rush the Nemesis and
'D
'5 where you want them to. If you allow the Phantoms and Assault Assault Troopers near the rear of the area to flush them out. Nemesis
0 Troopers to roam freely, the Phantoms will rush you quickly while the soldiers will attempt to get a better position as you approach, so either
m
E Assault Troopers pick you apart. Instead, use powers like Singularity pick them off as they move, or focus on the Assault Troopers in the
111
0 near the center of the hall to create a bottleneck in their travel path. meantime.
15 This will force your enemies to either avoid it and take a more indirect
n route toward you or get caught up in the Singularity's field.
....
I:

0
I'll Other powers like Throw can work similarly by hurling enemies
E into others and redirecting them. When the path ahead of you is clear
'C
IL of Phantoms, rush up the stairs on the left and follow them around to
a flanking position behind the Nemesis troops. You'll get the jump on
them and put them down quickly.

After leaping across the small gap, once again use Singularity or
a similar tactic (combat drones can also work here) to block one path
from the Phantoms. If you place the Singularity near the far left side,
enemies will be funneled into the right side where you can greet them
with heavy fire. Drop down at the hall's far right end and turn left. Follow the
series of windows and ledges up to the top floor. Pick up the credits
on the ground as you travel across the outer edge of the Citadel, then
reach the next floor of the Presidium, Shalmar Plaza.
ACT2 H

SHALMAR PLAZA APPROACH 2: HI.JACK THe ATLAS

Shalmar Plaza is not much different than the previous section of the
Presidium you were in. It is only slightly longer and lacks the parking
bays on the left side. Instead of encountering Phantoms and Nemesis
soldiers, however, you're greeted by a massive Atlas mech.

APPROACH 1: COVER IN THe SHOP

An alternate approach is to take the Atlas for yourself. Equip a sniper


rifle and focus all of your fire directly on the Atlas's cockpit. If you get
nothing but direct shots on the glass, eventually it shatters and leaves
the pilot exposed.

Train your weapon the pilot and open fire. A few solid shots from
your sniper and he'll die, leaving the Atlas open for you to take control.
Rush the Atlas and hop inside, then turn it on the rest of the enemies
nearby.

The shop on the left-hand side provides plenty of cover for your entire
squad. From here, you can safely take the brunt of the Atlas's attacks
while getting a decent view of the other enemies nearby. If you want Go up the stairs on the plaza's left side and open the door. You'll
to spread out your forces and divert the Atlas's attention away from reach the elevator in time to see the assassin get in with a group of
your crew, then take cover out by the planters on the right side of this Cerberus troops. They're after the rest of the Council, so you hop into
floor while they deal with the enemies surrounding the Atlas. another elevator shaft, landing atop a stopped elevator.

Your squad may occasionally take fire from the Atlas, but if you Bailey activates the elevator you're on and you go speeding after
keep the pressure on and stay out in the hall, then the Atlas will focus the assassin in the hopes you reach the Council first.
primarily on you. While it does, direct your squad's fire on the other
enemies and take them all down.
TIP

Power conduits can be shot on top of the Phantom's elevator,


causing it to fall and prevent combat with the enemies inside.

-
Shortly thereafter, another car will pull up next to you with
three Assault Troopers. If you're behind cover, you can deal with these
soldiers quickly and easily. A few head shots or a well-placed grenade
does the trick. Once again, shoot out the power conduits on the next
car and slow the elevator carrying enemies down a second time. Put
down the two Assault Troopers that zoom in from above, then jump
onto the top of the next elevator car, the Council's car, when it pulls up.
Change to a close-range weapon and prepare to engage the
enemy in tight quarters. Despite Bailey's attempts to slow down the
assassin, he still manages to stay ahead of you a bit. When you come
up on his elevator, fire on the power conduits at the bottom of his ride
to slow him and his goons down. I
I
I
I
I
I
I
I
I
I
I

~
u When the Phantom car pulls up next to you, take cover behind
~ your power conduits and unleash a blast of your close-range weapon
E (preferably a shotgun) or hit it with strong power combinations. At this
111
01 range, you'll be able to eliminate them quickly and potentially knock
111

-Ea them off the elevator car. .,,., /'


/

i ,/
JI
~

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Ill
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n.
ACT2 H

PARANOIA ANO BETRAYAL

You finally manage to catch up to the Udina


and the rest of the Council, and they escape
their elevator car, running toward a shuttle
transport. Your ex-comrade, either Kaidan or
Ashley, is now in charge of their protection
and carefully escorts them to their shuttle.

____________,..
----------------------------------
NOTE

All of the above are the assumed default events if you didn't
import a save from previous games. If you did import a save,
then, when facing off with Ashley or Kaidan, you may face a
friend who does not need convincing, a reluctant ally who needs
a hard- or maximum-level persuasion or intimidation to bring
over to your side, or an enemy that cannot be convinced. It all
depends on how you have treated Ashley or Kaidan in the past
three games.

Factors that help win them over include:


• Saving the Council in Mass Effect 1
• Romancing them in Mass Effect 1
• Acknowledging their fears on Mars about you
helping Cerberus (Mass Effect 3)
• Visiting them in the hospital and speaking with
them o~en
• Staying true to them in Mass Effect 2 (not
romancing anyone else)
• Being honest or apologetic about any rival
romances you had in Mass Effect 2
• Taking the Paragon or Renegade Interrupt in this
conversation
• If Thane or Kirrahe kept the Salarian Councilor
alive, Udina has no doctored footage to show to
Ash or Kaidan
However, when they see you exit the elevator with your weapon
drawn, you immediately become suspect number one. The following
------
conversation between you and Kaidan or Ashley not only grants you In the end,
Paragon/Renegade points, but also determines whether they will join your efforts
your squad for the remainder of the game. to save the
Council succeed,
If you've visited them in the hospital, brought gifts, and kept a and Udina's
positive open line of communication with them, they're more likely to traitorous
trust you when you try to convince them that Udina is the enemy, not you. actions are
exposed. You
When the time comes, you'll have to choose whether to shoot lose track of
your ex-comrade or talk them down. Shooting them will eliminate the Cerberus assassin-he escaped when he saw that (-Sec was
them from the game, and you'll be unable to recruit them. If you talk operational again-but you're certain to get another opportunity to
them down, you'll also get a Renegade opportunity to shoot Udina take him down.
as he attacks the other Council members. If you allow the Renegade
opportunity to pass, your ex-comrade will shoot Udina in your place. NOTE

This mission ends on the Citadel, so you're free to resume any


Citadel missions you may still have. This also marks the third
phase of the Citadel (post-Cerberus attack), so you may find
new missions to pick up.\
The quarian fleet offers both technical
specialists and support ships to assist with
the Crucible. Meet with the quarian admirals
and obtain their help in the war effort.
ACT2

MSSIDN E3RIEFINCi
Battleground s: The geth Dreadnought was not
designed for the comfort of organic creatures,
so don't expect a lot of space to move around.
The geth ship is full of narrow catwalks, perhaps
because the machine species can move efficiently
with no need of ext.ra space, and there is little
cover, so expect a lot of head-to-head battles.

In the few rooms that offer a wider battle


space, you have plenty of options for battle
tactics. You will be able to engage in everything
from roaming firefights to carefully constructed
power-based traps used to funnel enemies
around.

The geth don't have the same


self-preservation instinct at organic creatures,
so be prepared to engage foes in close-quarters
combat [CQCJ. Bring squadmates that can either
engage in CQC or have great complementary
powers such as Overload. In fact, EDI is a great
squadmate to bring along since she's also a
machine. She will provide great insight and will
bring unique powers that are perfectly suited for
this mission.

Consequence Overview: Before you set


out on the mission, you'll engage in a critical
conversation with both Admirals and Liara that
yield Paragon/Renegade points. It won't alter
the course of the war or dictate who is on
your squad, but your responses will affect your
Paragon/Renegade leaning.

During the mission, you'll also encounter


a unique Geth VI that is in need of help. Your
decision to either trust it or remain cautiously
skeptical will yield more Paragon/Renegade
points.

Finally, once you're back on the Normandy,


the last conversation of the mission will place you
in a tough spot. The conversation will begin to
forge an alliance with one species or another. You
won't see the effects of this alliance right away,
but you will gain Paragon/Renegade points in the
meantime .

• PREVIOUSLY IN MASS EFFECT

The Geth VI can be replaced by Legion if you imported a


save where Legion is still alive.

> ITEMS REGUISITION RUNCOWN ,,,m,111,


Archon Visor SMG Scope
Assault Rifle Precision Scope Sniper Rifle Enhanced Scope
Gath Data Shotgun Smart Choke
Geth Pulse Rifle Arc Pistol
Med Kit
AROUND THE GALAXY
Mission Unlocks
Citadel: Cerberus Ciphers [page 365) Oekuuna: Elcor Extraction (page 369)
Citadel: Reaper Code Fragments (page 367) Silean Nebula: Ring of Alune (page 360)
Citadel: Cerberus Turian Poison (page 365) Nimbus Cluster: Library of Asha (page 369)
Citadel: Chemical Treatment (page 366) Hades Nexus: Prothean Sphere [page 368)
Citadel: Medical Supplies (page 367) Valhallan Threshold: Prothean Data Drives (page 369)
Citadel: Volus Ambassador (page 367) Lesuss: Ardat-Yakshi Monastery [page 347)
Citadel: Medi-Gel Sabotage (page 366) Arrae: Ex-Cerberus Scientists (page 351)
Citadel: Inspirational Stories (page 366) Priority: Rannoch (page 250)
Oekuuna: Code of the Ancients (page 368)

Mission Locks

None

WAR PREPARATIONS

In a time of war, few would've suspected one of their own would turn on them. The salarian Councilor did, and the cost was her life. Luckily,
-
you and your squad were able to put down Udina's Cerberus allies on the station and return control back to (-Sec. In the aftermath of the
assault, you've gotten word from the Admiralty that the quarians have offered assistance in the war.

If you'd like to get straight to the next mission, skip to "Speak with Quarians" section later in this guide.

-----------------------
CITADEL MSSIONS CITADEL AMBIENT CONVERSATIONS

GI
'O

a
GI The attack on the Citadel marks the next shift in the Citadel mission The Citadel is a busy place. At any given moment, there are people
E structure. The aftermath of the attack has left a lot of people in need engaged in heated conversations. If you've listened to them on
B and looking for answers. Since the last mission ended on the Citadel, previous visits, then now is a great time to stop by and listen to them
take some time to explore the Citadel and pick up all new missions to again. If you've passed by enough times, many of these conversations
~
E complete. will have progressed to a point where you can interact by supporting
0 one person or another.
I'll Some missions, such as "Citadel: Inspirational Stories" or"Citadel:
E
'C Medi-Gel Sabotage," can be completed in a matter of seconds after Your involvement in these conversations will often garner
n. acquiring them, so check every level of the Citadel and keep your ears Reputation points, so be sure to stop, listen, and give them your two
open for new mission objectives. cents.

-------- -- ---------------------- ------ -------------- - ---------


I
ACT2

SPEAK WITH -.JOKER SPEAK WITH THS ADMIRALS, THEN


LIARA

Joker and EDI are taking some time off at Purgatory on the Citadel.
Stop by to speak with Joker and continue your conversation with Back on the Normandy, you immediately communicate recent events
him from your first visit. At this point, he's begun giving more serious with the Admirals. Admiral Anderson also shares some information on
thought to the possibility of a relationship with EDI. You can either the assassin Kai Leng. They have history together and now so do you.
encourage or discourage him from doing so. In the meantime, the asari and salarians have both completely pledged
their support to the cause, and work on the Crucible is coming
along nicely.
SPEAK WITH -.JAMES
The scientists working on the Crucible still have questions, but
at least they've been able to confirm that it can cause an extensive
amount of damage. The only missing key at the moment is a
mysterious component called "the Catalyst." Scientists believe this is
the key to controlling the weapon and directing it at the Reapers.

If you spoke with James in your private cabin earlier about his N7
prospects, now is a great time to visit with him again at the Citadel.
You'll find him in the lower docks near the refugees.
4
I
I
I ;...11-c; ..
RECRUIT KAJDAN DR ASHLSY I

Shortly after speaking with the Admirals, Liara relays a message


from the asari high command. They don't relay much information,
but it's clear they'd like your help. Your conversation with both the
Admirals and Liara play out as one long segment, so keep your
replies consistent, as this conversation segment will yield Paragon/
Renegade points.

If you built up your trust with Kaid an or Ashley while they were
hospitalized, and then convinced them that you're not with Cerberus
during the Udina incident in the last mission, you can now recruit
them for your squad. Before you return to the Normandy, you find
your friend waiting for you near the Normandy's entry hatch. Speak
with your friend and convince them to come on board the Normandy
instead of staying behind.

------------------------------------
SPEAK \I\/ITH SPECIALIST TRAYI\.OR SPEAK \I\/ITH DR. CHAKWAS

There are numerous conversations to be had aboard the Normandy Dr. Chakwas has a mission for you as well. Speak to her to get more
once you return. Specialist Traynor has several conversation options, information.
one of which is a mission that can yield War Assets. If you spoke to her
earlier about her fondness for games, you can also engage her in a
private conversation in your cabin. SPEAK \I\/ITH DIANA A,-u...l _.._ERS

Check your e-mail to find an invitation to Game Night from her.


To accept her offer, go to your private quarters and inviter her up. If
you're a female Shepard, now is your chance to make the relationship
a romantic one. If not, you'll have a humbling conversation where she
politely turns you down.

SPEAK \I\/ITH wARRUS

Diana Allers can also have a private conversation with you in your
quarters. If you've already started flirting with her, engage in a
, favorable interview with her to take the flirtation to another level. You
won't be able to spark a romance during this conversation, but you'll
take one step closer.

Garrus is silently contemplating the people you have lost just outside
the elevator on the crew deck. Stop by to speak with him. He'll ask
about your actions on the Citadel and will share his own thoughts on
m the matter. You'll gain Reputation points for the conversation.
'D

dm
E
111
0
15
n
E
0
111
E
'C
IL
ACT2 H

SPEAK VVITH Cl.UARIAN!5


When you meet with the quarian
representatives aboard their ship, they explain
that they have engaged the geth again and
their fleet has been pinned by an enemy
geth Dreadnought. Even though the quarian
representatives are too busy infighting, they
do agree on one thing: They need your help.
Your next mission is to disable the geth
Dreadnought and help free the quarian fleet.

Whether they attack once they've been


freed or retreat is yet to be determined, but
one thing is for sure-the geth are not working
alone. They've been bolstered by the Reapers
through a signal that is controlling the geth.
To make matters worse, the geth have been
upgraded with Reaper technology.

The quarians have brought back Tali,


another old friend, to help in your assault. She
immediately joins your squad and bolsters your
crew's abilities with her own unique powers.

NOTE

If Tali is dead or was never recruited due


to an imported save, then Admiral Xen will
help in the mission.

SPEAK WITH TAU


NOTE

Tali only appears if she's alive from the last game. Players who
do not import a save will recruit a Tali who is alive but was
exiled from the fleet. Also, you can only romance Tali if you
romanced her in Mass Effect 2, so you can continue a romance
but not start one.

TIP

This is likely the first time you will have Tali in your squad. Level
up Tali depending on how you want to use her. To actively use
her powers against enemy defenses, Energy Drain and Sabotage
After speaking with the quarreling quarians, you can take a minute
are excellent against shields and synthetics. To bolster Tali
before triggering the mission to speak with Tali in your private cabin in combat without worrying too much about power use, put
as well. She needs to get a lot off her chest, and you're a familiar points into Combat Drone (which can be destroyed but attacks
face. Speak with her and either encourage her or give her your cold enemies at range) or Defense Drone (which stays close to Tali
assessment of the situation. This conversation will yield Reputation and attacks enemies that come into range). Tali's passive power
points and is a great place to start if you want to resume a romance boosts the effectiveness of her powers and shields.
with her.

-------------------------------------------------·-------------------------------------------------
~~CJISAE:ILE THE CJRE.ACJNCJUOHT
When you're ready to help the quarians, fly
to the geth Dreadnought and dock. As you
approach, you find that there are hundreds of
ships engaged in battle near the Dreadnought.
Despite that, Joker manages to dock you safely,
but the docking area is not quite safe yet.

Before your squad can join you, venture


out the long docking tube and cross it until
you get into the geth ship. Once inside, you can
secure other docking procedures for your two
crewmates.

The long tube isn't dangerous, really, but


it is dark and creepy. Walk left and right, around
the inside of the tube (you're in a zero-gravity
environment, after all), until you reach the parts
of the tube that will let you advance. If you
reach a gap, walk left or right again until you
find a place without a gap. The easiest way to
cross is to keep your eye on the lights on the
inside of the tube and follow them.
TIP

There's a nice view of the geth Dread-
nought, as well as a look at the planet of
Rannoch through a hole in the umbilical
tube. Take a minute to check them out as
you make your approach.

--.,.--~--
----------------------------------
)I, ITEM REGUISITION
. WHIHIIHIIIII
Once you make it inside the geth Dreadnought be sure to follow
the path to your left and drop down onto a smaller catwalk to
pick up the Shotgun Smart Choke.
Ill
'O

Inside the geth ship, drop to the lower area and edge around the
right side of the debris-filled room. Hop on top of the metal beam and
follow it to its end. There you'll find a ladder leading up to a door on
the right. Go inside to find another airlock, then climb the ladder on
the right to find the docking control. Prior to activating the docking
controls, there is a Geth Data pickup on the console standing on the
catwalk leading to the docking bay air lock. Activate them and let the
rest of your squad into the geth Dreadnought.
ACT2 H

TIP

Highly skilled sharpshooters (though not necessarily snipers)


unlocks the can nullify the geth Rocket Trooper's greatest strength by
next doorway, shooting their rockets out of the air. If you're fast enough, you
look down at can even shoot the rocket when it's nearest to the enemy and
the item she inflict damage on the geth Rocket Trooper.
points out. It's
an Arc Pistol,
a weapon that
is highly effective against the geth. Pick it up and equip it for the
duration of the mission. Inside the next room, just right of the
GUARDIAN Battery, is a weapon mod. Pick up the Sniper Rifle
Enhanced Scope before proceeding.

NOTE

If Admiral Xen joins you in place of Tali, she gives you the gun
as well, but remains behind and is primarily in radio contact
throughout the mission.

Drop down the ladder on the walkway's right side and you'll
land a few yards behind another geth Trooper. Melee combatants like
Sentinels, Soldiers, and Vanguards can make very short work of this
unsuspecting foe, while other classes can easily take aim and fire at the i
back of its head to drop it quickly. ~

Activate the GUARDIAN Battery computer on the left, then follow


the walkway right, to the bridge controls. Activate them as well before
you run into a group of well-armed geth.

As soon as you do, you'll alert the other geth nearby. Take cover
near the railing and send your squad ahead of you, farther down
the hall. If you've brought EDI along, use her Overload ability to
temporarily stun the geth Rocket Trooper and unload on it first while
its shields are down. Otherwise, powers like Singularity and Shockwave
will help too. Lay down a constant stream of pressure on the geth and -
keep them suppressed as much as possible to allow your squadmates
to inflict some punishment on them as well.
I
CAUTION

This area alao has proximity mines that you can destroy; if you
Immediately take cover and wait forthe geth to reveal themselves
don't, they blow up in your face end knock you book, which can
on the walkway's other side. If you or your squad has Disrupter Ammo, be critical during a hard fight.
equip it now. When the geth Rocket Trooper comes up to shoot, use
powers like Overload or Singularity to disable it. If you don't have those
.. --~------------

powers available, open fire and then quickly take cover again.

The geth Rocket Trooper fires very dangerous and speedy rockets
that can instantly deplete your shields if you're not careful. Take out the
first few geth, then head down the walkway. Make a right and open fire
on the next geth group before they attack.

Always focus on the geth Rocket Troopers first, since they pose
the most danger, then sweep the area for the regular geth Troopers.
Engage the geth Troopers in melee combat; it's not one of their
strengths, so make it one of yours.
Examine the signal console along the right wall to learn more The next room has a network console that you can examine.
about how the Reapers are controlling the geth. There is also a sensor
console on the left wall that may provide some valuable information.

This next room


holds a Geth
Farther down Pulse Rifle on a
the hall, shortly shelf on the right.
after making a Pick it up and
left, look to the equip it-but
console on the only if you don't
left to find some already have a
Geth Data. Enter more powerful assault rifle.
the next room
and check the computer on the right. Atop the computer is an
Archon Visor. Grab it before you go.

--------------------------------------------------------------------------------------------------

'D

a
II
E
L1

-a
~
c

E
n.
ACT2 H

CJREACJNOUCiHT OPERATION C:ENTER

Enter the next room, the Dreadnought


Operation Center, to find a cloaked geth
accessing a computer terminal at the far end.
Its cloaking device flickers for a bit, but before
you can reach it, the geth disappears again
somewhere into the room. At that point, the
other geth turn their attention to you.

APPROACH 1: SPREAD THE SQUAD APPROACH 2: WORK THE PERIMETER


An alternate approach is to lead your squad around the room's
perimeter. As you round the room, use powers and grenades to
redirect and funnel the geth away from you while your team depletes
their health. As you move around the perimeter, you force the geth to
redirect and chase you.

Staying on the move gives you more time to inflict damage and
gives them less opportunity to rush you as they are wont to do. Keep
moving around the room's perimeter, staying behind cover as much as
possible, and carefully pick off the geth as they give chase.

Engineer players can complicate things even more for the geth
As soon as the geth notice you, they immediately begin rushing you by unleashing combat drones to distract them as you skirt the room. If
and your squad. Spread out your squad along the back end of the you brought EDI, her Decoy power can also distract enemies.
operation center and maximize your team's firepower. Use grenades
As you work the room's perimeter, keep your eyes trained on
and other explosive power combinations to take out the geth
the center of the room in case you manage to funnel the majority of
Troopers.
enemies out into the open.
Keep your eyes peeled for visual distortions to give away the
position of geth Hunters as they fearlessly approach you, then hit them
with a projectile to reveal their position. As soon as you temporarily Before you
disable their ability to cloak, focus all of your team's powers and activate the
firepower on the Hunter to quickly overwhelm it. computer
terminal at the
If you have grenades, use them near other geth soldiers to inflict
room's far end,
some damage. The concussive sphere of the explosion can also help
pick up the SMG
reveal nearby Hunters. Vanguard players can use Nova as well if a geth
Scope and the
Hunter is approaching; the radial shock wave will instantly knock back
Geth Data.
and reveal the cloaked enemy for others to fire upon.

By keeping your squad stationed together, near the rear of the


room, you can anticipate the geth's approach from the room's opposite
side. This will also cause the geth to use the side halls to attempt
flanking maneuvers where you can ambush them with power combos
and explosives.
Once the room is clear, examine the data console near the room's If you've equipped the Arc Pistol, this is the perfect time to
center, by the entrance, then activate the Operation Center console familiarize yourself with it Charge shots as the geth take cover and
near the room's far end. The console brings up the ship's schematics release the trigger when you've got them trained in your sights.
and allows Tali to plan the team's next attack. She tricks the ship into
thinking there is a thermal warning and unlocks all of the doors to the Open the second door in the room's far left and enter the next
room, clearing a path to your next stop. room. Follow the catwalk around the left until you find a ladder, then
drop to the next level.
Before you can go, though, you must contend with the geth
waiting on the door's other side. When the doors open, the geth pour Continue dropping down until you reach the bottom floor, then
in from the room's opposite side and the ceiling. Once again, take enter the next room, the Main Gun Battery. Enter the room and make a
cover and prepare for battle. left. Follow the walkway down and around to a long hall that acts as a
charged firing tube.

~
u
~
E
I'll
a,

-ti
~

i
~
As soon as the geth rush into the room, begin directing your
squad toward the far left corner, where the now-open door provides After you drop down two levels, examine the console along the
an exit. Use similar tactics during your escape as you would in
left wall to find some Geth Data you can salvage. On the bottom
,.
J. Approach 2 and keep the geth moving. The only difference now is that
as you move, you'll encounter geth directly in your way, as opposed to
floor, just left of the exit door, is a Med Kit. Open it and claim its
contents before entering the next room.
behind you.
m
'D
'5 If you send your team ahead of you, hang back a bit and wait
0
m for the geth to open fire on your squad. Surprise the geth with fire of
E your own and shred them quickly. If you're an Adept player, use power
I'll
0 combos on multiple enemies at a time and maximize your damage
output.
~
...
i,C

a ---~------------------------------~-----------------------------------------
I'll
E
'C
n.
ACT2 H

MAIN OUN BATTERY: ENTRANC:E HALL

The entrance to the Main Gun Battery is a long


hall that constantly fires a dangerous, highly
charged electric field. If you or your squad get
caught in the blast, it'll obliterate your shields.
To make matters worse, the entire length of the
hall is swarming with geth Troopers and geth
Rocket Troopers. Your shields will deplete with a
hit of the electric field, but theirs won't.

TIP

Carefully time your movement and your


attacks in between the gun battery's
firing pattern. Wait for the distinct
discharge sound that denotes the shock
wave has been released; when you hear
this, take cover, then pop out of cover as
soon as the shock wave passes you.

APPROACH 1: SNIPE

As with most long hallways, sniping from a distance is one of the best approaches available. Equip your best long-range weapon and wait for the
enemy to show its face. When it does, take aim and open fire. In this hall, things become a bit more complicated due to the short window between
shock waves. You'll have to fire between shock waves from the main battery, so you'll have to pop out of cover, spot the enemy, zoom in, and pick
your shot all in the matter of a few very short seconds.

Use yours or your squad's powers to distract or stun the target before firing; then maximize your fire by concentrating on one target at a time.
look for the ripples in a Hunter's cloak when it is affected by the shock wave, and always make them first priority when you spot them. The Hunters
won't stop coming until you make them stop.

If you hang back with the sniper rifle, send your squad slightly ahead of you to cover on the other side of the hall from you. That way, the geth
will attempt to reach them first and your squad will weaken the enemy with their fire, leaving you to finish them off from afar.

APPROACH 2: RUSH
Another tactic is to take a complete opposite approach: Instead of
hanging back with a sniper, time your movements carefully and rush
ahead with a strong close-quarter weapon, like the ultrapowerful
Claymore shotgun. With this approach, the key is to use powers like
Singularity, Stasis, and Overload to slow enemies (or Adrenaline to slow
down time), then wait for the shock wave to pass you by.

When it does, leave cover and rush the nearest enemy. Hit it with a
direct shot from your weapon, then either follow up with a charged melee
blow or a second blast to finish it off. As soon as it is down, take cover,
reload, and spot your next target.

This approach is especially suited for Vanguard-class players who


enjoy using the Biotic Charge, Nova, melee combo to wipe out enemies quickly.
APPROACH 3: FLANK

If you prefer using more traditional tactics, you can also rush from your
cover into some of the winding hall sections that flank the main hall.
Rush into the side section on the right or left, and mow down any geth
stationed in the U-shaped hall. Use a combination of weapons fire
~
u and melee attacks to clear the hall, then aim back down on the main
~ hallway to get the jump on the enemies engaging your squad.
E
I'll
a, TIP

-ti
~
The side halls flanking the main hall provide safety from
the shockwaves.

i
~
If you press the action all the way around the U-shaped hall, you

,.
J. can also flank the enemies in the main hall or pop out from behind
them and pinch them between you and your squad.
m
'D > ITEM REGUISITION
'5
0 About halfway down the hall drop down to a lower platform on
m your left to find a console with Geth Data worth salvaging.
E
111
0
15
n
....
I:

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Clear a path to the hall's far end and make a left. Hit the
Maintenance Override switch to gain access into a short firing conduit
leading to the Core and go inside. Sprint across the tube and reach the
other side before it charges to completion and fries you.
ACT2 H

MAIN OUN BATTERY: EXIT HALL

This section of the main gun battery, which


leads to the Core, is very similar to the previous
hall you traversed. It also has a dangerous firing
pattern, but has a raised platform crossing over
the walkway where enemies like geth Rocket
Troopers can perch.

AJ i , d lACH 1: UP THE MDDLE

Since this long passage has side passages along both sides, plenty of The geth will approach your position, so you will have plenty of
cover in the main walkway, and a platform crossing over the top of the opportunities to reach over your cover spot, grab your enemy, and
main catwalk, the approach up the catwalk can be a treacherous one. put them away with one melee blow. When you reach the platforms
Instead of splitting up the squad across all of the different possible in your way, wait for the shock wave to pass you, then climb up the
routes, take a more direct, head-on approach to the main hall. ladders and quickly take cover again before the next shock wave.

Carefully direct your squad from cover to cover, up the main Don't climb any platforms if there is more than one enemy
walkway. When you encounter an enemy on the walkway above, make still perched there. You can overwhelm one foe, but multiple foes,
it your first priority and concentrate all powers and weapons fire on it especially if one is a Hunter or Rocket Trooper, can make things much
before proceeding up the catwalk. Stay behind cover and use covert more difficult. Both Hunters and Rocket Troopers can deplete your
takedowns whenever possible. shield quickly, allowing the shock wave to finish you off.

APPROACH 2: SIDE AISLES


If you don't want to take a direct approach, you can also utilize the short
U-shaped sections flanking the left and right sides of the main walkway.
Direct your squad into the hall's far left side as soon as you enter the
main walkway and follow them in.

Lead the squad around the bend and carefully approach the top of
the platform that crosses over the walkway. You'll be safe from the shock
wave, but you'll have to engage every enemy in close-quarters combat
as you reach the top of the catwalk. Switch to a close-range weapon
like a shotgun and use powers like Throw, Shockwave, or even Pull to
manipulate your enemies nearby.

If there are a lot of enemies on the catwalk, Singularity or Lift From here, you can use the side passages on the right to flank
Grenade can lift the bunch off the ground and turn the situation in your the enemy to rush them and engage in close-quarters combat. Lead
favor. Wipe out all foes from the catwalk, then drop down to the main with direct shotgun blasts or disruptive powers. If you've brought EDI
walkway's other side. along, use Decoy to distract your foes, or, if you're an Engineer, activate
a Drone to help ease the pressure a bit.
Make a left when you reach the hall's end and follow the path up Activate the platform controls and ride the lift up. Before it can go
and around. A door on your right side will lead to the next area. Go far, a pair of geth Rocket Troopers blasts your platform and knocks it off
through the small passage and enter a room with an elevator platform its support. Quickly sprint toward Tali on the upper level before your
inside. platform gives way and you go down with it. Once you're back on your
feet, take the ladder up to the level above you.

'IUIHIHHlm ,,,n,,,m,m
Before hopping
Pick up the Med
on the list, check
Kit shortly after
the console on
going up the
the room's right
ladder, then go
side to find some
through the
Geth Data on it.
door into the
Salvage the data,
next room.
then get moving.

~
u
~
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11
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'D

E
n.
ACT2 H

C:ENTRAL C:ORE

When you finally reach the Central Core, you find a large, spherical containment unit near the center of the room. It is clearly made out of Reaper
technology, but it's hard to see what is inside. When you deactivate it, the containment unit retracts to reveal a trapped geth unit.

The geth unit explains that it was created to research the Reapers, but when the Reapers took over the ship, they imprisoned this unit due to
its unique and complex architecture.

Your responses to the imprisoned geth will determine whether you accrue Paragon or Renegade points, so respond according to your
leaning. If you're quick to trust the geth, you'll gain Paragon points; your skepticism will gain you Renegade points.

r.
-------------------------------------------------r------------------------------------------------
PREVIOUSLY IN MASS EFFECT

If you import a game save in which legion survived, the geth


TIP
You can also go the other way and just quickly take the elevator
being imprisoned is legion. legion is much friendlier and makes up to the spot if you want.
it clear that it opposed the geth allowing the Reapers to control
them.
..,,_--~--
APPROACH 1: OUTSIDE EDGE

~
Before setting
the geth unit
free, turn around
i
~

to find an ul
Assault Rifle ~
0
Precision Scope "O
~
weapon mod. On m
CD

the other side of


the room is a bit more Geth Data. Salvage it, then continue.

Go up the ladder to the level above and walk left, all the way As soon as the geth attack, take cover behind one of the nearby pillars.
around the circular platform to a computer console. Activate the Direct your squad to take cover behind the consoles on the platform's
Data Core Override console and free the trapped geth. As a gesture right inside edge, and aim down the circular walkway. The geth
of cooperation, the geth disables the Dreadnought's drive core. Troopers will probably try approaching you using the outside edge
This, of course, alerts the geth still under Reaper control, and they of the platform, so shift left behind cover and get a good view of the
immediately attack. outside edge.
Use powers like Concussive Shot, Shockwave, or Nova to knock APPROACH 2: INSIDE EDCiE
enemies away and keep a safe distance. Leave your squad to cover the
inner edge, and engage the geth from that angle. Leave your cover
and begin slowly moving along the platform's outside edge. Carefully
pick off the geth Troopers and Rocket Troopers, leaving only the geth
Prime in your way.

If you lead your squad around the inside edge of the circular platform,
you'll have plenty more cover, but you'll be forced to keep an eye on
your surroundings a bit more carefully. Since the geth can use the
platform's outside edge, they'll be able to move through it freely and
get much closer to you before firing.

Once the geth Prime is the final enemy, move your squad into Avoid getting ambushed by funneling enemies out of the outer
position and focus their powers on the Prime. Use Overload, Warp, and edge and into your line of fire. Use combat drones, Singularity fields, or
other disruptive powers to get its attention, while you follow up with grenades to make the outer edge a less hospitable place for your foe.
carefully aimed headshots.
When they come into view near the platform's inside edge,
A second wave will arrive after you take down the first geth Prime. open fire and take them down. You may even be able to use covert
Approach it the same way as you did the first, leaving the second Geth takedowns if they attempt to take cover directly across from you.
Prime for last, then clear the room of all enemies.
Once the Geth Prime is by itself, you'll have to rely on well-placed
NOTE long-range shots to take it down, since it'll probably stay behind cover
on the room's outside edge. Once again, use a combination of disruptive
As you battle the geth, the quarian Admirals begin firing on the
powers and weapons fire to take it down and usher in the next wave
Dreadnought while you're still in it. This will lead to a potentially
heated conversation when you wrap up this mission. of geth attackers. Stay behind cover and use the same tactics on the

~--- • second wave that you used on the first, then clear the room.

CAUTION

Wntch out for geth combrr.. ron ond geth turret rclea cd by
the gcth Prime. You can quickly w1po them out with a few well·
0 placed shots, so toke them out quickly. Tho longer they're on the
battlefield, the more damage they can Inflict.
... ---
ACT2 H

Back on the Normandy, the quarians are at each others' throats


again. Prior to speaking with them, Admiral Hackett reminds you that
the war needs the quarian fleet, so you'll have to do what is needed to
secure their help. When you encounter the quarreling quarians, you
can either escalate the argument and gain some Renegade points, or
play nice and earn Paragon points.

The Dreadnought begins to come undone under the quarian


fleet's fire, but you've freed the geth, so your mission here is complete.
Since the geth don't use escape pods, your only chance to escape the
ship before it crashes down around you is to sprint to the hangar and
board a fighter ship.

Go down the ladder and sprint toward the door on the left side.
When the quarians see the Geth VI, they immediately begin
Rush out of the exploding ship and keep running no matter what.
making plans to dismantle and study it Your response will give you
As the ship explodes, potential pathways will close before you reach
another chance at Paragon or Renegade points.
them, leaving only one path for escape.
NOTE
When you reach the long walkway, it'll give out underneath you
and send you tumbling down to the lower level. Get up, make a right, At the end of this mission, both the quarian Admirals and the
and follow the walkway back up to the top level where you'll meet Gath VI bring up new ways to proceed. Either you can rescue a
with Geth VI, your new geth ally you just liberated. stranded quarian Admiral or enter the geth matrix on Rannoch
in order to proceed in the main campaign. You must do one, but
completing one mission won't eliminate the other. The choice
is yours.

•I
I
---
----------------------------------·-------------------------------------------------
Geth fighter squadrons are targeting
quarian liveships with attacks that
could cripple the quarian fleet. Land
on Rannoch and disable the server
controlling the geth fighter squadrons.
ACT2

MSSIDN E3RIEFINCi
Battleground s: Even though you will be wielding
a weapon, you won't actually engage in any
combat during this mission. You'll be transported
to the geth server, so you'll be flying solo this
entire mission. You won't have, or need, your
squadmates, and you won't face any enemies.

Consequence Overview: This is a unique mission


where you won't have many interactions or
critical decisions to make. In fact, as this mission
unfolds, you'll get a new perspective of the
quarian/geth war through the eyes of the geth.
Rather than affect the future, you will be witness
to history.

However, Shepard's final attitude at the end


can net you Paragon/Renegade points. The
number of points are not affected by the choice
you make on the shuttle going down (at the
beginning of the mission); they just change the
dialogue to reflect what your initial opinion was.

), ITEMS REGUISITION RUNCOWN

None
AROUND THE GALAXY
Mission Unlocks
Rannoch: Admiral Koris (page 238) Citadel: Wounded Batarian (page 368)
Rannoch: Geth Fighter Squadrons (page 230) Hades Nexus: Obelisk of Karza (page 368)
N7: Fuel Reactors (page 333) Citadel: Target Jamming Technology (page 367)
Athena Nebula: Hesperia-Period Statue (page 364)

Mission Locks
None

WAR FIREFIARATIONS

The crew aboard the Normandy doesn't have much to say, but things at the Citadel are still settling down. Miranda Lawson gives you a reason
to visit the Citadel, so stop by and speak with her. While you're there, check every section of the Citadel to pick up a few more missions and
affect the daily lives of the people you're fighting to save.

If you'd like to get straight to the next mission, skip to the "Geth Comm Hub" section later in this guide.

- - - - - - - - - - - - - - - -.- - - -
SPEAK TO ADIVIRAL RAAN SPEAK TO THE GETH VI (DR LEGION)

Admiral Raan of the quarian fleet has had enough time to examine the You won't gain any Reputation or Renegade/Paragon points, but you
aftermath of the Dreadnought attack. By now, she's seen that the Geth can speak to the Geth VI and get some more information from it about
Vi's actions may have actually saved the quarian fleet. Still, she's not
. . .
an upcoming rmssion,
completely convinced she can trust it. Speak to her about the Geth VI.
r
NOTE
-"'4
VISIT THE DTADEL
m After speaking with the Admiral, decode the scrambled distress
'D call being transmitted next to the admiral in the war room.
dm -
E SPEAK TO ADMIRAL ANDERSON VIA
111
0 VID·CDM
15
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E
0
111
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IL

There is plenty to do at the Citadel. As life begins to return to normal,


the citizens of the Citadel begin to resume old and new arguments.
Wander the Citadel and listen for heated conversations. In many cases,
you will be able to interject and support one side over another for
Reputation points and war assets.
Access the vid-com unit to speak with Admiral Anderson briefly.
I
He'll give you a quick rundown of how things are progressing I
I
back on Earth and his thoughts on Kai Leng. Your responses to this I
I
conversation won't yield any Paragon/Renegade points, but you can I
I
I
accrue some Reputation points. I

------ ------------------------------------------·-------------------------------------------------
ACT2

If you travel SPEAK TD IVIRANDA


to the Presidium
Commons, you
may even find
Tali engaged in
a debate with a
turian diplomat.
Just around the
corner in the
(-Sec office are two (-Sec officers. If you support the patient (-Sec
officer, you may earn Paragon points. Support the angry (-Sec officer
and you'll gain Renegade points.

Visit your Spectre message terminal to speak with Miranda Lawson.


SPEAK WITH LJARA She has some more information about her father and her sister. She
suspects that her father may be working with the Illusive Man and that
she's being hunted by Cerberus troops. Conclude this conversation and
continue exploring the Citadel. You won't gain any Paragon/Renegade
or Reputation points, but this activates a series of events that revolve
around Miranda and her past.

If you've been pursuing a romance with Liara, now is the time to speak
I
with her at the Presidium. Find her near the lower shops and speak
with her.

TIP

If you have enough intimacy with her, this is the point where you After returning to the Normandy, Miranda sends you an e-mail
can ask to be more than friends if you're a new romance, or if
that she's ready to speak in person at the Citadel. Return to the Citadel
you imported a Mass Effect 1 save where you romanced her,
to speak with her. You'll find her in a private room in the upper level
ask Liara if she wants to be Shepard's permanent romance.
of the Presidium Commons. During this interaction, Miranda will ask
- for Alliance resources. The conversation will shed a lot of light about
Miranda's background and her involvement in the Lazarus project.
Your responses during this conversation will yield Paragon/Renegade
SPEAK WITH KAIDAN DR ASHLEY
points. Grant her access to the Alliance support she needs and you'll
gain Paragon points. Deny them and you'll acquire Renegade points.

SPEAK TD EDI

Kaidan or Ashley is also located at the Presidium. Stop by and speak


with either of them to enjoy some friendly downtime between
missions. You'll gain Reputation points, but more importantly, you'll
strengthen the bond between you and one of your crew.

EDI and Joker finally take the next step in their relationship, and it may
NOTE
be all due to you. Stop by Purgatory to speak with EDI and see how
This conversation may not be available if either Kaidan or Ashley things are going with the new couple. You'll gain some Reputation
die during the attack on the Citadel. points for your support.
---
-------------------------------------------------~------------------------------------------------
CiETH C:CJIVIIVI HUEI
In order to complete this mission, you must
virtually interact with the geth by interfacing
with the geth server. The Geth VI has
intercepted research conducted by Cerberus on
human/geth interfacing, so it's confident that
it can facilitate the necessary interface required
for the mission. More importantly, however, it
requires your trust.

Regardless of how you respond, you11


have to do what it says to complete the mission,
so respond in accordance with your Paragon/
Renegade leaning to get the points you desire.

Once you're ready, you land on the


Rannoch surface and enter the facility shortly
after the Geth VI has cleared it out. The interface
pod scans you and creates a virtual version of
you to interact inside the server, but you have
full control.

The server interior looks like nothing


you've ever seen, yet somehow looks as you
might expect a virtual world to appear. Angular
and constructed of cubelike data bits, the server
is wide, expansive, and lacks much detail. It's a
machine's world.

CJESTROY FOREICN c:oce


The geth server has been infected with foreign
Reaper code. This takes the shape of long,
orange strings of data cubes that pulsate with
information. The infected code creates weblike
connections across the server and frequently
blocks your path.

Walk down the glowing path to its end,


GI where an orange strand of Reaper code blocks
'O your way. Open fire on the Reaper code to
a
m
obliterate it, and the path will autoconstruct
itself ahead of you, allowing you to proceed
E
deeper into the server.
~

TIP
..a
~
IC
Always target the bright orange parts
11 of the Reaper code to destroy it. Also,
E note that the weapon will recharge after
'C
n. periods of inactivity.

-------~--
ACT2 H

Follow the path down and around to another section of infected


code and blast it with your weapon. The dead-end path will turn
from bright, blinking red, to a solid light blue as it autocompletes and
extends deeper into the server.

As you enter the next area, the Geth VI begins to have trouble
communicating with you. It asks you to investigate. There is only one
way forward, so get moving. Just as before, begin removing infected
code until you reach a large, spherical data cluster covered in malicious
Continue obliterating malicious code as you go, and follow the Reaper code.
path the server lays out for you. If you reach a dead end, search for a
section of the path that is either blinking red, which indicates that you To free the data cluster from the Reaper code, fire on the nodes
must destroy code to proceed, or blinking blue, which simply requires extending out of the data cluster, out to the rest of the server. Target
you to step on it to extend the path farther along. the node connections and open fire until the code is completely
removed from that cluster section.
In some cases, you may have to destroy intersecting
(crisscrossing) sections of malicious code in order to proceed. If you There are three nodes extending out of the first data cluster. Clear
do, follow the code strings to the bright orange sections and fire on a path around the cluster and remove all of the nodes to free the data
them, then follow the code to its source to completely obliterate it. transmission.
Do so with the second part of the intersecting string, and the path will
autoconstruct.

When you remove the shell of Reaper code surrounding the first
data cluster, you can view a streaming bit of archived geth history.
The video feed reveals the creation of the first geth nearly 300 years
The first section completes at a server terminal. Walk into it to be ago. Clear a path to the next data cluster and walk around the massive
transported into the next section of the server. information archive, clearing infected code as you go.
The next data cluster also has three nodes of infected code By now, the Reaper infection has learned to self-replicate and
attached to it Circle around the cluster and clear out all three to is counteracting your progress. In this section, simply attacking one
view the next bit of streaming archived information. This data cluster section of the corrupted data strings won't be enough. You'll need to
streams information regarding the emergence of the first geth Al. destroy a weakened section of the Reaper code earlier in the string
before attacking the section of infected code in your way.

Starting at the section of code blocking your path, follow the


string back to its origin. When you find another bright orange section
of the code in that same string, destroy it, then turn your attention
back on the code blocking your path. With the other section of the
string severed, the code in your way won't be able to self-replicate and
you'll be able to proceed.

When you
reach the next
data cluster,
follow the path
Walk up to the next server access node and meet up with the around it to the
~
Geth VI. It reveals another archived data cluster; this one is of the left and turn
u
first geth that ever took up arms against its creator. As the quarians toward the far
~
E massacred sentient geth, one machine took a first step toward left wall. You'll
I'll
a, self-preservation. see two missing
sections of the wall; each one has a strand of weak Reaper code
-ti
~
extending into the distance. Blow away the left weak Reaper code

i
~
segment, then turn around and destroy the first node of infected code
on the data cluster.

~
The second node on the data cluster requires you to destroy two
infected sections of malicious code. Follow the node back to a Y-split
T in the string and destroy both sections of weakened code along the
m
'D branching paths. One extends into the wall behind you; the other
'5 crosses overhead. Once both are destroyed, turn back to the node on
0
m the data cluster and remove it.
E
111
0 Repeat this on the third node on the data cluster; it also has a
15 Y-split along the code string. Remove the malicious code from the data
n Step into the next server node and access the next area. This area cluster completely.
....
I:

0 contains the final data cluster. As you continue in your mission, the
I'll quarians and other members aboard the Normandy begin to worry
E
'C about your progress. Things are getting rough outside the server. Still,
IL you can't abort, so continue on your current mission and see it all the
way through.

The final data cluster reveals a critical piece of geth/quarian


history. Some of the quarian population didn't agree with the removal
, of the geth and attempted to intervene on their behalf.
ACT2 H

Leave this data cluster and follow the path around to one more corrupted section of code. Just as before, remove infected sections of the
string before attacking the nodes on the cluster, and free the data cluster completely. This data cluster shows a piece of geth/quarian history
during which the quarians declared martial law.

Finally, follow the path out of this section and back to the Geth VI, near a large sealed data cluster. Walk up to it.

----- - ~-----~------~------------ --r-·-


•I

'
I

While you were in the server, the Geth VI transferred the geth
from the server into the Prime hardware units. The Geth VI convinced
the Prime units to help oppose the Reapers in the war. Your responses
to this new revelation will yield Paragon/Renegade points, so respond
accordingly. If you trust the Geth Vi's intentions and accept its help
happily, you'll get Paragon points. Do otherwise, and your skepticism
will be rewarded with Renegade points.

The final data cluster is from 290 years ago. It reveals how
the geth spared the quarians as they fled after the Morning War.
Meanwhile, in space, all geth begin to malfunction and shut down.
Massive geth fighters suddenly go quiet midflight and begin to drift in
space.

Your mission was a success. Sprint to the exit point and leave the
server. Back on the planet's surface, you reunite with the Geth VI and
Back on the Normandy, the quarians, including Admiral Xen, are
several huge geth Prime units.
relieved that the geth are no longer attacking their fleet but remain
skeptical of geth Prime's true intentions.

NOTE

If you want to continue in the main campaign, you can proceed


to "Priority: Rannoch" right away. Otherwise, now is your last
chance to save Admiral Koris. If you don't complete "Rannoch:
Admiral Koria" now, you'll lose the opportunity to do so a~er
completing "Priority: Rannoch."=

---
-------------- -- ---- ----------------------------------------------------
The quarian ship carrying Admiral Korie
crash-landed on Rannoch, leaving the
civilian fleet without a leader. Land on
Rannoch and rescue Admiral Korie.
ACT2

MSSIDN E3RIEFINCi
Battlegrounds: Along the winding paths of the
Rannoch surface you will encounter an elevated
area from where you can ambush enemies below.
If you choose to keep the elevated position,
you can use sniper tactics or long-range power
combos to do the most damage. Otherwise, you
can rush into battle and engage the enemy in
close-quarter combat in the small campsites.

The AA gun stations provide slightly


more complex, if not rigid, battlegrounds. The
intersecting pathways of the rectangular arenas
allow for great flanking, sweeping, and rushing
tactics, depending on your preferred class.

The geth are always susceptible to Overload,


Stasis, and other disruptive powers, so teams
with EDI and Liara will do well. Tali, a natural fit
for this mission, can also contribute if she has
the ability to call upon Combat and Defensive
Drones.

Consequence Overview: Before the mission


begins, you'll engage in a conversation with
Admiral Xen during the approach. Ease her
concerns for Paragon points or express
pessimism and a lack of genuine concern for
Renegade points.

During the mission, you'll also come across


an injured quarian that makes for a Paragon/
Renegade encounter. Most importantly, however,
your biggest decision will come at the end
of the mission. When you find your mission
objective, Admiral Koris forces you to make a
critical decision that will not only yield Paragon/
Renegade points, but will also affect your
relationship with the quarians as a whole.

TIP

,A Spoiler Alert!
If you select the conversation choice asking, "What
makes finding the Admiral a priority?" the persuade
at the end to bring Koris onto your side will be
easier.

...-.----
.II> ITEMS REGUISITION RUNDOWN

Armax Arsenal Chestplate Javelin Sniper Rifle


Assault Rifle Magazine Med Kit
Geth Parts Shotgun Shredder Mod
Geth Spitfire SMG Magazine Upgrade
Geth Technology Wreckage
AROUND THe GALAXY
r

Mission Unlocks
Rannoch: Admiral Koris (page 238) Citadel: Wounded Batarian (page 368)
Rannoch: Geth Fighter Squadrons (page 230) Hades Nexus: Obelisk of Karza (page 368)
N7: Fuel Reactors (page 333) Citadel: Target Jamming Technology (page 367)
Athena Nebula: Hesperia-Period Statue (page 364)

- Mission Locks
None

\NAR PREPARATIONS

The crew aboard the Normandy doesn't have much to say, but things at the Citadel are still settling down. Miranda Lawson also gives you a
reason to visit the Citadel, so stop by and speak with her. While you're there, check every section of the Citadel to pick up a few more missions
and affect the daily lives of the people you're fighting to save.

If you'd like to get straight to the next mission, skip to the"Save the Admiral" section later in this guide.

SPeAK TO ADMRAL RAAN SPeAK TO THe CieTH VI


I
I
I
I
I
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'
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Admiral Raan of the quarian fleet has had enough time to examine the You won't gain any Reputation or Renegade/Paragon points, but you
aftermath of the Dreadnought attack. By now, she's seen that the Geth can speak to the Geth VI and get some more information from it about
Vi's actions may have actually saved the quarian fleet. Still, she's not an upcoming rmssron,
completely convinced she can trust it. Speak to her about the Geth VI.

NOTE VISIT THe DTADeL


A~er speaking wit.It the admiral, decode the scrambled distress I
I
QI call being transmitted next to the admiral in the war room. I
'O I

a -
; SPEAK TO ADMRAL ANDERSON VIA
~ VID-COM
,m
..0
D
IC

111

~
IL
There is plenty to do at the Citadel. As life begins to return to normal,
the citizens of the Citadel begin to resume old and new arguments.
Wander the Citadel and listen for heated conversations. In many cases,
I you can interject and support one side over another for Reputation
points and War Assets.

Access the vid-com unit to briefly speak with Admiral Anderson. He'll
give you a quick rundown of how things are progressing back on Earth
and his thoughts on Kai Leng. Your responses to this conversation I
I
won't yield any Paragon/Renegade points, but you can accrue some I
I
Reputation points. I

-------- -----------------------------------------------------------------------------------------
I
ACT2

SPEAK TD IVDRANDA

If you travel to the Presidium Commons, you may even find Tali
engaged in a debate with a turian diplomat. Just around the corner, in Visit your Spectre message terminal to speak with Miranda Lawson.
the C-Sec office, are two C-Sec officers. If you support the patient C-Sec She has some more information about her father and her sister. She
officer, you may earn Paragon points. Support the angry C-Sec officer suspects that her father may be working with the Illusive Man and that
and you'll gain Renegade points. she's being hunted by Cerberus troops. Conclude this conversation and
continue exploring the Citadel. You won't gain any Paragon/Renegade
or Reputation points, but it activates a series of events that revolve
SPEAK WITH LIARA around Miranda and her past.

If you've been pursuing a romance with Liara, now is the time to speak
with her at the Presidium. Find her near the lower shops and talk to After returning to the Normandy, Miranda sends you an e-mail
her. Lead the conversation to a more flirtatious and romantic path and that she's ready to speak in person at the Citadel. Return to the Citadel
she'll respond accordingly. to speak with her. You'll find her in a private room in the upper level
of the Presidium Commons. During this interaction, Miranda will ask
for Alliance resources. The conversation will shed a lot of light about
SPEAK WITH K.AIDAN DR ASHLEY Miranda's background and her involvement in the Lazarus project.
Your responses during this conversation will yield Paragon/Renegade
points. Grant her access to the Alliance support she needs and you11
gain Paragon points. Deny them and you'll acquire Renegade points.

SPEAK TD EDI

Kaidan or Ashley is also located at the Presidium. Stop by and speak


with either of them to enjoy some friendly downtime between
missions. You'll gain Reputation points, but more importantly, you'll
strengthen the bond between you and one of your crew.

NOTE

This conversation may not be available if either Kaidan or Ashley EDI and Joker finally take the next step in their relationship, and it may
die during the attack on the Citadel be all due to you. Stop by Purgatory to speak with EDI and see how
things are going with the new couple. You'll gain some Reputation
points for your support.
ACT2 H

SAVE THE ACJIVIIRAL

As you approach the surface of Rannoch, Admiral Xen reached out to You quickly lose signal and communication with Admiral Xen is
you via comm panel. She's concerned about the state of the fleet, as interrupted. Your approach is met with heavy fire from anti-aircraft
the captains of Kori s's fleet are one hair away from complete panic. cannons. You'll have to take out the guns on foot in order for your
Speak to her about the importance of Admiral Koris, and either remind shuttle to take out the jamming tower. Once the tower is down,
her to protect her civilians or give her a cold, tactless reply about communications can resume, and you'll be able to locate the missing
Koris's status to gain Paragon or Renegade points. Admiral...if he's still alive.

RANNCC::H SURFAC::E
You can clearly see the geth jamming tower in
the distance. Set off down the rocky, winding
path toward the tower. Follow the cliffs down
and around to a small campsite where you'll
make your first enemy encounter.

The geth Trooper has its back to you, so


use the element of surprise and take it down
quickly. Either use a headshot or a disruptive
power like Singularity, then follow up with a
destructive power like Warp to detonate it.
When you do, several other nearby geth attack
as well.

Target the geth Pyro first. It will not


hesitate to rush you and set you ablaze, so
either take it down quickly or use powers like
Shockwave to knock it back. Engineers, or
squads with Tali in it, can use combat drones
to draw the Pyro's attention, while you shred it
with heavy fire.

Clear out the small campsite and examine


the quarian corpse by the fire.

), ITEM REQUISITION CAUTION


Right next to the fire is a small bit of Keep your eyes to the ground as much as
Wreckage. Pick it up, then continue to possible. The geth have booby-trapped the
find a dead geth with more salvage. On area with mmes. If you miss one and step
the path just outside of the campfire on it, listen for the distinct sound it makes
area is a Javelin Sniper Rifle. Pick it up as it arms itself and prepares to explode.
and equip it; you'll put it to good use in Execute an evasive dNe-roll away from the
the next few battles. mine or you'll take damage.

..---
ceTH PATROL

Shortly after picking up the Javelin, you'll come


upon an outcropping overlooking another
campsite below. As you approach, a small geth
troop comes ambling out of the far left corner
and begins to patrol the campsite.

APPROACH 1: PD\/\JERS AND SNIPINCi APPROACH 2: AMBUSH

If you prefer a more traditional approach, rush down the path on the
left as soon as you enter the area. Don't bother to look for the geth
, patrol as you come down the path; instead, rush down and order your
crew into position. As the geth patrol deeper into the campsite, order
your attack.

Begin by singling out the geth Rocket Troopers and focusing the
majority of your weapons fire on them. Combine powers, grenades,
and dose-range weapons fire to eliminate the toughest enemies first. If
you like to mix things up in close range, equip a shotgun and send out
GI
'O a defensive drone. As the drone stuns enemies, rush up to them and

a
GI
blast them with your shotgun or hit them with charged melee attacks.

E If you've equipped the Javelin or have a preferred sniper rifle already TIP
B,, equipped, take cover near the small rock atop the outcropping and This can also be a great area for Vanguard players to wreak
take aim. Before you pull the trigger, use a complementary power like some havoc. If you wait for the geth Rocket Troopers to emerge
'D
E Adrenaline, Stasis, or Tactical Cloak. Wait for the first two geth Troopers from their patrol, use Biotic Charge from the ridgetop. You'll
0 to come directly into view, then open fire. bypass the route on the left and catch the entire troop off
I'll
E guard. Follow up with Nova, then use a series of Biotic Charge/
'C Use your squad's other powers to attack from afar. Use power Nova/melee combos to obliterate the entire geth patrol.
n. combinations and anything that will ease the pressure by distracting
foes. Otherwise, send your squad farther down the path to the left
and allow your squad to put pressure on them from below while you
remain above and pick them off.

If you've brought Liar a, equip destructive ammo, hit them with


Singularity, and let them have it. Stay behind cover and use the entire
length of the rocky partition to get the best view possible. Clear out
the entire area before heading down.

--------------------------------------------------------------------------------------------------
ACT2 H

ANTI-AIRC:RAFT CUN C:ONTROL STATION

After eliminating the geth patrol near the


second campsite, follow the geth's patrol route
back to its origin. You'll find a large AA gun
control station. Near the far right edge is the
computer station, but several geth are standing
guard in the station's walkways.

They don't see you as you approach,


so rush up to the station's entrance and
immediately take cover near the small partition
on the left. Get a good view of all enemy
positions before you make your move.

---------------------------------
APPROACH 1: LEFT, HEAD-ON .APPROACH 2: RUSH RIGHT AND
AROUND

The majority of the geth are standing near the station's left side. Send
your squad to cover near the ridge edge of the station's entrance and The computer console you're after is on the station's right side, so
slip in behind them. When you're within striking distance, open fire and begin making your way to the computer as soon as you enter the
get the geth's attention. station. Distract the geth by either sending a tough squad member like
James or Kaidan to the left (or using a defensive drone), while you and
Lead with strong powers like Concussive Shot or Shockwave, and the other squad member rush to the station's right side.
immediately focus your squad's powers on the geth Rocket Trooper.
If you have the ability to unleash a combat drone, sic it on the geth at As you round the comer from the right to the left, open fire with
the farthest edge of the station's left side while you get to work on the a close-range weapon on the nearest geth. Use Overload or Singularity
enemies near you. to slow them down, and inflict as much damage as you can. Take
cover to regain health, then rush all the way to the far right corner
(bypassing the computer). From here you can rush around the rear of
the station and sweep in to the far end of the left side.

If you executed this correctly, you will be in a perfect position


to pinch all of the remaining enemies in the left lane. Create a cross
fire between you and your other squad member near the station's
entrance and finish the geth quickly.
TIP When it does, order your squad member to distract the incoming
geth Troopers, using Decoy, drones, or standard attacks, then open fire
An alternate tactic for Approach 2 is to create a threeoflided
on the Prime. Concentrate your Spitfire on the geth Prime until it falls,
cross fire with your squad. This would require you to leave one
then wipe out the rest of the geth in the area.
member near the entrance and order a second member to stay
near the computer console while you sweep around the station's
With the AA gun disabled, exit the station via the passage in the
far side to the far left corner.
far left and continue your trek to the geth tower.

CAUTION

Look out for a trip mine on this path as you exit.


After clearing
out the station,
grab the Geth
Technology near
the far left side, To your left as
then pick up the you walk up the
Geth Spitfire path leading
to the right of out of the area
the computer console. You won't be able to incorporate the Geth is an Assault
Spitfire into your arsenal for good, but it will be infinitely useful in Rifle Magazine
the next few minutes. upgrade mod
and a Med Kit.
Also, shortly after leaving the station, look on the path's left
side. The path opens up a little bit into a slightly larger, wide-open
area. On the left side is a ridge with a Shotgun Shredder Mod. On
the right, near a dead body, are Geth Parts. Salvage them, then
continue on your way.

~
u
~
E
I'll
a,

-ti
~

Approach the AA gun console near the far right side and assign
i
~
one of your squad members to disable the AA guns. Select the squad
member who least complements your current class build. If you need
Biotic Powers, assign your weapons specialist, like James or Garrus. If
,.
J.
you need weapons fire, assign Tali or Liara to disable the guns. If you
have Liara or Tali as we suggested, then assign Liara, since Tali's drones Near the Geth Parts is an injured quarian named Dorn'Hazt. Speak
m will come in handy.
'D to the downed quarian to find out that he tried to send out a distress
'5 call. He's not a soldier but a maintenance technician. Your responses
0
m to this quarian will determine whether you get Paragon or Renegade
E points. If you offer him help, you'll get Paragon points. Disregard his
111
0 pain and you'll accrue Renegade points.
15
n
....
I:

0
I'll After speaking
E
'C with the injured
IL
quarian, look
on the ground
to find an SMG
Magazine
While your squadmate disables the guns, turn around and rush Upgrade.
back toward the station's far left corner. Order your other squad
member to post up near the center of the left lane (where the passage
leads to the computer console). With the Geth Spitfire in hand, stay
behind cover and wait for the geth Prime to come sauntering out.
ACT2 H

CJUAL.. AA OUN STATION

The next section splits into two paths, each


one leading to an AA gun. You can choose to
go either right or left, but there is no correct or
incorrect path to take. This is truly a matter of
preference. Both sides have similar layouts and
have geth squads manning a mounted turret.
We chose to go right first.

---------
APPROACH 1 (RIGHT AA GUN): S\/\IEEP APPROACH 2 (RIGHT AA Cil IN): HANG
RIGHT. TAKE THE TURRET LEFT. HUNKER 00\I\IN
I
I

The area around the right AA gun is a series of walkways that form a The mounted turret can make life very difficult for you if you stay too
long, bifurcated rectangle. The mounted turret is near the center of the far to the right, directly in its line of sight. Instead of risking being torn
rectangle and is aimed directly at you as you enter the area. Rush to to shreds by the turret, shift everyone left behind cover.just enough so
cover directly ahead of you and instruct your squad to do the same. the turret doesn't have a dear line of sight to you.

Slowly direct your squad to the right walkways and stay behind Stay behind cover as much as possible, and use strong power
cover. Order your squadmates to engage the enemies, but leave them combinations to destroy enemies. If you veer too far to the right and
in position to hold the attack near the front of the battlegrounds. Once take turret fire, back off until it can't see you, and resume your attack.
they've engaged, rush up all the way across the right walkway past the
mounted turret, until you're directly behind the entire geth squad. Geth enemies will come to you at this position, but if they are too
slow to chase use decoys and drones to flush them out.
Round the corner left and pinch the squad. Take out the enemies
nearest to you then take the turret for yourself. Use it to shred through
the remaining geth in the area while your squad baits them out of
coverage.
When the geth Prime arrives, tilt the gun up a bit to compensate for
its height, and focus on the Prime until it falls. A few short seconds later,
With the area
the geth stop pouring into the area and the door to the right of the gun
free of all geth, I
, turret opens, revealing a short hallway leading to the next AA gun.
take a minute to I
I
examine the area I
, Behind the door are two geth soldiers, a geth Trooper, and a geth
I
near the right • Pyro. Hit them both with Singularity, Shockwave, or a grenade. The
corner. There hall's cramped space ensures you have both enemies in your line of
you will tind an fire no matter what attacks you choose. Make short work of them, then
Arm ax Arsenal rush into the next gun area.
Chestplate. Pick it up before disarming the AA gun.

I
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APPROACH 1 (LEFT AA GUN): SPUT UP
I
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I

I
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Approach the AA gun console in the far right corner and assign I

one of your squad members to disable this gun. While they do that, • The entrance to the next AA gun area is similar to the first: a series of
rush back to the mounted turret and activate it. Several more geth will long, connecting walkways forming a rectangular battle area. Near the
rush in from the entrance to the station. center is another mounted turret. Since you enter near the area's lower
right corner, you have two paths available to you-the left lane and
the right lane, both leading out of a corner.
~
u
Send one squad member to the right while you and the other
~
E take the left. Stay behind cover as you slide left, and order your crew to
I'll
Dl combine powers as much as possible. If you have Tali, however, use her
m
E drones to create a fourth target for the geth and the turret.
s I
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I I
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'D I

a
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'Iii I
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'D I
E I
a :
I
Leave your second squad member behind as you continue
111 moving to the far left side and begin circling around the turret's right
in. side. Clear the area out before disabling the next AA gun.

Stay on the mounted turret, level the gun up to head height, and
open fire as the geth start to approach. Their armor is no match for the
turret's raw power, so slowly pick your targets moving smoothly from
left to right, and keep the gun as level as possible.
"C1' 2 H

APPROACH 2 (LEFT AA GUN): STRAIGHT RIGHT

As you enter this area, the AA gun console is directly in front of you, Face the left of the area and strafe right, behind your squad, as
I
along the far right walkway. You can opt to go straight to the console you fight your way to the computer console. Clear as many enemies as
upon entering. Direct your squad straight ahead, and use disruptive you can, then, once you're behind the turret, take the command of the
powers to distract and slow your enemies. If you have a drone, sic it on turret and sweep the remaining area of all foes.
the turret.
:i!
----r------
1
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Back in the
shuttle, you get a
communication
from Admiral
Koris. Either tell
• him you're on
yourwayfor
Paragon points
orteUhimto
hold off his attackers to gain Renegade points. Before you can reach him,
however, you must make a choice.

The admiral is more concerned with his people than with his own
Once again, assign a squad member to disable the AA guns while
rescue, so you must choose whether to save him (and convince him it's
you take the turret and decimate the fresh batch of geth that attack
the right thing to do in the meantime) or save the civilians. If you choose
your position. With the AA guns down, your shuttle is now dear to
to save the admiral, you'll get an opportunity to either use a Paragon
swoop in and destroy the jamming tower. With communications back
persuasion or Renegade persuasion. Choose according to your leaning.
up and running, you can quickly locate missing Admiral Koris and fly to
his position. If you choose to save him, you11 have to free him from his pinned
position using the turret from your shuttle. Pick off the geth from above as
- TIP
Before you
you circle above the admiral's position, then rescue him.

disable the If you opt to save the civilians, the general stays behind, and you force
AA guns, the other quarian admirals to look after the civilian fleet in Koris's place.
examine the
wall along NOTE
the area's
lefi side. If you want to continue in the main campaign, you can proceed
There is to "Priority: Rannoch" right away. Otherwise, now is your
a console last chance to shut down the geth Comm Station. If you don't
displaying complete "Rannoch: Geth Fighter squadrons" now, you'll lose the
jamming tower data. Examine it before finishing this mission. opportunity to do so afier completing "Priority: Rannoch."

- --
The geth remain under Reaper control,
thanks to a base located somewhere on
the surface of Rannoch. Continue to help
the quarian fleet survive the geth attack
until the Reaper base can be located.
ACT2

MSSIDN E3RIEFINCi
Battlegrounds: No matter where you engage in
battle during this mission, EDI and Tali will prove
to be your best weapons. Tali must come along,
forcing you to decide on the third squad member.
Bring EDI, and her Decoy ability will prove very
useful in nearly every encounter.

The geth facility is comprised of a series of


walkways, many of them with great spot.s for
cover. However, like the geth Dreadnought, the
structure isn't overly complex or spacious. The
machine's gift of efficiency allows them to utilize
small walkways without the need for wide, open
spaces.

Adept players will enjoy being able to


combine powers in tight spaces, while snipers
and Engineers can safely engage enemies from
across long walkways.

Ashley's disruptor ammo allows her to rip


through enemy shields and can help the whole
squad if she has the squad ammo upgrade.
With Tali present to remove geth shields,
Liara provides excellent crowd control with her
Singularity power and can take down armored
enemies with Warp.

NOTE
If you imported a eave where Tali is not available,
then you can select any other two squad members
for this mission.

Consequence Overview: There aren't many


options for Paragon/Renegade point.s during the
mission; however, after the final battle, you'll be
faced with a major decision that not only grants
you Paragon/Renegade points, but also decides
which new fleet you'll be bringing into the war .

----
• ITEMS REQUISITION

Assault Rifle Piercing Mod


RUNDOWN

Kassa Fabrication Gauntlets


Assault Rifle Stability Damper Med Kit (x2J
Data (x21 Reaper Tech
Geth Plasma Shotgun SMG High-Caliber Barrel
Geth Spitfire (x31 SMG Ultralight Materials

WAR ASSETS
I
Admiral Act 2-Priority: Side with the quarians
Daro'Xen Rannoch
Act 2-Priority:
Geth Corps Rannoch Side with the geth

Gath Fleet Act 2-Priority: Side with the geth


r Rannoch
Quarian Civilian Act 2-Priority: Side with the quarians
Fleet Rannoch
Quarian Heavy Act 2-Priority:
Fleet Rannoch Side with the quarians
IQuarian Patrol Act 2-Priority: Side with the quarians
Fleet Rannoch
AROUND THE GALAXY
Mission Unlocks
None

Mission Locks
Rannoch: Admiral Koris (page 238)
Rannoch: Geth Fighter Squadrons (page 230)

WAR F'REF'ARATIONS

As the war heats up, things around the Normandy and the Citadel begin to cool down. There are no new missions to pick up, so feel free to
either turn in any side missions you've completed to the Citadel or travel across the galaxy to complete missions before it's too late. If you
completed only one of the two previous missions, you can take this time to complete the second. Once you begin this mission, the other one
disappears.

If you'd like to get straight to the next mission, skip to the "Reaper Ba sen section later in this guide.

-------------------------------------------------.------------------------------------------------
ABOARI.JTHENORMAND
Y REASSIGN PO\/\JERS

Tali and Admiral Xen are in the midst of a fierce disagreement in the If you've already reassigned your powers once for free, reassigning
war room. Listen to what they're talking about and either support Tali your powers again will cost you only 5,000 credits. It is well worth it if
or the Admiral. If you support Tali, you'll gain Paragon points. Support you've invested points in powers you don't frequently use. Spend the
Admiral Xen for Renegade points. credits now and reassign your powers so that you maximize the value
out of every point.

UPCRADE \NEAPONS
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Now is another good time to invest in weapon upgrades. Many of


the upcoming battles will be against multiple types of enemies at
once, such as geth Hunters, geth Rocket Troopers, and geth Prime, so
upgrade any new weapons that you have taken a liking to. Weapons
like the Arc Pistol, which is specifically designed to be used against
artificial life-forms, will be of great help.

-------------------------------------------------
ACT2 H

NOTE

While on approach to the landing site,


the Gett1 VI reveals that it still has
Reaper components integrated into its
system. Upon landing, Tali cannot help
but become emotional. She's one of the
few quarians to set foot on her home
planet, and she's feeling hopeful about
the outcome of this mission.

The Reaper base if heavily defended


by geth still carrying Reaper code and
enhancements, so you're greeted by a large
squad of geth guarding the entrance to the
base. Take cover behind the small partition and
order your squad to do the same. Leap over
the wall into the next small section, clear out
any geth in your way, and order your squad to
advance.

Spread your squad along the wall's


left section while you take the far right end
for yourself. From here, you can get a clear
view of the enemies' left side while your
squadmates engage them head-on. Use power
combinations to weaken the geth's numbers,
then leap over the wall into the next section of
the battlegrounds.

This time, you'll come upon a large rock structure near the center where you can take cover.

Once again, reach cover and wait for the geth to give you a clear shot. From here, you can either continue to engage nearby enemies or equip
a sniper rifle and start picking off the geth near the bottom of the battlegrounds area. As you eliminate enemy forces, more come charging in from
the far lower end of the base's entrance.

Use Tali's drones to attack the geth and give them a fourth target. If you've brought EDI, activate her Decoy ability to increase your numbers.
If you prefer close-quarters combat, leave your cover and descend
After clearing out the area, check the lower left corner. You'll find
to the lower area. lead with a few well-tossed grenades or other
an SMG High-Caliber Barrel just behind the building's massive
explosive power combinations to whittle down their numbers, and
support.
switch to a good close- to medium-range weapon. Melee combatants
can also rush down and engage the geth in melee combat. Vanguards
and Sentinels will have the advantage in this area because there is little
to get in their way as they rush from enemy to enemy.

SPLIT TOFI LEVEL

With the area below free of all geth, turn to the


long pipes nearby and hop on top of them.
Follow the pipes up to a raised platform on
the right. This area has two ladders, each one
reaching the top platform. Since the platform
is split in the center you essentially have two
short paths, one starting at the left ladder,
another starting at the right ladder.
~
u
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,.
J. APPFcOACH 1: SPLIT UP

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When you reach the ladders, go up the right one first and take cover. Follow the pipe up to the next section and press the action
Order your squad to then go up the ladder on the left. You now have forward. There's plenty of cover on this side of the platform, so don't
the entire top platform covered. Before you proceed, eliminate the stay out in the open too long. Since your two squadmates are covering
nearest geth, then rush up the pipe on the left. the far left side, order Tali to release a drone near your position to even
up the numbers.

Stalk the geth near the platform's far end, and move up the right
platform at the same time that you move your squad up the left. Keep
a slow, steady approach forward until you've cleared both sides of the
platform.
ACT2

APPROACH 2: STAY LEFT

There is one geth Rocket Trooper perched on the catwalk above


you, so eliminate it first, before going up the ladder at the far left end.
i
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ul
~

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CD

If you prefer to keep the squad together, stick to the left side, which
has a long wall section running up its right side that has small
intersecting partitions. Use these partitions as cover for yourself and
There is an Assault Rifle Piercing Mod near the far platform,
the crew to leapfrog up the length of the platform.
against the back wall. Grab it, then hop over to the left platform,
Send drones or decoys ahead to slow and stun your enemies. If just beneath the ladder leading to the next level. There you will
you brought Liara, this is a great time to unleash a Singularity field near find Kassa Fabrication Gauntlets.
the far end. Carefully move from cover to cover, picking off enemies as
you go, and clear the entire area.

If you take too much incoming fire from the right side, order
your squad to eliminate foes on the far end while you concentrate on
clearing geth on the right platform.
After climbing the ladder, you reach a series
of walkways that lead to the upper entrance.
The walkway splits into two paths, one below
and another along a series of pipes on the left
side. However, you can approach this section
of battle three different ways.

~ ACH 1: DEATH FROM ABOVE APPROACH 2: LO\/\IER LEVEL

~
u
~
E Players who prefer a more direct approach can drop directly to the
I'll
a,
lower level where all the geth are located. Equip a strong medium- to
-ti
~
close-range weapon and slowly press the action up the lower level.
The geth will attempt to take cover as you approach, but you can easily
i
~
I flush them out with powers like Singularity or Defensive Drones.

This approach is also well suited for Infiltrators specializing in


J. melee combat, Vanguards, and Sentinels. With a shotgun in hand
T
and little to get in your way, you can move quickly between enemies,
m blasting them up close and finishing them off with melee attacks.
'D
'5
0 When the geth Rocket Troopers are the only foes left, eliminate
m their ranged advantage by rushing them, and engage them in close-
E
111 If you choose to stay high, you can hunker down against the wall quarters combat. Use grenades if you have them; otherwise, stick to
0 directly in front of you. Order your squad to take position either to power combinations and heavy firepower.
15
n your left or right, while you rain down death on the geth below. The
....
I:
geth will try to scramble from cover to cover, but they can't fight their
0
I'll nature. They'll constantly try to advance on you and leave themselves
E open to attack.
'C
IL
If any geth attempt to attack from behind you or to circumvent
your position, free up one of your squad members to deal with them.
As always, Tali's drones are perfect for keeping pressure on the geth
below.

After destroying the first few geth near you, equip a medium- to
long-range weapon and begin picking off the geth Rocket Troopers
that attack from the far end. This approach is better suited for
long-range fighters with sniper rifles. Adept players will also do well
in this approach, since they can mix up powers both at a distance and
close-range, if necessary.
ACT2 H

APPROACH 3: RUN THE PIPES )> ITEM REGUISITION

Examine the right


side of the small
passage for a bit
of Reaper Tech
to salvage. After
eliminating the
geth Trooper,
turn left to find
an SMG Ultralight Materials mod upgrade.

~r- ' .
"

,
'

'
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~
4

-
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..
--.--.
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-"',:'--=. .__
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--.......
~--~~.~ ""'·
~~~-~-~-

Make a right at the corner and follow the walkway down to a long
' .:
catwalk. There are geth guarding the entire length of the walkway
Players with a bit more versatility can use the pipes on the top level's ahead, so take cover behind the tablelike structure at the walkway's
left side to reach the far end quickly. Leave your squad near the entrance and position your crew behind the left and right partitions
entrance (you can even order one squad member to take the lower jutting out of the sides of the walkway.
level), while you rush across the pipes on the far left.

Open fire on enemies to your right as you go to weaken them


and make them easy prey for your squad. When you reach the far end,
either eliminate the geth Rocket Troopers from your elevated position
or drop down and rush them up close. The goal is to clear the far end
quickly, then turn around and face the length of the walkway to pinch
any remaining enemies between you and your squad.

Once the area is clear, make a right into the small passageway
leading into the facility. On the passage's other side is a long Geth
Trooper. Take it down quickly and exit the passage. By now the geth
are aware of your plans to destroy the base, so they've closed the blast
shield over the Reaper's location.
Wait for the geth to group up near the walkway's center and
toss a grenade ahead of your squad. If you don't have grenades, use
a disruptive power like Shockwave, or hit the group with Singularity.
Send your crew down the hall to mow down the remaining geth, then
rush down the walkway behind the cover of your crew.
I
I
I
l
Since the walkway has a series of partitions running down its
sides, you can leapfrog your squad safely and easily. Stay behind cover
as much as possible and lead with power combinations, grenades, or
drones. EDl's Decoy is also a great help as you rush down the walkway. I
I
I
I
Reach the far end and turn your attention to the balcony on the
left side. The geth in the balcony can't leave their position, so use your
best long-range attacks to take them out. If you have a sniper rifle,
equip it now and string together a series of headshots to take them
down from afar.
I
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f

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If you don't have a sniper, rely on powers and a medium-ranged
weapon to eliminate the enemies on the left balcony. Take out or
distract the geth Rocket Trooper first, then eliminate the rest of the
'
When you hit the override button, the area nearby begins to
Troopers to clear it out.
fill up with geth. The Geth VI needs you to buy some time while it
bypasses the security systems. Retreat a bit to the area where you
> ITEM REGUISITION entered. It has only one point of entry, near the override console, and
Wait until you've is very defensible. Station your two squadmates near the section of
~
u defeated every walkway by the console and begin fending off attacking geth.
~ enemy in this
E section to pick They won't all rush your position at once, so you can pick them
I'll
a, off one by one, or even two at a time if they get too close. Send
up all of the
-ti
~
items scattered
nearby. On the
out decoys and drones to draw fire away from your position, and
occasionally venture out of cover to blast nearby geth.

i
~
right side of
this area's entrance is an Assault Rifle Stability Damper IV. Near
If you spy a geth Pyro approaching, meet it head-on. It's better to
localize its fire on only one of you than to let it get close to the entire
the exit to this area, at the walkway's far end, is a Geth Plasma
J. squad and allow it to scorch you all at once. Rush the Pyro and quickly
T
Shotgun and some Data you can salvage. You'll find more Data to
knock it off balance, then follow up with weapons fire to extinguish the
salvage and a Med Kit after exiting this area; pick them up as you
fiery geth.
m proceed to the next section.
'D
'5 CAUTION
0
m
E Watch out for geth proximity mines in this area. Trip one and you
111 can sustain substantial damage.
0
15 ..
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Exit through the door on the right and follow the halls to the next
section of the facility. In order to retract the blast shield, you'll need to
hit the override switch on the shield. Turn left as soon as you enter this
area, and sprint to the override console near the far edge.
If you favor long-range attacks, leave your squad by the override
console and back up to the area where you entered this section of the
facility. Aim your weapon across the gap to the center walkway and
open fire.
ACT2 H

Eliminate all of the enemies and survive long enough for the Geth Keep your distance from the geth Prime. If you capture its
VI to bypass security on the second override console at the area's far attention from the center walkway, stay behind cover and keep it
left side. engaged. This will allow your crew to dish out major damage from
close range. Again, if you can release a combat drone or a decoy, now
is a good time.

Don't activate Take the elevator to the level above you after destroying the geth
the override Prime and quickly rush to cover as soon as you exit the elevator.
console right
away. Instead,
explore the area
to the right of
the elevator
at the far end
to find a Med Kit. Pick it up, then return to the second override
console.

When you reach the top level, there is a Geth Spitfire sitting on
the crate directly in front of you. Grab it first before getting the geth
Prime's attention near the far end. The Prime will notice you quickly
when you pick up the Spitfire, so stay behind cover and sic your squad
on the Prime to distract it.

Pop out of cover when the Prime engages your team, and lay it to
waste with the Spitfire. You'll face three geth Primes simultaneously, so
take on one at a time, using the Spitfire to shred them quickly.
Activating the second override console gets the attention of
a geth Prime and a pair of geth Rocket Troopers. Leave your squad
members to guard the far left passage near the second override
console, while you backtrack to the center lane and get a direct path
straight to the elevator.

Pick apart the Rocket Trooper first, while your squad engages the
Prime; then slowly press forward, toward the elevator and hit the Prime
with everything you've got.
There are three Geth Spitfire weapons nearby: one on the crate
as you enter the area, another one on the far left near a locked
door, and a third atop another crate near the far right. You can take
down all three Primes with one Spitfire if you keep to headshots,
but if necessary, you have one Spitfire for each Prime.

Walk up to the ledge at the far end of the center walkway and
take out your targeting weapon. Aim it down at the Reaper station.
Wait for it to lock onto the red node and the Normandy bombs the
target. The destruction frees a Reaper hidden below the station, but it
is too massive for you to engage on foot.

Sprint to the left and make a beeline to the hovercraft where the
Drones and decoys work perfectly during this Prime encounter.
Geth VI is waiting to rescue you and the squad. The massive Reaper
Distract them with the drones while you blast them from behind with
machine begins to stomp after you as you get away in the hovercraft.
the Spitfire. Take down all three and the floor is yours.
One blast of its central cannon and it crashes your escape.

Cl
E
lJ
!...
i::

n.
ACT2 H

CJON'T FeAR THE ReAFIER

The Reaper prepares to fire and is caught by an z


orbital strike that knocks it down. The quarians
i10
must have hit a weak point, the targeting sQ
chamber, only visible as the Reaper prepares az
to fire. The admirals urge you to escape, but
that will leave them to die at the hands of
the geth. You get out of the hovercraft and ~
Q
sync the targeting laser to the entire quarian t1J:>
fleet. They prepare to fire while you paint the
Reaper's weak point t3

When the Reaper opens up to fire its


§
~
main cannon, aim your targeting laser at the ~
~
vulnerable pink spot and lock on. You11 notice i..
z0
the blue radial light hone in on your target m
as the Reaper continues to charge. When the
light completely locks on the target (the radial
light will shrink to a pinpoint), the fleet fires on :i!m
(II
the Reaper and knocks it off balance. Q

g
The first attack on the Reaper is a free
shot. The massive machine was getting its
bearings while you were free to zoom in and
lock onto it. The Reaper's next shot, however,
will be aimed directly at you. Give yourself
Is
some space to maneuver by rushing to the
right side of the ledge you're standing on and
turn to face the Reaper. sB
When it begins to charge again, lock onto ~
the machine's cannon. Let the Reaper fire its !B
cannon, then execute an evasive roll to the
left as the laser beam cuts a path toward you.
Resume your targeting lock on the machine ~

until the fleet can completely lock on and fire at


it a second time.
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m
CD

TIP
••
Don't worry about rolling to evade when your lock le almost complete. The weapon will remember lock status, and
you will be able to complete the lock a& soon as you finish rolling.
The Reaper's laser fires more accurately at higher difficulties. If playing on regular difficulty, you only need to
move once the Reaper starts firing to avoid getting hit. At the higher difficulty levels, dodging too early will cause
the Reaper to track your movement& and adjust its attacks-you will need to wait until the beam is closer to you
before rolling to the side.

···-----
After taking a hit, the monster steps closer to you before attempting another shot Continue edging to the right, rolling left evasively and
painting the target until it's taken two more shots from the fleet.

Eventually, the Reaper is directly on top of you, allowing you to get one final shot on its laser cannon. lock on one last time and the fleet
unloads everything on the Reaper, putting it down for good.

Even though it has fallen, the massive


Reaper still insists you will be defeated. As you
stand there, in front of the skyscraper-sized
machine, you can engage it in a conversation.
Attempt to reason with it for Paragon points or
stand up to it for Renegade points.

Regardless of your response, the Reaper


remains adamant that you and the rest of the
organic creatures will be destroyed. If you chose
the Renegade response at first, you'll also get
a chance to follow up with another Renegade
response during the conversation.

u
E
ll
11
ACT2 H

STANCJOFF: CETH VS. ClUARIAN

The Reaper is down, and the geth are no longer


under their control. However, the Geth VI still
has the Reaper code upgrades integrated into its
system. With no puppeteer pulling their strings,
the Geth VI suggests unloading the Reaper code
to the remaining geth across the quarian system.

The upgrade would grant the geth true free


will and make them capable of choosing sides
against the Reapers. If you choose to upload the
code, you'll gain the geth and accept potential
consequences. However, Tali insists that this
is a bad idea. The new, upgraded geth could
decimate the quarians! If you choose to listen to
Tali's pleas, you'll let the geth die but will retain
the quarian fleet's support.

The choice is yours.

TIP

There is a way to reach a truce between the geth and the quarians and retain both their fleets for the Galaxy
at War, but this requires that you met very specific circumstances during the events of Mass Effect 2. In order
to bring out peace between the geth and the quarians during this encounter, you must:
Keep Tali alive through Mass Effect 2.
Kill the heretics during Legion's loyalty mission, "A House Divided," in Mass Effect 2.
Keep Legion alive during Mass Effect 2
Complete "Geth Fighter Squadrons" mission.

If these are all true, you then gain "points" for the following:
Complete "Rannoch: Admiral Kori&" (+1 point)
Save Admiral Kori& during "Rannoch: Admiral Kori&" (+1 point)
Save Tali from exile in Mass Effect 2 ( +2 points)
Destroy the heretic geth in "A House Divided" in Mass Effect 2 (+2 points)

Broker peace between Legion and Tali in Mass Effect 2 (+1 point)

If you have fulfilled the plot elements required and have at least 5 points, you can persuade the quarian fleet to
stand down using Paragon persuasion. This is extremely difficult and requires four bars of Reputation.
Also note that siding with the geth over the quarians will have an impact on your relationship with Tali.
The asari, growing desperate as the
Reapers attack their syst.ems, have
revealed an artifact that may hold the key
to finding the Catalyst. Meet a scientific
team at a temple on Thessia and
investigate the artifact for clues.
ACT2

MSSIDN E3RIEFINCi
Battlegrounds: Thessia is a beautiful planet with
gorgeous architecture. Unfortunately, by the time
you arrive, it has become a war-tom shadow of
its former self. You will engage in battle across
broken bridges. demolished courtyards, and even
inside sacred asari temples.

The bridge battle can be approached many


ways, but since it's a direct assault against
your enemy and the bridge doesn't provide any
alternate paths. a head-on battle is your best
bet at victory. Players with sniper skills many
appreciate the straiqht-and-narrow approach,
while most other players can engage the Reapers
in standard warfare tactics.

Mid-mission, you will come upon a large


courtyard. The fallen pillars and other debris here
create multiple avenues of approach. However,
snipers can enjoy attacking across the plaza and
pick off enemies before they approach. The most
difficult encounter here will be against the first
Banshee you face. These asari-Reaper hybrids
are large, fast, and capable of dealing lots of
damage with only a few attacks.

The final battle will take place inside an


asari temple against an enemy you've yet to face
in direct combat. Like the Banshee, he is fast
and elusive. Use the temple's seats, pillars, and
displays for cover, but sprint down the many lanes
in the temple when you need to create some
distance between you and your foe.

Consequence Overview: This mission is


loaded with weighty conversations. Nearly every
conversation from the initial dialogue with the
asari Councilor and Liara while you're en route
to the mission to the final debate with your
archnemesis will carry Paragon/Renegade
implications.

When you encounter a lone asari survivor


near gunships, keep your Paragon/Renegade
leaning in mind. You'll have the opportunity to
gain more points there as well. Finally, nearly all
dialogue choices made inside the asari temple will
carry Paragon/Renegade choices as well.

)l, ITEMS REQlUISITION RUNCOWN

Assault Rifle Extended Barrel Sniper Rifle Concentration


M-98Widow Module
Med Kit Cx4l Supplies
Shotgun High-Caliber Barrel Titan Missile Launcher
Mod Umbra Visor
SMG Heat Sink
AROUND THE GALAXY

Mission Unlocks

None

Mission Locks
Tuchanka: Turian Platoon

WAR PREPARATIONS

You've freed the geth from the Reapers and eased tensions for the quarians. Depending on your final choice during the previous mission,
you've either added one or both of the two fleets to the Galaxy at War. Even with all the progress you've made, the fight is still ahead of you,
and you have yet to complete the key component to winning the war. The Crucible is missing the mysterious "catalyst" and the asari Councilor
on the Citadel might have an idea as to what it might be ...or where it may be located.

If you'd like to get straight to the next mission, skip to the 'Priority; The Citadel" section later in this guide.

---------- ---- ---------------


SPEAK TD TALI GIVE DIANA ALLERS THE SCOOP
'I I

If you sided with Tali or brokered a peace between the geth and the The quarian invasion of the Perseus Veil may be in the past, but it's still
quarians, you can speak to Tali aboard the Normandy. She's down in new and noteworthy to the rest of the Alliance planets. Diana Allers
the engineer deck with Adams, so go down and have a chat with her. is ready for another interview, so go to your quarters and call her up
You'll gain Reputation points for the chat. to give her the scoop. This interview is short, but at least you'll get the
chance to score some Paragon/Renegade points.

-------------------------------------------------~------------------------------------------------
ACT2 H

Upon returning to the Normandy after the


previous mission, you receive a private
communique from an asari representative on
the Citadel. She requests your presence at the
Citadel, so go there first to pick up your next
mission.

NOTE
Even though the actual mission you'll be
embarking on is "Priority: Thessia," you
must first go to the Citadel to acquire
it. This short segment is called "Priority:
T11e Citadel."

Go to Councilor Udina's old office and


speak with the asari Councilor. She reveals the
location of a secret artifact that may help reveal
the answer to the Catalyst question. As you
might expect, the asari Councilor is careful to
reveal the specifics about the artifact.

If you press her, however, you can get


more information. Reply in accordance with
your Paragon/Renegade leaning. If you want
Paragon points, be agreeable. If you're a
Renegade, confront her.
eRICJRITV: THeSSIA
En route to the Thessian temple, Liara, who
must be a part of your squad for this mission,
reveals that she's been there before with her
mother. More importantly, she's preoccupied
with the people dying on her planet. Ask her
about her mother and get more information
about the temple, its government funding, and
the shady history behind it all.

Since this conversation yields Paragon/


Renegade points, press the conversation in
accordance with your leaning. Reassure her that
you'll save her people to gain Paragon points
or tell her to block out that train of thought for
Renegade points.

---------------------------------

g
u
111
llJ
E As you touch down on the planet. you see the battle against the Before you can speak with the asari soldier at length, the area
!Ji Reapers raging across the Thessian surface. Disembark the shuttle and gets bombarded by Reaper rockets. Lend a helping hand, rush over to

-a
~ speak to the nearby asari soldier, Lieutenant Kurin. ' the unmanned turret, and activate it. Take aim down the length of the
bridge ahead of you and open fire on the Brute before it can attack the

i
~
~~~~~~~'!!!!J.'.!!!J.1~UIHUUll/lllll.
Examine the
asan camp.

Keep a steady stream of fire on the bridge as more Brutes and


area behind the
~ several Husks rush the asari soldier holding the barrier. Eliminate a
T asari squad to
Brute, then quickly swing the turret left to spot any Husks near the
find an Umbra
llJ barrier. Eliminate the Husks, then swing the turret back to the right to
'O
Visor and some

a
GI
Supplies that
yield credits
intercept new Brutes.

Continue swinging the turret left and right, eliminating Reapers


E when opened. as you go until the coast is all clear. Get off the turret and return to
Ill
0 Lieutenant Kurin.
'N
'D TIP
E
0
I'll Keep an eye on the Barrier Strength meter in the screen's top
E right corner. If it is being depleted, it means that it is currentty
'C
n. under attack.
ACT2 H IT

Lieutenant Kurin is not convinced that your mission is more


important than hers. Of course, it doesn't help your cause any that she
wasn't given any information about your mission, so she can't weigh
the importance of the two and make a decision. This is your chance to
either cooperate and persuade her, or force the issue.

Your responses to Lieutenant Kurin during this conversation will


also yield Paragon/Renegade points. If you divulge information about
your mission, you'll gain Paragon points. Keep her in the dark and
you'll accrue Renegade points. She'll let you proceed either way.

THE BRICJCE
The bridge ahead is long and dangerous.
As you cross, a group of Harvesters flies by
overhead. They don't attack you, but they
do release several Cannibals and Marauders.
The Reapers wait on the far end to tear you
to shreds, but there is only one way to go-
forward.

Stop behind one of the supports on the side and duck for cover. Make a right at the bridge's end and pass through the interior of a
Aim down the length of the bridge and open fire on the Cannibals demolished building. Several more Harvesters attack the asari soldiers
at the far end. Pick them off from your covered position. They don't ahead of you, but there's nothing you can do. Keep going until you
advance down the bridge in your direction, so you can either keep reach a ledge overlooking a courtyard below.
your distance and snipe them, or get in closer for a better line of sight.

Since the bridge is straight and doesn't have any extra levels
or side passages, the battle here can be very straightforward. Use a
preferred combination of powers and weapons fire and the Cannibals
and Marauders go down easy. If you need an extra hand to finish
the fight quickly, use a combat drone to inflict extra damage during
the battle.
THe C:OURTYARC
The courtyard is a large, wide-open area with
plenty of fallen structures and planters for
cover. Near the center of the courtyard is a
decorative structure that breaks the courtyard
into two halves. The left side of the courtyard
is full of tall debris and stops near the center
structure. The right side of the courtyard leads
to the entrance of a building that provides
plenty of great cover and leads all the way to
the opposite end.

APf=ll---.c'C)ACH 1: SNPE, THEN SNEAK APPROACH 2: CLOSE-QUARTERS.


RICiHT ADVANCE IN A LINE

~
u
~
E
I'll The first approach to this area may be the most obvious. Since you
a,
enter the area from an elevated vantage point that grants you a view
-ti
~
of the entire area below, take out a sniper rifle and get to work. Use
your team's powers to distract the enemies below, or even use your
i
~
crew as bait and begin picking off foes with well-placed headshots.

Use powers that can disable, stun, or otherwise slow down


,.
J.
enemies in order to get as many headshots as possible. After taking
out all of the enemies near the courtyard entrance, venture down the
m steps and slowly creep right, toward the far building. Pick off more
'D
'5 enemies as you go, using power combos and weapons fire (you could
0
m switch to an assault rifle now to compensate for the range) until you
E reach the courtyard's opposite end.
111
0 Players who prefer a more traditional approach can rush down the
15 ' steps and engage the enemy directly in the courtyard. Use powers
n
....
I: like Adrenaline or Tactical Cloak to sneak down the steps and blast
0 the Cannibals near the base of the steps. With Adrenaline, you can
I'll
E attack multiple enemies before it wears off. If you are using Tactical
'C
IL Cloak, attack the strongest enemy first, then turn to the rest of the
Reapers nearby.

Order your squad to take cover near you, in the courtyard, and
begin combining powers to destroy the rest of the Cannibals. Use
power combos like Liara's Singularity and Warp, or use Cryo Blast. If
you've got a good close-range weapon, equip it and activate a Power
Ammo. Incendiary Ammo works great against Cannibals.
Take cover in the entrance to the building on the right and order
your squad to unleash their powers on the enemies ahead. Use drones
and Singularity. Liara's Warp also helps dish out damage. Eliminate all
foes until only the Banshee remains.
ACT2

Sneak around the courtyard's left side until you reach the center
structure. The center complex provides a great divide between the front
of the courtyard and the far side so you can approach the enemies on the
far side using plenty of cover.

Lead with your powers, but keep the pressure on the other enemies
as you approach. As you move in, also direct your squad to approach
from the far right side. This way, you can move at the same time and
advance the squad as a line of protective fire and power combos.

Continue moving forward, past the center structure, until you reach
the far end. Concentrate on the Marauders, taking them out one by one,
until only the Banshee is left.

EIANSHEE EIATTLE
The reason you leave the Banshee for last is
because this asari-Reaper hybrid is devilishly
fast and capable of teleporting from place to
place in the blink of an eye. One second she can
be next to you, and the next she'll be across the
courtyard attacking a teammate.

Spread out your squad so her attention is


divided, then order your teammates to unleash
all of their most destructive powers on the
creature. You may have to chase the Banshee
as she rushes from squad member to squad
member, but you'll avoid the squad taking one
of her devastating blasts all at once.

As your squad members lure the


Banshee around the courtyard, follow the
asari abomination and hit her with power
combinations and heavy weapons fire until
she falls.

TIP

Sniper-proficient players can keep their distance and attempt


center area, near
to pick her off, but the Banshee's ability to warp back and forth
make it increasingly difficult to get headshots unless you're a
the left side,
Soldier and can use Adrenaline. is a Med Kit.
Grab it after you
In the far back left corner of the courtyard on the second
clear the area
highest elevated level is a hidden Titan Missile Launcher, which
of all enemies,
is very useful against the Banshee.

...,------ or make a dash


for it while you fight them. There is also another Med Kit on the
right side of the courtyard in the alcove with a roof. After leaving
this area, you'll pass through the interior of a demolished building.
Inside you'll find a terminal you can salvage to get some credits.
Exit the courtyard via the ramp on the far end. It leads into Aim over the balcony and start picking off the Marauders and
a building that has been torn to shreds. Follow the interior of the Cannibals below. Take down a Cannibal first and other Cannibals
building to a door and go through. You emerge on another balcony will rush to it when it falls. As they do, they'll leave cover and expose
overlooking a courtyard below. As you exit, you spy a Reaper ship in themselves to weapons fire and power combinations. Take them down,
the distance. Things are getting worse on Thessia. then focus on eliminating the Marauders.

TIP

Look for the barrier engine along the back wall of the area
below. Blow it up first. This barrier engine provides barrier
protection to the Reapers that will refill over time if depleted. It
is still possible to kill Reapers while the barrier engine is active;
it's Just harder.
.,-.--~--

~
u
~
The courtyard below has several Cannibals feasting on the
E dead. Open fire on them. When you do, several asari snipers on the
I'll
a,
courtyard's opposite end also open fire on them. Go down to the
-ti
~ courtyard and cross it to reach the snipers on the other side.

i
~
Before you can reach them, however, a rogue missile hits their
location, destroying all but one of the asari snipers in one blow.

J.
T

m the sniper's nest,


'D
'5 the right side of
0 the courtyard
m
E has a debris
111
0 ramp leading
15 up to a balcony
n containing a
....
I:

0 Med Kit and a Shotgun High-Caliber Barrel Mod. The ground


I'll level underneath this balcony has a Broken Shotgun that can be
E
'C salvaged for credits.
IL
The sniper's perch has several great items to pick up. Grab
the M-98 Widow sniper rifle and the Sniper Rifle Concentration
Module to augment your arsenal. Also pick up the Med Kit nearby
before proceeding. The M-98 Widow is a great sniper rifle to equip
immediately. If you've got another rifle that is already upgraded,
then weigh their stats before equipping it. If your current sniper
rifle is level I, then equip this one in its place.

lI
I
I
I
I
I
ACT2 H

OUTFIOST TYKIS
Drop to the area below, then exit through the
hole in the wall on the opposite side. Make a
left and walk up the stepped structure toward
the far building. This is Outpost Tykis. When
you reach it, you'll encounter a lone asari
soldier. She's all that is left of the asari support
squad sent to help the scientists.

Luckily, she can call in air support to help


you reach the interior ofOutpostTykis. As the
asari gunships zoom in, the Reapers entrench
themselves farther ahead. Wait for the
gunships to open fire on the Reapers below
and begin thinning their numbers.

The asari soldier takes position ahead


of you and lays cover fire as a large squad
of Reapers comes marching down the stairs
toward you. Between the asari soldier and the
gunship, you've got a small window to make
your approach to the asari temple ahead.
Leave cover and sprint past the attacking
Reapers.

Shoot only to clear a path ahead of


you, but don't engage them any more than
you need to. They will quickly close around
you and overwhelm you; instead, sprint up
the debris pile and past them to the next
checkpoint. Make a right when you reach the
top of the debris.

TIP

You can engage the Reapers during this encounter, but doing so will only cost you Medi-Gel packs and risk mission failure.
Instead, take advantage of the asari support and rush past.
Alternatively, there is another Titan Missile Launcher on the ground right next to where you take cover at the start of
the fight. This will help if you insist on engaging in combat here.

Sprint toward the temple entrance. Slow down to destroy the


As soon as you reach the top of the debris, look down and to the
Husks that rapidly approach you. Either mow them down with heavy
right. You'll find an Assault Rifle Extended Barrel upgrade.
weapons fire or toss a grenade ahead of you to catch many at once.
Pick off any that remain, or use power combos to slow them down and
immediately obliterate them.

Once the Husks are down, several Ravagers and Harvesters attack
from afar. You can't win this encounter, so order your entire squad to
take cover. Stay behind cover as much as possible, and only leave it to
eliminate an enemy that gets too close for comfort.
Otherwise, wait for the gunship to draw )> ITEM REGUISITICN
away the Harvesters, then leave your position
Pick up the SMG Heat Sink mod near
to eliminate the Ravagers and remaining
the front of the temple's entrance before
Marauders. Cut down your enemies, then
going in. If you don't pick it up now, you
approach the entrance to the asari temple.
won't get another chance to do so. After
Liara removes the barrier blocking the
entrance to the temple, you can pick up
a Med Kit as you enter.

-- ------------------------------------------------------------------------

~
u
~
E
m
a,
§
a.

I
ACT2

ASARI TEMPLE

Enter the asari temple and look around. There


are several artifacts on display. The artifact
you're looking for is at the temple's far end, at
the base of the large statue. However, take this
time to examine all of them and learn a little bit
about the asari culture.

---------------------------------

When you're ready to continue, examine the base of the statue


of the goddess Athame. When you approach it, you sense a Prothean
Beacon inside the statue. Liara, in disbelief, briefly doubts your claim.
During this conversation, you can hypothesize why the asari have
become so advanced a species, and either agree or disagree with the
asari's decision to keep this beacon hidden. If you agree with their
decision to not share knowledge, you'll gain Renegade points. If you
insist that the asari should've shared the knowledge with the rest of
the galaxy, you'll gain Paragon points.

Examine the other artifacts nearby to find connections that will


help uncover the Prothean Beacon. The first one is the mural to the
statue's right. The other artifacts are a manuscript on the far left corner,
the bust along the temple's right edge, and the shield near the temple
entrance.

After activating all of the necessary artifacts, you can access the
Prothean Beacon. Return to the statue and activate it to release an
ancient Prothean VI.
KAI LENG RATTLE

The Prothean VI, Vendetta, explains that it may be too late to


complete the Crucible. The ensuing conversation can also yield Before Vendetta can integrate with your systems to help with the
Paragon/Renegade points. Either ask for the Vi's help for Paragon Crucible, Kai Leng interrupts you. He's brought a virtual construct of
points, or demand its cooperation for Renegade points. the Illusive Man with him. Speak to the Illusive Man and listen to his
plans. Rather than destroying the Reapers, he wants to control them.
TIP Choose the #Whose side are you on?" conversation option to get a
Paragon/Renegade persuasion option.
While speaking to Vendetta, select ''The Crucible" conversation
option. The ancient VI will tell you more about the device and
When the conversation with the Illusive Man is over, your battle
something potentially shocking about the Reapers and the
with Kai Leng begins.
nature of the galaxy, its patterns, and its cycles.

The battle against Kai Leng can take many shapes, depending
on your class and squad members. However, the only constant in
this battle is Kai Leng. He's quick, he's capable of one-hit kills, and he
frequently needs to recharge his shields after taking damage. As soon
as the battle against the assassin begins, switch to a weapon that is
good at close to medium range. Snipers can inflict big damage, but like

ul the Banshees, Kai Leng can shift from place to place quickly, making
him a sniper's worst nightmare.

aJII Rely on heavy weapons fire to inflict major damage while using
E powers to supplement your damage-dealing or to slow him down a bit.
0 Powers like Concussive Shot, Shockwave, and Throw can help keep Leng
11 ' at bay for a bit, but only long enough to follow up with weapons fire.
n
0 If the assassin runs toward you, sprint away to create some
distance, then turn around and attack again. Adept players can
combine powers like Warp and Singularity, or even use Cluster
n. Grenade to throw Kai Leng off his game as well. An Engineer's combat
drone can add another offensive element into the mix and keep
Kai Leng busy long enough to get a few good shots in. A Soldier's
Adrenaline can also help by slowing time down-in effect, slowing
down the assassin's movement around the temple.
ACT2 H

Gang up on the Illusive Man's goon and inflict as much damage


as you can. Once he has taken enough damage to deplete half of
his barrier, he'll retreat to recuperate his shields while a Cerberus
gunship opens fire on the temple's interior to keep you away from the
vulnerable Leng.

He won't recover all of his barrier, so stay behind cover until the
ship is gone, then immediately resume your attack. Stay away from him
as he attempts to rush you and slice you with his sword, and dodge
his Biotic projectiles. Whittle down his health again until he backs off a
second time and attempts to regenerate more of his shields. Take cover
behind one of the tall pillars near the temple seats and wait for Kai
Leng to attack again.
Despite your best efforts to defeat Kai Leng, his gunship interferes
and grants the assassin a small window to overpower you and your
squad and make off with the Prothean VI. You return to the Normandy
empty-handed as more Reaper ships touch down on Thessia. Your
mission is a failure.

Back on the Normandy, you must relay the failed mission status
to the a sari Councilor. She doesn't take the news well, and Thessia's
fall means that she must now consider plans for the continuity of her
species .

Continue to engage Kai Leng, using powers to keep him at bay


and inflict damage, then taking cover while he retreats. The fight will
end when you've depleted all of his shields and he is on the verge of
taking damage to his health.

With no clear course on how to continue, you gather the crew


in the Normandy war room. It's clear that there is only one thing left
to do. You must go after the Illusive Man if the Crucible is to have a
chance at completion.
- ., _
-- -----------------------------------
Cerberus may be using the Sanctuary
facility on Horizon as a cover for secret
activity. Land on Horizon and search for
clues about Cerberus at Sanctuary.
ACT2

MSSIDN E3RIEFINCi
Battleground s: The Sanctuary's secret testing
facility is comprised of several long, split halls
and cluttered with machinery, tanks, desks, and
debris for cover. Aside from the landing zone
where you'll encounter a rival sniper, sniper-
proficient players will rarely find an opportunity
to use their long-range skills despite the facility's
long hallways.

The facility is full of all types of Reapers,


ranging from Husks to Banshees, so you'll have
to use all of your powers and tactical skills equally
in order to survive. When encountering high-level
Reaper groups, like Brutes and Banshees, focus
on the Brutes first, since they are slower and
thus easier targets.

Consequence Overview: As things begin to filter


down to a final encounter, all chances to shape
the war, gain War Assets, and accrue more
Paragon/Renegade points become more and
more scarce.

There is only one option for Paragon/


Renegade points during this mission. As the final
moments of the mission unfold, you'll have the
opportunity to either calmly talk down your prey
or threaten him into complying .

• ITEMS REGUISITION RUNDOWN

Equipment Cx21 Parts


Inventory Logs Pistol Scope
M-12 Locust Research Data (x3l
M-99 Saber Aosenkov Materials
Medical Station !x21 Shoulder Guard
Med Kit !x2l Shotgun Blade Attachment
AROUND THE GALAXY
Mission Unlocks
N7: Communication Hub

Mission Locks
None

WAR PREPARATIONS

Things may not have worked out on Thessia as Kai Leng, the Illusive SPEAK TD LIARA
Man, and the rest of Cerberus threw off your plan. The fall ofThessia
may weigh heavily on your mind, but your goal is less clear than
before. Your next step, however, has temporarily shifted away from
the Reapers. It's clear now that Cerberus will not stop at anything to
control the Reapers and keep you from destroying them. The only I
way to destroy the Reapers is to remove Cerberus first. I

'
I
I
If you'd like to get straight to the next mission, skip to the I
I
I
"lnvestiqate Sanctuary" section later in this guide. I
I
I
J
I
I
I
CHECK YOUR E-MAIL
The occupation ofThessia has been hard on Liara. Stop by her office and
visit with her to get her thoughts on the situation. Listen to her and act
on the Paragon decision point in this conversation to ease her guilt.

SPEAK TD ENGINEER ADANIS AND


KAJDAN/ASHLEY

'
I
I
I
I
I
I
I
I
I
I
You've got plenty of motivation to find the Illusive Man, but if you
need some more, stop by your private terminal and check your e-mail.
You've got a very special e-mail that might help light a fire.
I
I
J
I
I
I
m SPEAK TD TALI I
'D

dm Engineer Adams and Kaidan (or Ashley) may also have some insight to
share on Liara's current condition. Stop by the engineering deck and
E
111 have a chat with them.
0
15
n SPEAK TD ADIVIRAL ANDERSON
E
0
111
E
'C
IL

Stop by the elevator on the crew deck to speak to Tali. Share your
thoughts on recent events and let off some steam. She has some words
of encouragement that you may want to hear before the next mission.

Before setting out on the next mission, go to the vid-com station in the
war room and speak with Admiral Anderson. He's got some words of
encouragement should you need them.
ACT2 H

As you approach the Sanctuary, a place


for war refugees on the planet Horizon,
you get a distress call from the facility. It's
Miranda's sister. She claims the facility is
not safe and urges you to stay away.

The landing zone is clear when you touch


down. Walk forward to explore the Sanctuary
facility and go up the stairs. As you approach
the top of the stairs, a Cerberus shuttle crashes
directly ahead of you. It's being chased by a
Reaper Harvester. The Harvester soon loses
interest in the crashed shuttle, leaving the three
Cerberus troopers to evacuate the downed
transport unit ..

SANCTUARY ENTRANCE
-
The entrance to Sanctuary is guarded by a
sniper perched on the ledge with the crashed
shuttle while two Phantoms approach you on
the lower area. The area between you and the
door is covered with rubble but flanked on
the right side by a small hallway that provides
excellent cover from the sniper. The sniper,
a Nemesis, is well trained and capable of
depleting your entire shield with a single shot.
If you engage the Phantoms while your shield
is gone, they can slice through you with one
swipe.
APPROACH 1: SIDE HALL COVER APPROACH 2: FIGHT LONG-RANGE:
FIRE WITH LDNGRANCiE FIRE

Rather than stay out in the open for the Nemesis to pick you off, order
your squad behind cover while you rush into the side hall. From here, Nothing is more satisfying than beating a Nemesis at her own game.
you can slowly peek your head out and open fire on the Nemesis in Sniper-proficient classes such as Infiltrators and Soldiers can equip
his perch. their most powerful sniper rifle, such as a level IV or V M-98 Widow, and
take aim at the sniper on the far ledge. If you're an Infiltrator, activate
Adept players can use Throw, Singularity, or even Pull to yank
your Tactical Cloak before you zoom in. Soldiers should activate
the sniper out of position. Other powers like Warp or an Engineer's Adrenaline before taking aim as well.
Overload can also shake the Nemesis out of cover. Follow up with
explosive power combinations or weapons fire to take it out. If you're another class such as an Engineer or Vanguard, use a
combat drone or your squadmates as bait. Wait for the Nemesis to pop
his head out to take a shot, then tag his head with a well-placed shot.

Once the sniper is out of the way, turn to the Phantoms and open
fire. They're slippery and hard to hit, so use powers to either slow them
down, knock them off balance, or slow down time (if you're a Soldier). The Phantoms are also susceptible to a sniper's headshots, but
Combine your squad's powers to maximize damage and stay on the to ensure they die at the end of your sniper's scope, order your squad
move as much as possible to avoid getting sliced and diced. members to attack them with power combos and weaken them prior
to your shot. Even if you don't get a headshot, your squad's attacks
should either slow them down or bring them to the brink of defeat, so
even a glancing shot will put them down.

s:
I
11 I There are some
Parts you can
salvage for
credits amid a
pile of burning
rubble in the
hall on the right.
Immediately
after entering the next room to explore Sanctuary, turn left to find
a Medical Station on the right wall.
ACT2 H

~
Go downstairs and turn right into the next room. You'll find
several Cerberus Assault Troopers lingering about. They aren't much of
a threat, so overwhelm them quickly and clear the room.

Pistol Scope
near the dead
body in the
center of the
room, then turn
left to go into the
now-open door.
Enter the Sanctuary through the door at the far end. As you enter,
After entering the next area, tum right immediately to find an
you spy several more Cerberus shuttles departing from a distant tower.
Equipment console on the wall. Salvage it to gain some credits.
The area around you is quiet, however, so you're free to explore. Begin
by checking the Log at the far left side of the reception area. It shows
video footage of the hundreds of refugees seeking help in Sanctuary. Make a left into
When you're done, walk over to the desk area on the right, just right the next area
of the stairs, and examine the Logs and the PDA there to get more and stop at
information on Sanctuary. the computer
console near
TIP the entrance.
You can also stop at the large window to the left of the Activate it to
entrance to the welcome area and click to engage in a short view a short
dialogue with your crew. video of
Miranda. She claims that Sanctuary is not a refugee camp after all. It's
···--~-- a Cerberus testing facility run by her father. After watching the video,
turn right and walk over to the water pump. Activate it to empty the
large body of water nearby. It reveals a ladder going down to a secret
passage leading to the facility interior.
immediately to
the right of the I
I NOTE
stairs. You'll find I -
I
some Inventory If you went to the Citadel after receiving Miranda's e-mail earlier
Logs you can in the game, this may shed some light as to what she was trying
salvage for to uncover. In fact, you need to speak to Miranda while on the
credits. Citadel to learn this information.

--·-
NOTE
There's a second
There are two more Logs downstairs near the two crashed
Equipment
shuttJes. Examine them it you want to hear more about
Sanctuary and what transpired there. console on the
right wall shortly
after entering
the tunnel
leading into the
secret facility.
Salvage it as you go. Also look to the left of the second door to find
a Rosenkov Materials Shoulder Guard armor piece.
FAC:ILITY INTERIOR

The facility's interior is cluttered with machinery,


computer consoles, and tanks for various types
of strange experiments. Activate the center
console in the first room to turn on all of the
computer screens around you. One of the
consoles turns the lights on in the next room, a
massive chamber full of Husks.

It's clear that Cerberus is not just studying


the Reapers, but also experimenting on them,
perhaps even creating them.

Walkinto the next room and check out the


PDA on the counter. Then go down a bit farther
and activate the console on the far side. This
plays a video of Miranda scrambling around
the facility. Unbeknownst to her, she's being
followed by Kei Leng.

Go down the stairs and open the door.


Several Husks pour in from the next room as the
door slides open, so either back away as you
shoot the attacking Reapers or use a power like
Nova to knock them all away. Charged melee
attacks also work against these creatures, so
eliminate them quickly before they can swarm
around you.
GI
'O

a
GI
Creep into the next room and turn left.
There may be some more Husks rushing up
E the stairs toward you. Eliminate this group as
B well. With the room clear, continue downstairs
and examine the two Logs on the desks before
~
E entering the long experimentation chamber.
0
I'll
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n. TIP

There is a large machine that periodically drops down across


the chamber's center. When it does, it blocks your line of sight
across the chamber, so time your attacks in conjunction with
the machine's pattern to maximize your damage output.
\
ACT2

EXPERIMENTATION C:HAMEIER

This long chamber is still crawling with Reaper


forces from the invasion. The long, wide
chamber has several platforms running along
the top left and right where Marauders can
attack from a distance. Meanwhile, a Ravager
and a Banshee slowly stalk up and down the
center section of the chamber, launching their
devastating assaults. The chamber, however,
has a series of labs running along the right side
that can provide a respite from the action and
lots of tubes, consoles, and other equipment
running down the middle that can provide
cover.

APPROACH 1: STAY IN THE CENTER APPROACH 2: STALK THE LABS

The long chamber has plenty of places for you and your squad to seek If the center section is too crowded for your taste, use the labs running
cover. Press your back against the center crates near the chamber along the right side of the experimentation chamber to get a jump on
entrance and get a good view down the length of the chamber. Order the enemies in the center section. Open the door to pass from one lab
your squad to engage the Banshee while you target the Marauders. into another, then turn left to face the chamber's center section. Stay
Make sure to take them out first. They can create a lot of problems for behind cover of the consoles separating the lab from the center section,
you while battling the other Reapers on the lower level. and launch your assault on the Ravagers and Marauders from here.

If any Marauders drop down to the lower level, use powers like Since you're behind decent cover in the labs, order your crew
Singularity to create choke points near the center aisle and redirect to attack the Marauders with power combinations or use powers to
them. Eliminate the Marauders first, then turn to the Banshee. pressure them off their elevated positions. When they come down,
increase the intensity of your attacks by either lobbing grenades or
Keep her off balance and split her attention by focusing all of your using power combos of your own. If you get far enough in the second
squad's attacks on only her. Stay on the move-duck back into the first lab, you can get a good view of the Marauder perched atop the left
lab if necessary-and avoid the Banshee's radial attack that removes side of the center section. Bring him down if your squad hasn't already,
your shields. If you keep her off balance and follow up with heavy fire and exterminate it.
and explosive power combos, she'll fall in no time. With the Banshee
gone, you can now turn to the Ravager and destroy it from the safety Once the Marauders are down, turn all of your attention to the
of your covered position. Banshee. The Ravagers will continue to fire on you, but they won't
move as much as the Banshee will. The Banshee will attack you up
close, so use powers like Concussive Shot, Shockwave, or Nova to keep
her at bay and follow up with heavy fire and other power combos.
Finally, with the Banshee out of the way, turn on the Ravager.
The lab provides an excellent vantage point from which to attack from
a covered position and eliminate the Ravager's missile attacks. Stay
covered and pepper it with attacks until it falls.

> ITEM REGUISITION

Turn left at
the end of the
experimentation
chamber and
enter a small
lab. In the lab's
far left corner
Station one or two squadmates near one hallway entrance while
is a Med Kit.
you take the other. Since the Reapers in the long halls are fed by barrier
In the next room, you'll also find some Research Data that you
can salvage. engines, eliminate the engines first. Once the barrier shields are down,
turn your attention on the Reapers down the halls.

Hold your position at the entrance to the halls and let the
Reapers come to you. Alternate between using heavy fire and power
combinations to keep the Reapers away and steadily dwindle their
health. If you have the ability to use Defense or combat drones, launch
, one deep into one or both of the halls, and distract the Reapers even
more. When the Reapers turn their backs to you to deal with the
drones, increase your attacks to obliterate them.

When the Reapers bunch up together, take advantage and use


explosive attacks to dish out damage to the group rather than just
one foe at a time. Also use powers like Shockwave and Throw to hurl
enemies back down the hall and away from the entrances where you
and your team are taking cover. Eliminate all the enemies, then go into
Examine all the Logs in the room at the chamber's far left end
the long bifurcated room.
before exiting through the door on the right. This leads to a small
GI
E laboratory with a computer console showing a static-filled screen. Fix
B the screen to show Miranda's findings about the Sanctuary facility.
Before leaving
After activating the console, examine the PDA on the desk on the left.
..0
~
I::
Go up the stairs on the left and begin searching the facility's
this lab area,
pick up the
,,E perimeter. Turn left at the top of the stairs and you'll find entryways Shotgun Blade
to two hallways, side by side. Each hallway leads into a bifurcated Attachment
n. lab room full of Cannibals, Marauders, and barrier engines that feed and the M-12
their shields. locust on the
desks along the
right hall.
ACT2

Examine all the Logs and the PDA in the room, then activate the
console at the far left end. Watch a video recording of Miranda's findings,
then locate the ladder directly behind you. Go up the ladder to reach the
next floor.

TOWER AFIFIROAC:H

After climbing the ladder, you reach another


long hallway. This hall, which is split into three
parallel sections, leads to the tower access
point. On the left is a raised platform running 5!m
about three-quarters the length of the main en
center hall. Down and on the right of the main
hall is a side passage, split in the middle by a
bridge. The passages on the right, however, are
lower in elevation than the main hall. Between
you and the tower access point are several
Cannibals, Marauders, and Ravagers.

------- -------------------------
- TIP -·· This hallway also has
several barrier engines
hanging from the ceiling.
Destroy them as you go
to make sure your team
can destroy the Reapers
in this area.

--------------------------------------------------------------------------------
APPROACH 1: SPLIT UP
Since there are three ways to approach this section, and you have
three members of the squad (including you), split the team among all
three hallways sections. This tactic is better suited for players who feel
comfortable engaging in close-quarters combat, since you11 have to
slowly advance down the hall, pressing the action forward.

As you do, you'll also need to direct your team from cover to cover,
which may allow speedy Marauders or Cannibals to get within close
proximity of your position. Knock enemies away and slowly march your
entire team down all three sections of the hall.

Rely on disruptive powers to keep your enemies away while you


advance down the hall, inflicting damage and putting them down
with shotgun blasts or explosive power combos between your squad
members.
APPROACH 2: use THE TINO LEFT APPROACH 3: use THE RIGHT HALL
HALLS AND ITS BRIDGE

An alternate approach is to avoid the lower section of the hall Sharpshooters can use their squadmates to lure some of the enemies
altogether. Since it is at a lower elevation than the other two halls, down into the hall's lower right section. As the Reapers engage your
you'll gain a bit of cover, but at the cost of a better line of sight. Instead, squad on the lower level, rush to the bridge that splits the lower
post two squad members near the beginning of the far left hall, while hallway into two sections and open fire from above. Snipers, assault
you take the fight down the center hall. Clear a path to the far end, rifles, and destructive powers like Cryo Blast or Incinerate will work
then turn left and swoop back around the end of the hall's far right wonders from this elevated position.
section.
Just make sure you've got your flank covered, since clever Reapers
This way you'll pinch the enemies attacking your squad mates in like Ravagers or hungry Cannibals can still rush you from the center hall.
the far right hallway from both ends. Press the fire inward and wipe
them out. This is also a good tactic for luring the Ravagers away from
the center hall.
next lab and
immediately
turn right to
find a Medical
~
u Station on the
wall. Several of
E the testing pods
m
in this area also have Research Data and Logs you can examine
before hopping onto the disabled tram.

Pass through the next room at the hall's end and make a right.
On the other side of this door is a disabled tram. Hop onto it and shoot
open the small control console at the front of the tram. Activate it and
the tram speeds toward the tower entrance. Jump off the tram to the
left when it stops and enter another long testing room. This hall leads
to the tower entrance.
ACT2 H

TOWER ENTRANCE HALL

This long hall is not much different than that


found in the "Tower Approech" section. The
only difference is that this section is about half
the length of the previous, and the lower right
area is already partly demolished. The main
difference in this area are the enemies. Instead
of Cannibals, Marauders, and Ravagers, you're
tasked with clearing out Brutes and a Banshee
before reaching the tower entrance.

---------------------------------
APPROACH 1: BRING OUT THE BIG GUNS

Since you're facing several Brutes and a Banshee at once, your only
chance to survive is to bring out all your big guns. Unleash everything
from combat drones and decoys to Frag Grenades and Nova blasts to
keep the Brutes busy. Stay on the move as much as possible, and lead
the Brutes away from the Banshee to create some breathing room. If
you allow the Brutes and the Banshee to trap you, a single blast from
the Banshee or a swipe from the Brutes will leave you defenseless.
Once your shields are down, another attack can finish you off.

Blast the Brutes with everything you've got, then sprint past them
to create some distance. Rush down empty sections of the hall, then
turn around once you're far away and resume your attack. If necessary,
assign your toughest squad member to engage the Banshee and keep
her busy momentarily while you carefully wear down the Brutes.

Use every section of the hall. Sprint across the lower right hall,
up across the center section, and attack from the top left. As you dash
around the entire area, the Brutes will stay on the chase and slowly
lose ground. Eventually, you can put down all of the Brutes, leaving
only the Banshee to contend with.
APPROACH 2: SPLIT UP THE ENEMIES
An alternate approach is to take down the initial two Brutes before
proceeding too far into the combat. If you move too close to the
preoccupied Brute and Banshee, they will turn their attention toward
you instead.

This reduces the number of hard enemies you need to fight from
four at once to two waves of two.

Split up your team and divide the Banshee's attention across both
ends of the main hall. Rush back and forth, using the left and right
sections, between the front and back ends of the main hall as you
steadily inflict damage on the confused Banshee. Keep picking away at
her until she falls.

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ACT2 H

Pick up the Med


Kit in the hall's
top left section,
then walk down
to the Pod Status
console. Activate
it, then override
the pods to
unlock every
pod in the center
hall. Once they're
Tum right and step into the elevator leading to the tower. Upon
all unlocked,
reaching the tower, you find Miranda; her father, Henry Lawson; and
rush back to the
her sister, Oriana. Henry is holding Oriana hostage, and it's up to you to
beginning of the
either talk him down or put him down.
main hall and
examine the pod The ensuing conversation can yield Paragon or Renegade points.
on the left. Inside is the M-99 Saber assault rifle. The room at the If you try to reason with him, you can gain Paragon points. Threaten
hall's end, near the tower entrance, also has some Research Data him, and you gain Renegade points. Regardless of what Paragon/
you can salvage. Renegade decision you make, Miranda ends the conversation on her
own terms.
TIP
NOTE
Even though it has a lower rate of fire, the Saber's damage
If Miranda was killed in Mass Effect 2, the scene plays out
rating is incredibly high. Treat this more like an assault-sniper
between just Oriana and her father.
rifle hybrid.

BAC:K ON THE NORMANCJV

Back on the Normandy, Admiral Hackett had reservations with your


choice to visit Sanctuary. Still, thanks to Miranda, you're now able to - NOTE

If Miranda didn't survive during Mass Effect 2, then you must


trace Kei Leng to the Illusive Man's base. It's time to take Cerberus out
rely on the shipping information uncovered in the father's office.
of the war.
The Illusive Man's headquarters have
been located, and the Alliance is prepared
to attack to recover the Prothean VI that
holds the key to the Catalyst. Once the
attack is launched, the Alliance will be fully
committed to the final fight against the
Reapers. Assault the base when ready.
ACf3

MISSION E3RtEFINCi

Battlegrounds: The battlegrounds in this mission


vary from wide-open areas with multiple lanes of
attack to tightly cramped walkways forcing you
to engage in head-on battle. Players who feel
comfortable with diversity in action will do very
well during this mission.
The battle picks up quickly as you face
multiple Atlas Mechs, Centurions, and Assault
Troopers. Luckily, the hangar bay's a wide-open
arena with plenty of cover lining the sides.
Use flanking maneuvers or create a cross fire
to catch enemies. Vanguard players can use
the wide-open area to rush to and fro as they
demolish enemies using Biotic Charge.
Despite the seemingly labyrinthine corridors
of the base's sublevels, you'll have plenty of room
to maneuver and engage enemies from mid to
close range. Turrets and force fields may make
things difficult, but clever players with a wide
array of destructive power combos will survive
with ease.
About mid-mission, you will encounter a
unique battle where you'll be forced to engage
Phantoms, Assault Troopers, and Nemesis
fighters in tightly cramped catwalks. With no
choice but to move forward, aggressive players
will cut a swath across the walkways, stopping
only to look back in the event that you're being
flanked.
Consequence Overview: Pre-mission, there
aren't many options to gain Paragon/Renegade
points. As the mission concludes, however, you'll
speak with the Illusive Man and have the option
to gain a few Paragon/Renegade points as well
as use a Paragon/Renegade persuasion. If you've
managed to persuade the Illusive Man across all
other conversation, do so now to maintain your
momentum.
Spoiler Alert: Paragon/Renegade
At the end of the mission, you'll also speak
with the Prothean VI one last time. During
this conversation, you'll get a chance to use a
Paragon/Renegade interrupt. The Renegade
interrupt will happen first, so don't use it if you
want to use the Paragon interrupt.

)> ITEMS REGUISITION RUNDOWN

Demulcore Overlay Med Kit


M-37 Falcon PDA
Medical Station Sen-ice Council Greaves
Medi-Gel Tenninal

WAR ASSETS
I I I I I I
Alliance Ar.t 3-Priority: None. Automatically
Sixth Fleet Cerberus Headquarters unlocks.
Reaper Ar.t 3-Priority: Import Mass Effect 2

[
Brain
Reaper
Heart
lCerbe~s Headg!:!_arters
Act 3-PlioNty,
Cerberus Headquarters
save 'Miera the base kept
Import Mass Effect 2
save where the base was
destroyed
Miranda Ar.t 3-Priority: Miranda survives Act 3-
Lawson Cerberus Head~arters Prioti~ Horizon
AROUND THE GALAXY
Mission Unlocks
None

Mission Locks
All remaining missions close as soon as you launch the assault on the Illusive Man's base.

WAR PREPARATIONS

There's nothing left to do but move forward with your assault. As Admiral Hackett explains, launching the assault on the Illusive Man's base is
an Hall-in" situation. You've reached the point of no return.

If you'd like to get straight to the next mission, skip to the "Assault the Illusive Man's Base" section later in this guide.

------------------------------------------------,-------------------------------------------------
SPEAK \/\11TH DR. CHAKWAS SPEAK \/\11TH TALI

The end may be near, but that doesn't mean the mood can't be Tali isn't feeling too hot after the events on Sanctuary. Visit her on the
celebratory. Stop by the medical bay and speak with Dr. Chakwas (if port observation deck as she sits alone at the lounge. Speak with her.
she's on your crew). She'll suggest having a bottle of wine before the
next mission. If you choose to do so, you can earn some Reputation •
points. UPGRADE \/\JEAPONS AI\CJ REASSIGN
PO\I\JERS
• PREVIOUSLY IN MASS EFFECT
This is it, your last chance to purchase weapon and mod upgrades,
This interaction mirrors another possible interaction you may or reassign powers. If you have any powers with points in them that
have had with Dr. Chakwas during Mass Effect 2. you don't use, spend a few credits to reassign all of your points and
maximize their value.

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ACT3 H

/~SSAULT THE ILLUSIVE IVIAN'S EIASE


When you're ready to assault the Illusive Man's
base, go to the galaxy map and fly to Anadius in
the Horsehead Nebula. Land on Cronos Station
to get a priority communication from Admiral
Hackett. He warns you that as soon as you
launch the assault, there will be no hiding the
Crucible from the Reapers, so you'll be going"all
in" If your mission on Cronos Station fails, then
your only course is to launch an all-out assault
on Earth and hope for the best.

TIP

As soon as you select "We go now!"


during the conversation with Admiral
Hackett, all bets are off and there's
no turning back. Be sure that you've
completed every mission you want to
complete, purchased any weapon or
mod upgrades, reassigned powers, or
equipped specific armor before selecting
this dialogue option.

I AST C:HANC:e FOR ROMANC:e


If you've engaged in a romance with any
character, your love interest will come to your
cabin the night before the assault on the Illusive
Man's base and offer to spend the night. You
can turn down the offer if you'd like, without
the risk of losing the relationship, but you will
lose the chance opportunity for one last chat
the following morning.

oReAM sec.ueNc:e =1
The weight of the galaxy is not easy for anyone
to bear, even someone like Commander
Shepard. At night, you're haunted by another
dream, this one more violent than the first two.

Once again, you have control of this dream


sequence, but you don't have to do much.
Simply follow the child as he runs from place to
place until the dream ends. If you've engaged
in a romance with someone and asked them to
stay the night, then speak with your lover one
more time before setting out on the mission.
ALL FCJRWARCJ!
Prior to the mission, EDI meets you in the war
room. She insists that she must accompany
you on the mission in order to increase your
chances of success. Given her history with
Cerberus, she's right. No other person on your
crew has the wealth of information on Cerberus
as she does. She's also well equipped to hack
any security systems that may be in place.

t , c ,. , e , ,.
i I
... ,, ,..,,.
J L.::-.!:J I
' , ...
J
1* ..

CERBERUS SHUTTLE E:IAY


When you crash-land in the Cerberus base's
docking station, the troops are ready for
your attack. The bay is guarded by Cerberus
soldiers of nearly every type. The docking
station is wide, with alleys along the left and
right side where you can take cover behind
partitions. The center has a large, circular
ship-launching platform and several small
crates surrounding it.
~
u
~
E
I'll
a,

i
t:
a.
~
~ APPROACH 1: TAKE THE CENTER
~
The majority of the Cerberus forces will scramble across the center of the
T docking station to take cover behind crates or the nearby alleys on either
side. As they do, unleash your combined powers to slow them down, and
GI
't1 follow up with weapons fire. Take down as many Assault Troopers and
a
GI
Centurions as you can before the Atlas comes stomping toward you.

E When it does, turn your squad's full attention on it. Split up your
~ team members across the length of the station to confuse the Atlas and
split its fire. Keep your squad members on the move by ordering them
~
e to a different spot when the Atlas approaches them. As it targets one of
0 your squad members, it'll frequently shift its position and expose itself to
I'll
E attack.
'C
n. Keep behind cover as much as possible-there may still be a few
troopers running around-and focus your attacks on the Atlas.
ACT3 H

APPROACH 2: use THE ALLEYS, CROSS FIRE

The alley on the right of your landing position is a perfect spot to take From here, you can begin moving up the alley to create a cross
cover. Immediately press your back to it and take cover. If any Cerberus fire at the center of the docking station and trap all enemies. Trap
troopers are foolish enough to approach you, use a covert takedown the Atlas in your cross fire and force it to keep guessing as you move
to eliminate him quickly. Carefully blast a path down the right alley, yourself and your squad up and down the alleys for cover.
using the partitions as cover as you go. Order your squad into the right
TIP
alley, while you then rush across the docking station to the alley on the
opposite side. The launching tighter removes shields when it flies overhead. You
can use this to your advantage when fighting shielded enemies,
but be careful, because it will remove your shields too.

No matter which option you take, when all Cerberus enemies


are dead, Cerberus will attempt to vent the hangar. You have a limited
amount of time to reach a control console and stop them from doing so.

C:ONTROL. ROOM t...evet...


Go up the ladder on the left side of the docking
bay and enter a small control room. Reach the
Hangar Bay Compression Controls console and
allow EDI to stop Cerberus from decompressing
the hangar bay and blowing you out into
space. Despite EDl's success in overriding their
commands, she's unable to open the hangar door
into the main station. You'll have to blast your
way in.

When Cerberus realizes you've stopped their


venting attempt, they send in reinforcements.
Take cover near the door behind you and wait
for the Guardians and Assault Troopers to
come rushing in. The area around them is tight
and cramped, so either use explosive power
combinations or toss a few grenades down the
hall to blow them all up at once.

You can also aim through the Guardian's


vision slot to get a one-hit kill since he'll be within
close proximity. If not, then use powers like Pull
to yank its shield away, or use Singularity, Throw,
Shockwave, or Lift Grenade to hurl the enemies
up and away.

Go down the hall and turn right into the


next section. Here, another team of Cerberus
goons attacks. This team is comprised of
Centurions and a Nemesis. Similar tactics should
do the trick here as well. Finally, make a right
at the end of this section to find the Rotation
Controls console.
> ITEM REGUISITION

Just across from


the Rotation
Controls console
is a Medical
Station. Open
it to grab its
contents. Before
you head back
down to the lower hangar area, go through the doors just left of
the ladder leading down. Inside, you'll find a PDA worth a few
credits.

Immediately, order both of your squadmates to distract the Atlas


When you activate the rotation controls, the ship-launching while you use the side passage to reach the far end of the hangar bay.
platform turns 180 degrees and aims at the next fighter plane at the When you do, quickly overwhelm the Assault Troopers before they can
hangar doors. When the ship launches, it'll slam into the doors and get inside. Use power combos to blow them up, or use single power
breach them. attacks like Stasis (or even Adrenaline Rush) to slow down the action.
~
u
Make a left and go through the next set of doors. They open to Once they're out of the way, get inside one of the mechs and
~
E a ladder leading back down to the lower hangar level. Go down and ' turn its awesome weaponry on the Atlas attacking your team. A few
I'll
a, hit the Clamp Release button at the base of the ladder to launch the well-placed missile shots should do the trick. Once the hangar bay is
I

-ti
~ fighter plane through the hangar doors and into the main facility. : clear, go through the hole in the hangar doors toward the fiery blaze.
I
I
... ~ TIP
i
~ ATLAS RATTLE
I
I

J.
T

m
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I:

0
I'll If you're unable to stop both Atlas pilots before they reach
E their Meche, you can still use a sniper rifle, preferably one
'C The explosion gets the attention of nearby Cerberus forces, and an
IL that has been upgraded and modded, to shatter the cockpit
Atlas Mech comes stomping in from the hole in the hangar door. At the
glass and take the Atlas for yourself. This may take a bit
same time, two Assault Troopers rush down the ladders from the levels
more skill and planning, but at least you'll still be able to pilot
above and make a mad dash to the bay's left and right corners. The a Mech and make short work of the other two Atlases.
two Troopers are rushing to the empty Atlas Mechs in the corner of the
room. Stop them. . -
ACT3 H

ITEM REGUISITION

crossing the
destroyed
hangar door,
you'll find an
M-37 Falcon
assault rifle. This
assault rifle is
unlike any other weapon you have. It fires heavy projectiles and
has a decent rate of fire, and the projectiles explode on contact
increasing damage. In some cases, if they don't hit their target
Despite being stuck in the base's cramped lower level, you've got
directly, they can ricochet off walls before detonating.
plenty of freedom to move around. The pipes running across the floor
and the tanks lined in short rows allow for a wide enough path full of
cover from which to safely attack and defend. Take cover behind the
pipes and follow them across the room, sidestepping the Cerberus
troops.

Maneuver your group across the room, attacking as you go, until
you spy the Nemesis at the level's far end. When you do, take cover and
flush it out of cover, then attack. If you've got a sniper rifle equipped,
zoom in and take it out with a headshot.

Order EDI to open the door on the left. As she does, she taps into
the facility's communications system and is able to spy on Cerberus's
movements about the base. She alerts you that Cerberus has
redoubled its efforts to stop you, but with her on your side, they can
only slow you down. Go down the hatch when you're ready to proceed
to the central lab.

TIP

Thie interaction with EDI grants you an opportunity to either
thank her for her efforts or keep her focused on the task at
hand.
T•--·---
SUBLE\/EL, SECTION 1

After you deal with the Nemesis, press deeper into the room and
keep the pressure on the remaining Assault Troopers. Take cover near
the L-shaped pipes that come down from the ceiling and flush out all
remaining foes on this level.

Order your squad to take cover with you in this L-shaped cover;
The sublevel of the base is dark and full of winding passageways. you'll have a great place to fend off foes. Move from one side of the
Before your arrival, Cerberus combat engineers took position inside L-shaped pipes to the other, clearing out enemies as you go until the
and started getting into place, setting up turrets along the way. They're room is empty. Go up the ladder at the far end of the sublevel when
accompanied by Assault Troopers and Centurions. you're ready.
After
climbing the
ladder, stop by
, the computer
console near the
next doorway
while EDI opens
it. The console
has three entries,
all about Project Lazarus. You can check out all three or none if you
choose. When you're done with the console, EDI will open the door
and allow you access to the next area.

Just behind the ladder leading to the top level are two items worth The trip to the top level doesn't last long, as the next section has
picking up. Salvage the Terminal to gain some credits, then open a massive hole in the floor. You'll have to go back down to the sublevel
the Medical Station to acquire its contents. for this next section.

)> ITEM REGUISITION

After EDI grants you access to the next area, look around for the
Serrice Council Greaves. Pick them up and keep moving.

SUEILEVEL, SEC::TION e
Turn right into the large burning section of
-
hallway and follow it down to the next section
of the sublevel. This sublevel isn't lower than
before; it's just another section of it. When you
set foot into this section, the Assault Troopers
~ waste no time opening fire.
u
~ They're the first line of offense as the
E
I'll
a, Combat Engineers set up their turrets. Send
your squad ahead and mow down the Assault
-ti
~
Troopers on your way to the Combat Engineers.
If you get past the first line quickly, you can
i
~
reach the Combat Engineers before they're able
to fully deploy their turrets.
J.
T

m TIP
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0 Vanguard players can clear this area extremely quickly using Biotic Charge and Nova combos. Simply charge from Combat
m Engineer to Combat Engineer, penetrating deeper into the level and interrupting their progress as you go. If the initial
E
111 charge doesn't destroy them, follow up wit.ti Nova to finish them off. Nova will also have t.he added bonus of knocking away
0 at.her nearby enemies. If you begin to lose shields, simply use Biotic Charge again to replenish them.
15
n
....
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0
I'll Fire on the Combat Engineers first to interrupt their progress and
E
'C leave the turrets disengaged. If they manage to deploy the turret in time,
IL hurl a grenade or use explosive power combos to blow them up. EDl's
Decoy ability can also help distract deployed turrets in this lower area.

Make a left and spot the next Combat Engineer. If they're standing
next to a shield pylon, destroy the pylon first (they work like barrier
engines), then focus your fire on the nearby enemies. Continue carefully
picking off turrets and Combat Engineers until the path to the far ladder
is clear.
ACT3 H

TIP I
1
r.• PREVIOUSLY IN MASS EFFECT
I
I
I If you saved Jack in Mass Effect 2 but missed the Grissom
I
I Academy mission, you will find an additional PDA in the room
I
I with EDl's information log. The audio log will tell you Jack's fate if
I
I you did not help her out at Grissom Academy.

There is a PDA
on the desk
before you reach
l
the next door.
Activate it to
You can also use corners and generator1Jowered shield acquire some
barriers to protect you from fully deployed turret&. If you
useful credits.
position yourself just outside of it& field of vision, you can use
There is also a
a corner to protect yourself while you get a direct shot at dle
Medical Station in this room on the left-hand wall. Exit through
automated machine gun.
the door and tum right. All the way across the hall is another door
Also, If you destroy the generators, it will disable the
on the right. Go through to find a Med IOt and the Demulcore
shield barriers, making it easier to attack hostile troops
Overlay in a demolished room.
taking cover behind them.

There is a third Cerberus Video Log console in the room attached


Stop when you reach the ladder to the top level and take cover.
to where you find the Med Kit and Demulcore Overlay. Access it and
Wait for several Centurion soldiers to come rushing down the ladder.
you'll see video footage of the Illusive Man and, Kai Leng. Kai isn't
Ambush them as they descend. Go up the ladder to the top floor.
happy with the events on Thessia; he's still itching for a fight.

Back out
in the main
hall, you'll find
a blue-lit shaft
leading down
to the lower
level again.
Drop down to
find a series
of walkways leading up and out past a large proto-Reaper dangling
from the facility's roof. It's currently powering the facility and poses no
threat. The conversation between you and your squadmates may help
Once again, EDI needs to unlock the passage to the next area, and
shed some light on the Illusive Man's current motivations. If you've
there is a video console nearby. Access the console to view up to three
brought liar a, she may even give you perspective from one that has
videos. This time, the videos are not about you or the Lazarus Project,
lived in the shadows, just as the Illusive Man does.
but rather about EDI and Dr. Eva. You don't have to watch the videos,
but if you do, you may gain a new appreciation for your synthetic
ally. When you finish with the video console, EDI is done opening the
passage to the next area.
r. PREVIOUSLY IN MASS EFFECT

These are the remnants of the human proto-Reaper that Shepard


faced at the end of Mass Effect 2. Rather than leave the
hybrid creature to rot, Cerberus salvaged it and is now using it
for its own purposes.
PROTO-REAPER C:HAME3ER
The walkways around the proto-Reaper's
chamber are narrow and don't offer much
cover, save for the small partitions along the
sides. Luckily, you'll be facing Nemesis Troopers,
Assault Troopers, and Phantoms in this section,
so they'll be limited by the narrow catwalks just
as you will.

~ Turn left at the corner and begin walking down the catwalk. Also keep an eye across the long U-shaped catwalk for enemies
u
Target Phantoms and Nemesis soldiers first. Because the catwalks are perched on the other side. Pick them off before they get you. Go all the
~
E so narrow, the Phantoms will be forced to attack you head-on. Use your way around the catwalks, taking out Troopers as you go until you reach
I'll
a, team's powers (Singularity, Shockwave, Throw, etc.) to knock them off the next ladder.

-ti
~ balance and off guard. If you have grenades, use those as well. Once the
Phantoms are vulnerable, unload heavy fire on them to put them down. • PREVIOUSLY IN MASS El=l=ECT

i
~
Nemesis soldiers will stay near the catwalk's far end to maximize
This fight can contain bonus characters, depending on choices
you made in Mass Effect 2 and Mass Effect 3.
the length of the catwalk and snipe at you. Return the favor by using
Jack will show up as a Phantom if she survived in Mass Effect2,
sniper-rifle fire or other long-range powers to take them out. Keep
,.
J.
your squad moving down the catwalks steadily; this will pressure the
but you skipped the Grissom Academy mission.

Nemesis, allow you clean shots at the Assault Troopers, and keep the Legion Assassin will show up if you sold him to Cerberus in
m
'D Phantoms readjusting to your movement. Mass Effect2.
'5
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As you progress, enemies will attempt to rush you from behind. The top level has a few more Cerberus soldiers to contend
There is a series of catwalks below you as well, and the Troopers will with, but the path is much shorter. Overwhelm your enemies with
use them to run past your position and appear from behind you. Keep close-range fire, power combinations, and grenades until you've
your line staggered as you move so that you could easily keep an eye cleared a path to the ladder at the other end. If you need to stop
behind you as well. The closer together you are, the easier a target you and take cover, use the partitions on the left and right sides of the
become for the enemy. walkways to regenerate your shields.
ACT3 H

ITEM REGUISITION

video console
area PDA and
a Med Kit. Grab
both before
leaving this area.

Make a left inside the next room and find another Cerberus
Video Log console near the center of the walkway. Activate it to view
three more video files. These videos are about Paul Grayson, a former
Cerberus operative.

)II> ITEM REQUISITION


• I rJ/II/III/Ulll/l
After going up the ladder, turn around and go down the
catwalk in the opposite direction of the door; you will find
some ammo, Medi-Gel, and another PDA with credits .

• PREVIOUSLY IN MASS EFFECT

Listen to these video logs carefully. They're about a former red Go through the door at the end of this walkway to find the
sand addict and ex-Cerberus operative named Paul Grayson. entrance to the Illusive Man's main office.
Learn his story from the novels Mass Effect: Ascension and Mass
Effect: Retribution. I
I
I
I

-------------------------------------------------·-------------------------------------------------
When you enter the office, you find it
abandoned. The Illusive Man escaped before
you arrived, but he's still monitoring his base.
When you try to access his computer to locate
the Prothean VI, the Illusive Man appears
through holo-communication.

TIP

The ensuing conversations between you


and the Illusive Man and the Prothean
VI will garner Paragon/Renegade points,
depending on how you respond to each.

Engage the Illusive Man in conversation


during this confrontation and ask him what
the Catalyst is. He won't tell you, but he will
encourage you to ask the Prothean VI. You
can also engage him in a Paragon/Renegade
persuasion. The Illusive Man won't change his
mind about his plans to control the Reapers,
so end the conversation according to your
Paragon/Renegade leaning and resume your
search for the Catalyst with the Prothean VI.

Listen to the Prothean Vi's explanation


of what the Catalyst is, its history, and how it
works with the Crucible to destroy the Reapers.
~
u Unfortunately, he explains that the Illusive Man
has already informed the Reapers of your plans
~
E to use the Crucible, and they've taken control of
I'll
a, the Catalyst before you can get to it.

-ti
~
Just then, Kai Leng arrives at the Illusive Man's office. He's ready to end this fight once and for all.

i
~ KAI LENO BATTLE
J.
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Kai Leng immediately attacks, so press the Me lee button repeatedly to shake loose of his grip. When the battle begins, Leng is nearly across the
entire office, so begin unloading on him from a distance and use explosive power combos to inflict as much damage as possible.

Activate EDl's Decoy ability, and spread your team out across the now-darkened office to give Kai Leng multiple targets all at a distance.
Soldiers can use Adrenaline to slow down time and get clean shots at the assassin, while other classes can rely on powers like Stasis, Warp, Throw,
and Shockwave to keep Leng at arm's length.
ACT3 H

When Kai Leng charges his fist and prepares to recharge his Circle-strafe around the outer edge of the office area, keeping
shields, roll away and get out of the radius of his shock wave. He'll slam your gun and powers aimed at the enemies in the center and slowly
his fist on the ground and unleash a radial shock wave that can deplete work down Kai Leng's health. Even though he has a long-range attack,
your shields and destroy the ground around him. The shock wave is Leng prefers close-quarters combat, so stay away {unless you're a
followed by the arrival of several Cerberus forces: Assault Troopers at Sentinel or Vanguard), and pick him off until he falls.
first, then Nemesis, and finally Phantoms.
TIP
Launch a grenade or other explosive power at the soldiers as they Vanguard players can use close-quarters combat to engage Leng
arrive; eliminate them as quickly as possible. Kai Leng will continue and knock off major chunks of health using Biotic Charge, Nova,
to recharge a bit longer while his soldiers hold you off, so turn your and charged melee combos. Similarly, Sentinels can use close-
attention to them and take them all out before Leng resumes his quarter weapons like a shotgun and charged melee attacks to
attacks. knock Leng away momentarily.

ONE LAST C:HAT


After defeating Leng, you can speak to the
Prothean VI one last time. When you do, you'll
get a chance for one more Paragon/Renegade
interrupt. Back on the Normandy, you speak
with Admiral Anderson. He's ready to launch
the final attack on the Reapers ... and it starts in
London, England.
The Citadel is now in orbit over Earth,
in the heart of Reaper-controlled space.
A final assault on Earth is the only way
to deliver the Crucible to the Citadel and
defeat the Reapers. Launch the assault
on Earth when ready.
ACf3

MSSIDN E3RIEFINCi

Battleground
s: The battle arenas during this last
mission are as varied as ever. You'll fight uphill,
across labyrinthine plazas, through war-torn
buildings, and across narrow brute-filled alleys,
and you'll even find yourself surrounded by
enemies at a deadly intersection.

Once again, adaptable players with varied


skill sets will have the easiest time changing
from one battleground to the next. However, that
doesn't mean it'll be easy. You'll fight across the
full gamut of Reaper forces all the way from lowly
Husks to a Reaper Destroyer.

Conserve your Medt-Gel packs during this


mission as much as possible and use them only
to revive fallen squadmates. The final few waves
of enemies will test you and push you to your
limit.

Consequence Overview: Although you have a


major choice after dealing with the Illusive Man,
these choices are all morally gray. You may feel
that destroying the Reapers is the Paragon
option or that controlling them to leave the
galaxy in better condition is the Paragon choice.
Regardless of what you choose, you'll get a major
Reputation bonus.

Spoiler Alert! Paragon/Renegade


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~ ITEMS REGUISITION RUNCOWN

Data Pad x3 Medical Station


Hydra Missile Launcher Med Kit (x8l
M-920 Cain
AROUND THE GALAXY
Mission Unlocks
None

Mission Locks
All remaining missions remain closed.

\/\/AR ASSETS
None

WAR PREPARATIONS

Commander Shepard has fought through horrific resistance to reach the Citadel, only to end up in a standoff with the Illusive Man, who now
has the ability to indoctrinate humans and control their actions. Shepard must deal with the Illusive Man, then activate the Crucible and
decide the fate of the Reapers ... and the galaxy.

If you'd like to get straight to the next mission, skip to the "Order Fleets to Earth" section later in this guide.

ANAL UPGRADES
This is it. The last chance to get upgraded
weapons, mods, or reassign powers before
the end of the line. Stop by the shuttle bay if
you want to make any last-minute purchases,
or visit the medical bay to reassign powers.
There's no turning back here.

NOTE
At this point, the Galaxy Map will
have only one option open: "Order
Fleets to Earth."

Cl

a
Cl
5L
ACT3 H

~~~~ CJ~CER FLEETS TO EARTH


Just before the assault on Earth, Admiral
Hackett comes aboard the Normandy. He
readies the fleets to attack and gives one
more rousing speech in preparation. After
Admiral Hackett's speech, you'll speak with
Admiral Anderson over vid-com. In order to
reach the Citadel, you must get to the Citadel
Beam with a ground force (code-named
Hammer). However, London is being guarded
by several Hades Cannons. You must bring a
smaller landing force to take out the Cannons
so the main Hammer force can land and make
an assault on the Citadel Beam.

En route to Earth, a cutscene will show


all of your efforts in recruiting the various
species come to fruition. Joker calmly lists all
of the fleets as they report for the assault.

NOTE

Listen carefully to Joker's dialogue


here. He rattles off the names ot all
the fleets you were able to recruit. This
segment is a direct testament to your
actions throughout the game. A series
ot short cutscenes will also show some
of the aforementioned species readying
for battle.

Though the galactic fleet is ready, the sheer number of Reapers in Your shuttle manages to penetrate the Reaper forces guarding
the area are overwhelming. The Reaper forces begin to shred through Earth, but before the shuttle accompanying yours can land and disable
the left flank with ease, if your Effective Military Score is low. They the Reaper's Hades Cannon, it gets shot down. That cannon is now
overtake massive ships and crush them as if they were nothing. That's your responsibility.
when Joker seizes the opportunity and breaks off from the fleet and
sets a direct course to Earth. ''
I'
OISAEILE THE HAOES CANNON

Cortez drops you off at the base of the


steps leading up to a large courtyard.
Unfortunately, you've gone from the pan
into the fire. You begin this battle in a lower
position than your enemy, and you're greatly
outnumbered as well. This is not going to
be an easy battle; in fact, it's going to be an
uphill battle, literally.
TIP
If you have Cryo Ammo or Cryo Blast, or
a teammate with those abilities, rely on
it heavily during this mission. If suffi-
ciently upgraded, both powers can freeze
enemies temporarily and take them out
of the fight.

-----------------·r I
I
APPROACH 'b CREATE AN DPENINCi I APPROACH2:TURTLE
I

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i
~

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15
n ahead, then don't wait for the Reapers to let off before you clear out of bottom of the hill, where Cortez dropped you off, and sustain the first
....
I:
the starting area. Deploy drones or decoys ahead of you (or send your few waves of enemies as they attack. They may try to overwhelm you
0
I'll toughest squad member if you don't have the ability to launch drones), with heavy fire, so stay behind cover and pick your shots carefully.
E then leave cover and follow behind them.
'C
IL Use explosives to take out multiple enemies at once. If you try to
Open up with grenades or explosive power combinations to take down only one at a time, you'll end up pinned and eventually run
begin clearing a path. If you're taking damage from your right side, out of ammunition. Instead, rely on powers to dish out the majority of
assign a team member to cover that side, then continue your careful damage, then finish off enemies with the least amount of ammunition
march up the hill. Your goal is to punch through the first wave of possible.
enemies at the top of the small hill and establish a position near the
top. From here, you can take cover and plan your move into the plaza. This particular tactic may be a bit more effective at higher
difficulties where careful ammo rationing is essential and enemies take
more hits to kill. Once you've dwindled their numbers significantly,
leave your cover and rush to the top of the hill where you can launch
your assault on the plaza.
ACT3 H

PLAZA
The hilltop leads to a long plaza. Several gates,
short walls, planters, and posts create sections
within the plaza where you can take cover
and slowly advance to far right corner where a
landslide of rubble leads to the Hades Cannon.
Along the plaza's far right edge are a series of
buildings that can provide excellent cover and
serve as an avenue to the plaza's far end. The
area will be swarming with Marauders, Brutes,
and Cannibals, so keep to cover as much as
possible no matter which approach you decide
to take.

-----------------------------
APPROACH 1: STAY BACK APPROACH 2: CROSS RIGHT, GD
INSIDE THE sun DINGS

As soon as you reach the hilltop and enter the plaza area, make a
right U-turn and head toward the back of the plaza. Do not advance Upon reaching the hilltop, turn right and cross the plaza to the right.
into the plaza yet; instead, hang back for a bit behind cover and get Engage the Brute directly and either slow it down as you approach
a wide view of the plaza ahead. From here, you can spot Reapers as or overwhelm it with explosive power combinations and heavy
they come. weapons fire. When you reach the plaza's far end, duck behind the
short concrete wall for cover and use grenades or other explosives to
When the Brute attacks, use drones or decoys to distract it while
dwindle the number of enemies across the plaza.
you decimate it. If it targets you or a teammate, carefully lead it across
the back end of the plaza and force it to navigate the many walls When
and partitions. With the Brute out of the way, you can turn all of your you reach the
attention to the remaining Reapers, the Marauders and Cannibals. plaza's far right
edge, leap over
Slowly
the shattered
move the entire window's edge
squad forward,
and into the
up to the first building on the
row of walls right side. From
and fences, and here, you and your entire squad can aim left, back across the plaza,
take cover. From and open fire on the Reapers. Alternatively, you can leave your squad
here, you can outside and direct them from cover to cover as you slowly move across
begin pressing
the interior of both buildings.
the action forward. If you are a sniper-proficient class, equip your
long-range weapon and begin picking off foes at the far end. By leaving one or both members of your squad outside, you can
create a cross fire across nearly the entire plaza by moving them down
When the second brute attacks, you can engage it directly and
the plaza while you shift right down the building interiors. Slowly move
overpower it using the combined efforts of your entire team, or once
all the way down, and clear out the plaza until you reach the far end.
again, use cat-and-mouse tactics to distract it while you systematically
deplete its health. Go up the rubble incline at the far end to reach the shuttle crash
site near the base of the Hades Cannon.
CRASH SITE

The shuttle crashed near the base of the Hades Cannon. From here, you can see the massive cannon, towering over the landscape like a
high-rise. The area is full of Cannibals, so take cover and wait for the cannon to stop firing. During the lull in cannon fire, pop out of cover and
begin clearing a path toward the area's right corner.

Soldiers can use Adrenaline to slow down time, while Infiltrators can sneak past several enemies at once with the use of their Tactical Cloak.
Similarly, Vanguards and Sentinels can get into the mix by rushing into the fray and using melee attacks to take them down.

~
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Engineers, or groups with Tali along, can send out drones to take Leave the Ravager for last and use your entire squad's combined
i
~
some of the fire while you and your squad move toward your target powers to overwhelm it. Attack it from all angles, behind the safety of
destination-the far right corner. There you will find the M-920 Cain. cover, and finish it off to get a clear path to the M-920 Cain.
J.
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The M-920 Cain is
m
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'5 designed to take
0
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E targets like the
111
0 Hades Cannon.
15 Also pick up the
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Stay behind cover as much as possible, and target the Cannibals
Cain has only
first. They are more apt to rush you than the Ravager at the far end or the
one shot, so aim
Marauders. The Cannibals are also capable of resurrecting once they've
at the Hades
been downed, so take them out quickly and don't let them rise again.
Cannon, charge
Even though the area may be cluttered with debris, you can still the shot, and
use your sniper rifle to eliminate Marauders at the far end. If you don't let it loose. It'll
have a sniper rifle, then use destructive powers like Incinerate, Cryo hit the machine
Blast, or Warp. Otherwise, things like Cryo or Incendiary Ammo work and destroy
great during this encounter. it instantly. If you should miss with your first shot, pick up the other
M-920 Cain and take a second shot. With the Hades Cannon down, you
draw the attention of dozens of Reapers.
ACT3 H

SURVIVE

Your best bet for survival is to stay close


together and fend off the swarms of Reapers
as a team. Don't spread out too much in this
mazelike area; instead, direct your squad to
take cover behind the small table on the right
and the short wall on the left and wait for the
area to quickly become overrun by Cannibals
from the opposite side and eventually, a
Banshee.

Combine your firepower on the Banshee


first. She'll attack from the far right side, and her
radial shock-wave attack can remove your entire
squad's shields, rendering all of you vulnerable
to the Cannibals'fire. If you take her down first,
you'll have an easier fight ahead of you.

If you only used one Cain to take down


the Hades Cannon, this fight can be made a
lot easier by using the second Cain to kill the
Banshee before she gets close.

Once the Banshee is down, carefully shift


the entire squad behind cover, facing the area's
far right edge. As soon as the escape shuttle
arrives, hurl a grenade ahead of you to clear out some space between you and the shuttle. If you don't have any grenades, use either a power like
Nova (if you're a Vanguard) to create some room or use an explosive power combo. Powers like Tactical Cloak or Adrenaline Rush can make it a lot
easier to get through the Cannibals. Reach the shuttle to escape, but don't take too long: The Shuttle is under fire and will be destroyed if you don't
reach it in time.

ALLIANC:e C:OMMANC C:ENTER

Admiral Anderson is aboard your escape


shuttle, which grants you an opportunity for
~
a Paragon interrupt moment. You can ask the
admiral about the heroism on Earth or steer
the conversation directly to either a Paragon or
i
~
ul
Renegade conversation point
~
0
The shuttle ushers you and your squad to "O
~
the Alliance stronghold in London. From here m
CD

you will stage the next phase of your attack.


But first, take some time to speak with your
comrades before you go.
2
~

Before setting out and launching the next phase of this mission, )> ITEM REQUISITION
take some time to explore the area around the command center. You'll
Before making it all the way down the street and up the ramp of
find nearly every squad member and even some of the faces from past
debris on the far end grab the Data Pad from the small room on
missions, like your krogan friend Wreav.
the left in between two of the armored vehicles.
You don't have to speak with anyone before engaging in the next
phase of the mission, but doing so gives you the opportunity to accrue
a few more Paragon/Renegade points.

TIP
--· --·
If you've engaged in a romance with any of your crew, now is
also a good opportunity to speak with them one last time.

When you're ready, go up the rubble walkway to the top floor


of the building at the lwer end, then make a left into the next room.
Inside you will find Primarch Victus and some of his turian men. Exit
through the door on the left wall to come upon a bridge leading to the
command center. Follcm the series of rooms out until you find Admiral Anderson
standing over a staging table. Another Med Kit can be found in his room.
Speak with him to trigger the final speech before the mission. Despite
missing the bulk of the forces expected, the mission is still a go. The
battalion leaders gather around the table and listen to the mission briefing.
~
u
Iii The beam leading to the Citadel is guarded by a Reaper Destroyer.
GI
E111 The only way to reach it is to cross No-Man's-land across the city and take it
DI out on foot
~
s
ss
~

As you cross the bridge toward the command center, several


.I.
T Reapers attack from the area below. Take the turret near the bridge's
center and clear out the Reaper attack. They'll rush from the right and
GI
'O left of the long avenue below, so keep the turret moving back and
:i forth until they stop coming. Preventing too many Husks from entering
u the base provides a small XP bonus.
GI
E
111
u
,m Before setting out on your mission, you have one more chance to
Just before
..0
D
IC entering the speak to your entire squad. You can either treat them like friends and
comrades or talk to them like your soldiers. Your next few dialogue
command center,
m choices will gain you a few Reputation points. At your speech's end,
E you'll find a small
'C you can select your squadmates and prepare for the final mission.
a medical area.
Examine the
area around the
gurneys to find
two Med Kits. As you walk into the next room you pass a small
~~· dark hall to your right. Examine the area a little closer to find a
new Data Pad.
ACT3 H

NCJ-1\11.AN'S-L.ANCJ
No-Man's-Land is a long stretch of London torn
apart by Reaper forces. Its path is cluttered with
demolished buildings, city rubble, and the dead.
Worst of all, it is occupied nearly completely by the
Reapers. Upon landing, you're greeted by a line of
enemy forces. Duck behind the cover nearby and
wait for the Reapers on the wall's other side to pop
out of cover.

Use dose-range weapons to destroy


the enemies nearest your wall, then switch to
long-range weapons and powers to take out the
enemies on the other side of the far wall. If you
need a better vantage point, dear out the area
between the first two walls first, then rush across to
the second wall.
TIP

From here, you can also use covert takedowns


from behind the cover and eliminate a few
more Reapers in your way.
---.--~--
Keep your Stop well
squad spread behind the
out across the burning vehicle
entire length and wait for the
of the wall and Reapers to begin
eliminate all surfacing from
of the enemy the rubble ahead
Reapers on the of you. Mow
landing zone down the group
area's far end. When you do, you can drop down and rendezvous with of Cannibals that pop up on the left, and rush forward,just left of the
the Alliance vehicle ahead of you. Before it can get too far, the vehicle vehicle, to find cover behind a small concrete structure. From here, you
is ambushed and blown up, creating a small obstacle. can easily spot the Cannibals on the ground level and the Marauders
on the ridge ahead of you.

Send one or two of your teammates to cover the right side of the burning vehicle by directing them to cover behind the vehide. This way,
when enemies approach from that side, they'll immediately be ambushed by your squad. Meanwhile, use powers like Singularity to redirect
enemies on your side, out of cover, and into your line of fire.
Continue walking down No-Man's-Land; this time, follow the new Alliance vehicle that pulls in from the right farther down the street. As it
does, a Harvester lands directly in front of it. Send your squad ahead of you and position them behind the next vehicle as the Harvester opens fire
on the Alliance transport unit.

Focus your and your squad's attacks on the ground forces, leaving the Harvester to the Alliance vehicle. After you diminish the enemy's
numbers, turn to the Harvester and open fire. Concentrate on inflicting as much damage as you can with weapons fire, since powers and power
combinations may not be as precise as well-aimed rifles. Aim your weapons at the Harvester's glowing blue node on its chest and unload on
it. Without help, the Alliance tank will probably be destroyed by the Harvester. If this happens, the Harvester will leave to find better targets.
However, saving the tank will provide a small XP bonus and allow it to help you in your fight against the Banshee.

After sustaining too much damage, the Harvester departs, and Blow her away little by little as you backpedal around the Alliance
a Banshee joins the fight. Destroy any new ground forces that arrived mobile transport. Sidestep her projectile attacks and stay far enough
with the Banshee, then turn on her. Use decoys and drones to distract, away from her so her radial shock-wave attack doesn't affect you.
then lead her around the vehicle in the center of the area to keep her Despite your best efforts to clear the area, the vehicle is still pinned by
at a distance. a group of Reapers in the building ahead of you.

REA~ERSTRONCHOLC

~
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m Enter the building through the door on the left and go in. Make a left inside the building and seek cover behind the small vehide. As you reach the
E
111 near left corner, several Husks come rushing out of the far right corner. Toss a grenade ahead of you and blow up as many as you can. If you don't
0 have grenades, use Singularity or Shockwave to knock them away. Follow up with a spread of weapons fire and clear them all out.
15
n A pair of Brutes also comes rushing out shortly after the Husks.
....
I:

0 Split them up by forcing your squad to attack one while you draw the
I'll attention of the other. Since the room is small and cramped, use the
E
'C vehicles inside to your advantage.
IL
Open fire on the Brute and wait for it to come rushing at you.
When it does, execute an evasive roll behind one of the vehicles and
dodge the monster. When you stand, continue attacking.

TIP

Powerful Vanguard players can potentially take on both Brutes


at once, using a combination of Biotic Charge, Nova, and
charged melee strikes. Continue evading the Brute, using the vehicles and pillars in the
room to redirect the monster and attacking it as it approaches you
until it falls. After dodging and dropping one, turn to help the rest of
the squad take down the second.
ACT3 H

Go up the ladder at the room's far end and reach the second floor.
There are two turrets there being manned by Marauders.
You have
the element
of surprise,
so launch a
surprise attack
with your most
power-explosive
abilities. Try to
eliminate both
Marauders, leaving only the Ravager and Cannibals to contend with.
Rush inside and clear out the room to allow the Alliance transport Leave your squad in cover behind the truck as you circle around
vehicle to continue. the car's left side and clear it out. Press your back to the truck's left
side, then edge out toward the front to get a view of the inside of the
building on the right.
There's a Med
Kit near the
room's far right
side. There is
another Med Kit
just under the
medical gurney
in front of the
damaged door. After picking up the Med Kits, turn around and
examine the Computer along the back wall for some Credits.

Open fire on the enemies near the front of the building,


beginning with the Ravager. Defeat the Ravager and a Brute attempts
to rush out of the building ahead. Slow down the beast with disruptive
powers and keep it from advancing into the street.

Unload on its head while it's slowed, and take down as much of
its health as you can before it charges. When it does, roll out of the way
and follow up with weapons fire as it sprints past you. If you act fast
enough, you can slow down the beast while it is inside the building
and keep it from reaching the street at all.
Open the damaged door on the right side. Destroy the Husk that
If it does manage to reach the street, use your team (or drones) as
tries to claw you, then follow up with a few heads hots on the next two
lures, while you keep your distance and pick it apart. Enter the building
Husks. Cross the short hall to the other side of the dilapidated building
on the right and slide to the right side, behind several empty shelves.
and drop down into a small avenue littered with concrete dividers and
burned cars.
Use the 2
rows of shelves ~
as cover, and
move between
them to get a
better view of
the building on
the left. Follow
the row of
shelves to the
room's end, then
turn around
and face the
Rush up the street and take cover behind the concrete divider entrance to the
directly behind the large burned truck. Use long-range weapons or building to get
power combinations to explode the Marauders and other Reapers that a jump on the
rush out of the building down the street on the right. Reapers.

Slide left behind your cover and eliminate any Reapers to the left
of the truck.
> On the
- ITEM REGUISITION

In the very back of the room near the shop counter you will find
other side of
the door is a
another Med Kit on the back side of the tallest set of shelves.
small enemy
stronghold.
As they attack your squad near the entrance to the building, you There are many
can obliterate the Reapers from behind. Clear the room, then order Cannibals and
your squad to join you, and turn your firepower on the next section of Marauders here.
the room. Stay behind
the door's left side and peer into the room. Send in combat drones to
weaken the Reapers or use grenades to soften them up. Slowly clear out
the majority of enemies in the next room before entering and wiping
them all out.

Press your back to the center pillar and get a better view of the
room behind you. Keep your teammates on either side of you while
you occasionally pop out of cover to destroy your enemies behind you.
Clear the room, then exit via the windows on the far left side.

Just as you
exit the building,
you find a large
crater ahead of
~
u you. Don't rush
~
into the crater;
E instead, slowly
I'll
a, approach its

-ti
~ edge and send
one squad member to the center of the crater. This will coax the enemies

i
~
out of the side of the crater and they'll rush the opposite edge.

Call back your squad member, then carefully begin fighting your
Make a right inside the next room and approach the window
way toward the crater's center. Grab cover behind the fallen pillars and
,
J
open fire on the enemies at the other side. looking into the alley just outside. Spread your squad across the entire
length of the window, and systematically destroy the Reapers in the
m CAUTION alley. Keep your weapon trained on the Reapers emerging from the
'D
'5 stairs ahead of you and pick them off as they pop up.
0 If you rush to the other side too quickly, you'll be overwhelmed by
m enemy fire and go down nearly instantly. This crater is a death
E If you want to flank the opposition, you can also exit via the door
111 trap-don't tall into 1t! on the left and enter the alley from its left end. From here, you can
0
, surprise the enemies engaging your squad in battle.
15
n
....
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When entering the alley behind the bar, a brute comes stomping
0
I'll down an intersecting alley ahead of you. Combine all of your squad's
E firepower on the Brute and destroy it quickly. Keep your team split up
'C
IL so it doesn't maul all three of you at once. Pick your attacks carefully,
hitting it with explosive power combos or headshots.

If you're in
the alley, keep
the orange
barrels between
you and the
Brute to keep
Stay behind cover as long as possible and fend off all of your it at a distance
attackers. When you've diminished the enemy number to less than while you
three, rush across the crater to its other side. Enter the building on the pepper it with
other side and go through the door. attacks until it dies.
ACT3 H

,. ITEM REGUIBITION Walkup the


adjacent alley.
There is a
When you near its
Medical Station
end, two Brutes
inside the
will burst out of
building. Open the wall on the
it up and take its right. Turn around
contents before and sprint back to
you go. Walking the alley's far end,
into the room where you entered, and turn around to use the entire length of the
the Brutes just burst out of, check the shelves on your right to find alley to your advantage.
some much needed ammo and a new Data Pad.
Open fire on the nearest brute, while also hitting it with disruptive
powers to stun it or slow it down. As you do, the second Brute will be
trapped behind the first Keep the pressure on the first until it falls,
then turn on the second and do the same to it. If either manages to
rush you down the alley, roll away and sprint past the second Brute to
the alley's opposite side.
Make a right at the alley's far end and go through the door to
reach the missile battery.

MISSILE BATTERY

The area around the missile battery is flooded


with Reapers. It's an intersection with three
small structures at the corners; the fourth
corner, the one at the top right, is slightly
harder to reach since there is only one
entrance to it. Duck into the structure on the
lower left corner of the intersection, an old
shop with empty shelves, and hunker down.
This small shop will be your safe point for the
remainder of your battle with the Reapers.

APPROACH 1: LOCK 00\/\/N THE LO\NER LEFT SHOP


Order your crew to stalk one side of the shop while you take the
other. By covering both edges of the corner facing out into the streets,
you can hold your own and fend off the first wave of enemies.

Your first goal is to clear the area of Reaper forces around the missile
battery. Press your back against the wall facing the street and fend off
Reapers as they attack. Stay behind cover as much as possible, and use
power combinations and grenades to fell multiple foes at once. Once the first wave is destroyed, approach the missile battery
and activate the firewall controls to allow EDI access to the battery's
TIP
• targeting system .
There is a ene-use Hydra Missile Launcher in this shop. Do not
use it right away. You'll need it for a bigger enemy very soon.

-
-------------------------------------------------·-------------------------------------------------
APPROACH 2: CORNER TD CORNER
If you don't Pop out and over the ledges, and carefully cross the street in
want to keep unison as you mow down any enemies on your way to the next corner
your entire shop. When you reach the next corner shop, take cover, replenish your
team in one ammo, and allow your shields to recharge before exiting and marching
area, you can to the next corner. Continue patrolling the area this way until you've
shift them destroyed all enemies.
from corner to
corner as you Stop at all cover spots and use cover takedowns in order to
methodically conserve ammo and eliminate enemies quickly. When the coast is
eliminate enemies around each storefront. Begin by taking cover in clear, approach the missile battery and activate the firewall controls.
the lower left store and open fire on the enemies from the safety of
your cover.

CJEFENCJ THE MISSILE BATTERIES

~
u
After activating the batteries, you must defend them long enough for them to fire. This time, the next wave of enemies comes marching down
~
E the center of the street on the intersection's opposite side. Duck into one of the corner buildings and begin sniping enemies from afar. If you can't
I'll
a, snipe, wait for them to get within striking distance and begin whittling down their health with power combinations.

-ti
~
leave your squad inside the lower left building while you dash outside. Go around the right side of the first missile battery. Take cover and
open fire as the enemy approaches the center of the intersection. Between your close-range fire and your squad's combined powers, the second
i
~
wave should not be able to reach the first missile battery at all.

J. FIROTEC:T THE LEFT FLANK


T I

I APPROACH 1: HEAD-ON
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Eventually, the Alliance forces give way to the overwhelming number
of Reapers, and several attack from your left flank. Order your squad to
occupy both shops on the intersection's left side. The Reapers attack from the left side and slowly come cascading down
from the ridgetop on the left intersection. Position your squad near the
center of the intersection and face them right. This will give everyone a
perfect view of nearly every enemy as it ambles into the intersection.

Concentrate your attacks on the Banshees when they come into


play, and take them down quickly. Once they're down, turn back to the
Marauders and other foes.
ACT3 H

APPROACH 2: CROSS RRE

To create a cross fire down the left street, send your squad to one After squashing the attack from your flank, activate the missile
corner store while you cover the one on the opposite side. This way controls to launch a missile attack at the Reaper Destroyer. The first
you can pin the enemies in the street as they enter. If you have a sniper attack misses, but that leaves the missile in the second missile battery
rifle, you can even pick off a few foes with headshots as they stumble across the street. EDI needs you to draw the Reaper closer to you and
away from you and toward your squadmates. away from the transport beam. However, Reapers are about to overrun
your position.
When the Banshees walk into your line of fire, slow them (or time)
down and hit them with as many headshots as you can. Even from the
cover of a corner store, you can still get head shots with something like
an assault rifle or even a pistol.

OEFENO THE MISSILE BATTERY

The next group of Reapers is comprised solely of Brutes. Use your speed to keep them on the move and away from you. Guide your entire squad
around the intersection, ducking from shop to shop as you slowly pick them apart. Use explosive powers and grenades when the Brutes are close
to each other, and don't stop moving and shooting.

Deploy as many disruptive powers as you can, from drones to Nova or decoys. The more targets they have, and the more staggered they
remain, the harder it'll be for the Brutes to reach you and your team.

After
dispatching
You can now
several Brutes,
grab the Hydra
a Harvester
Missile Launcher
flies down and
from behind the
begins to attack
counter. If you
the missile
haven't picked up
battery. When
the Med Kits in
the Harvester
the corner shops,
arrives, rush to the lower left corner shop and pick up the Hydra
do so now, before a large wave of enemies attack.
Missile Launcher. It has one shot, but that is all you need to defeat the
Harvester instantly.
I
--------------------------------------------------------------------------------------------------
If you you're going to defeat any Reapers during this final wave, make it the
miss with the Marauders. They're equipped with weapons and can have a greater
Hydra Missile range of fire.
Launcher, you
can still defeat Fighting from the side streets will prevent the Reaper from
the Harvester shooting at you. However, it will also make the run to activate the
by using second missile truck more dangerous once they are ready to be fired.
conventi ona I
When the missile controls come online, punch through the
attacks. You'll
enemy forces and make a beeline to the controls on the second missile
have to eliminate every Brute, then split up your squad. Order the
battery. Cutting through the top-left building can be a good way to get
squad to attack from the top left and top right corners while you
past the Reapers if they are occupying the middle of the intersection.
engage the flying Reaper beast from the center of the street, just
Activate the missile controls to end this battle.
behind the first missile battery.
With the
Keep the Harvester guessing while you keep attacking until you destroyer out
defeat it. of the way,
Anderson can
Defeating
finally pick
the Harvester
you up. You
causes the
don't have a
Reapers to attack
lot of forces
with one final
left, but you've
flurry. They send
got enough to launch one more assault. The Crucible is sent toward
Banshees and the Citadel while the ground forces launch an all-out assault on the
Marauders in a transport beam.
concerted effort
to wipe you out. You don't have to defeat every enemy from this point Despite the fact that Hammer has been decimated, Shepard's
on; you need only survive long enough for the second missile battery efforts have got the attention of the Reapers. They are breaking off
to come online. from their battle with the fleets to stop Shepard. This has given Hackett
the opportunity to send the Crucible to the Citadel. But it's a desperate
~
Stay on the move, dodging the Reaper Destroyer's laser cannon gamble. If the ground forces can't reach the beam and get to the
u blasts as you rush from one corner to another. Don't stay out in the Citadel to open the arms, the Crucible will be a sitting duck. They know
~ open and don't engage the Banshees for longer than a few seconds. If what you're going to do and are intent on stopping you.
E
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a,
THE FINAL.. RAI...I...Y
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~

i
~

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0
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E When you're finally close enough to the transport beam, you make The Citadel is a bloody mess, covered in dead bodies and
'C
IL a mad dash straight for it. The conduit to the Citadel is still heavily transformed into something else.
guarded as more and more Reapers arrive, and a nearby Destroyer
TIP
randomly targets your assault team. Even though you are in control,
there is nothing left to do here but push forward. Your replies to Anderson during this conversation will gain
you Paragon/Renegade points, depending on your choice of
Don't worry about the laser cannon as it fires closely to you; it responses.
won't hit you. Instead, keep your path focused directly on the beam
and keep running. There are a few last Reapers in your way, but
Follow the bloody walkways up and around until you reach a
you've got your pistol in hand. A few quick shots clears the way. You'll
final chamber of the Citadel. There, you will find Anderson ... and the
eventually reach it but when you do, it transports you to the Citadel.
Illusive Man.

-------------------------------------------------~------------------------------------------------
ACT3 H

At this point, you'll take part in one of several endings. All endings are dependent on two major factors: the total value of all War Assets collected
and the Readiness Rating percentage. There are hundreds of variables that determine what War Assets you ultimately end up with. We cannot tell
you exactly how to get each one, since getting them depends on decisions made in Mass Effect 3, decisions made within imported saves, game
time, and even on line connectivity. A number of War Assets also change the scenes you witness over the course of the final battle.

Readiness Rating determines the Effective Military Strength of all War Assets. The lowest it can be is 50 percent. A good method of raising this
rating is through multiplayer, and BioWare will be providing additional methods to increase readiness outside of the game. However, even at the
lowest percentage possible, all endings are within reach if you do what you can to bring as many War Assets to the final battle.

Even players without access to online multiplayer are capable of getting the best endings. After beating the game once, starting a New Game
Plus opens up new possibilities. A secret ending is also available to players who complete the game a second time.

In the interest of keeping this guide somewhat spoiler-free, we've eliminated screenshots for each ending. The brief description should be spoiler
enough; we11 leave it up to you to experience the actual endings.
CAUTION
NOTE
~ Spoiler alert!
A chapter save is made for you at the start of the final
( You can top readi,10 at this point if you don't want to have
mission. That way, you can load the save and make
~ng spoiled; otherwise, be forewarned: heavy spoilers ahead!
different choices to experience a different ending.

-~-,- " 1

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N7 Missions are not quite as extensive as some of the optional story missions offered throughout
the game, but they do provide additional means to strengthen your squad through experience
earned for accomplishing these objectives and the variety of weapon and armor mods you can
acquire during these sorties. Additionally, several Citadel side quests can only be started or

~
completed by hitting these locations and li~ing key items from them. You can also acquire improved
u War Assets by finishing these missions.
~
E N7 missions can also serve as a primer for Mass Effect 3 multiplayer, as every mission takes place in
I'll
a, a map that is also used for the cooperative battles.

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~


CAUTION

i
~
Like with any m1ss1onin the game, thore's no going back to these locations once you've comploted the assignment, short of
reloading your save or starting a new game. Be as thorough as possible when searching the environment.
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As soon as you're given control of the Normandy following your unsuccessful attempt to rally reinforcements for Earth, Admiral Hackett sends
you an e-mail regarding a hidden Cerberus facility in the Sigurd's Cradle star cluster, on the planet Sanctum. Intelligence suggests that the Illusive
Man's scientists have been performing experiments with captured Reaper technology, and the Alliance wants you to throw a wrench in their
plans. You need to deploy a strike team to the lab, steal the tech, and escape before Cerberus reinforcements overwhelm you.
N7 MISSIONS

MISSION E3RIEFINCi

Availability: In "Priority: Palaven" Location: Sigurd's Cradle-Sanctum


Battlegrounds: The Cerberus facility is small enough that close-quarters combat is inevitable. Cerberus forces can
arrive from above throughout most of the lab, and the majority of the objective locations have multiple points of access.
You can find yourself encircled very quickly by Assault Troopers and Centurions. Guardians can also be frustrating here,
as they can suddenly appear on your flanks and block escape routes or provide cover for other hostiles. When Combat
Engineers are thrown into the fray, be extremely mindful of your positioning. The tight quarters in the lab's upper and
lower levels can trap you in a killbox where a deployed turret has superior position over you and your team.

Fortunately, the lab's circuitous nature can also work in your favor. If one way to the objective is heavily defended,
you can leave a squadmate behind to hold the enemy's attention, preferably someone suited to tanking heavy damage,
while you and the other squadmate perform your own pincer attack on the enemy.

As soon as you disturb a piece of tech defended by Cerberus, NOTE


waves of reinforcements begin to arrive. It's here that you'll want to
work as quickly as possible at killing the enemy. You don't want to be This Cerberus facility reappears in the multiplayer
surrounded, and as soon as you kill a certain number of hostiles, the mode as the map named Glacier.
next objective waypoint will appear, and the process begins again.

Consequence Overview: There are no Paragon or Renegade > ITEMS REQUISITION RUNDOWN
W1.UHI/.
decisions for this mission, but you have a chance to earn some
extra Reputation upon completion. Cerberus also has been I Credits: 3,000 Cx2l; 4000 Medi-Gel
performing some Medi-Gel research at this facility; the results, Failed Medi-Gel Experiment Sniper Rifle Enhanced Scope
while considered a failure by the terrorists, might be of use to a (see Citadel: Alien Medi-Gel
doctor at Huerta Memorial Hospital on the Citadel. Formula, page 359)

INSE~TION

The landing at the facility is fairly uneventful. You start on a landing pad that is filled with various shipping containers, but the enemy has not yet
reacted to your presence. Cortez pulls the shuttle away once the team is deployed and provides the first objective waypoint. There are two major
routes to the Reaper Artifact. Take the ramps to the left of your starting position and enter the labs from there. You can immediately surprise
Cerberus troops while having plenty of cover and room to maneuver.

Once the initial group of Cerberus operatives is dead, scour


the entire facility until you've found everything listed in the Items
Requisition Rundown, including the Failed Medi-Gel Experiment, as
you'll not have a chance to return to this facility as Shepard. Until you
actually disable the security protecting the Reaper Artifact, you'll have
free run of the labs. A few of the computer terminals reveal some
disturbing information about how Cerberus has adapted Reaper
Indoctrination for molding their soldiers for complete obedience.

Failed Medi G~I Experiment console


THE FIRST ARTIFAC:T

Once you locate all of the credits and items, get to the control panel for the first Reaper Artifact and disable it. Collect the artifact, and run
back to the landing pad to rendezvous with Cortez. Once you drop off the artifact, the pilot will mark a second artifact in the base's lower
levels. This will also cause another wave of Cerberus troops to enter the base. Fight your way to the next artifact, and be prepared for stiffer
resistance from Cerberus.

THE SEC:CNCJ ARTIFAC:T

Expect to see Combat Engineers join the Assault Troopers and Centurions you've been facing thus far on the way to the second artifact. The close
quarters you're fighting in makes them priority targets, as their turrets can make brutally short work of you. As you deactivate the security for the
second artifact, troops begin to drop in literally right next to you. Your squad should engage them before they finish deploying.

~
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Cerberus fighters begin to harass the shuttle, making safe extraction impossible. You'll have to hold off waves of Cerberus troops while Cortez
m tries to lose his pursuers. A good strategy is to find a location where cover is available for the whole squad, and try to limit the number of
'D
'5 flanking routes the enemy can use to get to you. Guardians will join the enemy reinforcements. Prepare to flank them with your squadmates,
0 or snipe them through the view slots of their shields. If Liara is in your team, Stasis is invaluable for lining up headshots.
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Eventually, Cortez radios in to the team, explaining that he has an opening to pick you up, but he needs you on the landing pad to fight off
Cerberus troops. By the time you get there, Cerberus will likely be there in force. Try to approach from the upper floor labs, and use the height
difference to your favor, funneling enemy troops up the ramps toward you.

Combat Engineers will set up turrets on the landing pad, so make sure the pad is free of those before committing you or any squad mates
down to the pad. If you're a bit more aggressive, use the boxes on the pad for cover and be vigilant for any flanking attempts. Once you've
killed several Cerberus troops, the shuttle will arrive. Interact with it to complete the mission.
N7 MISSIONS

Cerberus has a vested interest in stopping your attempt to get krogan support for the turians on Palaven. They've taken control of a massive,
defunct ground-to-space cannon array on the krogan homeworld ofTuchanka and have found a way to make it operational again. Cerberus is now
using the cannons to clear a path for an inbound ship to bomb the krogan resistance. Taking back the cannons and shooting down the Cerberus
vessel would keep the resistance in the fight, while also throwing a wrench in Cerberus's plans.

MISSION E3RIEFINCi

Availability: In 'Tuchanka: Turian Platoon· Location: Krogan DMZ-Tuchanka


Battlegrounds: One of the largest blasted out bunker, which leads ta a bunker and control room, if only
locations for an N7 mission, the side passage connected to the lower to deny snipers the use of the
center of the facility is a relatively open areas. On the opposite side of the pipe-sniping position.
space, dotted with cover. Passing base is the cannon control room,
over it is a set of pipes that Cerberus which is what you must secure. It's Check out the control room
troops like to retreat to if given the at a higher elevation from the rest thoroughly. There are some
chance; the Nemesis snipers in of the map, has easily controllable turret schematics located in this
particular abuse this unreachable choke points, and has a good view of mission that might be useful to a
vantage point on careless Shepards. the entire central courtyard. woman outside of Purgatory.
This central yard is typically not the
safest route to any other location in On lower difficulties, it might
be easy to just plow through the NOTE
the facility, but it can be the fastest.
massive exterior space to reach This map is the same as the
I
Surrounding the central area are your next destination, but it is I
I
Giant multiplayer map.
a series of smaller, tighter rooms and definitely safer to take advantage
passages. The team starts off near a of the side passages between the
I
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-
Consequence Overview: There are no Paragon or Renegade • ITEMS REGUISITION RUNDOWN
1JH/H,
decisions for this mission, but you do gain some Reputation Arrnex Arsenal Gauntlets Old Grid Schematics (see
and a nice chunk of credits. Don't miss the Old Grid
Credits: 3 ,500 "Citadel: Improved Power
Schematics, as you will not get another chance at completing
Medi-Gel Grid,• page 3621
that Citadel mission!

SEC:URJNC THE C:ONTROL ROOM

Shepard sets the tone for this op right away with a simple phrase: "Kill anything that gets in our way.wThe first marked objective is to eliminate any
hostiles within the control room and give the massive super-guns something better to shoot at than friendly forces. Cerberus does not start off
fully aware of your presence, so use this as a chance to get a free kill or two to start the battle.
Once you attack or are spotted, Cerberus moves to repel you immediately. Expect a mix of Assault Troopers, Guardians, Centurions, and
Combat Engineers. Remember, you can take the side passages into the control room, or you can brave the exterior area and push directly through
the bulk of their resistance. However you manage it. once the control room is clear, Shepard suggests using the superguns on Cerberus vessel
before it's in bombing range. Check near the targeting displays for the guns for an Old Grid Schematic, used for a side quest on the Citadel.

Take advantage of the lack of Cerberus interference at this time


and explore the map for items and Medi-Gel. Once you attempt to use
the guns, they will return in force.

Old Grid Schematic location

RESTORE POWER

Predictably, Cerberus is one step ahead,


having sabotaged power conduits for the
cannons. These conduits are located inside
5u the blasted out bunker Cortez dropped you
llf off by. To get the cannons back up and firing,
CJ
e111 you need to undo whatever it is they've done,
en which means a trip across the base back to
Ili the new objective. Cerberus throws Nemesis
snipers into the mix at this point, dropping

I
them off atop the piping over the central
exterior. Don't let them get comfortable up
there. Resistance near the objective can be
fairly intense.
T
Once you've dealt with the forces near
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a
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the power conduits and activate them.

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15 RETAKE THE C:::ONTROL ROOM
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With power restored, you must once more dislodge Once you've resecured the control room, activate the cannons and watch the
Cerberus from the control room. It's actually a fireworks. You can see it displayed on the holographic HUD in front of the controls, or
good idea to rush the squad over there as quickly if you're fast, you can get outside and watch the ensuing explosion in the sky. Mission
as possible, as it is likely Combat Engineers will be accomplished!
attempting to set up turrets inside the control room.
Denying them this will make life much easier.
N7 MISSIONS

N~: C::E~EIEf;lUS AEICJUC::TIONS


////1/ I

The colony world Benning is in the direct path of the Reaper invasion, yet Cerberus is laying siege to the populace here. At the same time, Cerberus
publicly denies they are attacking or abducting any of the civilian populace. Admiral Hackett believes there's more going on than meets the eye,
and so the Normandy is being sent in to investigate and to help evac the civilians.

SEC:URE THE UPPER


MISSION E3RIEFtNCi
STREETS
Availability: In "Attican Traverse: Krogan Team"

Location: Arcturus Stream-Euler System-Benning

Battlegrounds: Benning is in bad shape when you


arrive, and getting worse. Much of the alleys and
open streets throughout this map are exposed to fire
from elevated positions that only Cerberus can get to;
therefore, you must get inside any of the buildings and
prepare for close-quarters fighting.

This N7 mission pits you against large groups of


Cerberus troops in confined areas. There are a lot of
choke points and natural funnels that can be used by
you and against you. Many of the habitations require As soon as you arrive at the landing pad, Cortez has bad news for you.
jump-jets to reach, so only Cerberus can get there; Civilians are currently engaged with Cerberus troops in the area and
therefore, keep one eye pointed up high for snipers. are being overrun. You need to get over to them and provide cover.
Failing that, you must at least give Cerberus something else to shoot
You'll be escorting civilians for part of this
mission, so you will want people who can deal with at. Watch out for turrets laid down by Combat Engineers.
threats quickly. Giving Garrus a powerful sniper rifle
and teaming up with him using a rifle of your own can
quickly put down any one soldier on the field. EDI and
James are also excellent candidates, as their abilities
combo well off of one another.
NOTE
This map is the same as the Ghost multiplayer map.

Consequence Overview: There are no Paragon or


Renegade decisions for this mission. On the way to the
first objective, look for dog tags lying on the ground;
a certain Citadel ambassador has been looking for
evidence of his son's survival or demise on Benning. In the area you're first directed to, look for this Dog Tag located
Unfortunately, this is all that remains. near a pillar in the outdoors section of the upper streets. It's incredibly
easy to miss.
)> ITEMS REGUISITION RUNDOWN

Capacitor Helmet Dog Tag


Credits: 2,500 (x4J
ESC:CJRT THe C:IVILIANS

Once you eliminate the initial Cerberus team, you get word of more After a wave has been cleared, the civilians will advance to the
civilians on the map's other side being pinned down by more hostiles. next"safe spot~Unfortunately, this means they will travel through the
In your rush to protect the civilians, watch your fire as you engage lower street, giving Cerberus all manner of sniping positions on them
the enemy. Clear out any nearby enemies, then speak with one of and consequently on any of the squad who are close by defending
the civilians. them.

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As soon as you talk with the civilians, more Cerberus troops begin One stop that the civilians make puts them right next to a
E to rush into the area. You can make a stand right near your precious ladder Cerberus uses to flank them. Use your squad to keep Cerberus
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cargo, or you can spread your squad out, taking advantage of the occupied on one front, climb the ladder yourself, and clear out the
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~ nearby elevated building and its clean firing angles at the street below.
Either way, at least one squad member should keep close to them for
structure. From there, you can get a good position on the enemy
gathering near the landing pad.

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protection, as many Cerberus troops tend to gather in the building
leading to the landing pad.
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E
'C will swoop in to pick up the team, and the mission is all but over. But don't be so quick to leave! Make sure you've found everything that can be
n. collected on the map, particularly those Dog Tags and the Capacitor Helmet!
N7 MISSIONS

Noveria is a world familiar to Shepard, who came here during the hunt for Saren Arterius. Now the new Normandy is being sent to this world to
neutralize a key Cerberus installation. The fighters stationed here are wreaking havoc on the Alliance. Admiral Hackett wants to seize the base,
but the air defenses are too much for a head-on assault. You need to neutralize those first.

C::LEAR THE AREA


MISSION BRIEFING
Availability: After "Priority: Tuchanka"

Location: Horsehead Nebula-Pax Syst;em-Noveria

Battlegrounds: In spite of the scale of the facility,


your battle here takes place in a very small area. The
walkways of exterior section are wide enough to allow
for traffic but are also long enough that running down
them between pieces of cover leaves you vulnerable to
incoming fire for longer than you might like.

The base's interior is separated into an upper and


lower level. The upper level is cramped, connected
directly to the landing pad via a series of catwalks. You start the operation near a landing pad with a fighter parked for
It's a defensible location with lots of cover, making a maintenance on it. The area is crawling with Cerberus, so you'll need to
push through the area a challenge if Cerberus has an eliminate them. The fighter on the pad actually makes for good cover
established presence. The lower level interior is an from threats on the walkway and the unreachable ledges. If you've got
L-shaped area where one of the primary objectives of a sniper rifle or scoped weapon, this is a chance to do some distanced
the mission is located. It's a bit more open but still has wet work. More aggressive players can use the crates on the walkways
plenty of usable cover for both sides to use.
for cover as they advance into the base's upper level.
You'll want to be cautious regarding who you bring
The enemy
to the mission. At one point, you'll be asked to choose
may try holing
a squad member to disable a security protocol, leaving
you down a man for the ensuing firefight. Make sure up in the lower
you bring a character and weapons that are effective level interior. If
against Cerberus troops. this is the case,
watch out for
NOTE
turrets laid down
This map is the same as the White multiplayer map. by Combat
Engineers. You'll
be informed
Consequence Overview: There are no conversational
once the facility
decisions made here. However. you earn a War Asset
after clearing this assignment. is cleared. Once
that's done,
)I> ITEMS REGUISITION RUNDOWN scour the base
Credits: 2,000 (x4l Medi-Gel (x3l for credits and
Heating Unit Schematics Pistol Magazine Upgrade supplies before
(See "Citadel: Heating Unit moving onto the
Stabilizers," page 332) next step.
Among the supplies you find at this facility, look at this control panel on
the wall directly across from the objective. The Heating Unit Schematics found
here are incredibly easy to miss. There's a salarian in the Citadel's Presidium
Commons who could use this.

Heating Unit Schematics

CJISABLINC THE CJEFENSES

Once you've found everything on the facility, get to the designated control panel and choose wisely who you assign to cracking the security.
They will not be available for the ensuing firefight. Eventually, your chosen hacker will inform you that you need to activate a security panel
simultaneously with them. Once this is done, the defenses are down, but Cerberus doesn't quite give up. A large deployment of enemy troops
arrives at the landing pad, and that is your next destination.

C::LEANINC UP

Cl
E
en

Watch out for Nemesis snipers on this phase of the battle. They are fast Once you've silenced the enemy, you have one final challenge. An
Cl
'O enough to get behind you and your squad, so make sure that once you Adas drops onto the landing pad. Fortunately, you've got plenty of good
a
Cl
find one, you don't lose track of them until they are dead. cover to use on the pad itself and on the walkways near the pad, making
it relatively easy to stay at range and bring it down with heavy ordnance
E or powers. Destroying it will complete the mission, so be certain you've
B found everything you need on the base before taking it down!
'H
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N7 MISSIONS

With the reactor on Cyone compromised, fuel is not getting to ships desperately in need in this sector. Admiral Hackett already sent in a team led
by Captain Riley to get it restarted, but they are going to need an assist. This is where you come in. You need to restart the reactor and figure out
what exactly shut it down in the first place.

MSSIDN 13RIEFINCi

Availability: Available after "Priority: Perseus Veil"

Location: Silean Nebula-Kypladon System-Cyone


NOTE

This map is the same as the Reactor multiplayer map.


I
Battlegrounds: Of all the N7 missions thus far, this
is the most complex and possibly the most dangerous. Consequence Overview: There is a chance for Paragon
The reactor facility is a mazelike series of walkways that or Renegade points here. You can either send a
are connected via ladders and ramps; not every section squadmate to support the other team or leave them
of the facility is connected, so you may have to take a hanging on their own.
winding route to reach some areas.
Make a thorough sweep of the area to avoid missing
As there isn't a lot of room to maneuver, weapons out on the Medical Treatment Plan that a doctor at
that take advantage of that are a big help. Any area-of- Huerta Memorial Hospital could use to save a patient.
effect powers can help flush out hostiles, but it also
can mean you will pin yourself down in a bad spot. With > ITEMS REQUISITION RUNDOWN
W1Hl«l
aggressive hostiles, this can prove fatal. Be attentive to Credits: 3000 (x2l: 4,000 Medi-Gel
your surroundings, and know where you can fall back to Medical Treatment Plan Rosenkov Materials
on a moment's notice.
(See "Citadel: Chemical Chestplate
Treatment," page 366)

REC:ON

As soon as you arrive in the Reactor, you're greeted by Nyrek, a turian member of the advance team. Everything's all quiet. Take the time to do
some preliminary recon on the surroundings, picking up a Rosenkov Materials Chestplate and a Medical Treatment Plan.
Be careful where you go for now. The ramps leading to the reactor
housing are filled with radioactive clouds that ignore your shields and
sap your health quickly. Talk to Captain Riley when you're ready.

CiOINCi CJEEFIER

Captain Riley's team will need to split up Look for a control panel that handles moving the heavy crates that block your path. The
from yours to activate the other reactor in the controls are simple enough. The center button picks up or puts down a crate. The left and right
facility. One of her men will move a crate to switches move the crane. You need to move two containers to the right to proceed.
allow you access deeper into the facility.
Once past the containers, Riley calls in that she can see the fuel rod controls, but radiation
is blocking access. You need to vent the radiation away before you can safely access the controls.
~
The vent controls are very close to where the containers once blocked your path, but take this
u time to explore the other parts of the facility that are not irradiated.
~
E After you vent the radiation, the path to the fuel rod controls is safe. Explore the formerly
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irradiated areas, then activate the controls.
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REAPER AMBUSH
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0 The moment you unlock the fuel rods, Cortez informs you that other movement has been detected in the facility. You're beset by Marauders and
15
n Husks. Barrier engines activate on the walls, granting your enemies extra protection. Take those out as soon as you see them!
....
I:

0
I'll RESTARTINCi
E
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IL

After clearing out the hostiles, the reactors fail to restart. You need to seal the moderator tanks With the tanks sealed, the restart controls
before a restart is possible, and this means going deeper into the facility. There are two tanks become active. Make sure you've located
to seal. ' everything you need, and get ready for a fight.
N7 MISSIONS H

Marauders and Husks drop in from above, and a series of barrier Once you deal with this wave, Captain Riley calls in. Her situation
engines activate near the reactor controls. Take them out quickly, then is desperate. You can offer her support for Paragon points, or you can
turn your attention to the Husks. The sooner they die, the sooner you tell her to soldier on and gain Renegade points. If you do send support,
can concentrate on the Marauders. the next fight can get a little tricky, so pick who you send off wisely.

THE CORE!

Whatever you choose to do, the reactor core opens, revealing another ambush led by a Brute enjoying the benefits of a barrier engine mounted
inside the core. Try to take out the engine before the Brute comes charging out after you, then deal with the Marauders inside.

Once you've dealt with this final ambush, Cortez radios that he can't raise the other team, regardless of what you choose to do. Finalize the
reactor restart, then head to the pickup point. If you sent support, you'll find that Captain Riley and Nyrek made it out okay, though they're a little
worse for wear.

NOTE

Not having sent a henchmen to help Captain Riley will result in her death and Nyrek will be the only survivor of her squad.
'tJil': C:CJI\I.IIVIUNIC:.ATICJN HUE:I

In retaliation for recent losses, and perhaps hoping to regain the edge on the Alliance forces, Cerberus has attacked a major communication relay
facility on the planet Ontarom. Admiral Hackett needs Shepard on-site to secure the facility before Cerberus lifts valuable intel from the network.
There's a catch: They are already in the system, and the only thing holding them back is a lone civilian operator who is in hiding-Grace Sato.

IVISSIDN E3RIEFINCi

Availability: Available after "Priority: Horizon" Location: Kepler Verge-Newton System-Ontarom

Battlegrounds: While not as involved as the Fuel Reactor, the Comm Hub is a large and very wide-open map that
rewards excellent sniping for both sides. The central pipeworks clearing is surrounded by a series of walkways and
overlooked by the main communications building, which is the tallest point on the map but has only limited visibility on
the pipeworks directly below.
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The interior of the building is not complex, but it does limit your mobility somewhat. Worse yet, even though
~ it provides ample views on the areas surrounding it, that also means that anyone on the outside can spot you. A
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I'll Nemesis can easily put you or a squadmate down from across the whole map if you're lacking in attention or reflexes.
a,

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~ This mission will have you running to different computer stations
to disable hacking attempts, and usually the enemy is going to be
NOTE

there in force before you. If Tali is an available squadmate, bring This map is the same as the Dagger multiplayer
i
~
her for her Sabotage power. It is especially effective on Combat
Engineers, as it turns their turrets against them!
map.
p -

J. Consequence Overview: There is a chance for Paragon and


T Renegade points on this mission. The fearful tech supporting you > ITEMS REGUISITION RUNCOWN

on this mission is barely able to give you the info you need. Your Ariake Technologies Greaves Credits: 4,000; 3,000
m
'D choice of words will determine how she gets through the situation. Cerberus Codes (See Medi-Gel (x4J
'5 'Citadel: Cerberus Ciphers",
0 Don't miss the Cerberus Codes on one of the computers
m page 3651
E outside the facility, near the large antennae.
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As soon as you drop into the facility, Cerberus goes on the attack. Grace Sato puts up a nav point for you to follow to disable the hacking attempt.
Clear out the enemy first, as once you've killed all the Cerberus troops in the area, you get free rein of the facility to search for all the hidden items,
as well as the Cerberus Codes for a side quest!
N7 MISSIONS

The codes can be easy to miss. For


reference, it's near the second Cerberus
Hacking Device you disable.

Cerberus Codes

SEC::ONCJ CJEVIC::E

As soon as the first hacking device is disabled, Sato calls in, very worried that she's about to be found out. Despite this, she puts up the location of
the second hacking device. At the same time, Cerberus reinforcements swarm into the facility. Fight your way over to it, clear the area, and disable
it. Nemesis snipers are numerous here, so be careful.

It's important to eliminate resistance before attempting each disable, as the enemy has the uncanny ability to interrupt you just before you
finish the disable. Better to be safe than sorry.

F=INAL CJEVIC::E

Once the second device is history, Shepard calls Sato for the location for the last device but is met with fearful replies that she may be captured or
killed if she keeps updating your team. How you respond to her will grant you Paragon or Renegade points.

With the final device marked on your screen, get ready to fight your way over to the central structure. The last device is located inside the
building, in the circular central room. You've got no real protection from attack from all sides, so bring your squad with you to keep the enemy
busy while you go for the last device. Phantoms can make an appearance here, so you definitely want someone watching your back, lest they kill
you in a single stroke of their sword. With the last device disabled, your mission is complete.
There are special missions that become available as the Reaper War grinds toward its climax. They
do not advance the plot the way the Priority missions do, but these operations are still important
to the war effort. War Assets are often secured or improved through these missions, and side
plots, sometimes involving characters returning from previous games in the series, help flesh out
the story. The catch here is that these missions are very time sensitive. Once you receive the
assignments, you have limited time in-game to complete them. If you deploy on too many missions,
these side jobs will no longer be available. costing you valuable resources.

II
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n.
Grissom Academy is a special school for the best and the brightest of the Systems Alliance, specifically in the area of Biotics development.
Specialist Traynor picks up a distress call from the academy, as it lays directly in the path of the Reaper onslaught. A turian cruiser apparently has
responded to the call, but Traynor reveals that this is not the case. As you will find out, Cerberus is laying siege to the school. Joker is forced to run a
distraction with the Normandy while your team slips aboard to rescue the students.
SIDE MISSIONS

MISSION BRIEFING
INITIAL. C:ONTAC:T

Availability: After "Priority: Palaven"

Battlegrounds: Large classrooms and wide hallways


give both your squad and Cerberus many choices for
each encounter. Even though there is a distinct path
to follow, be aware of the various side routes and dead
ends that you can explore. There are three specific
encounters throughout this mission that will test
your ability to deal with and coordinate assaults from
multiple approaches.

If you're doing this mission as soon as you receive


it, this will be your first encounter with the Cerberus
Atlas mech. These monsters are slow but tough to As soon as you arrive, Kahlee Sanders, an officer of the academy
kill, and they bring extremely heavy firepower to each and the one who sent out the distress call, is about to be overrun by
battle. Supported by other troops, an Atlas can prove Cerberus troops. After eliminating the threat, you have a chance to
to be a big headache. Fortunately, each encounter with speak with her regarding the situation at Grissom. Your responses can
an Atlas occurs in areas with plenty of cover, giving earn you Paragon or Renegade points. She mentions knowing Admiral
you a chance to flank the machine and take it down in Anderson, and if you inquire about that, she will give you a message to
relative safety.
pass on to him. Leave Sanders to her work, and follow her directions to
Don't miss any of the weapons located throughout reach the students pinned down by Cerberus in Orion Hall.
this mission! The M-96 Mattock in particular is
arguably one of the best assault rifles in the game.
After you leave
Consequence Overview: You have the chance to
speak to the students of the academy throughout the Sanders, enter
mission and give them orders that will determine their the next corridor.
effectiveness in battle and their safety. Be aware that You can't do
your words can send these kids into the meat grinder, anything for the
or you can give them safer roles to play out for the war student being
effort. dragged away by
Cerberus troops.
• PERVIOUSLY IN MASS ES:S:ECT
Move into the next hall.You're able to vault over the dividing wall
Returning players from Mass Effect 2 will be surprised to to collect an Assault Rifle Stability Damper lying on the steps.
see Jack at the academy if she survived the final battle, From there, you see two doors you can use to enter the next room,
helping defend the students. While she doesn't return to
where a student is being threatened by a pair of Cerberus soldiers.
the squad as a full-time member, Shepard can catch up
with her again at Purgatory once this mission is complete.

> ITEMS AEGUISITION RUNOOWN

Assault Rifle Precision Scope M-96 Mattock Assault Rifle


Assault Rifle Stability Damper Med Kit (x2l
Biotic Amp Schematics Mnemonic Visor
Credits: 1,250 (x2l; 1,875; Serrice Council Chestplate
3.750; 4,375 SMG Heat Sink
M-22 Eviscerator Shotgun SMG Magazine Upgrade

Eliminate them and speak with the student. His sister is missing
somewhere in the academy, and you need to find her. As you enter
the room, check the corridor on the room's far right to find a datapad
worth 1,250 credits.
> ITEM REGUISITION > ITEM REGUISITION

An M-22
the first student, Eviscerator
vault over the shotgun lies on a
wall into the couch. Consider
classroom next equipping
door. Check the this weapon
desks for an SMG immediately.
Heat Sink. After Despite carrying
this, move through the next hallway that is blocked off by rubble only three shots
and enter another classroom. per thermal clip,
it's a powerful
weapon to find
so early in the
game. In the
room through
the classroom's
right exit, you can find the M-96 Mattock assault rifle on another
couch. Between these two weapons, you effectively cover all
ranges of combat. Close to the rifle is the Mnemonic Visor armor
piece, as well as the sister of the first student you rescued. Talk to
her and she will eventually get to safety.

Cerberus troops gun down another student, then enter the room
to check the body. You face a mix of Assault Troopers and Centurions Look for the locker near this student for another 1,250 credits.
here. Once you're clear, enter the left side door to explore the hall that Once you've cleared the area of these items, move on to Orion Hall.
was blocked off by rubble.

STUCJENTS IN PE~L
~
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i
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J.
T

m
'D
'5 As soon as you enter Orion Hall, you see several students threatened by the enemy. They deal with the initial threat, but a Cerberus Atlas joins the
0 battle. The ensuing firefight will pit you against it and a mixed force of ground troops. Eliminate the Atlas first, focusing your entire squad on the
m
E machine. Once it's no longer a threat, concentrate on the Cerberus soldiers until the students are out of danger. Note that a Students' Barrier meter
111
0 will appear at the top of your HUD. Should it be drained completely by hostile attacks, your mission fails.
15
n While the
....
I:
students take a
0 badly needed
I'll
E break,you
'C
IL need to grant
Kahlee Sanders
camera access
to the whole
station, as
Cerberus has it locked down. Look for the Cerberus camera control
near the door where the Atlas pushed through. A Med IOt is on
the room's opposite side if you need the supplies. Once the camera
Ensign Prangley and Ensign Rodriguez are the two students in controls are back with Sanders, go to the room where the students are
charge of the group. A conversation will ensue, allowing you to gain to find another item and the door overrides. A datapad in the room
Paragon or Renegade points based on your responses. also contains 1 ,875 credits.
SIDE tv11SSIOl~S H

NOTE
After you activate the override, you can take the corridor
If she survived the suicide mission at the end of Mass Effect 2, below this room to a door and force it open. You are given another
Jack is leading the student resistance here. You can talk to her conversation choice: The students can stay in cover and support you
to learn more about the students. If she's dead, her leadership only when it's safe, or you can tell them to go all out but risk drawing
role will be filled by Ensign Prangley. more fire. Continue through the corridor until you reach a large atrium
~--- and a massive Cerberus force.

)> ITEM REQUISITION


, 711/IIHIIIIIIH/I.
Look for an Assault Rifle Precision Scope near the door override.

BRAWL

As soon as you enter this room, you will notice an Atlas in the distance, already facing you. What you may not see are the Centurions, Assault
Troopers, and Combat Engineers in the area just ahead of the cover in front of you; they are all supported by a series of shield generators that
constantly provide additional protection to the enemy. It is tempting to rush straight ahead to that cover to make your stand, but the enemy will
encircle you and you'll take fire from the Atlas.

Your
best bet is to •
immediately
take the ramp
to your right
as soon as you
enter the atrium.
This will block
the Atlas from
getting a line
of sight on you,
while giving
you the height The next
advantage on phase starts
the enemy. off with you
Maintain control at a distinct
of this perch, positional
and watch for disadvantage.
Cerberus troops entering from a locked door at the top of the ramp. This other half
Fortunately, the students will be supporting you from on high with of the atrium is
their Biotics; however, don't count on them to win the battle for you. similar to the
first, but now you start off on the lower levels, and Cerberus controls
After several waves of reinforcements, Cerberus stops sending in the ramp to higher ground. Combat Engineers also drop into the lower
grunts, allowing you to destroy the Atlas at your leisure. Scour the area level as you enter and may already have sentry turrets up and running.
of ammo if you need it, then proceed through the unlocked door to a Try to interrupt them if you can, and make them your priority targets
small corridor leading to the next half of this battle. A Med Kit awaits every time they appear.
you inside if you need the supplies, and there's a computer offering
3,750 credits.
It might seem like a good idea to try holding the ramps during this
phase, but this can actually be very risky, as Cerberus reinforcements
drop in across the ramps and throughout the lower level. This can leave
your back exposed to attacks, and you may miss Engineers setting up
turrets. In the grassy area, find cover that faces the ramps for you and
your squad, and engage the enemy as they drop in. Meanwhile, the
students will continue throwing Biotic blasts to support you.

After many tense waves of reinforcements, Cerberus falls back, and


the atrium is yours.

THE HOMESTRETC::H
leave the atrium via another corridor, and you'll enter a larger passage.
To your left, Cerberus troops are attempting to break through a barrier
erected by students. To the right is a computer that grants you 4,375
credits. Snag those before rushing the inattentive Cerberus guards and
put them out of their misery. The students are less than trusting of you,
daiming that the Cerberus troops had tried to deceive them with false
hopes of rescue, and they are not going to be fooled now. You're given
Paragon and Renegade options for how to deal with them.

I• PREVIOUSLY IN MASS EFFECT

If players saved David Archer in the Mass Effect2"Project


Overlord" DLC, he will be present here to unlock a room with
another three items.

------------------ . - - -.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After dealing
~
u with the
~
frightened
E students, move
I'll
a, down the next

-ti
~ open corridor,
and check the

i
~
computers.
Biotic Amp
Schematics that
J. you will need for
T
a side quest at Past the room with the chestplate, you find a Combat Engineer
m the Citadel are with his back turned to you and an empty Atlas mech next to him.
'D
'5 located here, Kill him before he gets the chance to jump in, and take the mech for
0 and you will not yourself. Stomp up the stairs into the next room for the final battle at
m
E have another Grissom Academy.
111
chance to retrieve them. In the room beyond, leap over the small
0
15 barricade, and check the seats to your left to locate the Serrice
n Council Chestplate.
....
I:

0
I'll
E F=AVF3 AC::K
'C
IL

The Atlas mech is well armored and well armed. Your melee attack will flatten any soldier who gets close, your missiles have powerful area-of-
effect blasts, and the main gun is accurate and can send the enemy flying across the room. You will likely rely mostly on the gun, as it can be used
while on the move. Slaughter the enemy troops as quickly as possible; if they get close enough to the students, they will start taking shots at their
barrier. Don't let that meter fall to zero.
SIDE tv11SSIOl~S H

Eventually, Cerberus will send their own Atlas up the stairs you As you flee the academy, Cerberus gives chase, resulting in the
entered from to confront you. If you have retained your own mech up death of Ensign Prangley. As the shuttles fly back to the Normandy,
to this point, you can kill the hostile quickly by focusing rapid cannon you're given another set of conversation options that will determine
shots directly onto its canopy. With the Atlas defeated, the students where the students will end up after Grissom Academy. You can send
make a break for the shuttles and freedom, and you should join them. them to the front lines for Renegade points, or you can find them a
safer defensive role for Paragon points.

Before you leave NOTE


the academy
Prangley's sacrifice can be averted if Jack is alive and well.
for good, head
toward the stairs
the enemy Atlas
came from, and
inspect the seats
to the right of it
for an SMG Magazine Upgrade.

T.WC:HANKA: E:IOIVIE:I

In the aftermath of rescuing Primarch Victus's son and his platoon from a hairy situation on Tuchanka, the team moves on to attempt defusing the
Cerberus bomb on the planet. It is revealed that this bomb is no Cerberus creation, but rather it is turian by design. A relic of the Krogan Rebellions
from centuries before, the bomb was intended as a safeguard against another rebellion. If it goes off, the already shaky prospects of bringing the
krogan into the war effort will suffer a major setback, damaging Earth's chances of survival.
MISSION E3R.IEFINCi

Availability: After 'Tuchanka: Turian Platoon" Consequence Overview: There are some conversations
that can earn you alignment points during the mission.
Battlegrounds: After an explosive landing, expect The most important thing to remember is that by doing
traditional rough Tuchankan terrain leading up to the this mission, your krogan War Assets will not suffer any
actual bomb. Cerberus is putting up resistance, but penalties later in the game, because the bomb will have
they also seem to be in a hurry to leave. Don't get too been defused.
careless in your pursuit, as their Combat Engineers will
be setting sentry turrets to further stall your progress. > ITEMS RECilUISITIDN RUNDOWN

The major setpiece of the battle is at the actual Credits: 5,000 Cx2l Rosenkov Materials Gauntlets
bomb site. Lieutenant Victus will be attempting to defuse M-29 Incisor Sniper Rifle Shotgun Blade Attachment
the device, leaving your squad to hold down a very small Med Kit (x2J SMG Heat Sink
piece of real estate while Cerberus sends a small army Pistol Melee Stunner Sniper Rifle Concentration Module
after him. Because of how quickly Victus can be hurt and Pistol Scope Turret Control Schematics
killed, bring a squad that can kill human opponents as
quickly as possible.

HU I LANCINC

~
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Under the cover of an artillery barrage, your team is inserted into
~
s a courtyard filled with low cover. Cerberus troops advance quickly
I The M-29 Incisor
ss on your position to suppress you. Don't let the explosions from the
Sniper Rifle can
artillery scare you, as you can storm through them without serious
~ be found on the
harm. The blasts do make it difficult to determine enemy positions, so
left side of this
.l take the time to scan the area before making another advance; you
T
ramp, leaning
could be missing hostiles at your flank.
against the wall.
GI Watch for a
'O Once you eliminate all Cerberus, the artillery fire will cease.
:i Gather up ammo as needed, then advance up the ramp at the Shotgun Blade
u courtyard's far end. Attachment as you reach the top of the ramp.
GI
E
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To the right of the weapon mod is another corridor, split into two distinct paths. Cerberus will try to set up overlapping fields of fire from
cover strewn throughout. The right passage typically starts with a Combat Engineer with a turret at the far end. Despite their distance, make them
priority targets for your squad while you thin out the resistance much closer to you. Remember that you can take out the deployable defense
shields Cerberus is using for cover by disabling the generators.
SIDE tv11SSIOl~S H

ITEM REGUISITION

ofRosenkov
Materials
Gauntlets in
the right half
corridor of this
section. As you
advance to the
next section,
look for an
abandoned
Securing the right side gives a strong flanking opportunity
console you can
on the left side passage, as the enemy cannot safely dislodge you
salvage for 5,000
from your safe spot. Take out the shield generator to deny incoming
credits. As you
reinforcements the extra protection in grants. If you're particularly
climb up the
aggressive, you could charge straight in and make a stand at the
broken floors,
generator yourself, taking advantage of the rapid shield regeneration.
don't miss the SMG Heat Sink just before the next shoot-out.

PRE551NCi ON
...,..

After you find the SMG mod, another group of Cerberus troops stands The Cerberus retreat continues. Some of them fall back in the
in your path, off to the left. As you take them down, you overhear a distance and head toward a waiting shuttle, while others continue
Cerberus officer order his men to delay you as long as possible while to fight a delaying action against you. It's relatively safe to ignore the
the bulk of the force retreats. retreating hostiles, but if you're trying to gun down everything in your
path, don't ignore the troops closest to you. There's enough cover for
them to use to flank you.
Past the first
set of grunts on
this upper level,
you can collect
a Med Kit and
a Pistol Scope.
Grab these before
continuing your
pursuit of Cerberus.

You can
catch a team
of Cerberus Once they are down, advance forward, just as a Cerberus shuttle
attempting to clears the area with any survivors you may have left. You can get
evacuate in a your first look at the bomb here. Take the ladder to your right to keep
shuttle as you moving forward.
drop to a lower
level. Pick them
off, then move
toward the Shield Pylon that was giving them protection. A data pad
nearby grants you another 5,000 credits, and an ammo crate helps
restore any thermal clips or grenades you might be missing.
> ITEM REGUISITION After the
pistol mod,
After you climb
follow the path
the ladder,
leading down to
you can find
another corridor
a Sniper Rifle where Cerberus
Concentration troops are hastily
Module atop abandoning
a set of crates. their posts. Don't
Just around the get too eager
corner, a Pistol to rush forward:
Melee Stunner A Combat
is hidden behind Engineer has
another crate. dropped a
turret to catch
reckless players
off guard. After
dealing with this
threat, collect the Med Kit and a set of Turret Control Schematics that
you'll use for a side quest available on the Citadel later in the game.
(see "Citadel: Cerberus Automated Turret Schematics: page 364)

CJEFUSINO THE SITUATION

~
u
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-ti
~

You've finally reached the bomb site, and Lieutenant Victus is attempting to disarm the weapon. His guards are taken down by sniper fire, and your
i
~
squad of three is the only thing standing between Cerberus and him. It's time for a last stand.

The courtyard you fight in has three distinct drop zones that Cerberus shuttles will try to use to deploy troops to overwhelm you. If you have
,.
J.
grenades or any other area-of-effect powers, now is the time to use them. Try to catch the enemy just as the shuttle doors open with a grenade, or
set up power combos with your squadmates. The weaker they are upon landing to fight means the quicker your team can clean them up. Victus is
m extremely vulnerable while defusing the bomb, and it only takes a few seconds of sustained enemy fire to kill him.
'D
'5
0 Keep constantly scanning for stragglers who may have slipped past your kill zones, and pay attention to Victus's health bar. If it starts to fall,
m
E quickly seek out his assailants and prioritize them over everything else; ifVictus dies, the mission fails.
111
0
15
n
....
I:

0
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IL

Eventually, an Atlas joins the fray, and this marks the last push by Unfortunately, the bomb defusing does not go as planned, and
Cerberus. Your squad must keep the mech occupied at all costs, as it will the young turian must make a tough decision to ensure the device is
attempt to snipe at Victus with its cannon, causing grievous damage to incapable of detonating.
him. The Atlas will receive more ground troop reinforcements, but until
it's dead, try to keep the pressure on it alone. Once you destroy it, kill off
the remaining soldiers, and Victus will be safe.
SIDE MISSIONS

Following the successful but costly mission, Primarch Victus and


Urdnot Wreav have a confrontation in the Normandy's War Room.
You're able to choose how to settle it, gaining Paragon or Renegade
points in the process. Regardless of your choices, Primarch Victus
admits that he has just learned the harshest lesson a father could
regarding war and sacrifice.

LE5U55:A~CAT-VAK5HIIVIONA5TERV
I/////I////I/III/

With the Reapers now encroaching into asari space, their fleets are fully engaged in battles to protect their homeworld, leaving many colonies
undefended in the face of the onslaught. A distress signal from a colony in the Nimbus Cluster has asari high command concerned, but they are
unable or unwilling to tell you what their commandos were doing on that world or what you can expect when you arrive. It eventually comes to
light that the colony is a haven for asari Ardat-Yakshi and that the Reapers have a very specific interest in these genetic aberrations.

MISSION E3RJEFINCi

Availability: During "Priority: Perseus Veil" Consequence Overview: Ardat-Yakshi are extremely
dangerous asari who grow stronger whenever they
Battlegrounds: Your visit to this colony begins mate ... usually at the cost of their lover's life. There's a
peacefully, but you are still filled with a certain amount of good reason why the asari high command wanted to
dread. Parts of the monastery are without power, making keep this place a secret, and why they want to ensure
exploration difficult, even with flashlights on. Eventually, none of the women here leave alive. How you handle this
the Reapers will ambush your squad. The monastery is delicate situation will weigh upon the total war effort and
filled with Husks, Cannibals, and Marauders. on your moral alignment.

If this mission is taken on as soon as it becomes NOTE


available, you will have your first encounter with arguably
the most dangerous Reaper unit in the game: the Shepard& imported from Mass Effect 2 have the chance
Banshee. You must race to kill this threat before it gets to meet up with the asari justicar Samara during this
close to you or anyone in your squad. mission, assuming she survived the climactic battle against
the Collectors. Her appearance at this monastery changes
NOTE many events throughout the mission, and reveals more
about a pair of Ardat·Yakshi found within.
Uara is not a required squadmate for this mission, but her
unique perspecave on the Ardat-Yakshi can make her an
informative companion. > ITEMS REBUISITION RUNDOWN

Assault Rifle Precision Scope Med Kit


Assault Rifle Stability Damper PDA
Credits: 7,500: 5,000 Pistol Melee Stunner
Disciple Shotgun Sen-ice Council Shoulder
Gallae's Electronic Signature Guards
Medical Station Cx3l Sniper Rifle Spare Ammo
CARKNE55

The dining hall


is dark, but there
are no hostiles
to contend with,
making your item
search simple. As
soon as you enter
this room, make
a left and begin
a circuit of the
The shuttle ride to the monastery is fairly uneventful, though it is room. A Pistol
possible to earn alignment points during the conversation along the MeleeStunner
way. You arrive at the entrance to the monastery and are greeted by is located in
peaceful silence. an abandoned
bedroom
NOTE near Gallae's
Players who imported a save with Samara still alive will find Electronic Signature. In a room to the right of the elevator shaft,
a second shuttle at the landing zone. It can be inspected for you find a Sniper Rifle Spare Ammo mod, along with a wall safe
additional dialogue. with 7,500 credits. Be sure to inspect any data pads or terminals you
come across for additional information about the monastery.

After
Check the clearing out
the dining area
entrance area
thoroughly of items, take

~
u
Iii
- for an Assault
Rifle Sta bi I ity
Damper.
note of the a sari
commando's
corpse near an
GI exit leading to a
E111
lit area. The PDA
DI
next to her marks the ultimate destination of the commando team, as
~
s well as their objective: the destruction of the monastery, using a bomb
ss planted in the great hall. You get a dialogue option here, and then the
team moves on, now with a goal in mind.
~

.l
T

GI
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111
u
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IC
With the LZ clear of activity, the squad has to move indoors.
The elevator is out, requiring you to use the emergency ladders to
111 get deeper into the facility. Eventually, you reach a dining hall, with
E screams echoing throughout the area, but there is no movement other The enemy continues to remain elusive as you press through
'C
IL than your own. It's dark, and the squad is forced to use their flashlights. a lit corridor and bypass a security door. After breaking through the
lock, check to the right side of the catwalk to locate another asari
commando's body. Her PDA contains a last message to her lover
somewhere on the Citadel. This begins the "Citadel: Asari Widow" side
quest (see page 364).

NOTE

Samara will make her first appearance at the temple here,


conversing with Shepard after the security door is breached.

---
The exit to this area leads to a wide courtyard and to your first
hostile contact of the mission.
SIDE tv11SSIOl~S H

The first Banshee you encounter simply teleports in with little warning Before entering the door to the next combat, there is a computer
beyond her bloodcurdling shrieks. Banshees are a grave threat. They to the left of the door that you can examine for experience. Continue
fling Biotic blasts that tear through your shields and prevent any form through another passage, and you come across a squad of Reaper
of regeneration, except when you use Medi-Gel. Their ability to warp troops led by a Marauder. Engaging them opens another room to
in rapid succession toward a target makes keeping them away difficult, your right that is full of Cannibals enhanced by a barrier engine. Try to
and you want to stay beyond their reach at all times. They can kill disable the engine first.
Shepard or disable a squad mate in a single, brutal melee grab!

In the room
where the
Cannibals and
barrier engine
were, you find
Is
an asari Disciple
shotgun and
Serrice Council
Shoulder
Guards.
Consider
When you defeat the Banshee, Cannibals begin crawling into the equipping the
courtyard. Watch out for attempted flanking maneuvers as you engage Disciple right
them. Remember you can kill one Cannibal to use as bait to draw a away. It may not
large group toward the new corpse. be as lethal as
other weapons
of its class, but it is light, allowing for a more flexible loadout. It
also has a chance of causing most humanoid threats to stagger
with each shot, making it great as a support weapon. A Medical
Station is nearby to help refill your Medi-Gel reserves. On the
opposite side of this upper floor, a room with a wall safe contains
5,000 credits. There's also a weapon bench in case you want to
switch out weapons and mods, and there are two computers that
you can examine for info.

After you finish off the Cannibals, continue into another section
of the monastery. You come across an asari named Falere, who is on
the run from another Cannibal, but your team is able to save her. She
reveals herself to be Ardat-Yakshi; she wants to survive the Reaper
assault and save her sister Rita, currently in the hands of the enemy.
Your responses to her can earn you Paragon or Renegade points. When
it's revealed a bomb has been planted in the great hall, Falere dashes
off to save Rila. You're forced to give chase on foot.

NOTE
Taking the stairs down to the lower levels summons another
If Samara is at the monastery, she will be present for this Banshee and another group of Cannibals. As always, make the Banshee
conversation as well, leading to an interesting reveal.
a top priority, as their teleportation ability can allow them to quickly
--- flank your squad. Don't be afraid to fall back up the stairs if necessary.
With the Banshee out of the picture, you can easily deal with the
Cannibals. Clear the room and then bypass the door lock.

> ITEM REGUISITION

after the
second Banshee
encounter, look
for an Assault
Rifle Precision
Scope on the left
side. Afterward,
inspect the a sari corpse in the center of the room for more infor-
mation; then move through the last door. taking an elevator that
leads to the great hall.

THe c::;~eAT HALL.


As you enter the great hall, check for Medical Stations on the first sets of pillars. There's also a Med Kit in the center of the room. Stock up if
necessary. Things are about to get hot.

~
u
~
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I'll
a,

-ti
~

i
~
Falere has found Rila, but the latter does not seem to be herself, attacking her sister. After Falere repels her, the scream
of Banshees fills the room.
J.
T Two Banshees, supported by Husks, charge at your squad. This can arguably be one of the hardest fights of the game,
as the Banshees can close the distance rapidly and kill you in a single moment if you're careless. Focus on burning them
m
'D down, but do not discount the threat of the Husks, lest they pin you down long enough for a Banshee to get close to you.
'5
0
m
E
111
0
15
n
....
I:

0
I'll
E
'C
IL

After surviving the Banshee onslaught, Rila comes to her senses and urges you to flee with Falere. Your team pulls a distraught Falere away
from her sister to the elevator as more Banshees pour into the room. The surviving Ardat-Yakshi does not take the death of her sister well, and
through conversation, you can calm her down. You're also given the option to execute her to finish what the commandos started, or you can show
a measure of mercy.

NOTE
Whatever your choices, your obligation
The final battle at the Great Hall, as well as the aftermath, all change dramatically to asari high command is complete. The
if Samara is present. She will attempt to kill herself in the wake of Aila's sacrifice. monastery has been purged.
You can stop this with a Paragon interrupt. Doing this will also disallow the option
of executing Falere.

---
SIDE MISSIONS

i1i?n'!J1f:E= EX-C::EREIERUS 5C::IENTl5T5

Commander Shepard is not the only ex-Cerberus employee angered NOTE


by the organization's turn to brutality. Shepard's old squadmate with
Jacob Taylor may be a familiar face to players who finished
Cerberus, Jacob Taylor, has helped a cadre of like-minded scientists led
Mass Effect 2. He will be your key contact throughout this
by Dr. Brynn Cole break free of the organization and go into hiding on mission, assuming he survived the suicide mission against
the planet Gell ix. They have offered Alliance command their services in the Collectors. He is alive by default for players starting with
exchange for their safety. Unfortunately for these scientists, Cerberus is Mass Effect 3.
on to them and has sent forces to intercept them before you arrive.
---
MISSION E3RIEFINCi

Availability: During "Priority: Perseus Veil" Consequence Overview: Saving these scientists is a
huge intelligence coup against the Illusive Man. Better
Battlegrounds: The base on Gellix has enough firepower yet, if you trust them enough, you can offer them a place
to keep Cerberus at bay but is falling, perhaps because on the teams building the Crucible, giving the project and
it is being defended by civilians. The Illusive Man is your Galaxy at War efforts a needed shot in the arm.
playing for keeps here, intent on not letting a single
scientist escape his grasp. Be certain to explore the two NOTE
noncombat areas thoroughly, as there are supplies and
Jacob Taylor may be a familiar face to players who finished
even an important quest item that you can pick up while
Mass Effect 2. He will be your key contact throughout this
you're here.
mission, assuming he survived the suicide mission against
Your primary task is to get the rooftop AA guns the Collectors. However, he will not be available here if he
online. Naturally, Cerberus is there in force to prevent did not survive the suicide mission against the Collectors.
that. The battlefields here heavily encourage sniping,
so consider scoped weapons for your loadout. If you've
managed to bring Ashley Williams back into the squad, Jill, ITEMS REQUISITION RUNDOWN
she and Garrus make excellent choices for this mission,
'IIJJJJ.
Assault Rifle Magazine Upgrade Shotgun High-Caliber Barrel
as both can wield a sniper rifle with deadly accuracy. Give Credits: 1,250; 2,500 (x3l: 3,750 Shotgun Spare Ammo Mod
them the most powerful sniper rifles at your disposal,
Kassa Fabrication Greaves SMG High-Caliber Barrel
and between the two of them, very little in the distance
M-6 Carnifex Pistol Sniper Rifle Piercing Mod
will stay safe for long.
Medical Station (x2J Turian Toxin Data
Med Kit (x3J

EIREAKINC THE SIECiE

,:.:tr
--.,~ .......

- .,,..-.
• • ·' , . )
.. /\ ·.·'•;
,..,,_ • ,. ...
, .....
.' .. ., ............'
- \ •1;.,
. /'- ,,.. ·-~\ ·:> I •.
!

-- • f/.

On the flight in, Lieutenant Cortez informs your squad that Cerberus is not only at the facility, but also that heavy reinforcements are expected to
arrive within minutes. The situation on the ground is growing desperate for the scientists, and for Jacob Taylor.
The firefight at the facility's gates is made more complex by the fact that the Cerberus troops have a pair of shield pylons providing additional
protection to them. Take them out of the picture, then go to work on the troops. Alternatively, you can charge straight into the pylon's area of
effect and use them to stand your ground while going toe-to-toe with Cerberus.

After beating back the attack, speak with Jacob to get the front gate open, where you meet with Dr. Brynn Cole. She informs you that
her group split from Cerberus when it became obvious that they were being killed off after their usefulness to the organization had dried up.
Explosions begin to rock the facility, and Jacob informs you that the anti-aircraft guns on the roof are disabled and need to be back online if the
evacuation is to proceed.

CiATHERINCi

In the first area of the base, talk to the various scientists to gain
additional Reputation points and information about what is going on.
Before you travel
After climbing the stairs, check the nearby tables for a data pad worth
to the rooftop,
2,500 credits.
there are some
NOTE items you can
retrieve in this
~
u Dr. Archer is another familiar face to Mass Effect 2 players who area. Next to one
played through the DLC mission "Project Overlord." It seems he of the consoles
~
E may have turned over a new leaf. near Or. Cole is a
I'll
a,
---- data pad worth
-ti
~ 2,500 credits.
In the infirmary

i
~
Past the first
locked door, you
with Jacob,
there's another
find a weapon Medical Station
J. bench and an if you need the
T Assault Rifle Medi-Gel, and a
m Magazine datapad worth
'D Upgrade. Climb
'5 1,250 credits.
0 the stairs to find Kassa Fabri-
m a Medical Station beyond the next door, then explore this upper
E cation Greaves
I'll area.
0 can be found
15 on a crate near

..
'D
IC

0
As you talk with Dr. Cole and Jacob, it becomes clear that
you'll need to get to the roof to personally fix the guns. Before you
the infirmary
entrance. Turian
leave, speak with both Dr. Cole and Jacob in the infirmary for extra I
I'll I Toxin Data can
E information. I
'C I be found in the
n. larger section
If players with a female Shepard romanced Jacob Taylor, you'll find that '
of the lab to
things did not end up working out between the two. He's moved on, I
I help complete
with none other than Dr. Cole herself. I
I a Citadel quest
'
j
(see page 365).
A Shotgun
High-Caliber Barrel is located near the exit leading to the rooftop.
Once you climb the ladder to the next section, don't miss the M-6
Carnifex pistol.

--------------------------------------- - - ---- ------------- -----------------------------------


SIDE tv11SSIOl~S H

THeROOFTOP

Your first set of enemies is already set up with a shield pylon, but they The uplink is restored, but now you must climb farther up the
have their back turned to you. Take out the pylon and the nearby rooftop to reach the AA guns to manually restore their functionality.
Combat Engineer first, then lay into the rest. Cerberus begins dropping in more troops; one lands directly next to a
shield pylon. Try to hit them hard before they exit the shuttles.
)> ITEM REQUISITION
~

SMG High-
Caliber Barrel
once you cut
through the first
set of hostiles on
the roof.

As you climb higher, an Assault Trooper takes up a mounted gun


on an elevated section of the roof.The fire may not seem accurate at
first, but do not tempt fate. Once he draws a bead on you, the gun can
shred your whole team in seconds. Another Med Kit is located on the
final section of the roof before you climb up the gun towers.

Don't miss the


Sniper Rifle
Piercing Mod

Your first real objective on the roof is to restore the satellite links behind a row of
crates at the back
to the base, and there's a Cerberus team waiting for you. Watch out
for the Combat Engineer to try and sneak a turret into place atop the of the rooftop,
stairs. After you eliminate this team, move to the satellite uplink and near the ladders
leading up to the
begin the repair. A Med Kit and a data pad worth 2,500 credits are also
AA guns.
close by.

AC:TIVATINCi THe AA c::JeFeNses

Climb up the undamaged ladder to the first AA gun and activate it. Cross the walkway connecting the two towers and head toward the second
gun to restore it; then prepare for another fight.
> ITEM REGUISITION

this second
tower, check out
the small room
you can access
only from that
rooftop to find a
Shotgun Spare
Ammo mod. Near the second gun, you find another Med Kit and a
datapad worth 3,750 credits.

The second gun is seriously damaged, and one member of your


squad will need to stay back to repair it while Cerberus sends in the
cavalry to stop you. Fortunately, you now have access to the same
mounted gun that was used on you minutes before, and you will want
to put it to work. Cerberus Phantoms are among the units deployed
here, and their instant-kill sword technique is not something you want
to deal with.

After several waves, the gun is repaired, and you need to go back
and reactivate it. Once you do this, the mission automatically takes you
back to the lab.

eReAKOUT

~
u
m
E
I'll
01
~
t:
a.
i
~

J.
T Once back in the lab, make a final sweep to ensure you've missed nothing, then activate the console pointed out by Dr. Cole to begin the
Ill evacuation. Cheers of elation from the scientists become cries of fear as Cerberus Assault Troops break through the glass of the base and begin a
'D
'5 direct assault on the lab.
0
Ill
E -~

I'll
ll
15
• •.1·
'D
....
i.::

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n.

Once the lab is clear, get downstairs and help the scientists take out any Cerberus troops in the launch bay for the escape shuttles. The bay
doors will open, allowing your squad back outside to deal with the gathering Cerberus forces.
SIDE tv11SSIOl~S H

Expect very heavy resistance, with shuttles dropping off reinforcements directly in front of you and atop the two towers flanking the bridge
that leads to the landing pad. Try to use the shield pylons the enemy set up, but if you're unable to safely push forward, it's best to simply destroy
them and deny them access to those bonuses. Watch for Phantoms trying to stealth their way up close to your position while you are preoccupied
with other threats.

Capping off this massive assault is an Atlas, but you're still not Once you eliminate all hostile forces, the mission is complete. Your
completely out of the woods yet. Rush toward the landing pad, but squad narrowly escapes an army of Cerberus troops, with some help
watch your left flank! Occasionally, a Combat Engineer will try to from Jacob and Dr. Cole. If there were any doubts regarding the value
ambush you with a turret that covers the entire run to the evac point. Cerberus had for these scientists before, there shouldn't be any now.
t-lLJEI I\/IISSIClNS: Tl-IE CIT.A.CJEL
Ml IN H IT.
Throughout the Reaper War, you have the opportunity to help others In need with simple
side missions that you take on by overhearing certain conversations. Many of these lead to
improvements to existing War Assets or may even result in you receiving new ones. Others
are about providing closure to those who are seeking word regarding loved ones. Almost
~ every mission provides a boost to your overall Reputation, with some providing Paragon or
u
~
Renegade points.
E
I'll
a,
Many of these side missions are very profitable. Rare artifacts retrieved for people seeking
them provide 15,000 credits for each item turned in, save for one mission that provides
-ti
~
20,000 credits. This totals out to 185,000 credits earned without even firing a shot!

i
~
These missions
completed
become
until later
available at certain points
in the game, as more star systems
in the story, but many of them may not be
open up for exploration. As there are
so many of these side assignments, it can be easy to forget about them, especially during the
J.
course of Priority missions or the larger side missions. Use this chapter to learn each location
T
you must explore to complete all hub missions. These are organized in the order in which you
m receive each of these missions.
'D
'5
0
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E
111
0
~
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HUB MISSIONS THE Cl rADEL ..

SHRIKE ABYSSAi · PROTHEAN APIEN CREST: BANNER OF THE FlRST


OBELJSK REGIMENT
Availability: Act 1, available as of"Priority: Palaven" Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: Citadel Embassies Location: The Citadel, Purgatory

You overhear a volus ambassador talking about a Prothean obelisk that Visiting Purgatory, look for a group of turians gathered in one corner of
he wants to provide to the Alliance for work on the Crucible, saying it the club. One will lament the loss of the banner of the First Regiment
is currently located in the Shrike Abyssal. Travel to that cluster, enter and will indicate that you can find it in the Apien Crest cluster, in the
the Urla Rast system, and scan the planet Talis Fiato locate the artifact. Castellus system. Travel there in the Normandy and scan planet Digeris
Inform the ambassador that you located the obelisk during your next to locate the banner; then report back to the turians. This artifact is
visit to the Citadel. This artifact nets you 20000 credits. worth 15000 credits

DTADEL:ALJEN IVIEDI-GEL FORIVlULA ARIA: BLOOD PACK


Availability: Act 1, during"N7: Cerberus Lab" Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: Cerberus lab and Huerta Memorial Hospital Location: The Citadel, Purgatory

See Aria T'Loak in Purgatory after she sends an invitation. Her business
proposal is to unite three mere groups under one banner: hers. Meet
with Nari in the Presidium Commons apartments. The batarian wants
Shepard to pretend he's been captured to gain the Blood Pack leader's
trust. Your response to this can give you Paragon or Renegade points.
Once the Blood Pack shows up, a sudden change of leadership leaves
Aria with a willing and pliable leader to manipulate the meres into
fighting for her, and you.

ARIA: BLUE SUNS


Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: The Citadel, Purgatory
Your first N7 mission in Sigurd's Cradle sends the team to a Cerberus
lab. During your exploration of the small facility, look for a Failed
Medi-Gel Experiment and collect it. The purpose may not be
immediately clear, but return to the Citadel and look for Dr. Ravin at
Huerta Memorial Hospital. She could use these findings.

TIP

If you miss this item during the mission, you can obtain it from
the Spectre terminal in the Citadel Embassies for a small fee.
The Blue Suns will require a bit more work to coerce. See Darner Meet with him in the Citadel Embassies, and the ensuing conversation
Vosque near Cargo Hold A in the Docks: Holding Area. According can earn you Paragon or Renegade points. He will direct you to the
to him, a turian general by the name of Oraka is meddling with his C-Sec office in the Presidium Commons to give you a chance to speak
pirate raids and will not throw in his support until he's dealt with. Your with her.
responses earn you reputation points. Aria suggests she can handle
the situation discreetly if Shepard can't. Go see Oraka in the Presidium
Commons.

Sedaris threatens extreme retribution on all of Eclipse's enemies and


tries to badger you into allowing her release. You can invoke Spectre
authority over Bailey and allow for her release, or you can find another
Oraka is not willing to give up on harassing the Blue Suns, as they are solution. During your chat with Sedaris, she mentions her lackey, Seyn,
attacking Citadel weapon shipments. You're given a choice to call in being too weak-willed to betray her and take the organization for
the hit on him for Renegade points, or find the means for securing himself.
weapons through a black market arms dealer.

~
u
~
E
I'll
a,

-ti
~

Find the salarian in the Docks: Holding Area, near where you met

i
~
Within the Commons, a salarian clerk near Aeghor Munitions named
Kannik is your weapons dealer. His #good" merchandise isn't open to
Darner Vosque. Present him with the idea of taking Eclipse for himself,
either by letting her rot in jail or killing her after release. After brief
credits, but rare artifacts are acceptable. Travel to the Kite's Nest cluster, consideration, he decides that following Aria would be a step up from
,.
J. and go to the planet Vana of the Vular system. Scan the world for the
artifacts, then report back to Kannik. Kannik will offer his goods to
Jona Sedaris. With this, all three major mere organizations of the galaxy
are Aria's to command and become a powerful War Asset for the cause.
I
m Oraka. Go back to Or aka with the good news, and he will lay off the I
'D I
'5 Blue Suns, gaining Aria another army. I
I BENNING: EVIDENCE
0 I
m \ Availability: Act 1, available as of 'Priority: Sur'Kesh"
E ARIA: ECLIPSE Location: The Citadel Embassies
111
0 Availability: Act 1, available as of-Priority: Sur'Kesh"
15
n Location: The Citadel, Purgatory
....
I:

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IL

Ambassador Dominic Osoba is seeking information on the


whereabouts of his son, an Alliance soldier who did not return from his
mission to the planet Benning. Other soldiers who knew him refuse to
Commander Bailey of C-Sec has been fighting the release of Eclipse
give a straight answer.
leader Jona Sedaris, and Aria wants you to convince him to allow it.
HUB MISSIONS THE r:1 rADFL ~

An asari at Huerta Memorial is trying to contact Grissom Academy for


information on biotic amps but is unable to get through. Specialist
Traynor aboard the Normandy will eventually pass along information
that necessitates a visit to the academy.

During the N7 Cerberus Abduction mission that appears later in the


game, you are sent to Benning to deal with the Cerberus presence
there. Check carefully in the area you are first directed to; you will find
the Dog Tags belonging to your ambassador's son, but little else. Bring
back the sad news as soon as possible.
After the fighting that ensues and you're exiting the facility, keep an
NOTE eye open for a computer console with Biotic Amp Schematics. Report
back to the asari. Make sure to report back to her before completing
If you miss this item during the mission, you can obtain it from
the Genophage Campaign, as she leaves afterward, making it
the Spectre terminal for a small fee.
impossible to complete the mission.

)
I NOTE
DTADEL: BARLA VON
If you miss this item during the mission, you can obtain it from
Availability: Act 1, available as of"Priority: Sur'Kesh" the Spectre terminal for a small fee.
Location: Presidium Commons
I -

DTADEL: HANAR DIPLOMATS


Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: Citadel Embassies

Find Liara near the cafe in the Commons. After a short conversation,
she will direct you to a vol us named Baria Von over at the bank. He
knows of a mercenary outfit stranded in enemy territory, offering
their services and monetary reward for rescuing them. Once you have
access to the Krogan DMZ, travel there and enter the Dranek system.
Scan the planet Rothla to recover the meres. Return to Von to finish Jondum Bau, a salarian Spectre, e-mails Shepard regarding a potential
the mission. issue on the Citadel regarding hanar diplomats, one of whom may
be indoctrinated by the Reapers. Meet with him near Commander
Bailey's office for a full update on the situation. He asks that you go
DTADEL: BIOTIC AMP INTERFACES to the Spectre Requisitions office to use your authority to locate any
Availability: Act 1, available as of"Priority: Sur'Kesh" information on the hanar from terminals on the Citadel.
Location: Huerta Memorial Hospital

The first terminal is located within the Embassy proper.


DTADEL: HEATING UNITS
Availability: Act 1, available as ofuPriority: Sur'Kesh"
Location: Presidium Commons

The second terminal is located in the entrance to the Docks: Holding


Area, and the third is located farther back in the area, near Bay E28. You
are prompted to go back to the second terminal; from there, you gain
the last bit of intel you need. Return to Jondum Bau in the Embassies A salarian near the C-Sec office in the Presidium Commons worriedly
to confront the hanar. discusses with a family on a colony that a clutch of eggs may not be
receiving proper warmth, but apparently the hardware needed is not
available on the open market. Locate heating units on the N7 Noveria
missions in the lower base area, directly across from the security
console that you need to deactivate.

NOTE

If you miss this item during the mission, you can obtain it from
the Spectre terminal for a small fee. A~er you purchase it,
inform the salarian.

t
I

: DTADEL: IMPROVED POWER GRJD


~ In the ensuing confrontation, your conversation choices can grant you I
u Availability: Act 1, available as of''Pricrity: Sur'Kesh"
Paragon or Renegade points. The hanar admits their true allegiance to
~
the Reapers and claims to have uploaded a virus to his homeworld's Location: Purgatory
E
I'll
a, defensive network. Jondum tries to stop the upload but is waylaid by
a bodyguard. Shepard will automatically run to a computer to stop
-ti
~
the virus, while the bodyguard mortally wounds Jondum. However,

i
~
a Renegade interrupt will allow you to go back and save Jondum ...at
the cost of millions of lives on the hanar homeworld. Saving Jondum
grants you a Spectre team War Asset; saving the homeworld provides

,.
J. you a combined force of hanar and drell as a War Asset.

Shepards from Mass Effect 2 who recruited the super-thief Kasumi


m
'D and completed her Loyalty mission are able to get both War Assets, as
'5 Kasumi makes a return here if she survived the final mission. She stops
0
m the upload while you save the Spectre.
E A human woman in front of Purgatory mentions her concerns about
111
0 the failing power grid that helps keep the club in operation. She says
there's not a solution on the market to handle the increased power
~
e draw of the facility.
0
I'll , The solution
E I
'C I for this is on
n. I
1
I Tuchanka, of all

places, found
during the N7
Cerberus attack
mission. Don't
miss the Old
Grid Schematics
in the control room for the ground-to-space artillery cannons. After
, you locate the schematics, report back to the woman in front of the
club. Return before completing the Genophage campaign, as she will
leave afterward.
HUB MISSIONS THE Cl rADEL ..

NOTE KITE'S NEST: PILLARS OF STRENGTH


Availability: Act 1, available as of"Priority: Sur'Kesh"
If you miss this item during the mission, you can obtain it from
Location: Docks-Holding Area
the Spectre terminal for a small fee.

---- A batarian
prophet wants
to give his
IRlJNE: EIOOK OF PLENJX
people the
Availability: Act 1, available as of"Priority: Sur'Kesh"
strength to pull
Location: Presidium Commons through the
loss of their
homeworld
to the Reaper
invasion, but he needs the Pillars of Strength to provide that
inspiration. Travel to the Kite's Nest cluster, the Harsa system. The
planet Khar'Shan hides the pillars; just scan the world for them. Your
generosity to the prophet is rewarded with 15000 credits.

DTADEL: GX12 THERMAL PIPE


Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: Normandy-Engineering Deck
A vol us near the Presidium Commons wants to find the Book of Plenix
to remind his people to be charitable during this time of crisis. You may
not have access to planet lrune immediately, but as soon as the Aethon
Cluster opens up for exploration, travel there and scan I rune in the
Aru system to locate the book. Retrieving this artifact is worth another
15,000 credits. I
I
l

ISMAR FRONTIER: PROTOTYPE


COMPONENTS
Availability: Act 1, available as of"Priority: Sur'Kesh"
Location: Huerta Memorial Hospital
Engineer Adams may have raised concerns about the possibility of the
Normandy's drive core venting into the engineering compartment in
the event of an overloaded heat dissipation system. He will eventually
request parts from the Citadel to help prevent this. You can buy the
part directly from a shop on the Citadel, or you can actually requisition
it from the shuttle bay on the Normandy. It will take time for Adams to
finish the installation, so check back with him to wrap up the quest

DTADEL: KROGAN DYING MESSAGE


Availability: Act 1, started during "Attican Traverse: The Rachni"
Location: Presidium Commons

A salarian doctor in the hospital room across from where your injured While
comrade is staying seeks a prototype to help his people to fight better investigating a
against the Reaper onslaught, but the needed components are in missing krogan
the lsmar Frontier. As soon as the system is available, travel there and squad during
scan the planet Metaponto for the components. Be sure to get the •Attican Travers:
components to the doctor as quickly as possible. After the mission The Rachni,"
to cure the genophage on Tuchanka, he will not be in the hospital, you may find
preventing you from completing the quest. a corpse of a
krogan warrior
who has left a
final message to
an asari named
Ereba. You can
find her working
at a shop in
the Presidium
Commons. It's
worth sticking
around to listen to the krogan's final words to her.
CITADEL: CERBERUS AUTOMATED DTADEL: ASARI WIDOW
TURRET SCHEMATICS Availability: Act 2, found during "Lesuss: Ardat-Yakshi Monastery"
Availability: Act 1, started during "Tuchanka: Bomb" Location: Presidium Commons
Location: Presidium Commons
During the side
mission to the
I
Ardat-Yakshi
: monastery, you
I
I will come across
I
I a dead asari

commando.
Inspecting her
, PDA will play
I
, her final message to her lover on the Citadel. You can find the widow
I
of this commando at the Presidium Commons on the Citadel, to the
north-east of Apollo's Cafe, to give her the bad news.

t
I
I
'I DTADEL: BATARIAN CODES
I
Availability: Act 2, available as of"Priority: Perseus Veil"
I Location: Presidium Commons
I
I
t
I

II

I
I
I
I
I
I
During a side mission to Tuchanka in support of turians attempting I
~ I
u to defuse a massive bomb, Cerberus abandons a set of Turret Control
~ Schematics. After Shepard and C-Sec repel the Cerberus coup attempt
E on the Citadel, several turrets left behind by the terrorists have C-Sec in
I'll
a,
fits trying to prevent them from activating and gunning down civilians Officer Noles, near the C-Sec office in the Commons, is tracking down
-ti
~
who happen upon them. To help solve that issue, hand an officer at the
Presidium Commons the schematics you've found.
a hacker using old batarian access codes from when that race had an
embassy on the Citadel. Head to the Spectre facility at the Embassies,
i
~
NOTE and enable tracking of batarian access codes.

J. If you miss this item during the mission, you can obtain it from
T the Spectre terminal for a small fee. You find the first
m
'D
- compromised
ATHENA NEBULA: HESPERIA-PERIOD console inside
'5
0 STATUE Huerta Memorial
m Hospital.
E Availability: Act 2, available as of Priority: Perseus Veil"
111
Location: Presidium Commons
0
15
n
....
I:

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'C
IL

An asari in the Commons wants a statue from a particular period to


assist with developing the Crucible. She can be found near the elevator The second is located near the Normandy dock entrance, dose to
entrance. The statue itself can be found on the planet Polissa, in the where you met Diana Allers.
Vernio system of the Athena Nebula. You'll receive 15000 credits for
your trouble.
HUB MISSIONS THE Cl rADEL

The last console DTADEL: CERBERUS RETRIBUTlON


is located in the Availability: Act 2, available as of"Priority: Perseus Veil"
Docks: Holding Location: Presidium Commons
area next to Bay
Near the C-Sec
E28. As soon as
station in the
you access it, a Commons,
batarian appears
you overhear
behind Shepard, a couple
a gun in hand. discussing
This operative
the fate of
is apparently
a traitorous
the highest- C-Sec officer
ranking military who betrayed
official of the his comrades
entire Batarian to Cerberus
Hegemony, and during the coup;
he places the apparently, they
fall of his empire
setup a hit on
and the loss of so many batarian lives on the shoulders of the Spectre. the man. Go to
Depending on your conversational choices, you can either talk the
the C-Sec station
man down and earn the support of the remaining batarian forces as
and confront
War Assets, or you can kill him. However, to be able to convince him
the assassin, a former Alliance captain. You can attempt to talk him
successfully, you will need a high enough Paragon or Renegade score;
out of his assassination, but Shepards with high enough Paragon
otherwise you will be forced to kill him.
or Renegade scores can either pull rank on the man to get him to
back off, or they can use their Spectre authority to let the hit happen
• PREVIOUSLY IN MASS EFFECT
-legally."
If you completed Mass Effect 1's DLC-Bring Down the Sky,"you
will know the batarian in question: Balak. He holds Shepard (
I
personally responsible and says that you should have killed him : DTADEL: CERBERUS TURIAN POISON
I
during the events of the DLC. I
I Availability: Act 2, available as of"Priority: Perseus Veil"
If you killed or arrested Balak during #Bring Down the Sky; I
I Location: Huerta Memorial Hospital
I
the effects of the batarian hacking attempts are much weaker I
and don't affect human lives as much. The culprit is a broken and
beaten batarian who was just trying to help his people-without
Balak there, the batarians aren't nearly as dangerous, and Noles
is already arresting him when you find him. You have similar
options if Balak is present-convince the batarians to join you, or
let him be arrested.

DTADEL: CERBERUS DPHERS


Availability: Act 2, available as of"Priority: Perseus Veil"
Location: Citadel Embassies
In the wake of
the Cerberus
coup attempt,
a turian C-Sec
officer can be
found near
Donnel Udina's
office, saying
that he needs
Cerberus ciphers to defeat their encryption in the future should they
strike again. You will not have a chance to actually get the needed
ciphers until the N7 Communication Hub mission later in the game.
During that op, check for a console marked with Cerberus Codes, and According to a salarian doctor, a turian general is dying due to a special
return them quickly to the C-Sec officer. poison tailored to his species by Cerberus. You can locate Turian Toxin
Data during the NArrae: Ex-Cerberus Scientists" side mission. Check the
NOTE
small hub area you arrive in after the initial landing combat. It's near
If you miss this item during the mission, you can obtain it from the med-bay where Jacob Taylor can be found (assuming he survived
the Spectre terminal for a small fee. the events of Mass Effect 2).
-----------
NOTE DTADEL: KAKLIDSAUR FOSSIL
Availability: Act 2, available as of"Priority: Perseus Veir
If you miss this item during the mission, you can obtain it from
the Spectre terminal for a small fee.
Location: Presidium Commons

DTADEL: a-.EMCAL TREATMENT


Availability: Act 2, available as of'Prlority; Perseus Veil"
Location: Huerta Memorial Hospital
Doctors at
Huerta Memorial
are unable to
come up with
a treatment
to a chemical
poisoning that
will eventually According to a salarian geneticist at the Presidium apartments, krogan
kill all affected used to ride tamed kakliosaurs into battle on toxic worlds, but the
patients. What animals no longer exist. However, with a preserved fossil, it may be
you're looking possible to clone them en masse to support krogan forces today. Head
for can only be to the Argus Rho cluster, and explore the Phoenix system. The planet
found during lntai'sei happens to have the fossil he needs. The kakliosaur fossil is
the"N7: Fuel worth 15000 credits.
Reactor" mission. I
I
The Chemical I
Treatment Plan : DTADEL: MEDI-GEL SABOTAGE
is located on a Availability: Act 2, available as of 'Priority: Perseus Veil"
PDA close to where the mission begins atop a shipping crate, so don't Location: Docks: Holding Area
miss it.

~
NOTE
u
Iii If you miss this item during the mission, you can obtain it from
GI
E111 the Spectre terminal for a small fee.
DI

~
s DTADEL: INSPIRATIONAL STORIES
ss Availability: Act 2, available as of 'Prloritv: Perseus Veil"
Location: Docks: Holding Area
~

.l
T

GI
'O
:i
u
GI
E
111
u
,m
..0
D
IC

111
E A salarian
'C
IL filmmaker is
being denied
access to the The Medi-Gel dispensers around the refugee camp have been
makeshift tampered with in the wake of the Cerberus coup attempt, and patients
refugee camps may die if this is not resolved. After hearing out the request of the
on the docks, doctor, simply explore the entirety of the docks, interacting with
citing that dispensers as you find them, until you're prompted to return to the
C-Sec believes doctor. Though the problem is fixed, the saboteur remains at large ...
he will only prove disruptive. If you offer to help, all you need to do is
to explore the entire dock area, interacting with photo opportunities
until the filmmaker is satisfied with what you've got; then report back
to him to wrap up this mission. Only photo opportunities dealing with
refugees count toward completing this mission.
r.
HUB MISSIONS THE Cl rADEL

PREVIOUSLY IN MASS EFFECT NOTE


Series vets with imported characters may be amused at the If you miss this item during the mission, you can obtain it from
return of Conrad Verner, the self-professed greatest fan of the Spectre terminal for a small fee.
Commander Shepard-that is, assuming he survived this long.
Conrad will find the saboteur for you but will be shot and
killed ... unless Shepard also completed "Citadel: Rita's Sister" in
Mass Effect 1, in which case Conrad survives and improves your CITADEL: TARGET -.JAMMNG
Galactic Readiness rating. Also, Conrad offers to give you data TECHNOLOGY
that could help with construction of the Crucible. The assistance Availability: Act 2, available as of"Priority: Perseus Veil"
is minimal, but if you completed "Feros: Data Recovery;··uNC:
location: Presidium Commons
Asari Writings"in ME1 and obtained an Elkoss Combine license,
Conrad gives you a much larger reward. A turian C-Sec
officer near
the cafe in the
DTADEL: MEDICAL SUPPLJES Commons wants
Availability: Act 2, available as of"Priority: Perseus Veil" to improve the
location: Normandy Med Bay Citadel's ability
to interfere with
hostile targeting
systems in the
event of another
attack. During
the "Rannoch:
Admiral Koris"
mission, inspect
the various
computer
terminals
located
throughout the geth jamming tower facility to find Jamming Tower
Your chosen doctor aboard the Normandy will eventually inform you
Data. Take it back to the turian.
that you have an abundance of supplies that could be exchanged for
things the ship needs. You're directed to speak with a turian named NOTE
Tactus, who is considered the leader of the refugees in the makeshift
If you miss this item during the mission, you can obtain it from
camp on the docks. He will try to haggle with the commander, and
the Spectre terminal for a small fee.
you have the chance to earn Paragon or Renegade points based on
your decisions. You must use the special charm/persuade option to
successfully convince Tactus, or you will not receive his aid.
-----
DTADEL: VOLUS AMBASSADOR
Your reward on this mission changes based on which doctor you
Availability: Act 2, available as of"Priority: Perseus Veil"
convinced to board the Normandy. Doctor Chakwas gives the player
location: Presidium Commons
improved Medi-Gel, while Dr. Michel improves your Medi-Gel capacity.
Primarch Victus sends you a disturbing e-mail in the aftermath of
the Cerberus coup attempt. A turian cruiser was ambushed by the
DTADEL: REAPER CODE FRAGMENTS terrorists, and the evidence points to volus ambassador Din Korlack.
Availability: Act 2, available as of"Priority: Perseus Veil" Go to the Spectre offices and use the terminal there to begin the
location: Citadel Embassies investigation into Korlack.

Go to the
embassy guard
standing along
the wall to the
elevator's left.
After speaking
with him, you'll
be granted
access to
Korlack's office.
After listening to
An asari commando in the Citadel Embassies needs a Reaper code the third entry
fragment to help her fleets predict where the enemy will strike next. on his terminal,
Your only chance at a piece of nonmalignant code comes during the search for the
"Rannoch: Geth Fighter Squadrons" mission. While exploring the geth bug in his room.
server, keep an eye out for a string of Reaper code that is separated
from other fragments.
EKt IUNA: CODE OF THE ANDENTS
Availability: Act 2, available as or'Pricrity: Perseus Veir
Location: Purgatory

Once you have the bug, you can start narrowing down the location of
the volus. You're automatically transported to the Presidium Commons.
Head to the apartments and search the doors until you enter the room
where the volus is being kept.
An elcor in front of Purgatory wants to retrieve the Code of the
Afterward, Ancients, left behind on its homeworld of Dekuuna. Once you're able
Din Korlack to explore the Silean Nebula, travel to the Phontes system within the
explains his cluster. Scan Dekuuna for the artifact, and report your findings back to
Cerberus the elcor. You're rewarded 15000 credits in compensation.
connections
and the reason HADES NEXUS: OBELISK OF KARZA
he's got a Availability: Act 2, available as of 'Priority: Perseus Veil"
bounty on his Location: Presidium Commons
head. He tries
to make a deal with you: You can keep a colony safe from attack, or
you can take his offered bomber squadron as an asset. There's no way
to grab both. Your choice also grants you a measure of Paragon or
Renegade points.
~
u
Iii
r. PREVIOUSLY IN MASS EFFECT

GI If players importing a Shepard from Mass Effect 2 hired Zaeed


E111 Massani for the battle against the Collectors and completed his
DI loyalty mission to ensure his survival, the infamous mercenary
~ makes an appearance for this side quest. He might be able to
s twist an arm or two in yourfavor. lfZaeed survives the mission
ss (which he will, if loyal from Mass Effect 2), you can recruit him to
assist in the war effort in the Refugee Camp.
~ , A human researcher sitting near the cafe in the Commons wants an
I
• artifact from the Hades Nexus cluster. You might not have access to
.I. I
I this cluster right away, but as soon as you do, the planet Kopis in the
T CITADEL: \1\/DUNDED RATARIAN I
I
I
Hoplos system hides the obelisk. You pocket another 15000 credit
Availability: Act 2, available as of 'Prlority: Perseus Veil" I
GI I reward for the obelisk.
'O Location: Presidium Commons I
:i I

u A human and a I
I
GI turian near the I HADES NEXUS: PRDTHEAN SPHERE
E
111 apartments in Availability: Act 2, available as of"Priority: Perseus Veil"
u the Commons Location: Docks: Holding Area
,m
can be
..0
D
IC
overheard
111
discussing a
E batarian who
'C
IL was wounded
in the Cerberus
coup and
who is now
receiving aid
for his injuries.
However, it is
possible he's a
terrorist. Once A colonist near Bay E28 claims there is a Prothean sphere on the planet
you get his Gei Hinon in the Hades Nexus, and he wants to sell this information to the
turian nurse to let you see him, the batarian all but confirms what the Alliance. The planet can be found in the Sheol system. You receive 15000
civilians were saying. You're given a choice: shut off his life-support or credits after you inform the colonist that you've located the sphere.
call his nurse back to him.
HUB MISSIONS THE Cl rADEL ..

NMBUS CLUSTER: LJE3RARY OF ASHA


Availability: Act 2, available as of"Priority: Perseus Veil" Availability: Act 2, available as of"Priority: Thessia"
location: Purgatory location: Citadel Embassies

You can find a frustrated asari commando complaining that while the
galaxy is caving in all around them, her people are in this club, just
dancing. She feels that the Library of Asha, found in the Nimbus Cluster, An elcor ambassador desperately wishes to save some of his people
will help produce more fighters than dancers. Scan the planet Carcosa in stranded on the homeworld of Dekuuna; however, he has been turned
the Agaiou system. The library is worth another 15000 credit reward. away by almost every other diplomat he's asked. Return to the Phontes
system in the Silean Nebula, and scan Oltan for any survivors. Return to
SILEAN NEE3LJLA: RINGS OF ALLINE the ambassador to complete the mission.

Availability: Act 2, available as of"Priority: Perseus Veil" '


location: Huerta Memorial Hospital
A \/\/ORD ON AIVBIENT CONVER-
SATIONS
The Citadel is the center of the galactic community, and while
you're running across the galaxy in a desperate bid to save it, you'll
oftentimes overhear small conversations between people. Sometimes
you may need to eavesdrop on the conversation over the course of
many visits to hear the whole story. This can sometimes lead to special
options at the Spectre terminal in the Citadel Embassies.

For example, you may overhear a devastated asari commando


relate her tale to a psychiatrist at Huerta Memorial Hospital. She wants
a gun and a transfer to a facility away from humans. You eventually will
see an option on the Spectre terminal to use your status to grant her a
You can find this asari right next to the hospital entrance. She feels the
gun. The consequences of this will affect a War Asset.
Rings of Alune will inspire her people to provide greater assistance
to hospitals like the one she's standing in. Take the Normandy to the Other conversations you hear require input from Commander
Silean Nebula, Teyolia system, and scan the planet Nevos. Bring the Shepard. You can choose to take a specific side during some debates,
rings back to the asari nets you 15000 credits. or lend words of wisdom to a group. While none of these ambient
conversations count as quests that are tracked in your Codex, they all
VALHALLAN Tl H <ESHOI 0: PRDTHEAN grant points to your reputation and affect War Assets. Consider how
DATA DRIVES you deal with these interactions seriously, as they can build up to have
Availability: Act 2, available as of"Priority: Perseus Veil" an effect on your endgame.
location: Docking Bay D-24

You overhear an Alliance Marine discussing sensitive information over


an unsecured communicator regarding Prothean data drives. Travel to
the Valhallan Threshold, the Paz system, and scan the planet Garvug
to locate the drives. The officer thanks you for your assistance with
another 15000 credits.
A first for the franchise. Mass Effect 3 integrates an intense
cooperative multiplayer mode with the Reaper War as
it unfolds throughout the single-player campaign. As
Commander Shepard fights across the galaxy, four-man
squads---representing the best the Citadel races have
to offer-are sent into vital enemy positions hit by the
Normandy team, intending to maintain the pressure on
Cerberus, the Reapers, and the geth. Players are able
to step into the shoes of these unsung heroes, fighting
against steep odds while trying to complete objectives
until they can be evacuated from the field ... or until the
last soldier falls lifeless to the ground.
OVEHVIEW

...JCJININCi ANCJ FICil-lTINCi Tl-le


......,...,...,....,,..,,...,....,,..,,.""T""'r--y-,,--,,-,,--,,.r-v~~-..-Ci CJCJCJ FI Ci 1-1 T
In many ways, the multiplayer mode controls the same as the single-player experience, with some very important differences. The soldiers you
create, regardless of race, do not share Commander Shepard's same potential. As individuals, they wield fewer Biotic powers or technical skills,
and they can carry fewer weapons. They are not as resilient under fire. Alone, a single mistake makes their death almost certain, even with the
best equipment. Working alongside teammates, communicating with them, protecting them, and helping them up when the fight gets rough, all
can tip the odds in your favor. You can't afford to be quite as reckless here. Your position in relation to the enemy and your squad mates can be the
difference between success and failure.

When you first start up multiplayer, you must create an operative The peak level for all classes in multiplayer is 20, and these
from any of the following classes: Adept, Engineer, Infiltrator, Sentinel, experience levels are shared for every available character in a given
Soldier, and Vanguard. Each dass has three active abilities that you class, making it easy for players to switch between an asari or a human
can use in combat, and these skill sets change depending on the in the Vanguard dass in order to take advantage of specific abilities.
race played. Humans (male and female) are the starting race for all It is possible to Promote a maxed-out class, which sends them away
players, with turians, asari, salarians, quarians, drell, and krogans being to the front lines of the Reaper War, becoming a War Asset that
unlockable over the course of gameplay. In addition to these powers, contributes to the total effort and increasing your N7 rating. You'll have
each race brings two special skills to every class, which can lean your to restart that class from Level 1, but promoting characters continues
character closer toward melee or ranged combat. to contribute to your total War Assets.

As you battle through every mission, you gain experience, which Additionally, participation and successful completion of these
goes toward leveling your character and their powers. You also earn special operations contributes to the galaxy's Readiness rating
credits that you can use in the multiplayer store to further enhance across five different fronts that are displayed upon signing into the
your fighting ability. Buying the offered reinforcement packs in the multi player mode. The better your Readiness, the better your War
store delivers to your inventory intensely powerful Cobra missile Assets contribute to the fighting. Bear in mind that Readiness does fall
launchers, emergency Ops Survival Kits, lifesaving Medi-Gel, and by a set amount each day, so if you want to keep it in the green, you
spare thermal clips; these can all give you a potential out in desperate should complete these battles to offset this decay. For players without
situations, while premission equipment enhancements can boost a Shepard to import, this can affect your ending choices during your
your abilities for the next sortie. You might even score new weapons, first run through of the single-player campaign, so to give the galaxy a
enhanced variants of weapons you already own, mods for each gun better shot at surviving the Reapers, you'll want to participate.
type, and visual modification options for every race and class, and you
may even unlock new races that you can use in future battles.
HUMANS

Upon entering the galactic stage, humans immediately set about


~
u making an indelible mark, their devotion to understanding and
~ adapting to modern space warfare stunning the staid Council races. For
E
I'll hundreds of years, they had lived behind secure walls of long-proven
a,
technologies and tactics: humanity changed that, unapologetically so.
-ti
~

Male and female humans are capable of taking up all six classes
i
~
available and are capable warriors in any role. You may miss out on
some of the more specialized races' abilities in each class, but the
well-rounded humans easily hold their own. Their powers in each
,.
J.
dass make them quite capable of adapting to any situation as it arises,
making them a flexible choice against any opposition and effective
m support for other races.
'D
'5
0 This race has one of the best tools for staying alive: the Combat
m Roll. Humans are relatively small targets as is, and the Combat Roll
E
111 further reduces their profile, allowing them to make last-second dives
0
for hard cover, evading potentially fatal sniper shots or grenade blasts.
15
n Unfortunately, like many evasive maneuvers in the game, you are
....
I:
committed once you begin the roll, and it can be easy to evade directly
0
I'll into even greater danger. While nowhere near as outright powerful as a
E krogan or asari can be, a human is more maneuverable than the former
'C
IL and can have comparable survivability to the latter, allowing them to
stay in the fight through finesse and guile.
OVERVIEW

....• z
i10
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. az
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J.

• •••
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Humans can perform well in every single class, so don't assume


them to be merely average. Their abilities combine with just about
anything any other race or class has to offer, making them excellent team
players capable filling in the gaps of any squad. Particularly efficient
killers are human Vanguards, who can Biotic Charge into a crowd, filling
up their defensive barriers completely if the power is speced for it. This
follows with a Nova that will drain their barrier completely but will
seriously damage anything around them. Equipped with only a shotgun
to facilitate fast power recovery and to add to their close-range punch,
a Vanguard speced for this can repeatedly Biotic Charge around the
map from target to target, then Nova and charge away before most
man-sized threats have a chance to recover. On the higher Silver and
Gold difficulties, reckless tactics like this are not nearly as safe.

Human Infiltrators are also quite effective. Tactical Cloak can boost
the damage of Sticky Grenades, while Cryo Blast can slow down or freeze
unprotected targets, allowing the Infiltrator or any allies to shatter it
moments later. Even if a threat is not frozen solid, just the act of slowing
it down allows the Infiltrator and any allies a chance to better line up
shots even on the most mobile opponents.

r HUMAN PO\/\JERS BY CLASS


----------
Adept Infiltrator Soldier
Singularity Tactical Cloak Adrenaline Rush
Warp Cryo Blast Concussive Shot
NOTE
Shockwave Sticky Grenade Frag Grenade
All human classes include Alliance Training and
Engineer Sentinel Vanguard
Fitness among their powers that can be leveled.
Incinerate Tech Armor Biotic Charge
- Overload Warp Shockwave
Combat Drone Throw Nova
ASARI

The asari were the first species to discover the Citadel and have since served as the mediators and centrists of the Council. An all-female race, the
asari can live for over 1 ,000 years. Due to the nature of their homeworld, they are also extremely likely to be endowed with Biotic abilities, though
not all to the same extent. Natural Bio tics, the asari are graceful and redoubtable warriors. Well aware of the limitations of the Biotic barriers they
make use of, the asari excel at hit-and-run tactics, making ruthless use of the powerful abilities in order to take out their opponents quickly and
efficiently.

Asari are limited to a pair of classes, Adept and


Vanguard, but are absolute monsters at both. Asari in both
dasses can freeze more dangerous foes with Stasis, giving
themselves or their teammates a chance to prepare more
lethal attacks. In addition, tossing Warp at a foe affected
by Stasis can be devastating to light targets and anything
surrounding them. Their Vanguards enjoy incredible
synergy between a triple threat of Biotic Charge, Stasis,
~ and the unique asari heavy melee-a biotic burst of
u
energy that hits everything surrounding them.
~
E
I'll
a,
Effective asari players dance in and out of
dose-range engagements with the Biotic Dash, which
-ti
~
drains their barrier in exchange for allowing for precise
and swift advances on the enemy or for quick retreats. It's
i
~
recommended that asari go as light with guns as possible,
keeping a heavy pistol, SMG, or shotgun, depending on
player preferences, allowing their powers to recharge
,.
J.
quickly for repeated use and abuse of their opponents.
Of note, the Disciple shotgun has a very good chance
m of staggering lighter opponents, making it an effective
'D
'5 dose-ranged tool for aggressive Vanguards.
0
m
E As effective as the asari biotic burst can be, it is also
111
0 the slowest heavy melee in the game. Not only is the
15 buildup to the attack lengthy, but also once the burst is
n executed, the asari takes a moment to catch her breath,
....
I:

0 during which time she is completely immobile. Against


I'll opponents like the Cerberus Phantom or the Reaper
E
'C Banshee, this delay can prove fatal.
IL

NOTE
ASARI PDVVERS BY CLASS
All asari classes include Asari Justicar and Fitness
among their powers that can be leveled. Adept Vanguard
Stasis Biotic Charge
Warp Stasis
Throw Lift Grenade
OVERVIEW

CJ RELL

~
Q
~

I
~
~
!;
Orell are omnivorous reptile-like humanoids similar in appearance to asari and humans. However, their muscle tissues are slightly denser than ~
humans: granting them a wiry strength that can surprise an unsuspecting opponent. A unique characteristic of the drell is the hyoid bone in their
throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. Would-be assassins have noted that
these features make drell extremely hard to strangle or suffocate. Though drell may lack the tenacity and rugged durability of other races, their
lightning-fast aggression leaves their slower rivals in the dust.

Like the asari, drell are capable of being only


Adepts and Vanguards, but they come with a distinct
and powerful ability in both classes: Cluster Grenades.
Versatile and powerful, Cluster Grenades act similarly to
Lift Grenades (which the asari Vanguards are equipped
with) but have the potential to strike multiple targets
significantly harder and break up groups of enemies
lacking shields, armor, or barriers. Even foes with
protection can still be staggered, and with the proper
specs, Cluster Grenades can boost the damage to foes
suspended in midair by 100 percent!

Both drell classes also come with Pull, adding to their


innate ability to keep their foes off balance, essentially
trivializing Cerberus Guardians. These two abilities can
be improved in such a way that the drell become among
the best at controlling groups of hostiles; this is a much
needed advantage, as the drell are very fragile, crumbling
under sustained fire faster than any other race.

Maneuverability and speed are a drell's best friends.


Their acrobatic dodges can skirt them out of the line
of fire almost as quickly as the Asari Biotic Dash. A light
loadout allows a drell to fire off his Biotics rapidly, a
necessity for their Adept, who can keep foes weakened
with Reave. While it is possible to turn a drell of either
class into a melee powerhouse through proper purchases
in their passive skills, their fragility makes them a risky
choice in dose-range encounters, despite their flashy
martial arts ability. Players choosing the drell must make
the most of their agility and their powers, or they will
spend a lot of time waiting for their sturdier teammates to
DRELL PO\NERS BY CLASS pick them up off the ground.

Adept Vanguard
NOTE
Reave Biotic Charge

Pull Pull All drell classes include Assassin and F"rtness among
their powers that can be leveled.
Cluster Grenade Cluster Grenade
-----
KROCAN

Having evolved on a planet where the number-one cause of krogan fatalities until the invention of gunpowder was "eaten by predators," the
krogan harbor an understandably conflict-driven outlook on life.This attitude, along with the natural endowments gifted to them by the harsh
wilds of their home planet, contributes to making the krogan nigh unbeatable in their ability to dish out and take damage on the field of combat.
Over 7 feet tall and armored like tanks, krogans channel belligerence admirably well in the heat of combat. Though they might be slow, krogan are
able to take a tremendous amount of damage before even starting to buckle while in combat, allowing them to cause grievous harm with relative
impunity.

Krogan are good at soaking up a lot of damage


while dishing out a lot more, and they have to be. They
are one of two races that are completely unable to use
any form of quick evasive maneuvers, a trait that can kill
overconfident krogan. Limited to the Soldier and Sentinel
roles, the powers available to krogan enhance their natural
resilience, while keeping the pressure on the enemy with
~ skills such as Carnage for the Soldier and Incinerate for the
u
Sentinel. However, where krogan truly excel is at melee
~
E range, thanks to their Krogan Berserker and Rage passive
I'll abilities. Sentinels with the right boosts in those areas, and
a,
with their Tech Armor, are quite capable of using heavy
-ti
~
melee blows to one-shot any infantry unit of any opposing

i
~
force on the Bronze and Silver difficulties! Even their
Soldiers can far exceed any other race in overall lethality at
close-range melee combat, and they come with Carnage,
which can make anything beyond their arm's reach suffer
,.
J.
punishing, armor-breaking damage as the krogan stomps
closer to deliver a more personalized beating.
m
'D
'5 What makes krogan so lethal up close is their ability
0
m to enrage. Investing in their Rage power means that
E any krogan who melee kills three opponents within 30
111
0 seconds will experience a boost in melee power, and it can
15 swiftly get to overkill levels with each successive upgrade
n
....
I: to this passive ability. With solid support, only the gravest
0 threats, such as the Reaper Banshee or Cerberus Atlas,
I'll
E present real danger to a berserk krogan.
'C
IL
NOTE
AJI krogan claases include Krogan Berserker and KRDGAN PD\/\JERS BY CLASS
Rage among their powers that can be leveled.
Se, 1lil ,el Soldier
-- Tech Armor Fortification
Incinerate Carnage
Lift Grenade Inferno Grenade
OVERVIEW

CU ARIANS

A nomadic people, the quarians lost their homeworld to the ravages of their cybernetic creations, the geth, centuries before humanity ever
joined the Citadel races. The remnants of their civilization reside within a ramshackle collection of ships known as the Flotilla, which is under
constant repair. They live under strict restrictions and exist almost entirely within special environment suits for the majority of their lives, their
weak constitutions leaving them deathly vulnerable to diseases and infections that would merely inconvenience other species. Despite these
challenges, the quarian people live with the dream of one day defeating the geth and claiming a world to call their own. Despite the stigma
attached to the quarians for having created the geth, their technical expertise with machinery is respected and sought after by many races.

Limited to the Engineer and Infiltrator classes,


quarians are not a sturdy race by any means, and like the
salarians, they are not as mobile compared to humans or
asari. However, the quarians are solid in their confined
roles. Quarian Engineers are surprisingly lethal, with their
Sentry Turrets able to be upgraded in many ways. In
addition, their naturally fast cooldown allows a quarian
to lay down new turrets in key locations while they or
their teammates advance toward objectives. The inclusion
of Cryo Blast and Incinerate in their skill set begs to be
abused. A light load out allows these two skills to be
rapidly spammed at enemies, and later upgrades in their
respective trees significantly boost the damage potential
of these combined skills.

Quarian Infiltrators demand the same finesse of their


human counterparts, sharing both the Tactical Cloak and
Sticky Grenade powers. However, quarians of this class get
the surprisingly powerful Sabotage power. Against geth
opponents, a skilled Quarian Infiltrator can tum key geth
platforms on their allies, even boosting the damage they
do or causing them to explode with greater force if they die
while hacked. Against enemy forces, Sabotage can cause
firearms to backfire against their wielders for additional
damage, and can even be capable of hacking Cerberus
Combat Engineer Turrets, or even their mighty Atlases.

Generally, as a quarian, you want to keep any threats


just beyond arm's reach. Boosting melee strength is not
recommended to any quarian player unless they are
particularly skilled, and even then, their skill sets are designed
OUARIAN P0\1\/ERS E3YCLASS
in such a way that ranged combat is their strong suit
Engineer Infiltrator
Sen try Turret Tactical Cloak
NOTE

Incinerate Sticky Grenades All quarian classes include Quarian Defender and
Cryo Blast Sabotage Fitness among their powers that can be leveled.
SALARJANS

The salarians were the second race to join the Citadel. Warm-blooded amphibians native to the planet Sur'Kesh, salarians are known for their
seemingly hyperactive nature and their racial tendency toward nonlinear thinking, making them excellent scientists and espionage agents.
Unfortunately, their high metabolism leaves them with lives that rarely last longer than 40 human years. Salarians are responsible for much of the
behind-the-scenes work that keeps the Citadel safe from threats internal and external, and their famed Special Tasks Group is considered a key
inspiration for the Spectre program.

Salarians share playable classes with the quarians but


operate rather differently. Salarian operatives have limited
evasive capabilities, as their sidestep does not cover as
much ground as a combat roll or Biotic Dash. They do have
good foot speed during a rush from cover to cover, but if
they are caught outside of protection,their options are not
as solid as those of other species.

As Engineers, salarians are not as well suited to


holding a position as a quarian or human, lacking a
deployable sentry turret. This makes solo firefights as a
Salarian Engineer difficult requiring a player to constantly
scan their surroundings for fear of letting a threat get too
close. Fortunately, the Decoy power can help a Salarian
Engineer manage the enemy's attentions, opening up new
flanking opportunities and exposing weak points. They
have better tools for solo survival as Infiltrators, as they can
set Proximity Mines to cover alternate approaches, while
the Tactical Cloak allows the salarian a brief respite from
assault to reposition somewhere more advantageous.
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Both salarian classes share the Energy Drain power,
which can strip shields and barriers off a target over time
E and add it to the salarian's own defenses. Energy Drain can
~ be a deciding factor in any encounter involving protected
lil targets. Later levels of this power can provide a temporary
'O
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IC armor layer that reduces incoming damage while the
0 Energy Drain is active, providing additional survivability
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under fire. Light load outs can allow this ability to be rapidly
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n.
In a group, salarians make for great support units that can
facilitate the rapid shield and barrier destruction of harder
targets while their more powerful allies finish the job. It is SALARJAN P0\1\/ERS l3Y CLASS
best to stay close to allies, usually at middle ranges from Engineer Infiltrator
the enemy. Energy Drain Tactical Cloak
Decoy Proximity Mine
NOTE
Incinerate Energy Drain
All salarian classes include Salarian Operative and
Fitness among their powers that can be leveled.

--
OVERVIEW

TURIANS

Turians lack the brutality of the krogan, the skill of the asari, and the virtuosity of the humans, but the general populace adheres to a strict moral m
code and the turian military is renowned for its formidable discipline. Even if their entire line collapses, they fall back in order, setting ambushes as
they go. A popular saying holds: "You will only see a turian's back once he's dead"

Turians share the Sentinel and Soldier classes with


the krogan, but outside of their shared inability to dodge
or sidestep to safety, they play very differently. Turians do
not possess the raw melee prowess the krogan are born
with but can still wade into the thick of things with their
naturally higher shield ratings and expect to last a little
longer than most other races. As Sentinels their shield
capacity, combined with active Tech Armor, allows them
to stay in optimal range for shotguns, stripping away
shields with Overload, cracking through armor with Warp,
and detonating their Tech Armor if the enemy gets within
melee range.

Turian Soldiers are excellent ranged combatants;


the Marksman power allows them to make the best
use of assault rifles or semiautomatic sniper rifles, with
Concussive Shot and Proximity Mines allowing them to
play a very painful game of keep-away with any hostiles.
The right boosts in Fitness can keep a Soldier in the game
even under considerable pressure, in spite of lacking
Tech Armor.

Turians are the best race in the game with Assault


Rifles, enjoying a natural bonus to their stability. Their
turian Veteran passive ability can reduce the weight of
these weapons, allowing them to carry the heaviest ARs
with a lighter penalty to their power cooldowns. As such,
turians are at their best at midrange, close enough for
powerful and accurate fire, remaining just out of reach
from enemies with instant-kill abilities.

NOTE
TURIAN PO\I\JERS E3YCLASS
All turian classes include Turian Veteran and F'itness
Sentinel Soldier among their powers that can be leveled.
Tech Armor Marksman
Warp Concussive Shot
Overload Proximity Mine
Once you've signed into Multi player, you can either choose Quick Match, NOTE
which will find an open game for you, or you can choose to create a new
Your N7 rating is the accumulated character-levels you've
match, public or private. From there, you will need to select a character
earned for each class of character. The only way to push your
for your online squad. You have many options for how to prepare your N7 rating past 120 is by promoting your squads. (A rating of
chosen hero for the trials ahead. The gear you bring to each fight, and 120 represents all classes maximized to level 20.)
the choices you make when distributing experience points to your
When a class reaches level 20, the player may choose to
various powers, can greatly improve your squad's chances at surviving in promote and send tJ1e class to their single-player Galaxy at War.
the field, but your pregame prep is not limited to this alone.
Promoting a class to dle Galaxy at War resets its level to
Prior to each mission, players can choose from three difficulty 1 but also increases the player's N7 leaderboard score by
levels: Bronze, Silver, and Gold. These difficulties determine how much 10. Only your character's level is reset. Weapons, mods, and
health your enemies have, how early the more dangerous units in consumables are kept.
an opposing force begin to appear, their overall aggressiveness, and
how proficient they are with their weapons. Bronze is excellent for
---
In addition to difficulty, players can select what forces they
players getting used to the game and for giving lesser equipped and will be facing and where the fighting will take place. There are
lower-level players a fighting chance. The Silver difficulty can ramp special experience bonuses for randomizing all of these variables;
things up, providing a good challenge for midlevel teams with solid
• consequently, this can get very, very difficult. These random factors
equipment. Gold will test the skills and patience of even the best of the can work in your favor, but the real issue is that you'll not be able to
best, turning the most basic enemies into a force to be reckoned with. : tailor your equipment to special situations. You also might get stuck
NOTE with a Gold difficulty campaign on a map that favors an enemy you are
ill prepared for.
Remember that all characters of the same given class share
the same experience level, making it aasy to switch between
different races to better complement your teammates!
You can inspect the loadouts of other players from the game
lobby. Use this to determine what weapons you may want to
take or to see what a really good player is dominating with.
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When your guns aren't enough, your character comes with a variety of
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special abilities to try and equal the odds. Before each mission, check

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the Powers menu to see if you can't distribute any points to abilities
you find most useful. Be very certain of your decisions! If you don't have
a respec token, you're stuck with what you purchase once you leave
J. this menul
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15 WEAF'ONS
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The meat and potatoes for your squad member, the weapon system
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in multi player works almost the same as it does in single-player. Each
E character has a weight limit they can comfortably manage, and staying
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IL under that limit can significantly increase the speed at which powers
recharge. Exceed it, and you lengthen the cooldown times. Over time,
it is possible to increase a character's carrying capacity with the right
points in the right abilities. All weapons can also accept mods to change
the various performance parameters.

Where things are different is that a character is limited to two


weapons at any time, regardless of their weight. This forces players to
carefully consider what they arm themselves with. Some will want to
carry the heaviest guns they can, sacrificing power cooldown speed for raw firepower. Others will want to travel light, placing a greater value
on using their powers repeatedly and often. Optimal loadouts depend on your preferences. If you're a good enough shot that you want to carry
the heaviest sniper rifle possible and keep a shotgun handy for close encounters, you can do that and still come out on top, despite the massive
cooldowns you'll have in all of your powers.
-----------------------------------------------------------------
OVERVIEW

.APFIEARANC:E

Good looks don't count for much in the middle of a firefight, but
personalizing your soldier can distinguish you from others on the
squad. You start with limited customization for each character as you
unlock them, but purchases of Reinforcement Packs will sometimes
grant you a Character Training item that will unlock new options
over time.

en• HFIMENT

Arguably the deal maker or deal breaker, the extra equipment you bring
to a mission is oftentimes the one advantage your team gets. You have
four types of consumables available for every squadmate you create. :i!
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1
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COBRA MSSILE LAUNCHER THERMAL CLIP PACK
A certain kill against just about anything it hits, combined with a wide If you're paying attention, you'll see ammo crates strewn throughout
area of effect, makes Cobra Missiles are one of the most effective each level, but inevitably, there will be times when you are cut off by
weapons at your disposal. When heavy units have you pinned down, overwhelming forces and can't simply run past the enemy to grab
a well-placed Cobra or two can blast a path to survival. Unfortunately, ammo. You can use Thermal Clip in a pinch to restore your ammo
these take time to fire-time you may not have. You need to charge including all of your grenades, saving you from having to break cover,
the missile first before cutting it loose. Try to coordinate with your saving you from having to break cover.
squad when using one of these, or you could be wasting a shot you NOTE
might desperately need during a later wave.
You start out being able to carry two of these items apiece, but
very rare reinforcement pack cards can boost your capacity up
DPS SURVIVAL PACK I
to ten!
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Consider the survival packs you can carry as your emergency buttons. I
~
Ops Survival Packs will restore your health and shields as long as I
I
you're still on your feet. Once you go down, you must either resort to
: BONUS EQUIPMENT
Medi-Gel, or hope that squadmates are close by to pick you back up.
In addition to the four types of consumable items, through purchases
at the store you also unlock Bonus Equipment that can enhance three
major categories: Ammo, Armor, and Weapons. These items are good
NEDI-GEL
for only one mission, so make the best use of what you equip!
When you are inevitably taken down, you have a few options. One
is to wait for the enemy to execute you. Another is to hope your Ammo Bonuses: These take the place of the Ammo Powers
that Shepard and his allies use. If you know what you're going
squadmates can get to you in time to pull you up before you bleed up against, you can pick specific ammo types that best suit the
out. And then there's Medi-Gel you activate for yourself. You stand scenario. If you're playing against randomized opposition, even
immediately where you were taken down, with the amount of health less-than-ideal Ammo Bonuses are better than no bonus at all.
restored depending on what difficulty you're playing on. You're quite Armor Bonuses: These can enhance your shields and your
vulnerable during this revival, as you do not have your shields, so pay resilience to damage once your shields fail, and they can even
attention to your surroundings. There are also certain things you can't improve the strength of your melee strikes.
come back from. Cerberus Phantoms and Atlases, for example, have Weapon Bonuses: These can improve the damage and accuracy of
instant-kill melee strikes that leave you out of the fight for the duration a specific gun. This is particularly useful for players packing a single
firearm. A good Weapon Bonus can boost the damage of a gun
of the current wave. significantly.

------------------------------------------------~--
THE STORE
The store is the most important part of your preparations, so it benefits
players to accomplish the assignments in each mission and survive
to be extracted from the battle zone in order to earn the most credits
possible. It contains three distinct reinforcement packages that
provide consumable items for use mid-mission, new weapons and
mods, special equipment for predeployment preparations, character
unlocks, and experience bonuses. Any time you unlock a weapon or
character customization option, it becomes immediately usable, but if
you get the same weapon or customization, you level up the weapon
or gain experience for that character class.

-
STARTER PACK VETERAN PACK
All players accessing Multiplayer for the first time receive a special A step up from the Recruit Pack in every way, this pack provides a
Starter Pack that comes with basic supplies and a character unlock much greater number of consumables for use in mission. The special
or an uncommon weapon. Consider this pack a taste of things to come. bonus equipment comes in stronger varieties here, and your chance
to unlock new races is significantly increased, which can lead to some
nice experience bonuses. You start seeing the rarer guns in this pack,
and while they are not always direct upgrades, the added variety
RECRUIT PACK in your arsenal can help better customize your character to fit your
play style.
The Recruit Pack is the most basic of all the standard packs. You'll
get limited consumable supplies from each purchase, but the low
cost offsets that. More importantly, the starting weapons tend to
be quite common here, so it is possible to level up those guns very SPECTRE PACK
quickly if you're lucky. Basic weapon mods are also available, and you The big daddy of all the reinforcement packs-and for very good
occasionally get special Ammo, Armor, and Weapon Bonus equipment. reason. Your chances of getting the rarest guns are highest here,
There is a very rare chance in this pack to unlock new characters and including Spectre-issue gear found in the single-player campaign.
~
u higher-tier weapons. Weapon mods can easily be leveled up here, and the Bonus Equipment
~ that you receive is often at the highest levels. Character Unlocks and
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a, Appearance modifications have the greatest chance of appearing here.

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NOTE

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Future promotions and additional packs may appear at the
store, so pay attention to it even if you're not buying anything.

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Once you're ready to go, the only thing left to do is actually get on with your assignments. The enemy is hell-bent on putting you and your team
down for good, and they've got the numbers and firepower to do it Each battle consists of 11 waves that you must survive to get full credit for
the battle. Losing takes away special completion bonuses that make up a good chunk of your payout in experience and credits, but don't be
discouraged! Even making it partway through any battle can earn you some rewards that can go toward improving your character and your gear.
OVERVIEW

SPEC:IAL.. ASSICiNMENTS

During each mission, on specific waves (3, 6, 10, and 11 ), your commander will radio in new orders, starting an objective-based mode that you must
complete before time runs out; otherwise the whole mission is considered a failure and you're booted back to the Score screen to contemplate what
you could have done better. Each of these objective modes are simple in premise but make things difficult during that specific wave for one good
reason: until you complete your objectives, the enemy will continue to send in reinforcements. On higher waves and difficulties, certain objective
modes become small nightmares that will have you wishing you didn't blow certain items earlier in the fight.

Once an objective wave begins, players should endeavor to complete it as quickly as possible, as a cash bonus is awarded if the objective is
achieved with time to spare.

-------------------------------------------------,-------------------------------------------------
ASSASSINATION ENABLE/DISABLE DEVICES

The idea behind Assassination is quite simple: kill the target marked Enable/Disable Devices places four targets around the map in random
on your HUD. The target can be anything. You might luck out and your locations, with only one accessible at any time. The squad needs to
target will be the lowest-level enemies of a given force, or you might reach each target and access it, and there's a time limit in play that
get four of the toughest units in a row. In most cases, the designated restricts how long you can fool around between objectives. Only one
target is a bit more evasive, more prone to retreating once you get person can actually hack the device. Other teammates need to watch
close. If it is a particularly hard target, it might stand its ground and over their very vulnerable comrade as they go to work. This mode is
fight. All targeted hostiles are tougher than others of their kind, less frantic than Hacking or Assassination, and the devices themselves
enjoying a boost in stats across the board. Work with other players and don't take very long to deal with, but the problems from Hacking
try to cut off any avenues of escape, and unless the enemy becomes are still present here. The team must be at set locations to do this
particularly annoying, try to ignore them in favor of taking down the objective, and this means you are vulnerable to getting pinned down
targets. You start with limited time to kill the first target, but killing it in positions that are not easily defensible.
will grant you a time bonus that will help you hunt the next victim.

EXTRACTION
HACKING

This is the final objective in any battle. On the 11th wave, Command
Hacking mode requires players to stand within a certain distance radios in that an evac transport is on the way and will arrive in two
of a marked objective, allowing information to be uploaded to or minutes. All squad members must be at the designated landing zone
downloaded from a server. The more players are inside the marked (LZ) by the time it arrives, or they will be left behind, costing the group
area, the faster the bar indicator fills. You have a limited amount of a hefty bonus. There are many ways to accomplish this objective, and
time to complete this objective, so try to keep the whole team inside they apply to every map. Some squads may prefer to stand and fight at
the marked radius. The problem with this is that with every teammate the LZ; this is a risky but profitable solution, as the enemy will continue
in the same area, you can find yourself in a bad spot, especially in later to rush the squad no matter where it goes. Others might prefer to fight
waves when tougher threats make an appearance. It's possible to as far away from the LZ as possible, making a desperate run in the last
lose a four-man team in seconds if Cerberus Phantoms break through minute (or less), therefore drawing heavier and slower threats away from
your defenses. the objective and making the final seconds of the last stand considerably
easier. For the full bonus award, all squadmates must be standing; nobody
can be dead or incapacitated.
BONUS MECJAJ 5

In addition to the extra cash you can earn for completing objectives swiftly, there are medals players can earn during regular gameplay to boost
the total experience they earn at the end of a round, on top of the universal squad experience total. Many of the awards come from a certain
number of kills, either through melee attacks, Biotics or Techs, or with any of the five gun types. Others still reward headshots, assists, or revivals of
squadmates. As you grow more skilled and earn more powerful weapons and equipment, you can earn medals at a faster rate, making it possible
to build up soldiers more quickly so that they can be promoted into War Assets for the single-player campaign.

INDIVIDUAL IVIEDAI S
There are a total of 39 medals players can earn for individual exploits across 13 different categories. Each medal category has three levels: bronze,
silver, and gold, all worth a designated amount of experience points.

Kills

25 Kills: 500 points 50 Kills: 1,000 points 75 Kills: 2,000 points

Melee Kills

5 Melee Kills: 500 points @ 10 Melee KHI" 1,000 points ~ 1 S Melee Kill" 1,500 points

Headshots

5 Headshots: 500 points 1 O Headshots: 1,000 points 20 Headshots: 2,000 points

Assault Rifle Kills

25 Assault Rifle Kills: 500 points 50 Assault Rifle Kills: 1,000 points 75 Assault Rifle Kills:
2,000 points

Sniper Rifle Kills

25 Sniper Rifle KHls: 500 points 50 Sniper Rifle Kills: 1,000 points 75 Sniper Rifle Kills:
J. 2,000 points
T

m Shotgun Kills
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dm 25 Shotgun Kills: 500 points 50 Shotgun Kills: 1,000 points 75 Shotgun Kills: 2,000 points
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----·-·-···-·--
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111 25 Pistol Kills: 500 points 50 Pistol Kills: 1,000 points 75 Pistol Kills: 2,000 points
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Submachine Ciun Kills

25 Submachine Gun Kills: 50 Submachine Gun Kills: 75 Submachine Gun Kills:


500 points 1,000 points 2,000 points

Biotic K 'Is

10 Biotic Kills: 500 points • SO Biotic Kill" 2,000 points


MEDALS

Tech Kills

10 Tech Kills: 500 points 25 Tech Kills: 1,000 points SO Tech Kills: 2,000 points

Revives

S Revives: 500 points 10 Revives: 1,000 points 1 S Revives: 2,000 points

Assists

10 Assists: 500 points 25 Assists: 1,000 points

Grabs

1 Grab: 500 points 3 Grabs: 1,000 points S Grabs: 1,500 points

---------------------------------------------------------------------------
SClUAD IVEDAI 5
In addition to the Individual medals, Squad Medals are awarded to all players in a match if they meet certain conditions.

Killstr-eaks
Killstreaks are when the player squad kills five enemies within one second.

1 Kill streak: 2,500 points 2 Killstreaks: 5,000 points 3 Killstreaks: 10,000 points

Waves Survived
To earn a medal in this category, no players must be executed by hostile forces or be allowed to bleed out for the prerequisite number of
waves in a row.

3 Waves Survived: 2,500 points S Waves Survived: 5,000 points 10Waves Survived:
15,000 points

Difficult!:f ChaOen9es -
These medals are a bonus for completing a full game in any of the three difficulties. !
Bronze Challenge: 2,500 points Silver Challenge: 5,000 points Gold Challenge: 10,000 points

Extraction
The 11th wave of any match is the Extraction phase. There are bonuses for full team survival and partial survival.

Partial Extraction: 5,000 points Full Extraction: 15,000 points

Unknown variable
To earn these medals, the lobby must set the map and enemy forces to "Unknown: which will randomize these options.

Unknown Map: 2,500 points Unknown Enemy: 5,000 points


Across six different worlds, you will face three distinct enemy forces: Cerberus, the Reapers, and the geth. Each has their own set of units that
perform very differently, depending on the circumstances. You will likely have seen them in the single-player campaign, but you were Shepard
then. You don't have those same advantages here.

CERBERUS

Of the three opposing forces, Cerberus is the most tactically minded. Their soldiers act with some sense of self-preservation, moving from cover to
cover, attempting to flank the players as much as possible, using the jump-jets on their suits to take up elevated positions on their victims. They
will use smoke and frag grenades to deceive and destroy careless players, while their stealthy Phantoms sneak past and kill the unsuspecting
~ from behind. Their Atlas heavy mech is slow but is also a massive gamechanger, able to stomp through all but the heaviest fire (or one or two
u
Iii well-placed Cobra missiles) while laying down withering cannon fire or dropping unshielded squad mates with homing rockets.
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ASSAULT TROOPER CENTURION
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The most basic of all Cerberus infantry, Assault Troopers frequently A step up in every regard from the Assault Trooper, Centurions come
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use frag grenades to force stubborn players out of cover, and they ' with kinetic shields and the dangerous M-96 Augmented Mattock
coordinate their fire with other units. They have decent footspeed, Assault Rifle. While their increased resilience and damage potential
111
E allowing them to flank a squad, or reach a downed player to execute , is an obvious threat, what makes them especially dangerous is their
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IL them before help arrives. At range, the Assault Troopers make use of Smoke Grenades. Centurions will often use these to hide the
extensive use of the M-25 Hornet Submachine Gun, which can tear approach of other units, and unless you've got the mods or bonus
down shields and health with surprising speed. Their biggest weakness equipment to target through the smoke, very unpleasant things could
is their lack of shielding, making them easy marks for any class. Their be sneaking around behind it without your knowledge.
lack of protection makes them especially vulnerable to Tech and I
I
Biotic combo explosions that can hurt or kill their fellows. On higher I
I
difficulties, it's almost welcome to see these guys hanging out too I
I
dose to more important units. I
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GUARDIAN COMSAT ENGINEER AND TUl--<RETS

Guardians are essentially Assault Troopers with heavy ballistic shields.


Alone, annoying, but in pairs or more, Guardians can easily fluster
and kill less disciplined players with their ability to soak up so much
incoming fire. Up close, Guardians use their shields as melee weapons,
and during their slow march toward players, they fire powerful shots
from their M-358 Talon Pistols. Biotics with Pull or Singularity can remove
their shields, allowing them to be taken down with greater ease. Skilled
snipers can fire right through the view slit on the shields for headshots,
but this can be rather difficult in spite of the slow speed at which
Guardians travel. Armor Piercing Ammo, as well as guns with penetration
mods, can allow you to shoot through their thin shields. Powerful
direct hits to the shield can also stagger a Guardian, leaving them more
vulnerable to incoming fire from in front. Squads can also coordinate
flanking maneuvers on a Guardian to get at their exposed backs. Combat Engineers join the fray with kinetic shields and an M-5 Phalanx
Pistol. What makes them really dangerous are the Sentry Turrets they
can deploy. Turrets can lock down whole areas with their blistering
fire, forcing players to stay in cover while trying to deal with it and
the other Cerberus troops advancing under its protection. As soon
as you spot an Engineer, do not give it the opportunity to deploy a
Turret. Worse still, Engineers will attempt to repair any active Turrets or
Atlases in their vicinity. It is possible to snipe the Turret on the back of a
Combat Engineer with a high-powered sniper rifle before they deploy
it for an instant kill-a goal to aim for. Turrets can also be sabotaged
with the right powers and turned on their masters.

NEMESIS

These ladies of long-range combat can drop an unassuming player


from across entire maps with their M-13 Raptor Sniper Rifles, if they've
got a line of sight on them. They make a distinctive vocalization that
lets you know they are on the field. However, despite their obvious
lethality at range, they are far from the worst Cerberus has to offer. If
anything, they are almost like pests, running away when players draw
near. In Assassination mode, their mobility and foot speed prove to
be huge annoyances. Cryo Blast can slow them down, even if they are
shielded, and any teammate with that ability should tag a Nemesis
with it.
PHANTOM

Phantoms are the assassins for Cerberus, and despite their


lithe builds, they are among the deadliest foes you face.
They can instantly kill a player from in front or behind with their
swords, they come with a powerful Biotic barrier for protection, they
can absorb incoming Techs or Biotics with a wave of their hand, they
are extremely agile, and on top of all this, they can cloak. Do not take
Phantoms lightly under any circumstances. Do whatever it takes to
stay outside of melee range with them unless you're approaching
from behind or they are preoccupied with something else. Even when
their barrier is down, they can still use the sword to shrug off incoming
fire. Get that away from them by shooting it when it isn't at the ready,
but good luck doing that when the Phantoms are moving. Like the
Nemesis, a Phantom has a distinct vocalization that lets you know
when one, or several, are on the prowl.

ATLAS

Ill
The largest thing Cerberus will send your way in multiplayer is the
E
ID Atlas heavy mech. Unlike ones found in single-player, these cannot
0
be hijacked. They retain their high-damage cannon, homing missiles,
15
i] and incredible resistance to incoming fire. If there's anything that
E deserves a Cobra rocket, it's these guys. Despite their size and slow
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11 speed, Atlases can find their way into places you would not expect
E to see them, taking up whole passageways with their girth. Getting
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n. close to one is also a bad idea, as in addition to their standard melee
swipes, they do have an instant-kill grab and smash move. Shots
directly to the cockpit do more damage, but that typically also means
you're inside its firing arcs. A safer target would be the thrusters on
its back.
THEENEMf

THE REAPERS

"Calculated mindlessness"best describes the Reaper ground forces, as they throw themselves into the line of fire. A single wave of Reapers may not
seem intimidating at first, particularly early on, until you see Marauders actively upgrading Husks and Cannibals, turning even those basic units
into bullet sponges. Ravagers snipe with their powerful guns from afar, capable of dropping even a maxed-out character in two or three rapid
shots, while Brutes bowl through anything and everything just to get a piece of you, assuming the Banshees didn't reach you first. During later
waves, the Reapers relentlessly hound players across whole maps with a fervor not found in the other forces.

HUSK CANN BAL

The basic Reaper ground unit, lone Husks are not threatening. They Hideous piles of indoctrinated flesh on legs, Cannibals are a step up
simply try to close the range with the players and engage them in from Husks and can fight at range with their modified arm cannons.
damaging melee holds. They are not particularly resilient and are Their unique trait is that they live up to their names, crouching near
highly vulnerable to incendiary techs or ammunition. However, Husks the corpses of fallen Reaper troops, consuming them, and gaining
are threatening when they work in conjunction with other more layers or armored protection. They can even consume the bodies of
dangerous units. Surprisingly fast, Husks can ambush players from downed players. Fortunately, they are vulnerable while doing this,
their flanks. While you try to shake off a Husk, you are vulnerable to so players can deny them a chance to become greater threats with
every other Reaper unit in the vicinity. relative ease. However, during running firefights between objectives,
you may not have the time to ensure that each Cannibal doesn't get
an uncontested meal, meaning players can suddenly find themselves
slammed by a wave of harder-to-kill Cannibals while also dealing with
anything else in the area. As with the Husks, incendiary powers go a
long way toward dispatching a Cannibal, though upgraded ones may
resist this. Try freezing their cannibalized armor with Cryo Blast, if it's
available.
MARAUDER RAVAGER AND SWARMER

These unfortunate turians fill the heavy combat support role in the In some ways, Ravagers can be worse than just about anything else in
Reaper forces. Resilient even after their kinetic barriers have been the Reaper arsenal. Tough to kill for their size, Ravagers come to the
disabled, Marauders still retain portions of their combat training from field armed with a pair of high-powered cannons that can flatten a
a previous life, taking cover and working in tandem with other forces. player in seconds. Fortunately, these weapons telegraph themselves
Their Phaeston Assault Rifles are incredibly accurate, making a rush on by projecting visible blue targeting lasers at their chosen victim
a Marauder risky if they've got a bead on you. What makes Marauders before firing a barrage. Multiple Ravagers can be utterly devastating
particularly threatening is that they can heal and even improve Husks at range, turning Hacking situations sour very quickly as their cannon
and Cannibals, making them tougher to kill. The process of this does shells' area of effect punishes players for being too close to each other.
leave a Marauder vulnerable, so if you catch one in the act, put it down Making things worse are the fact that Ravagers act as the transports
decisively. Unchecked, Marauders can take a fairly basic Reaper force for $warmers, which are annoying little bugs that are easy to kill
and turn it into a graver threat. individually but are also easy to ignore when other more obvious
threats have your attention and can do damage to inattentive players,
denying their shields a chance to recharge.
BRUTE
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BANSHEE

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The Reaper Brute exemplifies the nature of their tactics: crushing the
enemy with overwhelming force. Even a krogan improved entirely for
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survival would be hard pressed to withstand the beatings of a Brute. '
Banshees announce their arrival in two distinct ways: a scream that
'S They are not only strong, but also faster than their size would have lives up to their name, and a scream of surprise from the player
u you believe, bounding across the battlefield and delivering powerful they just executed. These former asari Ardat-Yakshi retain all of the
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~ takes a well-placed headshot with a sniper rifle to even slow one down. a deceptively slow manner, protected from incoming fire with their
As with any other hostile target with an Armor health bar, incendiary powerful Biotic barrier. They may seem slow, but be extremely careful
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E tactics can help bring a Brute down faster, but the one true way to of how close you get to a Banshee; they also retained the ability to
a expedite their departure is with a Cobra Missile, and players will use a Biotic Dash similar to what asari players have available, only
IU probably want to save those for something worse.
E it is much faster, has greater range, and can be used in very rapid
ir succession. Should a Banshee close distance with a player, they will
casually lift their victim into the air before stabbing an arm clean
through their body for an instant kill. Banshees can be surprisingly
quiet while closing in on an unsuspecting player, often sealing the
deal with a quick series of Biotic Dashes leading into their fatal melee
strikes. Do not feel hesitant to break out the Cobras for multiple
Banshees, especially during Extraction!

-
THE ENEMf

THE CiETH

The old shame of the quarians, each geth platform is actually a collective consciousness that works toward consensus, which includes consensus
on how best to deal with the Citadel teams being sent to stop them. Geth assaults are as relentless as any other opposing force but are marked by
the great accuracy each platform possesses with their chosen weapon while marching toward the players, which only gets worse the more geth
are approaching. Of special note are Geth Pyros and Geth Rocket Troopers, both of which are hardened targets that provide very specific kinds
of problems at short and long ranges. The Geth Prime's heavy firepower can really blindside a team in areas with plenty of flanking routes. While
not as dynamic as the Reaper or Cerberus forces, the geth more than make up for it with their unflinching assaults into anything the players can
muster. Disruptor ammunition and powers like Overload or Sabotage are invaluable against geth, so if you know they are your opponent, pack
accordingly.

----------------------------------------------------------------------------------------
GETH TROOPER GETH ROCKET TROOPER

The basic geth platform is little to be concerned about. The sheer size The next step up in geth platforms, the Rocket Trooper is armed with
of their heads makes them excellent fodder for sniper rifles. They lack powerful homing rockets that can dislodge players from light cover
any form of protective shielding and are not particularly fast. What and shatter their protective shields with a direct hit. Individually, a
they do have at their disposal are their incredibly accurate Pulse Rifles Rocket Trooper can be a threat, but combine their steady barrages of
as they march toward you. A swarm of Geth Troopers can cut down a high explosives with other geth on the attack, and you have one of the
player out of cover in short order. more dangerous support enemies in the game. Once Rocket Troopers
get involved, snipers should single them out for destruction, if only to
relieve some of the pressure they bring to the fight.
GeTHHUNTeR GeTHPRIMe

The Geth Hunter has one primary mission, and that is to sneak up The largest geth platform you'll face in multi player, the Prime
on players who are preoccupied with other more obvious threats brings heavy firepower in the form of its charging plasma cannon
and bring them down with point-blank Plasma Shotgun blasts. As and combines it with great survivability, even under sustained fire.
intimidating as this sounds, it truly comes into its own on higher However, if the Prime doesn't have decent support, a squad can deny it
difficulties. Once Hunters are in play, watch for the distortions their ' a chance to even make use of its weapons. It's imperative that players
optical cloaks make among other geth. Hunters tend to use the remain alert when a Geth Prime is in the field, as its cannon can bring
confusion of battle to slip right past the noses of a squad before a lighter class or weaker player down in a single shot! Also be on the
unloading into their flank. lookout for the variety of defensive turrets and the combat drones it
can deploy.

weTHPYRO
Geth Pyros can be the most dangerous platforms if players are caught
unprepared; their geth Flamethrowers unleash a short-ranged swath
of searing flame on any hostile target that draws near, draining shields
and health at an incredible rate. Their shields and armor are strong
enough to allow them to last against undisciplined fire to unleash
their fury, but they suffer a fatal flaw: the fuel tank on their back.
Skilled snipers can pop the tank from afar in any direction, or those in
dose range can strike from behind. Overload and Sabotage are also
effective, and the result is a powerful explosion that can kill other
nearby geth.

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THEENEMf

The six available levels you will fight for are enclosed locations, divided into named areas that will appear onscreen as you enter them. Typically,
your objectives during the third, sixth, and tenth waves are going to take place in randomized locations, with the final extraction wave always
occurring at a set location. Because of the changing nature of how the enemy arrives in every level and the randomized objective locations and
modes, you will have to be more flexible in how you approach these battles.

SURVIVAL.. TIPS

COMM~ICATE KEEP YOUR HEAD ON A S\1\/JVEL


Communication is probably the most important piece of advice in Your enemies are not only aggressive, but also fairly smart. They will
any multi player game. With no radar to easily track the movements of seek alternate routes to any location a player is bunkered down in, and
your enemies, locating them is entirely up to your own eyes and ears. they will ambush you from behind if you become too focused on what
Your teammates may have missed that Phantom that slipped around is directly ahead. Scan your surroundings once in a while to prevent
to the side, but if you didn't, you should probably let the rest of the unpleasant surprises.
group know that cloaked death is nearby. Communication also allows
for you to properly set up defenses, coordinate Biotic or Tech combos,
and conserve the few consumables of each squadmate. Even before SHORT; CONTROLLED BURSTS
an actual match, teammates should let each other know what sort of
With the Spare Thermal Packs and the ammo crates lying around each
firepower they are packing, the equipment they have, and what class
level, you effectively have infinite ammunition for any gun you bring.
they prefer to play as. A team that communicates will almost always
That doesn't mean it's always a good idea to hold down the trigger and
fare better than one that doesn't.
spray at advancing foes. Make sure you're hitting what you are aiming
at Running out of ammo in the middle of a firefight is a potential
NOTE
death sentence on any difficulty, so make what you have count.
Voice chat settings for communications are found in the Options
panel.
~--- MAKE CONSTANT USE OF YOUR
PD\1\/ERS
With the weight system giving bonuses to power cooldowns if a player
STICK TOGETHER
is packing light, their powers can be almost constantly available. Take
Any enemy will die faster under a combined assault, and your chances advantage of this. A Vanguard being able to constantly charge, an
of being rescued from being downed dramatically increase when a Engineer spamming Cryo Blast or Incinerate, or an Infiltrator cloaking
squad is actually working as a squad. Unless your team is supremely to boost every sniper shot, this all serves to boost how much damage
powerful or supremely confident, there's no bonus for being a lone you do to every enemy.
wolf, particularly during late-game waves where a single player will be
very hard pressed to deal with everything headed their way. On higher
difficulties, bleeding out is a real danger for loners, because the action CONSERVE ITEMS
is usually too hot for your teammates to risk making their way to you.
It might be tempting to use your Ops Survival Pack the moment you
get low on health, or to immediately pop a Medi-Gel as soon as you hit
the ground, or to blast that lone Assault Trooper with a Cobra missile,
STAY IVIDSILE but try to make these resources last into the final waves of any mission.
You obviously don't want to be running around while under fire, but An ally can help you up, and an Atlas might be more deserving of
it's a good idea to not be tied down to one position unless an objective Cobras.
calls for it. Even then, you should know what your options are so that if
your little piece of real estate is about to be overrun, you know where
you can fall back to, and where you can go to flank the enemy. If for
whatever reason you're the last man standing in a squad, or you're
trying to complete a map solo, staying on the move is your best
chance of survival.

--------------------- - ------------------------------- -----------------


LOC:ATION: CiHOST

MAIN STREO CENIRAL POD

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MAPS

Ghost takes place in the slums of a fallen colony within Alliance space. There are alleys and small living spaces that lead into wide-open
spaces, with plenty of cover strewn throughout. A distinctive feature of this map is its vertical nature. Cerberus in particular has units
capable of leaping to the upper decks of the living quarters, well outside of physical reach, to rain fire down on players. Each building is
a very tight space with little room to maneuver, forcing melee-range combat, while the more open spaces are typically surrounded by
positions from which the enemy can maintain overwatch. Ghost makes a good map to familiarize players with how all the enemy forces
act at various combat ranges.

Ghost has five sections: Alley, Back Street, Central Pod, Landing Pad, and Main Street.

ALLEY

The Alley is potentially one of the most hotly contested areas of the entire map. Acting as a connecting area to the Central Pod, the Landing Pad,
and the Back Street, this dirty strip and the small building it borders can act as a major choke point for both players and opposing forces. If the
player squad loses control of the Alley and is pushed back toward the Landing Pad, the team can find themselves surrounded from every possible
entry to the Pad, with enemy troops getting not only the height advantage, but also the cover advantage. Squads should endeavor to take control
of the structures lining the Alley, using the tight quarters to funnel in the enemy, while also taking advantage of the ample cover the structure
provides. On higher difficulties and later waves, the streets can be a bloodbath. Atlases will break into any structure on the map, and their sheer
size can cut off an escape route. There's not much you can do about that beyond killing them as quickly as possible. Cobras in close quarters are a
risky prospect for the person firing them, but you can also clear whole rooms of resistance this way.

BACKSTREET

lied directly to the Central Pod and the Alley, the Back Street is one of the more open spaces on the map. There is plenty of cover in front of the
entrances leading to the Central Pod, including the pillars, which make good cover spots for squad members and enemies alike. If your back is
to the Central Pod entrances, watch for enemies coming through there from Main Street or the Landing Pad. They also will come from the Alley
section after spawning in the buildings there or from the Landing Pad. The Back Street is surrounded from above and has many convenient sniping
positions for enemy forces, Cerberus in particular, to use to force defenders back into the Central Pod or any of the other buildings lining Back
Street or the Alley. Be especially vigilant regarding this!
CENTRAL POD

The central living space sandwiched by the Alley, Back Street, and Main Street, the Central Pod structure is a long building broken into a pair of
rooms. The Alley-side room is the larger of the two; the smaller room is between the Back Street and Main Street, with ramp and ladder access to
both. While the Central Pod does provide protection from rooftop snipers, battles for control inside the structure can get very messy. There's not a
whole lot of room to maneuver in either of the Pod's main rooms. The smaller of the two can be easily compromised by determined pushes from
the multiple entryways. On later waves or difficulties, minimize the time you spend in the Central Pod unless you are confident in your firepower
and your squad's ability to lock down the many entryways the enemy can take inside.

LANDINCi PAD

Battles at Ghost begin and end at the Landing Pad. By far the most open and accessible part of the map, the Landing Pad has little in the way
of hard cover. The ramps leading away from it are elevated, meaning that the real danger here is getting pinned down on the pad while enemy
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E111 Alley or on the side closest to the ammo crate. Use the boxes and the building next to them that overlooks Main Street to help maintain a kill zone
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over the Alley, the Central Pod, and anything traversing the lower levels. The Pad has no easily accessible supplies, which can make holding the
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s extraction point on Wave 11 difficult.

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MAIN STREET
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Also called"Broadway"by some of the testers at BioWare, Main Street is similar to the Landing Pad in that the central location is at a lower
elevation to everything surrounding it. However, it is worse off because the differences in height are much greater. Couple this with multiple
IQ infiltration routes from structures surrounding the area and you've got a tactical nightmare waiting to unfold. Your best bet is to stick to the
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n. snipers, and a squad can manage the fewer paths of entry the enemies can take with greater ease. As with any of the structures on Ghost, your
greatest danger is getting cut off inside any of the buildings by heavy units, like the Atlas. Try to prevent them from getting that close.
MAPS

LCC::ATICN: WHITE

LAUNCH RAMP

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Located on a snowy world, White is very different from Ghost. While Ghost provides many opportunities for enemy troops to snipe
from on high, the action here primarily flows through two distinct upper and lower ground levels. There are few locations that only the
opposing forces can reach for a height advantage. Where White gets complicated is the indoor area, which takes up almost a third of the
map and has few exits leading to the lower and upper outdoor levels. It is very possible to get completely cut off while inside the base,
particularly on its upper floor. Much of White is designed to funnel both sides into choke points that can be easily flanked if players or the
enemy are willing to follow a circuitous route through the base or through the outer areas. Smart squads can take advantage of this and
stay perpetually on the move, running the course and killing on the go.

White has seven sections: Landing Pad, Upper Level, Hallway, Interior, Launch Ramp, Lower Level, and Stairs.

LANDING PAD

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opportunity to use it as cover. In addition, there are small blast shields located near the fighter, allowing players to shift between locations to take
cover from incoming fire from the catwalks. No ammo crates are on the circular Landing Pad, with the closest being a pair located on the catwalks
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m funneling the enemy through the narrow paths. There is a side ladder that allows for flanking from the Lower Level, so keep an eye out for that.
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The Upper Level consists of the catwalks that provide overwatch onto the Landing Pad and lead into the base interior. Two ammo crates are
located here, providing ample supplies for squads defending this location. This is arguably one of the best places to make a stand while waiting
for the shuttle during extraction, as the enemy has little room to maneuver and will be sustaining fire the moment they enter the catwalk from
the base interior or from any of the lower-level areas. Of course, this confined space leaves you with little room to maneuver as well. Against
later waves and on later difficulties, it's not feasible to camp in the Upper Level unless you are bringing solid firepower and your squad is well
coordinated.
MAPS

HALLWAY
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Hallway is a bit of a misnomer. It is the upper floor of the base that is accessible via the Upper Level catwalks and the stairs leading into the
lower-floor Interior. Hallway is incredibly cramped, with lots of small pieces of cover to use. Dislodging a determined foe here can be difficult,
while defending the place as a squad can be taxing. With only the stairs down to the Interior and the passageway leading to the Upper Level
the only routes in or out, it is possible to lose an entire squad here simply because you have no safe place to hide while a Reaper Banshee or
Cerberus Phantom runs amok. Worse still, the closest ammo crates are either at the bottom of the stairs leading to the Interior or on the catwalk
on the Upper Level outside the base. If you intend to hold here or have an objective in this area, anyone with Proximity Mines should lay them in
the corridors. Any area-of-effect abilities work great in those tight spaces. Daring Vanguards can use Biotic Charge in tandem with other Biotics
like Reave or Pull to set off combo blasts for heavy damage. It's still a better idea to reach the lower Interior for better room to maneuver or the
Upper Level.

INTERIOR

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The Interior acts as a hub area between the Hallway, the Lower Level, the Stairs, and the Launch Ramp. Despite the many possible entryways, the !a
Interior can make a solid temporary fallback position for vigilant squads on the lookout for flanking maneuvers, especially while on the way to
an objective at the Launch Ramp section. The room's size makes it somewhat safe to fire Cobra missiles at large groups of enemies, should the
need arise.

LAUNCH RAMP

An H-shaped set of catwalks that lead directly into the Interior and Lower Level sections of the map, Launch Ramp makes for a generally
unpleasant place to fight. Cover is limited, and while there are few places for the enemy to assault you from, getting hemmed in here leads to
similar problems with the Hallway, except that there are fewer obstacles to slow down really dangerous melee units such as the Phantom or the
Reaper Brute. Defending Hacking objectives at the Launch Ramp can get frantic.
LD\I\JER LEVEL

One of the larger portions of the map, the Lower Level is a big walkway that extends away from the Launch Ramp. It has two access points leading
into the Interior: one to the Stairs and another smaller side route that takes you to a ladder leading to the Landing Pad. Consistent with the almost
circular nature of White, the Lower Level is assailable from multiple directions. Cerberus forces in particular like to use the Interior as a way to circle
around behind players who are facing off against other units at the stairs. You're at a serious disadvantage on the lower level, with enemy forces
enjoying two separate levels of terrain advantage from the Stairs and from the Upper Level catwalks.

STAIRS

The Stairs make a good place to hold if you also have cover from squadmates on the Upper Level and the enemy is streaming in from the Interior
or the Lower Level. Cover is limited for people on the Stairs but adequate. Enemies can flank from the Lower Level ladder access to the Landing
~ Pad-watch out for that. Also be aware that enemies can literally drop in behind players on the Stairs from the Upper Level catwalks after passing
u through the Hallway. This section is the smallest of the entire map, but it can be very important for bogging down enemy assaults, particularly if
ID the squad is trying to hold the enemy away from the Landing Pad for as long as possible before sprinting to the extraction zone.
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fAST APPROACH
Dagger is a major communications array set out in the middle of a desert. It is one of the larger maps in the online multiplayer. The
command room of the com ms facility is connected to a series of walkways that surround a central clearing, with light cover scattered
through it. A lot of sniping can be done on this map for both sides, thanks to the long, unbroken sightlines across the map center toward
other parts of the facility. Players who take positions inside the main buildings can strike targets located just about anywhere on the map
from the windows, while the structure's narrowness helps pack attackers into nice groups for sustained fire. Dagger's sheer size compared
to other maps allows players to hold on to positions for a little longer while enemy reinforcements make their way over to the action.

Dagger has seven sections: Array Control, Comm Tower, Dark Side, East Approach, Outlook, Pipeworks, and West Approach.

ARRAY CONTROL
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.I. The interior of Dagger's central structure and the highest point on the map, Array Control is a small circular room attached to a hallway. From
T this section, there are passages that lead directly to the East and We,;t Approaches and to the Dark Side (the player's starting point). Because of
its height on the map, Array Control has windows that allow for excellent overwatch positions that snipers can use to strike targets in the lower
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GI concentrate on threats approaching from the lower areas of Dark Side, in particular the rampway entrances from Pipeworks.
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The Comm Tower connects the West Approach to the Pipeworks. Its central antennae and the surrounding walkway offer little in the way of
protection; being sandwiched between a pair of high-traffic zones is only one danger you'll face while here. You'll also be dealing with any ranged
threats from Array Control, making the Cerberus Nemesis a serious threat to any objectives you need to accomplish here. Fortunately, Comm
Tower's location does give it easy access to an ammo crate in the West Approach, so during Hacking objectives here, resupply isn't as big of an
issue ... unless the enemy is currently pushing through the West Approach.
MAPS

DARK SIDE

Dark Side is the deployment area and the extraction zone. It is connected to Array Control and includes ramp access to the Pipeworks. The
location where players begin is easy to properly defend during extraction. Enemies traveling through Array Control, from either the West or East
Approaches, must contend with the cramped rooms, forcing them close together to be blasted with your powerful area-of-effect abilities. If
they attempt to use the windows for sniping, players defending the Dark Side LZ can countersnipe just as easily. If the enemy approaches from
the ramps leading to the lower portion of Dark Side, players can make the short trips up the ramps unsurvivable. Dark Side's primary tactical
disadvantage is that it is darker than the rest of the map due to the communications array's shadow. Cloaked units, like the Geth Hunter and the
Cerberus Phantom, can be harder to spot if the fighting is particularly fierce.

EAST APPROACH

While not as defensible as the West Approach, the East Approach still allows for good sightlines on almost the entirety of the Pipeworks while
also having solid cover from anything attempting to snipe from ArrayControl. Array Control can also be accessed from the East Approach via a
ramp and a ladder, both of which can be easily locked down while also providing users with little protection. Many hostiles attacking from Array
Control like to use the ladder, as it provides the fastest access to the East Approach; however, upon dropping down, they have little in the way of
immediate hard cover, a very punishable error for anyone to make.

OUTLOOK

The smallest section in Dagger, Outlook is the small elevated walkway leading out of ArrayControl and connecting to both the East Approach and
the Dark Side. There is some measure of cover from ranged threats located in the East Approach and the Pipeworks, but otherwise the walkway is
almost completely exposed to flanking from the easternmost walkways found in Dark Side.
PIPEWDR.KS

The ground floor of Dagger, Pipeworks is directly connected in some way to every single section of the map, save for Array Control. Consequently,
this means that anyone located in the Pipeworks can potentially be flanked from almost every direction, and the height advantage from some of
those areas negates much of the waist-high cover scattered throughout Pipeworks. However, you can use the base of the Array Control building as
a safe haven to rest and recharge for a few precious seconds, forcing enemies to traverse the Pipeworks or take the ladder from the West Approach
to try and flank. One good thing about the Pipeworks is that its size allows players to pick off melee and short-range units at a safe distance, or
they can flee to safety if enemies do manage to get too close.

\/VEST APPROACH

Unlike the East Approach, the West Approach enjoys good cover from any snipers located in Array Control while retaining a positional advantage
~ I over the Pipeworks and the Comm Array. A ladder allows easy access to the Pipeworks, dropping players into another well-protected location
underneath Array Control. A four-player squad can halt any hostile assaults through the single ArrayControl entrance ramp. Another good tactic is
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Located on the krogan homeworld ofTuchanka, Giant is another large map. Unlike Dagger, Giant is much less conducive to
long-ranged sniping. The terrain here is complex, filled with enough cover and flanking routes that even the more open areas can
be daunting to hold down during objective modes. Complicating things are the series of superguns that fire at regular intervals
over the course of combat. The sound can drown out other more important things you don't want to miss, such as the approach
of any hostiles. This level has an abundance of sniping positions that only the enemy can reach, which can lead to some serious
headaches when fighting the jump-jet-equipped Cerberus here.

Giant has six sections: Bunker, Cargo Transfer, Connection, Control Room, Exterior, Terminal

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dilapidated, its roof partially collapsed inward. This makes the Bunker interior U-shaped and divides the two Cargo Transfer access points from
each other. While this is a somewhat solid defensive position, remember that the two exits leading to the Exterior will be the first places the enemy
m will go if the Cargo Transfer entrances are not accessible. Likewise, players should remember this if an objective is located in the room but enemy
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The Cargo Transfer is a small connecting corridor between Terminal, Exterior, and Bunker. Maneuvering room is limited thanks to large shipping
containers strewn throughout a part of this section. Cargo Transfer is one of two small transitional areas on the map, but it occupies a certain
amount of importance tactically. You can use the ladder leading to the Terminal from this hallway to tangle up the flow of enemy reinforcements
from Cargo. Enterprising Engineers can also lay a Sentry Turret at the top of the ladder, giving it a great field of fire over a wide swath of the
Terminal section.
MAPS

CONNECTION

The other small-sized hubway of Giant, Connection feeds into the Control Room and the Terminal. There is a small amount of cover in the main
room of this section and a convenient ammunition supply that can be useful for any objectives that require a team to settle in for a fight. However,
this room's small size can lead to some hairy moments when the more vicious short-range units inevitably chase the team down for some close-
quarters combat. A much smaller side passage is also part of Connection, allowing ladder access into the Control Room.

CON I ROL ROOM

Two U-shaped control consoles are the centerpieces of the Control Room. With three entrances feeding in from Connection and one leading to
Exterior, there is the potential of being overwhelmed if the enemy does take all three entryways from Connection. Solo players can find it hard to
manage that. Harder still, spare ammo is not located within this room, so if your stay here is to be fairly lengthy, try to arrive stocked up first.

EXTERIOR

The Exterior of Giant is the largest section of the map. Cargo containers and dividing walls litter this arena, making for tense games of
hide-and-seek between players and hostiles alike; you can beat one ambush, only to round a piece of cover in the wrong direction and land
face-first into another. Splitting the map in half is a large set of piping suspended in midair by a set of support struts. It is from here that enemy
reinforcements run onto the map. Cerberus forces can freely jump to the top of this pipe to evade players and to take up sniping positions. From
the Exterior, players can access every other section on the map, with the largest access being a pair of large ramps that feed directly into the
Terminal area. There's decent cover on the ramp, and the elevated position makes taking out threats inside the Terminal a little easier.

TERMINAL

The second largest piece of real estate in Giant, the Terminal suffers from having two comparatively massive entryways. This allows large
rushes of enemies to approach a player squad attempting to accomplish objectives such as Hacking. On higher difficulties, this can feel nearly
insurmountable, forcing players to desperately fall back from positions closest to the ramps. The ramps give hostiles from the Exterior the
positional advantage and allows them to move in and spread out enough that they can avoid wide area-of-effect abilities. Terminal is cluttered
with various cargo containers and support struts that can be used for cover, but as it is with the Exterior, this can lead to players rounding certain
corners directly into unpleasant surprises. Engineers can help cover the flanks by setting up turrets or combat drones to harass the enemy as they
pass through opens spaces, particularly the areas that feed into Connection and Cargo Transfer.
LCC:ATICN: CiLAC:IER

LOWER BASEMENT

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Researchers in this Cerberus facility once conducted dangerous experiments in which they applied Reaper technology on its
people. Now abandoned, the small facility is the background to vicious struggles. Glacier is the smallest map of the game, and
it shows the moment the action starts. Enemy spawn points are all located relatively close to each other, meaning that there is
often little delay once a wave begins, as contact is almost always immediate. On higher difficulties, players must be capable of
killing quickly to offset just how close the enemy often starts. Later waves against any of the three opposing forces are especially
dangerous, because it is very possible to have heavy units like the Atlas or the Banshee start close to the squad.

Glacier has five sections: Balcony, Hub, lower Basement, Science Lab, Upper Basement

BALCONY

Acting as the starting area and extraction point, the Balcony connects to the Lower Basement and the Science Lab. With its windows on a higher
elevation, the Science Lab has good sniping posts overlooking the lower portion of the Balcony (if you've got the firepower to break through the
glass), but there's enough cover on the Balcony to negate that particular advantage. The Lower Basement entrance can be problematic to defend,
as it is large enough to allow an Atlas easy passage through it while still allowing other troops to slip around it. If enemy reinforcements are
arriving at the Balcony, try to use the stairs leading to the Science Lab for the height advantage, but be mindful of the lack of available cover when
doing so.

HUB

Hub is a connecting area between the Upper and Lower Basements and the Science Lab. It is not a particularly safe location to be tied to, as you
could be surrounded entirely by enemy spawns. This, of course, means that Hacking and Enable/Disable Devices objectives can and do appear
here. Players can use some of the control panels for cover in the corner of Hub near the windows overlooking the Balcony but should be prepared
to move to the Science Lab if things start getting tense.
LD\1\/ER BASEMENT

This section of Glacier has a decent amount of cover spread throughout the three "levels" it is divided into. It is possible to get cornered here if the
enemy is able to put together a two-pronged assault from the stairways leading to the Hub and the Balcony. Fortunately, there's plenty of cover
to allow players a chance to move from one safe spot to the next while neutralizing threats. This, of course, works for the enemy, so be mindful of
your advances. The darker parts of the Lower Basement, combined with some of the colors of the facility, make it easy to overlook cloaked enemies
like the Hunter or the Phantom if a player is in a hurry, so keep your eyes open during later waves of Cerberus or geth.

SCIENCE LAS

The Science Lab contains mostly flat surfaces, combined with pieces of lab equipment strewn about. These work together to make the Science Lab
the stage for some of the more intense firefights possible in all of Glacier, particularly against the cover-happy Cerberus troops. There is not a lot
of ground between pieces of cover, and just about any spot in the room allows players and enemies alike to see anyone else in the room, which
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l1J height, the Upper Basement provides no real sniping advantage for either side during battle. It isn't recommended that players stay in that small
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MAPS

LOC:ATION: ReAC:TOR

SEClDR 81

REACTOR CORE.

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LOADING BA
Circular in nature, Reactor can be a tough place to fight in, particularly on higher difficulties. This arena consists of heavy cover and
winding walkways, so players must remain wary of being blindsided by hostiles in cover on their flanks. This fairly dark map gives cloaked
units an edge for sneaking up on players. Reactor is also home to arguably one of the hardest Hacking locations in the game-the central
Reactor Core section-particularly on Gold difficulty. Staying mobile is definitely encouraged. The circular design allows a four-man squad
to divide up into pairs, allowing one team to ambush the enemy's rear flank. Of course, they are capable of doing the same. Paradoxically,
despite the sheer number of things that can be used as cover, the map design encourages players to work as a team and remain on the
move for as much as possible in order to stay ahead of enemy reinforcements as they replace their dead.

Reactor has nine sections: Loading Bay; Overlook; Reactor Core; and six Reactor Sectors-A 1, Bl, Cl, 01, El, and H1.

LDADlNCi BAY
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with a set of walkways lining them; these lead toward other Reactor Sectors on this upper level. The Loading Bay is surprisingly defensible, but its
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:i that becomes difficult for a fire team to manage. During extraction, it is almost better to start that final wave elsewhere and arrive during the last
u minute or so.
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Located directly next to the Loading Bay, Overlook can provide limited overwatch on the lower levels surrounding the Reactor Core. The upper
levels of Reactor Sectors A 1 and B 1 meet near the Overlook. Hacking and Enable/Disable Devices objectives can potentially be placed here and by
design can be a challenge to defend. The large wall seen in the screenshots also acts to cut off much of your peripheral vision of the other nearby
areas should you be using it for cover; if you're working with squadmates, hopefully they will be keeping their eyes pointed to where yours aren't.
MAPS

REACTOR CORE

Acting as a hub that can take players and hostiles to different Reactor Sectors in relative safety, the Reactor Core facilitates flanking maneuvers via
its three connecting tunnels to A 1, Cl, and El. Its deficiencies become more readily apparent during Hacking mode. No matter where you take
cover, you are vulnerable to incoming fire from the tunnel opposite to the one you're next to. Four-player squads should assign one player to each
tunnel, with the fourth acting as a sort of sweeper who goes to where they are needed most. Even with this strategy, on higher difficulties, the
increased resilience and aggressiveness of enemy troops may force players toward the sealed G 1 door in an effort to focus firepower.

REACTOR SECTOR A1

The Reactor Sector directly between the Core and the Loading Bay, A 1 is one of the larger Sectors. Despite being lower than the Loading Bay, A 1
is not particularly plagued by sniping positions. A group can conceivably deny hostiles the use of cover, forcing them to traverse the more open
parts of A 1. This sector is the first of three that connect directly to the Core.

ReAC I DR SECTOR 81

Bl is on the raised catwalks connected to the Overlook, with ramps that lead closer to A 1 and the Reactor Core and Cl. The centerpieces of Bl
are a pair of generators that are placed next to each other. Two players can actually set themselves back-to-back between the generators for
protection, though on later difficulties, the heavier firepower being wielded by the enemy tends to penetrate the machines.

REACTOR SECTOR C1

Cl is the second Reactor Sector to have a direct connection to the Reactor Core. The area just outside the access tunnel is sparse for cover and
vulnerable to sniping from the catwalks that make up the other part of Cl. Both levels of Cl are not particularly good locations for a firefight, as
natural protection is so limited.
REACTOR SECTOR D1

Dl is limited to the upper level of Reactor. C1 'slower section flows up a ramp into 01, while Cl's catwalks merge with Dl 's. Players and hostiles
in the Cl Sector are at a disadvantage with anything set up in Dl due to superior defensive positions and a protected ammo crate that can be
reached without exposing oneself to incoming fire for very long. Still, as with many of the other sectors, it lies between a pair of neighbors, and
E1 's Reactor Core access means that 01 is particularly vulnerable to being flanked from those locations.

REACTOR SECTOR E1

El is not sandwiched between sections, so it is one of the better locations in Reactor in which to hole up. Any enemies who attack players located
here must traverse the Reactor Core access tunnel or come from Dl. El is better lit than other sections of Reactor,which can make picking out
cloaked units much easier. There's ample places for a full squad to take cover without forcing each other into less-than-ideal spots. Better still,
during the extraction wave, players at 01 and E1 can pull the bulk of the enemy force away from the Loading Bay, then use the El Reactor Core
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l] H 1 is a very, very small piece of real estate wedged between a series of fallen crates that block access to the F and G sectors and the A 1 sector.
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enough room to protect four players adequately. Still, it can be a good fallback position to use while waiting for the enemy to come to you. Sentry
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Driven
Bringer of War Chase down an assassin.
Mobilizer Bring a veteran officer aboard.
World Shaker Destroy an Atlas dropped from orbit.
Pathfinder Explore a lost city.
Tunnel Rat Survive the swarm.
Party Crasher Sabotage a dreadnought.
B Hard Target Call down an orbital strike.
9 Saboteur Disable a group of fighter squadrons.
Arbiter Win a political standoff.
Last Witness Extract ancient technology.
Executioner Defeat an old adversary.
Well Connected Send a warning across the galaxy.
Fact Finder Discover an enemy's monstrous origin.
Liberator Stop a Cerberus kidnapping.
Problem Solver Evacuate a scientific facility.
Patriot Make the final assault.
Legend Mission accomplished.
Shopaholic Visit a store in the single-player campaign.
Master and Commander Deliver rrost of the Galaxy at War assets to the final conflict.
Lost and Found Dispatch 10 probes to retrieve people or resources in Reaper territory.
Long Service Medal Complete Mass Effect 3 twice or once with a Mass Effect 2 import.
Insanity Finish the game on Insanity without changing difficulty after leaving Earth.
A Personal Tooch Modify a weapon.
25 Paramour Establish or rekindle a romantic relationship.
26 Combined Arms Perform any combination of 50 biotic combos or tech bursts.
27 Focused Evolve any of your powers to rank 6.
28 Recruit Klll 250 enemies.
29 Soldier Klll 1,000 enemies.
30 Veteran Klll 5,000 enemies.
---+-
31 Bruiser 1(]11100 enemies with melee attacks.
32 Untouchable Escape a Reaper in the galaxy map.
33 Defender Attain the highest level of readiness in each theater of war.
34 Overload Specialist Overload the shields of 100 enemies.
35 Sky High Lift 100 enemies off the ground with powers.
36 Pyromaniac Set 100 enemies on fire with powers.
37 Eye of the Hurricane Klll a brute while it's charging you.
38 Mail Slot Klll 10 guardians with headshots from the front while their shields are raised.
39 Hijacker Hijack an Atlas mech.
40 Giant Klller Defeat a Harvester.
41 Enlisted Start a character in multiplayer or customize a character in single-player.
42 Tour of Duty Finish all multiplayer maps or all N7 missions in single-player.
43 Always Prepared Obtain two noncustomizable suits of armor.
Tourist Complete one multiplayer match or two N7 missions.
Explorer Complete three multiplayer matches or five N7 missions.
Gunsmith Upgrade any weapon to Level 10.
47 Almost There Reach level 15 in multiplayer or level 50 in single-player.
48 Peak Condition Reach Level 20 in multiplayer or level 60 in single-player.
49 Battle-Scarred Promote a multiplayer character to the Galaxy at War or Import an ME3 character.
Finish all multiplayer maps on Gold or all single-player missions on Insanity.
WHILE THE GRAYSON AFFAIR
SOJJ/lEP RELATIONS BETWEEN
THE P/lOHUMAN MOVEMENT
eE!lBE/lUS ANP OMEGA'S
SELF·P/lOeLA!MEP L£APE/l ••

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,

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- .... -... -

-
INCJEX

Kuwashii Visor 29 Capacitor Helmet 29, 329-330


Mnemonic Visor 29, 339-340 Centurion 39, 388
Admiral Anderson 104, 112, 215, 232, 240,
N7 Chestplate 29 Cerberus 38-42, 388-390
280,313-314
N7 Gauntlets 29 Cerberus Armor 29
Admiral Koris 238-239, 243, 263
N7Greaves 29 Cerberus Codes 336-337
Admiral Raan 232, 240
N7Helmet 29
Admiral Xen 239, 243, 252
Arc Pistol 19, 213, 219
N7 Shoulder Guards 29 Characters 68-71
Recon Hood 29, 199, 205 Admiral Anderson 104, 112, 215, 232,
Arc hon Visor 29, 213, 220
Rosenkov Materials Chestplate 29, 333 240,280,313-314
Ariake Technologies Chestplate 29
Rosenkov Materials Gauntlets 29, Admiral Koris 238-239, 243, 263
Ariake Technologies Gauntlets 29, 115, 119
344-345 Admiral Raan 64, 232, 240
Ariake Technologies Greaves 29, 336
Rosenkov Materials Greaves 29 Admiral Xen 239, 243, 252
Ariake Technologies Shoulder Guards 29
Rosenkov Materials Shoulder Guards 29 Commander Bailey 17, 128, 130-131,
Armax Arsenal Gauntlets 29, 327 198-199
Rosenkov Materials Shoulder Guards 29
Armax Arsenal Greaves 29, 151, 160 Counselor Udina 107
Security Helmet 29
Armax Arsenal Shoulder Guards 29 Dalatrass Li nron 185
Sentry Interface 29, 151, 160
David Archer 342
Serrice Council Gauntlets 29
Armor 29
Diana Allers 132, 216, 266
Serrice Council Greaves 29, 293, 300
Archon Visor 29, 213, 220
Serrice Council Shoulder Guards 29, 347, Dr. Archer 352
Ariake Technologies Chestplate 29
349 Dr. Brynn Cole 107, 351-352
Ariake Technologies Gauntlets 29, 115,
Terminus Armor 29 Dr. Chakwas 105, 129, 216, 294, 367
119
Umbra Visor 29, 265, 268 Dr. Michel 129, 367
Ariake Technologies Greaves 29, 336
Ensign Prangley 340-341, 343
Ariake Technologies Shoulder Guards 29
Assault Rifle Extended Barrel 27, 151, 154, Ensign Rodriguez 340
Armax Arsenal Gauntlets 29, 327
185, 193,265,273
Eve 184,186-188,194-196
ArmaxArsenalGreaves 29, 151, 160
Assault Rifle Magazine Upgrade 27, 135, 143,
Falere 349-350
Armax Arsenal Shoulder Guards 29 246,351-352
Garrus Vakarian 84, 216
Blood Dragon Armor 29 Assault Rifle Piercing Mod 27, 135, 140, 199,
204, 251, 255 General Corinthus 141-143, 145
Capacitor Helmet 29, 329-330
Assault Rifle Precision Scope 28, 213, 227, Geth VI 213, 229, 232, 240
Cerberus Armor 29
339, 341, 347, 350 Henry Lawson 291
Collector Armor 29
Assault Rifle Stability Damper 27, 251, 258, Illusive Man 125, 292-295, 304
Death Mask 29, 185, 189 339,347-348
Jack 47,107,301-302,339,341,343
Delumcore Overlay 29 Assault Rifles 24-25
Jacob Taylor 106, 351-352
Hahne-KedarChestplate 29, 165, 169 Assault Trooper 38, 388
Kahlee Sanders 104, 339-340
Hahne-KedarGauntlets 29 Atlas 40, 163, 209, 390
KaiLeng 276-277,304--305
Hahne-KedarGreaves 29,135,140
Khalisah al-Ji lani 130
Hahne-Kedar Shoulder Guards 29
Liara T'Soni 96, 137, 186, 215, 233, 241,
Inferno Armor 29 Banshees 42,391-392 280
Kassa Fabrication Chestplate 29, 1 15, Black Widow 27 Lieutenant Cortez 105, 138, 165, 174
119
Blood Dragon Armor 29 LieutenantTolan 153, 187
Kassa Fabrication Gauntlets 29, 251, 255
Brutes 41, 391-392 Lieutenant Victus 167, 344, 346
Kassa Fabrication Greaves 29, 351-352
Miranda Lawson 106, 232-233, 240-241,
Kassa Fabrication Shoulder Guards 29
293
Kestrel Helmet 29 Cannibals 41, 391-392 Mordin Solus 106, 154, 185-187, 194
Primarch Fedorian 134, 141 Banshees 42, 392 Geth Rocket Trooper 43, 393

Primarch Vktus 163-165, 167 Brutes 41, 392 Geth Spitfire 246, 260
Prothean VI 275-277, 292-293, 304-305 Cannibals 41, 391 Geth Trooper 42, 393

Rila 349-350 Centurion 39, 388 Geth VI 213, 229, 232, 240

Samantha Traynor 107, 133 Cerberus 38-42,388-390 Graal Spike Tower 21

Samara 107, 347-350 Combat Engineers 39, 389 Guardian 39, 389

Tali 100-104, 217, 251-254, 263, 266, Destroyer 307, 314, 321-322
280,294
Geth 42-43
UrdnotWreav 175, 185, 347
Geth Hunter 43, 394 Hades Cannon 310-312

Geth Prime 43, 394 Hahne-Kedar Chestplate 29, 165, 169


Citadel 16-17,356-357
Geth Pyro 43, 394 Hahne-Kedar Gauntlets 29
Citadel Embassies 17, 130, 132, 358
Geth Rocket Trooper 43, 393 Hahne-Kedar Greaves 29, 135, 140

Geth Trooper 42, 393 Hahne-Kedar Shoulder Guards 29


Classes 11, 77-103 Guardian 39, 389 Harvesters 42
Adept 77-81
HadesCannon 310-312 Heating Unit Schematics 331-332
Engineer 81-85
Harvesters 42 Henry Lawson 291
Infiltrator 86-90
Husks 40, 391
Sentinel 90-94
KaiLeng 276-277,304-305 Hub Locations
Soldier 95-99
Marauders 41, 392 Captain's Cabin, The 14
Vanguard 99-103 Nemesis 39, 389 Citadel 16-17,356-357
Phantom 40, 390 Citadel Embassies 17, 130, 132, 358
Collector Armor 29
Ravagers and Swarmers 41, 392 Combat Information Center, The 14
~ Combat Engineers 39, 389
u The Reapers 40-42, 391-392 Crew's Quarters, The 15
~ Commander Bailey 17, 128, 130-131,
E threshermaw 194-195 Dock Refugee Camp 1 7
I'll 198-199
a,
turret 389 Engineering 15
Counselor Udina 107
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Huerta Memorial Hospital 17, 129

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Ensign Prangley 340


Normandy 14-15

Normandy Dock: 024 17


Dalatrass Linron 185
Ensign Rodriguez 340 Presidium Commons 17
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David Archer 342
Eve 184, 186-188, 194-196 Purgatory Bar 17
Death Mask 29, 185, 189
m Shuttle Bay 16
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Delumcore Overlay 29
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0 Spectre Requisitions 17
Destiny Ascension 135, 137, 199
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E Failed Medi-Gel Experiment 325, 359
111 Diana Allers 132, 216, 266
0 Falere 349-350 Huerta Memorial Hospital 17, 129
15 Disciple 22, 347, 349, 376
n Dock Refugee Camp 17
Husks 40, 391
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0 Hydra Missile Launcher 319, 321


I'll
DogTag 329
GalaxyMap 15-16
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IL Gallae's Electronic Signature 347-348
Dr. Brynn Cole 71, 351-352
Garrus Vakarian 84
Illusive Man 125, 292-295, 304
Dr. Chakwas 105, 129, 216, 294, 367
General Corinthus 141-143, 145
Inferno Armor 29
Dr. Michel 129, 367
Geth 42-43
Intel Terminal 137, 186
Geth Hunter 43, 394
Interrupts 13
Geth Plasma Shotgun 21
Enemies 38-43, 388-394 Geth Prime 43, 394
Assault Trooper 38, 388
Geth Pulse Rifle 24
Jack 47, 107,301-302,339,341,343
Atlas 40, 163, 209, 390
Geth Pyro 43, 394
Jacob Taylor 106, 351-352
Jamming Tower Data 249, 367 M-98 Widow 27, 265, 272 Grissom Academy: Investigation 338
Javelin 26, 239, 243-244 M-99 Saber 25, 279, 291 Hades Nexus: Obelisk of Karza 357, 368
Marauders 41, 392 Hades Nexus: Prothean Sphere 356, 368
Medi-Gel Capacity 1 29 I rune: Book of Plenix 357, 363
Kahlee Sanders 104, 339-340 Medical Treatment Plan 333 lsmar Frontier: Prototype
Components 356, 363
KaiLeng 276-277,304-305 Dr. Michel 129
Kite's Nest: Pillars of Strength 356, 363
Khalisah al-Jilani 130 Miranda Lawson 70, 232-233, 240-241, 293
Lesuss: Ardat-Yakshi Monastery 347
Kassa Fabrication Chestplate 29, 115, 119
N7: Cerberus Abductions 329
Kassa Fabrication Gauntlets 29, 251, 255 Missions
N7: Cerberus Attack 327
Kassa Fabrication Greaves 29, 351-352 Apien Crest: Banner of the First
Regiment 357, 359 N7: Cerberus Fighter Base 331
Kassa Fabrication Shoulder Guards 29
Aria: Blood Pack 357, 359 N7: Cerberus Lab 324
Kestrel Helmet 29
Aria: Blue Suns 357, 359 N7: Communication Hub 336
Kuwashii Visor 29
Aria: Eclipse 357,360 N7: Fuel Reactor 333
Arrae: Ex-Cerberus Scientists 351 Nimbus Cluster: Library of Asha 357, 369
Athena Nebula: Hesperia-Period Priority: Cerberus Headquarters 292
Liara T'Soni 96, 137, 186, 215, 233, 241, 280
Statue 357, 364
Priority: Citadel 126
LieutenantCortez 105, 138, 165, 174
Attican Traverse: Krogan Team 172 Priority: Earth 306
Lieutenant Tolan 153, 187
Benning: Evidence 356, 360
Priority: Horizon 278
Lieutenant Victus 167, 344, 346
Citadel: Alien Medi-Gel Formula 356, 359
Priority: Mars 114
Citadel: Asari Widow 357, 364 Priority: Palaven 134
Citadel: Baria Von 357, 361
Priority: Perseus Veil 212
M-11 Wraith 21
Citadel: Batarian Codes 357, 364
Priority: Ran noch 250
M-12 Locust 23, 279, 286
Citadel: Biotic Amp Interfaces 356, 361
Priority: Sur'Kesh 150
M-13 Raptor 26, 151, 161
Citadel: Cerberus Automated Turret
Priority: Thessia 264
M-15Vindicator 25, 115, 124 Schematics 357, 364
Priority: Tuchanka 184
M-22 Eviscerator 21, 339-340 Citadel: Cerberus Ciphers 356, 365
Prologue: Earth 110
M-23Katana 21, 115, 122 Citadel: Cerberus Retribution 357, 365
Rannoch: Admiral Koris 238
M-25 Hornet 23, 199, 206 Citadel: Cerberus Turian Poison 356, 365
Research Facility Approach 117
M-27 Scimitar 21, 135, 140 Citadel: Chemical Treatment 356, 366
Research Facility Interior 118
M-29 Incisor 26, 344 Citadel: GX 12 Thermal Pipe 363
Shrike Abyssal: Prothean Obelisk 356,
M-3 Predator 20, 111 Citadel: Hanar Diplomats 356, 361
359
M-300 Claymore 22, 173, 175 Citadel: Heating Units 357, 362 Silean Nebula: Rings of Alune 356, 369
M-358Talon 19,199,206 Citadel: Improved Power Grid 357, 362
Tuchanka: Bomb 200, 343
M-37 Falcon 25, 293, 299 Citadel: Inspirational Stories 356, 366
Tuchanka:Turian Platoon 164
M-4 Shuriken 23, 115, 119 Citadel: Kakliosaur Fossil 357, 366 Valhallan Threshold: Prothean Data
M-451 Firestorm 1 73, 176 Citadel: Krogan Dying Message 357, 363 Drives 357, 369
M-5 Phalanx 19, 185, 194 Citadel: Medi-Gel Sabotage 356, 366
M-6 Carnifex 20, 351-352 Mnemonic Visor 29, 339-340
Citadel: Medical Supplies 356, 367
M-76 Revenant 25, 199, 205 Citadel: Reaper Code Fragments 356,
M-77 Paladin 20 367 Mods 27-28
M-8 Avenger 24, 111, 113 Citadel: Target Jamming Technology 357, Assault Rifle Extended Barrel 27, 154,
367 193, 273
M-9Tempest 23, 165, 167
Citadel:Volus Ambassador 357, 367 Assault Rifle Magazine Upgrade 27, 135,
M-92 Mantis 26, 115-116
143, 246, 352
Citadel: Wounded Batarian 357, 368
M-920Cain 307,312
Assault Rifle Piercing Mod 27, 140, 204,
Dekuuna: Code of the Ancients 357, 368
M-96 Mattock 24, 339-340 255
Dekuuna: Elcor Extraction 356, 369
M-97 Viper 26, 135, 140
Assault Rifle Precision Scope 28, 227, Combat Mastery 70
341,350
Combat Powers 33
Assault Rifle Stability Damper 27, 258, N7 Chestplate 29 Concussive Shot 68, 77, 85
339, 348
N7 Crusader 22 Cryo Ammo 59, 70, 72
Pistol High-Caliber Barrel 28, 157, 175,
N7 Eagle 20 Cryo Blast SS, 65, 93
206
N7 Gauntlets 29 Cryo Explosion 34-35
Pistol Magazine Upgrade 28, 140, 189
N7 Greaves 29 Dark Channel 35
Pistol Me lee Stunner 28, 189, 348
N7 Helmet 29 Decoy 82
Pistol Piercing Mod 28, 140, 180, 206
N7 Hurricane 23 Defense Drone 102
Pistol Scope 28, 161, 283, 345
N7 Shoulder Guards 29 Defense Matrix 82
Shotgun Blade Attachment 28, 286, 344
N7 Valiant 26 Disruptor Ammo 58, 69, 77
Shotgun High-Caliber Barrel 28, 272
Nemesis 39, 389 Drell Assassin 377
Shotgun Shredder Mod 28, 124, 246
Normandy 14-15 Energy Ora in 102
Shotgun Smart Choke 28, 169, 189, 218
Normandy Dock: 024 17
Shotgun Spare Thermal Clip 28 Electric Explosion 34-35
Normandy SR-1 135, 137 Fitness 48
SMG Heat Sink 28, 274, 340, 345

SMG High-Caliber Barrel 28, 175, 254, Flame Explosion 34-35


353 Fortification 90
SMG Magazine Upgrade 28, 167, 246, Old Grid Schematics 327, 362 Frag Grenade 68, 89
343
Heavy Melee 36
SMG Scope 28, 120, 193, 221
Incendiary Ammo 69, 72, 89
SMG Ultralight Materials 28, 120, 168, Paragon 3, 12 Incinerate 54, 59, 81
257
Phaeston 24, 165, 168 Inferno Grenade 78
Sniper Rifle Concentration Mod 28
Phantom 40, 390 Krogan Berserker 378
Sniper Rifle Enhanced Scope 28, 149, 219
Pistol High-Caliber Barrel 28, 157, 175, 206
Sniper Rifle Extended Barrel 28, 170, 206 Lift Grenade 64
Pistol Magazine Upgrade 28, 140, 189 Marksman 78
Sniper Rifle Piercing Mod 28, 206, 353
Pistol Melee Stunner 28, 189, 348 Melee Combat 35-36
Sniper Rifle Spare Thermal Clip 28
Pistol Piercing Mod 28, 140, 180, 206 Nova 74
Pistol Scope 28, 161, 283, 345
Mordin Solus 106, 154, 185-187, 194 Offensive Mastery 66
Pistols 19-20 Operational Mastery 61
J.
T
Overload 54, 65, 81, 85, 93
Multiplayer 370-416
m Powers 13, 33-35 Power Combos 34-35
'D Assassination 385
'5 Adrenaline Rush 67
0 Proximity Mine 86
Dagger 403-406
m Alliance Officer 79, 95
E Pull 51, 73
111
Enable/Disable Devices 385
0 Alliance Training 375 Pure Biotic 99
Extraction 385
15 Ammunition 34
n Ghost 396-398
Quarian Defender 379
....
I:
Armor-Piercing Ammo 86
0 Quarian Machinist 103
Giant 407-409
111 Asari Justicar 347, 376
E Rage 378
'C Glacier 410-412
IL Assault Mastery 75 Reave 94
Hacking 385
Barrier 94 Sabotage 56, 61, 101
Reactor 413-416
Biotic Charge 73 Salarian Operative 380
Recruit Pack 384
Biotic Combo 34-35 Sentry Turret 56
Spectre Pack 384
Biotic Mastery 52 Shockwave 51, 74
Starter Pack 384
Biotics 34 Singularity 49, 97
Veteran Pack 384
Carnage 90 Slam 35
White 399-401
Cluster Grenade 52 Stasis 98
Combat Drone SS, 101 Sticky Grenade 60
Tactical Cloak 60 Shotguns 20-22 Geth Pulse Rifle 24, 213, 220

Tech Armor 64 Shuttle Bay 15 Geth Spitfire 239, 246, 251, 259-260

Tech Mastery 57 Sirta Supplies 129 Graal Spike Tower 21

Techs 33 SMG Heat Sink 28, 274, 340, 345 Hydra Missile Launcher 307, 319,
321-322
Throw 50, 63 SMG High-Caliber Barrel 28, 175, 254, 353
Javelin 26, 239, 243
Turian Rebel 87 SMG Magazine Upgrade 28, 167, 246, 343
M-11 Wraith 21
Turian Veteran 381 SMG Scope 28, 120, 193, 221
M- 12 locust 23, 279, 286
Unshackled Al 83 SMG Ultralight Materials 28, 120, 168, 257
M-13 Raptor 26, 151, 161
Warp 50, 63, 97 Sniper Rifle Concentration Mod 28
M-15 Vindicator 25, 115, 124
WarpAmmo 98 Sniper Rifle Enhanced Scope 28, 149, 219
M-22 Eviscerator 21, 339-340
Weapon Strikes 35 Sniper Rifle Extended Barrel 28, 170, 206
M-23 Katana 21, 115, 122
Sniper Rifle Piercing Mod 28, 206, 353
M-25 Hornet 23, 199, 206
Presidium Commons 17 Sniper Rifle Spare Thermal Clip 28
M-27 Scimitar 21, 135, 140
Primarch Fedorian 134, 141 Sniper Rifles 25-27
M-29 Incisor 26, 344
Primarch Victus 163-165, 167 Spectre Requisitions 17,20-21,27, 131,361
M-3 Predator 20, 111
Prothean VI 275-277, 292-293, 304-305 Submachine Guns 22-23
M-300 Claymore 22, 173, 175
Purgatory Bar 17
M-358 Talon 19, 199, 206

M-37 Falcon 25, 293, 299


Tali 100-104, 217, 251-254, 263, 266, 280, 294
M-4 Shuriken 23, 115, 119
Ravagers and Swarmers 41, 392 Terminus Armor 29
M-451 Firestorm 173, 176
Reaper Blackstar 149, 171 The Captain's Cabin 14
M-5 Phalanx 19, 185, 194
Recon Hood 29, 205 The Combat Information Center 14
M-6 Carnifex 20, 351-352
Renegade 3, 12 The Crew's Quarters 15
M-76 Reven ant 25, 199, 205
Reputation 3, 13 The Reapers 40-42
M-77 Paladin 20
Rila 349-350 The Shroud 70, 184, 187-189, 194
M-8 Avenger 24, 111, 113
Rosenkov Materials Chestplate 29, 333 thresher maw 192, 194-195
M-9Tempest 23, 165, 167
Rosenkov Materials Gauntlets 29, 344-345 TM-88 Peruvian Whiskey 127, 129-130
M-92 Mantis 26, 115-116
Rosenkov Materials Greaves 29 Turian Cruiser 137
M-920 Cain 307, 312
Rosenkov Materials Shoulder Guards 29 Turian Toxin Data 352
M-96 Mattock 24, 339-340
Rosenkov Materials Shoulder Guards 29 turret 194-19 5
M-97 Viper 26, 135, 140
Turret Control Schematics 344, 346
M-98 Widow 27, 265, 2 72
M-99 Saber 25, 279, 291
Samantha Traynor 107, 133
N7 Crusader 22
Samara 107, 347-350 Umbra Visor 29, 265, 268
N7 Eagle 20
Scorpion 1 9, 151, 161 UrdnotWreav 185
N7 Hurricane 23
Security Helmet 29
N7 Valiant 26
Sentry Interface 29, 160
Phaeston 24, 165, 168
Serrice Council Gauntlets 29 Vendetta 276
Pistols 1 9-20
Serrice Council Greaves 29, 293, 300
Reaper Blackstar 149, 165, 171
Serrice Council Shoulder Guards 29, 347, 349
Scorpion 19, 151, 161
Shadow Terminal 137, 186 Weapons 18-28
Shotguns 20-22
Shotgun Blade Attachment 28, 279, 286, 344 Arc Pistol 19, 213, 219
Sniper Rifles 25-27
Shotgun High-Caliber Barrel 28, 124, 246 Assault Rifles 24-25
Submachine Guns 22-23
Shotgun Shredder Mod 28, 124, 246 Black Widow 27
ShotgunSmartChoke 28, 169, 189,218 Disciple 22, 347, 349
Shotgun Spare Thermal Clip 28 Geth Plasma Shotgun 21, 251, 258
PRIMA Official Game Guide

WRITTEN EIV ALEXANCJER MUSA. FERNANCJO EIUENO,


ANCJ RAFIHAEL VAN LIEROFI
The Prima Games logo is a registered trademark
of Random House, Inc., registered in the United
States and other countries. Primagames.com is I'd like to thank my Lisa for being so Many thanks to Bioware, particularly their QA
a registered trademark of Random House, Inc., supportive, understanding, and amazing team, but indeed the whole studio for being as
registered in the United States. while I lied to her face ... sort of. accommodating as they were.

To my Lisa, Many thanks to all of Prima, for giving me this


© 2012 EA International (Studio and Publishing) Ltd. Mass
opportunity to work on Mass Effect 3. To Paul,
Effect, the Mass Effect logo, BioWare and the BioWare Little did you know that while I was toiling
for all of the support and guidance, reigning
logo are trademarks of EA International (Studio and away writing this book, I was also cleverly
me in when I needed it most. To Aaron, for the
Publishing) Ltd. EA and the EA logo are trademarks of planning my proposal. Little did you know
washing machine jokes. To Jesse, for freezing
that while I was flying to Edmonton to meet
Electronic Arts Inc. All other trademarks are the property in Poland. To Don, for tolerating my use of the
with the Mass Effect team, I was also flying
of their respective owners. laptop for as long as I did. To Andy, for giving
to Kansas to meet with your parents and
me this shot, and for bison ribs. To Fernando
No part of this book may be reproduced or transmitted ask for your hand. Little did you know that
Bueno, for being awesome to work with and
in any form or by any means, electronic or mechanical, while I was "emailing my contact" at the
managing his growing apprentice's tendencies
including photocopying, recording, or by any information dinner table, I was actually texting your sister
to be long-winded at writing anything (this is
storage or retrieval system without written permission for help with the ring. Little did you know
going to be edited, isn't it). To anyone I missed,
that while I was taking breaks from writing
from Prima Games. Prima Games is an imprint of Random I am sorry, you're thanked as well.
walkthrough text, I was writing clever little
House, Inc.
poems for the scavenger hunt that would To Carrie, for her hard work on my submissions.
Product Manager. Paul Giacomotto lead you around Walt Disney World, and To Targa, for making it all look awesome. To JJ,
Design & Layout: In Color Design eventually, to the place where I would drop for the screen grabs and the scone.
Manufacturing: Stephanie Sanchez to one knee. I hope you said, "yes.•
Many thanks to them all, to a II my friends, for
Copyeditor: Carrie Andrews I love you, all of the support. To my mother and father,
Maps: 99 Lives long suffering have they been, my deepest
-Nando
Contributing Author: Raphael van Lierop thanks.
Screenshot Editor: JJ Zingale -Alex
Important:

Prima Games has made every effort to determine that


the information contained in this book is accurate.
However, the publisher makes no warranty, either Chris Bain Michael Gamble Scott Mitchell Derek Watts
expressed or implied, as to the accuracy, effectiveness, Benjamin Blanchard Corey Gaspur Barrett Rodych Karin Weekes
Noel Borstad Lorraine Honrada Jim Stadelman
or completeness of the material in this book; nor does The ME3 Design Team
Chris Buzon Casey Hudson Bjorn Taylor
the publisher assume liability for damages, either The ME3 QA Team
Darren Clark Bryan Johnson Ken Thain
incidental or consequenttat that may result from using The ME3 Writing Team
Nick Clifford Arone Le Bray Mike Trottier
the information in this book. The publisher cannot Eric Fagnan Parrish Ley Mac Walters
provide any additional information or support regarding Bastiaan Frank Carlo Lynch Preston Watamaniuk
gameplay, hints and strategies, or problems with
hardware or software. Such questions should be directed Prima Games would like to specifically thank Chris Bain, Nick Clifford, Michael Gamble, Casey
Hudson, and Carlo Lynch. The amount of support we had from these guys was tremendous.
to the support numbers provided by the game and/or
Chris- You made sure we had whatever we needed to be successful (and he had to deal with
device manufacturers as set forth In their documentation.
Aaron). Nick- Your enthusiasm and willingness to help was refreshing. Michael- You were a
Some game tricks require precise timing and may require
brilliant conductor my friend. We shared more emails than most servers can handle and I
repeated attempts before the desired result is achieved. appreciated all of them. Thank you so much for all your efforts. Carlo- Your commitment to
helping us with accuracy will benefit the fans of this franchise. Casey-What a brilliant franchise
Prima Dames you and your team have created. We're proud to have worked with you over the life of Mass
An Imprint of Random House. Inc. Effect and look forward to meeting up again on whatever your next venture may be.
aooo Lava Ridge Court, St. 100 Thank you all!
Roseville, CA 95661
L

www.prlmagames.com
----------------------------------
ISBN: 978-0-307-89148-B Printed in the United States of America 12 13 14 1 5 DD 1 O 9 8 7 6 5 4 3 2 1
Suspending Disbelief
The team on Mass Effect 3 understood
that their primary Job, especially with
BloWare's focus on developing cutting-edge story-driven game experiences has regards to narrative sequences, was to
made them pioneers In many different areas-technology, process, development ensure the player's suspension of disbelief
philosophy-and In some cases, they have to create entirely new disciplines. remains intact throughout the game. Any
When development of the original Mass Effect began In the early 2000s, the time a small glitch, bad camera cut, or
responsibility for creating the hybrid conversation sequences-which were, in effect, rocky transition pulls the player out of the
partly cinematic, partly interactive-fell on the shoulders of a tightly knit collaborative experience, the game has to gradually build
drawing from the design, art, technology, animation, and audio departments. that player up again to the point where
Over time, however, it became obvious that the unique nature of the Interactive they are fully engaged and Invested in the
dialogue sequences that define so much of the Mass Effect experience depended on fiction of the game.
Individuals with an unusual combination of skills, talent, and experience. Rather than With story moments comprised of
simply rely on a cross-disciplinary team to take ad hoc responsibility for the sequences, multiple disparate parts, the cinematic
BloWare created an entirely new role within the studio: the cinematic designer. design team's primary responsibility was
to maintain this seamless flow of content
and to be the guardians of this smooth
narrative flow.
Creatinga CinematicMoment Seamless transitions between different
At the Inception stage of a new cinematic moment, representatives from various types of content were Incredibly difficult to
teams and disciplines get together in what Bio Ware calls a "doq-plle" The dog-pile pull off. But the team felt so strongly about
is typically comprised of a level designer, a writer, a cinematic designer, and a level the value of creating a smooth-flowing,
artist. The macro story for the game will be broken down Into components, with each seamless experience for the player, one
component being assigned to an area of the game-a campaign, a level, and then that was not broken by cuts and fades to
several specific cinematic moments. black, that they were driven to create new
When the team zeroes In on a specific area of the story, a writer will present a technology and processes to make these
narrative brief for that area, outlining any major plot elements that need to transpire seamless transitions possible.
within the sequence. It Is even evidenced from the level-
While the level designers begin to figure out the details of what the gameplay to-level transitions, where the player is
space needs to be, the cinematic designers begin breaking the content down Into being moved from one environment to
sequences of narrative, and outline where different pieces of story need to happen. another (for example, barely escaping the
They will map out Important beats like character Introductions and enemy entries Reaper invasion of Earth and then moving
and will Identify where different narrative tools can be effective; for example, dialogue seamlessly Into the Normandy's interior
sequences, clnematics, and three-second cutscenes that showcase a memorable to take stock of the situation and plan for
event and provide a punctuation point for the player's experience at that time. next steps} without the game having to
In Mass Effect 1, the role of cinematic designer was new and relatively undefined. stop to load. This creates a wonderfully
Production started on ME1 with two cinematic designers who had been technical free-flowing experience that feels great for
designers previously and who were then assigned to support the writing of the game. the player and allows momentum to carry
To give a sense of how significant the process of cinematic design has become for forward, heightening the intensity and
BloWare's games, fast-forward five years. Mass Effect 3 now has a dozen cinematic drama of the game. For those Instances
designers responsible for creating over 300 scenes and facilitating digital acting where a load Is necessary due to technical
for over 23,000 lines of dialogue. It would take a staggering 27 hours to play all this constraints, the loading process will be
content, plus all the other ways in which the cinematic design team supports the game hidden behind a short contextual cinematic
experience (from helping to create ambient moments, to three-second cutscenes, to that again helps ground the player in their
huge moments or grand spectacles, to background dialogue}. current environment.
Cinematic Storytelling in Mass Effect
Camera as Character Using Lenses Inspirations
Back In 2001, when the concept for Mass The team developed a standardized lens For real-world film inspiration, the team
Effect 1 was first being developed, the language for the game, Including how lenses looked at films from several directors. A
clnematics team considered ways through were used to portray specific ships, locations, few stood out: the films of Ridley Scott;
which they could make the cinematic scenes and characters to help capture iconic the Oscar-nominated Afghanistan war
more authentic and realistic. Use of lenses silhouettes for each. For example, female documentary Restrepo, which portrayed
and camera techniques was quite forward- characters would be viewed through longer the gritty, dirty life of soldiers In that
thinking for the time, as was the notion of lenses to avoid distorting their proportions, conflict; scenes from Aklra Kurosawa films,
communicating the presence of a cameraman whereas aliens tended to look better through In particular the burning of the third castle
(i.e., using cinematic camera techniques to wider lenses, the distortion adding to their In the film Ran. Within specific battles, the
provide proper framing and scene editing, sense of'otherworfdltness" team tried to capture the spirit of warfare
thus Imbuing the Interactive scenes with a throughout history-shots of soldiers
sense of drama). Players could feel not only Smoother Editing lined up and firing down a line recall rows
that they were participating In highly dynamic Improving the editing of scenes and narrative of riflemen with muskets, the smoke and
story moments, but also that those moments delivery was also a big focus for Mass Effect sound of fire "hitting" the camera. There
were presented In a beautifully authored way 3. Transitions into and out of gameplay is also a shot the team referred to as a
that channeled techniques we had all come to sequences were made smoother, delivery "thousand shlps,"which was Inspired by the
recognize from our favorite film directors. The of story information was tightened, and the Trojan War. These Inspirations added an air
camera itself has become a character. overall presentation of cinematic story flowed of authenticity to the cinematic experience
much more naturally and with stronger of combat and helped deliver a sense of the
forward momentum than ever before. game being In a "timeless war."

Connecting to Shepard
In all the Mass Effect games, the cinematics
team paid particular attention to how
Shepard would be introduced to players at
the beginning of the game and how he would
appear throughout the entire experience.
This meant creating specific shots, some
of which were used In all three games. For
example, the shots where the camera tracks
Shepard's movement as he travels through
Adding Personality to
the Normandy (in Mass Effect 1 and 2) or in the
Spacecraft trial scene (In Mass Effect 3), and the slow pan
In Mass Effect 2, the cinematics team invested
around to reveal his face. This Is particularly
in additional tools and processes in order important, as players can customize their
to deliver even more cinematic moments,
own Shepard, and this reveal Is hugely
In particular scenes Involving the various validating as a cinematic Introduction to their
spacecraft. The memorable scene In which
personal character.
the player comes face-to-face with the new Another subtle cinematic technique
Normandy-after having experienced Its
the team has used to create a stronger bond
destruction firsthand In the game's opening between the player and their Shepard Is the
sequence-utilizes the full spectrum of
subjective camera used In all three games
cinematic storytelling techniques such as when Shepard is coming to after having
camera, lighting, and music. This helps the been unconscious. In Mass Effect 1, this
player fall In love with the new ship. Indeed, occurred after Shepard's first visions of the
the scene plays out like meeting an old love, Reapers. In Mass Effect 2, It was when he wo ke
one you never thought you would see again.
up on the operating table in the Cerberus
All of these techniques come together in reconstruction facllity. In Mass Effect 3, it was
Mass Effect 3. The cinematlcs team had to find after the explosion in the trial that launches
a way to communicate story and character Shepard across the room. These scenes not
through each of the ships In the game-the
only provide a highly cinematic moment
Normandy, the Reaper ships, and others- for players, but they also allow them to feel
and In the battles between them.
that they are experiencing what Shepard is
experiencing: Their vision Is blurry and then


resolves to clarity. And once they can see
clearly, they feel they are Shepard.
Cinematics Production Process
For Mass Effect 3, cinematics production was a complex, multistaged process involving several departments, continuous iteration, and an incredible
attention to detail. Unifying techniques and processes from video games and film production, the team at BioWare have evolved a workflow over
the creation of three Mass Effect games to boast one of the most mature cinematics production methodologies in the industry:

1. Cinematlcs team will get a script for a scene or even Just a short 6. Once the pacing and location of individual narrative playables are
description from the writing team. In place and considered locked, the clnematlcs team proceeds to
animation and motion-capture to create the character movement,
2. The team will do a storyboard pass, brainstorming various ways to
bodylanguage,and facial expressions that will bring the characters
set up shots and move the camera before bringing it back down
and story to life.
to the basics. The team asks the question, #Are the shots in the
storyboard sufficient for communicating the story in the scene?" If 7. The team takes their previz animation to the motion-capture
the answer Is yes, they are ready for the next step. studio. Each character does not have a single actor assigned to
it; rather, there are certain actors who help set the style of body
3. The team will create a scene using "prevlz animatics" (rough
movement for a particular character, which the team then utilizes
animation that shows the intention of a scene and helps work out
utilizes depending on the needs of the scene. Hand animation
specifics around camera position, timing, cuts, etc.) based on the
is used to smooth out any slight variations In the performance
storyboard. The previz sequences are built within a gray-boxed
for a certain character that has been played by multiple actors.
space with static characters, using animatics for basic action and
This ensures that a particular performance matches the original
cameras. All geometry is placeholder at this point, and there is
reference established for that particular character.
little thought paid to the finer points of llghtlng and whatnot. The
scene will often be previz'd to a temp audio or music track that is 8. For characters who have specific voice actors, like the Illusive Man,
intended to help communicate the overall mood of the scene. played by Martin Sheen, the team will screen the previz, and the
actor will deliver a voice performance based on the previz scene.
4. The previz sequences will be put together, creating the "narrative
Often the actor will add so much to the scene through their voice
playable.'.' This playable allows for iteration to happen until the
performance that the animation team will revisit a scene and
basic flow, pacing, camera position, and editing cuts are in place.
reanimate to capture the magic of the actor's performance.
The playable may be shared with music composers at this time so
that they can begin making plans for how to score the scene. 9. Once all this work is done, the cinematicsteam begins collaborating
with the level-design team to integrate the cinematic sequence
5. The team then reviews the density of narrative content when
into the game. The lighting team will get involved to help ensure
playables are stacked together. This can reveal areas where there
the scene looks as good as possible, and the visual effects and
are too many cinematic story moments occurring in sequence
audio teams will add the final layer of integral polish to the scene.
without sufficient Interactive moments or breathing room In
Music will then be integrated integrated, and the scene will be
between. The team can then take a step back and evaluate. with
complete.
the writing and level design teams, how to reorder the moments
so that pacing feels more natural .
Digital Characters
Creating Closeness
As a series, Mass Effect has always emphasized the importance of relatlonships between characters.
In some cases, these relationships are friendships. In others, Intimacy is Involved. Creating digital
characters that feel lifelike and do not present themselves in a way that ruins the player's suspension
of disbelief ls a huge challenge. Creating digital characters capable of communicating strong
emotions between each other Is even more complex.
The Mass Effect games often show characters touching each other. Whether this is Shepard
pulling an ally out from flaming wreckage or helping them up from a seated position or laying a hand
on a friend who has experienced a tragic loss, these moments heighten the reallsm of the characters
and their plight, as well as strengthen the player's connection to them. Their emotions feel real.
Beyond that, the close Intimate relationships between characters are as much a technical
achievement as they are an artistic one. Characters touching, kissing, or giving each other emotional
gazes-these are all actions that we take for granted as being easy, yet within the digital world of a
video game, they require state-of-the-art technology and the team's ded katlon to complex problem-
solving. These are difficult problems to solve; you need a team that cares about solving them.

Cinematics vs. Real-Time Story Moments


Mass Effect 3 delivers its story through multiple types of sequences.
Each type offers its own advantages and costs to the project, and all
require a staggering amount of technology and manpower to create:
• Prerendered cinematic scenes (also known as "cutscenes") are
fully animated sequences that are triggered at specific moments
during the game. These sequences tend to be highly produced,
with custom lighting. music, and visual and auditory effects, and
are reserved for major, significant story moments. Prerendered
cinematic sequences have the advantage of offering the animators
full control over the circumstances during which they will be Scaling for Variety
viewed by the player, which means they can be highly produced For Mass Effect 3, a full-time animator resided within the
and do not need to account for player input that might modify the clnematlcs design team, their express purpose being to
outcome. These are essentially short, linear movie clips that offer create animations to support the emotional moments.
no interactivity. When a request for a character moment came through from
• Interactive dialogue scenes need to account for a range of variables; the writing team, the animator would first work with the
for example, which allies did the player bring to the scene, or what cinematic designers In reviewing the thousands of existing
choices have they made elsewhere In the game that have an animations to see if any currently existed that could meet
impact on available dialogues? The player can interact with these the needs of the scene. If not, the animator would try
scenes through the"dlalogue-wheel,"whlch enables them to make blending snippets of existing animations to attempt to
significant choices about the content and outcome of a particular reuse content that was readily available.
conversation. There are hundreds of these scenes In Mass Effect 3. If the scene needed animation that did not currently
• In-game dialogue scenes are those In which allies make short exist or could not be assembled out of available pieces, the
comments or observations while the player Is moving through animator would work to capture the necessary animations
the world. The player has full control over the scene, and the allies during the next motion-capture recording shoot.
typically offer this ongoing commentary as they follow the player This process meant that dialogue-heavy story scenes
character through the world. These dialogues require the least that were fully interactive-meaning they were not
amount of effort to Integrate into the game but are also the least prerendered cinematics, and the player was left fully in
produced. control-boasted a healthy amount of animation content
As a general rule, the more polished and special-case a piece of content captured expressly to service the needs of these scenes.
is, the more expensive and limited it is In terms off acilitating reusability. With over 300 dialogue scenes in Mass Effect 3, there
The fact that players can often not tell the quality difference between was a real risk that content reuse could lead to a feeling
these types of scenes-all of which are seamlessly blended together of repetition and "sameness" about the content. Players
throughout the game-ls a huge testament to the talent of the Mass are very sensitive to content reuse, and seeing the same
Effect 3 development team. animations used over and over again In multiple scenes
can make a game feel like a "budget" production. Using
the above process, the team was able to ensure a feeling of
purpose-built content having been created for each of the
scenes, adding to the quality of the player's experience.
Lip Synchronization
As with eye movement, ensuring digital characters' mouths are moving
appropriately-known as "lip synchronization;' or, more commonly,
"lip-synch"-ls a critical part of delivering a believable, high-Impact
performance.
While the Mass Effect series used specific technology to
automatically generate the movement of characters' lips in real time,
there was also an extensive creative process that went into ensuring the
technology was tuned to deliver believable, engaging performances.
The original automated technology could bring the lip-synch to an
acceptable baseline level, and with the help of the programming team,
the bar could be raised to a new level of quality.
In order to Improve the lip-synch, the team developed a process
inspired by the breakdown of speech In traditional 2-0 character
animation. In this type of work, animators pay specific attention to the
shape of the mouth as it creates specific vowel and consonant sounds.
The Eyes Have It
When animators look at the sounds coming out of the mouth, the goal
Presenting convincing digital characters is highly
is to ensure that the mouth "snaps"to the vowel phoneme sound at the
dependent on how true to life a character's eye movement
beginning of the word by cu II Ing the consonant at the start of the word,
is. This includes where the character is looking relative to the
with the exception of certain consonants like M, B, and P. These vowel
player's expectations. Do characters appear to be looking at
phonemes at the beginning of words tend to be where the shape of
each other when they are speaking? Do they appear to be
speakers' mouths are most exaggerated and Is what we tend to read
looking at the player when they should be? Do they stare
when we are looking at someone's lips as they are speaking to us.
lifelessly in the completely wrong direction? Do their eyes
The second improvement came about because, although the
blink realistically? Do the subtle eye movements mesh with
automatic lip-synch technology did a good job, it was not able to
the emotions they are conveying through dialogue and
distinguish between which phonemes the viewer's brain would
body language? This, again, Is a highly challenging area of
ignore when reading the lips; the tech simply generated individual
character production and one that the Mass Effect 3 team
mouth shapes for all phonemes it detected and for each word In a
Invested significant resources In solving.
line of dialogue. This often resulted in very unnatural, jarring mouth
When characters in Mass Effect 3 look around the
movements.
world, they refer to a set of values that reside "under the
Another evolution of the tech used in Mass Effect 3 meant that
hood." These values define various parameters around
the technology was able to detect Instances of "Jabber Jaw,• those
eye movement and are tweaked endlessly to get the best
cases where the automatic lip-synchronization tech was generating
results. Using these values as a baseline for eye behavior,
phoneme shapes at too high a frequency, leaving characters' lips
designers are then able to place "look-at tarqets" In the
looking like they were mumbling or teeth like they were chattering.
world that instruct the digital characters to look at very
The final step the animators took to ensure the lip-synch was to
specific locations over the course of a scene-an object,
the highest quality was another process derived from traditional 2-0
a character, the player's character, and so on. Once the
animation. Typically, In games, the lips are animated to be precisely
scene is playable using the designer-defined "look-ats,' the
synchronized with the dialogue audio they accompany. In 2-0
animators can go In and tweak the eye movement by hand
animation, the lips are animated so that the animation triggers slightly
for any Instances where the programmatic solutions do not
before the viewer hears the audio. This accounts for how the eye and
work to their satisfaction.
ear each receive data and how the brain processes this data. The Mass
While many of these
Effect 3 animation team was able to recreate this subtle but noticeable
tools and processes existed
shift, producing lip-synch results that are highly realistic and can
In earlier Mass Effect games,
satisfy the ultraperceptive human eye.
new technology was
Through trial-and-error and a lot of Iteration, the animation
developed to help ensure
team was able to use a combination of technical horsepower,
the eye movement and
creative skill, and raw attention to detail to produce nearly perfect
look-ats for characters In
lip-synchronization for the dialogue sequences throughout the game.
Mass Effect 3 would look
natural and would avoid
behavior that pulled the
player out of the experience.
The end result is some of the most believable-looking eye
movement of any digital character In the medium to date.
"Level design is about providing
the player with interesting
choices, but not too many
at the same ti me. These
choices must have interesting
consequences for the player:'
Bastiaan Frank, Lead Level Designer, Mass Effect 3
Creature Design
A successful combat system depends on a clear and compelling relationship between the
tools the player Is given and Interesting opportunities to use-and master-those tools.
With all the enhancements to Mass Effect 3's combat experience-through stronger level
design, greater breadth In the weapon modification systems, Improved weapon feedback,
and so on-the biggest change came in the form of the enemies themselves.
As with other areas of the game, what players experience In Mass Effect 3 Is the result
of an evolution through the previous two games and accompanying downloadable content
(DLC). With Mass Effect 1, players were fighting what essentially amounted to scl-f skins on
common Dungeons & Dragons-type enemies.
With a stronger core of shooter gameplay, Mass Effect 2 introduced additional enemy
types, yet most were variants on standard bipedal humanoids, all toting guns, and combat
occasionally suffered from a feeling of "sameness" All enemies fell Into three categories
of behavior: enemies that would use cover, enemies that closed distance and used melee
attacks, and enemies that ran at the player, shooting. On top of this, the enemy profiles-the
shape and color of enemies, which is how players identify the different threats they face
onscreen-tended to blend together.
For Mass Effect 3, the team knew they needed to up the ante with creature design. This
Increased focus was formalized through assigning a full-time designer solely to creatures for
the duration of the project.
The new approach identified clear and distinct roles for each enemy type. Roles defined
clear goals for the creatures, with unique behaviors (ga meplay actions driven by Al) created
to support these goals. Beyond this, many creatures were also given discreet weaknesses-
for example, the Guardian's shield can be knocked away, and destroying the Ravager's
"sacks" prevents them from spawning new enemies. This gives players opportunities to
develop new tactics and discover the optimal ways to overcome the various enemies.
Through roles, each enemy would Introduce a new power Into the combat
dialogue. For example, some would push the player into cover; others would force them
out. Some would approach slowly, soaking up damage and presenting a great threat If
they made it up close. This allowed the designers to play with parameters like time and
distance when building encounters; some enemies would become more dangerous the
closer they came to you, others would become more dangerous the longer they were left
Combat Example from Biotic
alone, and so on. Presenting these enemies together In interesting combinations would
form the basis of the improved encounter design in Mass Effect 3. Players would be given a
Student Rescue Mission
At position A, a fixed turret cannot move
true combat puzzle to solve.
but Is highly dangerous If you are exposed
Enemies were also given a variety of ways to move and approach the player-for
to its fire. You enter the space, coming
example, rocket boots allowing them to fly up or down, leaping, climbing walls, and so on-
under fire from the turret, and take cover
adding dynamism to the combat and making them look interesting while simultaneously
in position B. Mobile enemies attempt to
keeping players on their toes. Many of them would have a way to force themselves Into the
flank your position, forcing you to engage
player's combat space, a custom "entrance" that would surprise the player and challenge
and exit your protective cover. You are again
them to engage and use all their own skills-as well as the Shepard's abilities and arsenal-
vulnerable to the turret.
to fight, and win.
Your task is to find the best way to
exploit the environment, the weapons In
your arsenal, and your abilities and those of
your allies to destroy the enemies you face.

Ravager
The Future of InteractiveStorytelling
The future of storytelling In games Is going to Involve Mass Effect 3's lncluslon of voice commands, supported by the Xbox
players In new ways through different types of interfaces 360 Kinect, provide a glimpse of future interactive storytelling. When
and different ways to engage with the game. New formats players converse with Al-controlled characters, they are able to actually
and technologies will enable new delivery methods; for speak with them and focus more on the conversation, without needing to
example, gamers might stream games through their rely on a traditional controller to select the next piece of dialogue. It feels
televisions. The player experience, and particularly how it more natural and can help players become more invested in the characters
relates to narrative presentation and player Involvement, and the world. The act of actually speaking to a character does more to
will need to be built from the ground up to account for stimulate a player's mind.
these evolutlons In the medium. In the future, people may look back at the traditional control methods
and say to themselves "That was the old way:'

-In conversation with Casey Hudson


Theme of Survival
The Mass Effect 3 team wanted to channel an even stronger sense of Gameplay systems like the "Galaxy at War" metagame Involve the
urgency and high-stakes for Shepard and the human race, building player's actions in gathering support and material for the liberation
on the Intensity of the previous Mass Effect games while bringing of Earth. Even subplots, such as the krogan's relentless pursuit of
Shepard's story to a resounding crescendo. a cure for the genophage, focus on survival. Collecting these war
The team drew Inspiration from World War II to develop the assets are vital to Shepard saving the galaxy.
tone and themes for Mass Effect 3. They wanted the game to feature Even the Normandy, the player's home base and secondary
a large-scale conflict that would pull various disparate factions avatar In the game, returns In a much leaner, meaner form than
together and unite them under difficult circumstances to fight a the gratuitously sleek Cerberus Normandy from Mass Effect 2.
common enemy. The theme for the game, therefore, became one The retrofitted Normandy In Mass Effect 3 is utilitarian, Intensely
of survival. focused, and ready for battle-a warship in the spirit of the classic
This theme unified all the campaigns, levels, and encounters WWII battleships.
in Mass Effect 3. In the game's stunning opening mission, Earth In addition, soldiers are more prevalent than scientists on this
experiences the Reaper Invasion firsthand, making the story mission. Even talented biotic students on a distant school ship
personal for the player by raising the stakes for all of mankind. become a weapon in humanity's arsenal against the Reapers. It is
During development, the survival theme for this mission was "Rome up to the player to marshal their resources and hone them Into a
is burning: with players having to escape and then reluctantly leave sharp spear point with which to strike at the heart of the Reapers.
the cradle of humanity to pursue an even greater responsibility The theme of survival Is strongly present In all areas of the
thrust upon them. game. It is communicated through the art direction, the music, the
The theme of survival within the massive galactic conflict plot, the dialogue, the environment design, the levels, all the way
carries throughout the game. Within the safety of the Citadel, down to the encounters themselves. This strong cohesion of game
civilians chatter about how the war has affected them, elements makes this third and final chapter in Shepard's story the
providing players with various points of view on the conflict. strongest expression of Mass Effect's creative and thematic ideals
Combat Is intense, raging within massive set-piece battles set forth In the first game nearly five years ago.
that serve as constant reminders of threat the galaxy faces.
Strong Player Association
From its inception, Mass Effect was intended to be an action-oriented
role-playing game, or action-RPG, based within the third-person
shooter genre. In third-person shooters, players can see their character
onscreen, as opposed to first-person shooters, where players mainly
see their hands and the weapon they're holding.
The benefit of third-person games is that players can see their
character on the screen at all times; in many cases, this creates
a stronger bond between the player and the character they are
controlling. This was particularly important to the team at BioWare,
since their focus on storytelling, character development, and allowing
the player to create their own Shepard meant the player would see
their creation and feel an even stronger emotional connection to the
hero they were playing, since they had created it themselves.
RPG Roots
Having Just finished Knights of the Old Republic to massive
critical and commercial success, the gameplay team approached
the original Mass Effect from a very RPG-centric point of view.
This meant a lot of the gameplay, and combat In particular, was
very statistics-based: the player's abilltles, the characteristics of a
weapon, any kind of upgrade or modification made to ammunition,
accuracy, and so on. These elements all defined the player
experience more than a player's skill or whether a particular action
•felt qood.'The designers creating these stats-based systems were
referred to as "systems designers:'
In Mass Effect 2, the gameplayteam worked to better integrate
third-person-shooter mechanics that were more about ufeel" than
about statistics. This meant the player experience became focused
on gameplay: the way the player's control of character, camera, and
systems, combined with the visual and auditory representation of
the action (animation, visual effects, sound effects, etc.) resulted in
an experience within the game that was challenging but enjoyable.
The designers creating these experiences became known as
•game play designers;"
For Mass Effect 3, the team asked themselves how they
could take the gameplay experience, and combat In particular,
even further than they had in Mass Effect 2. They implemented
an enhanced weapons-modification system to give players the
opportunity to experiment and extract even more gameplay value
from each gun In the game. They added Increased mobility with
actions like sliding, melee, combat rolls, and climbing. They fleshed
out the cover-based gameplay of Mass Effect 2 and overhauled
the character ability systems. The Mass Effect 2 team had three
gameplay designers. On Mass Effect 3, that number Increased to six.
Mass Effect 1 was an excellent role-playing game, and the
team's first cover-based third-person shooter. With Mass Effect 2,
combat gameplay evolved to be competitive with other premiere
shooters. Mass Effect 3 Is the culmination of the previous two
games in that it is both an excellent RPG and an excellent action
game-the ultimate synthesis of key learnings and an evolution
of process and developer skill over the course of the Mass Effect
franchise.
Evolving Abilities
The ability system in Mass Effect 1 gave players a range of choices between statistics-based abilities and gameplay-based abilities. The fact
that the technology enabled physics-driven gameplay had a huge impact on the way the biotic abilities were conceived and presented
in the game. These types of physics-driven abilities, like picking up an enemy and throwing them across a room with your mind, lent
themselves naturally to being more gameplay-focused than statistics-focused.
In Mass Effect 2, the gameplay team shifted the abilities system to emphasize gameplay-focused abilities nearly exclusively. All abilities
wou Id have a visual outcome that could be perceived by the player and would not have effects that were hidden "under the hood."
A Design Philosophy
"To me, an RPG Is about debate. One of my combat designers will come to me and say, 'Half the people love the shotgun, and half of them
hate it,' and I'll tell him, 'Then you're done. It's a good weapon.'
"But when everyone loves It or everyone hates it, you have a problem. The same logic applies to the abilities system, how players choose to
build out their particular class. Being able to debate your choices and defend them to other players, justifying your particular play style-
this Is at the heart of being an RPG.#
-Preston Watamaniuk, Lead Designer
The Many Stories of Mass Effect
The Mass Effect 1 team spent the entire first year of the project developing the universe of Mass Effect Their goal:
to create a space within which they could tell dozens of interesting stories. The Mass Effect trilogy is Shepard's
story, told inside the Mass Effect universe. But the universe Is rich and diverse, with many more stories to tell.

-
w
-
• - . -
Mass Effect Inception
The nondescript exterior of the five-story brown edifice that Being huge fans of science fiction and storytelling, the
houses Bio Ware's Edmonton studio blends into the background KotOR team appreciated the opportunities the Star Wars
of this mixed commercial industrial area in south Edmonton. property provided them to create a nearly endless supply of
Flanked by hotels on one side and a busy four-lane freeway compelling fictional characters, worlds, and dramatic arcs-all
on the other, the building's generic nature stands at odds core elements to a successful RPG. But they also felt like it was
against the incredible creative output from the over 200 game time to spread their wings. Creating their own setting would
developers who inhabit its upper three floors. allow them even greater freedom to explore fresh ideas and to
Considering how garish and ostentatious the video game put their own spin on the sprawling space opera, giving them
industry can be at times, a casual observer might be surprised full control over how they wanted to evolve their own story arcs
to discover that despite the lack of corporate pomp and and characters over the course of multiple games.
circumstance evidenced by this structure, some of the best So in the fall of 2003, while working on shipping the PC
video games in the world have been conceived, created, and version of the hit RPG, the core KotOR team, led by project
shipped from within these walls. director Casey Hudson, began to envision what the next Bio Ware
The story of Mass Effect's inception began in the fall of 2003. game might look like. With rumors of the next-generation Xbox
During the previous summer, the studio had shipped what in development, the team set themselves to the task of defining
would become one of their biggest sellers to date, and certainly what an original BioWare science-fiction RPG, powered by
one of the highest rated and most beloved in the pantheon of next-generation console technology, would be.
Star Wars games-Knights of the Old Republic (2003). The project began with a single document. Hudson drafted
KotOR was BioWare's answer to the console role-playing a one-page outline of what he believed the game would
game (RPG), a genre that, until then, had long been dominated have to be-structurally, technologically, and creatively-in
by the Japanese industry. By allowing players to explore the order to really create a fruitful, creative space for near-endless
depths of the Star Wars mythology, BioWare not only created exploration and strong fan and community engagement. Simply
one of the most successful and highest-quality Star Wars games put, Casey said, "We just wanted to make the biggest best game
to date, but also laid the groundwork of fan base and fiction experience we could conceive of:' The document was given
they would later capitalize on with their massive multiplayer the deceptively generic title "SFX; an acronym for "science-
online game The Old Republic (late 2011). fiction X"; the resulting game would be anything but generic.
Within the one-pager, SFX was articulated from a very high-level: It was to showcase an original science-fiction
universe, featuring space travel, and players would have their own ship. The game content and systems would be
built to support the player, who would be able to experience the biggest possible science-fiction adventure.
The document also described some of the ways in which SFX would capitalize on next-gen technologies. The
new project would harness a critical discovery the team had made during the development of KotOR: By bringing
the camera in closer to the game's action and storytelling, players developed a more intimate, lasting connection
with the events of the game and with the characters themselves, leading to stronger long-term engagement.
Even with KotOR's relatively basic (by today's standards) character-realization technology, the team realized
that the magic of the game emerged from the player's experience of the world through the characters with whom
they interacted. A big focus of SFX would be leveraging the power of new technologies, made possible on the new
consoles, to advance the art and science of digital characters.
A game this large and ambitious inspired equally ambitious goal-setting. Not only would BioWare create a
sprawling story-driven science-fiction RPG, but they would also conceive of it as a trilogy, creating a vast universe
that could support the needs of three massive games. And with interactive storytelling being a cornerstone of
BioWare's development culture, the new game would include what Hudson referred to as its "ki lier feature": Players
would be able to take their character from one game to the next, and their decisions in the story and during
gameplay would follow them through the three-part saga. This would be the first game series to support such
unparalleled persistence in player decision-making.

"We just wanted to


make the biggest,
best game experience
we could conceive of."

With these high-level goals in mind, the team turned their attention to building a universe. They began by
tackling such foundational decisions as the nature of space travel-for example, would it include relativistic effects
such that supporting characters would age while players traveled through space? Would there be aliens? Would the
game take place on a single world or multiple worlds? How large would the known universe be? The answers to
these questions would help determine the range of possible player activities.
Once the team had established the basic structure and parameters of the universe, they turned their attention
to writing the multiple storylines that would support the player's experience. They had to create key characters,
races, home planets, and star systems, and they had to define cultures and histories for entire civilizations.
Over al I, this conception of the format and universe that would become Mass Effect wou Id occupy the team for
more than a year and would lay the groundwork for one of the richest and most engaging science-fiction settings
of all time. But the work was only beginning.
Q&A: The Art Direction of Mass Effect
Interview with Derek Watts - Bioware

The visual design of Mass Effect was one of the first things people
noticed when the game was first announced back in 2006. To this
day, the visuals in the franchise are still one of its strongest defining
characteristics. How was this arl direction conceived?
We developed the art direction for Mass Effect about eight years ago. We had just
come off of Knights of the Old Republic, and that helped define what it was we wanted
to do. We knew we wanted to make a science-fiction game, but knew we couldn't set it
in a Star Wars-like universe. We were inspired by the clean, epic futurism of Syd Mead,
John Harris, and John Berkey. Syd Mead has a signature style that is clean, futuristic,
purposeful, and very different from Star Wars. His art suggested colorful and hopeful
worlds with clean designs-not bleak settings. These were places you might want to
go to, places you cou Id imagine yourself being.
We drew inspirations from these artists and began working in our own element.
When we began designing other elements of the world, we knew we didn't want
characters to have bulky armor or clothing with too many layers. We knew the design
had to look futuristic but not ridiculous. Armor and clothing ended up being very tight.
Based on fan feedback, we bulked up the armor on characters over the course of the
franchise-for example, Shepard in ME1 looks small due to his armor being skintight.
In ME3, we've made his armor look more imposing to give him more presence. But
regardless, the initial design principles have remained throughout the franchise.
For Shepard, elements like the red stripe and the N7 logo (which was actually
extrapolated from a logo on a pair of skis) were things we played around with in
concept art that stuck around and became part of Shepard's personal branding.
It's interesting when you are developing an artistic style for a game. At first all the
feedback you get from people is comparing it to things they've seen elsewhere. After
the game comes out and resonates with players, the style becomes its own. Now we
hear things like, "Hey, I just saw this movie and it had a Mass Effect feel to it:'

It was clear with the first screenshots for Mass Effect 1 that you guys
were trying to differentiate yourselves visually from all the other sci-ti
games out there, starting with the brighter color palette.
We definitely wanted to have pools of bright color, saturated color, etc. We didn't want
to have the desaturated browns and other earth tones that a lot of action games were
using at that time. We wanted to evoke the feeling in our players that these were places
they would want to go to. They weren't bleak, there's a sense of hope, there's purpose
to the design, environments are uncluttered, etc.
We actually referenced a lot of real-world architecture. Santiago Calatrava, the
Spanish architect, has designed these amazing buildings that are really there. They
are built. They exist. It was important to us that we were inspired by things that were
functional and true, both from an architectural and engineering standpoint.

--
Do you have a label or name that you've come up with for your
art direction?
Actually, we don't. (Laughs). We basically call it the Mass Effect style. We
know what it means, and when we look at something, we can evaluate
whether it looks "Mass Effect-y" enough or not.
The Normandy, for example, has iconic features like the little metal
frames around the exhaust ports. We recreate these same features on other
ships to echo this design, and it becomes the"Alliance"style. The Normandy
itself was heavily based on the Concorde-a very futuristic-looking airplane
in its own right.
The designs are very iterative. The Mako, for example, was initially
designed to be large and heavy like artillery, but this led to problems with
scale. In the game, the enemies were too small to see by comparison, so
we shrunk it down to support gameplay. We ended up designing most of
the Mako iterations with six wheels, and that stuck throughout the process.
Eventually we decided that six wheels was a characteristic of vehicles in
the Mass Effect world, so we carried that throughout a lot of the vehicle
design. Of course, in the second game we decided to move away from the
wheeled vehicle and made a flying shuttle instead, but a lot of the same
design principles persisted.

I
What was the design process behind the alien races? They are such a big part of how you express the Mass
Effect universe, and they are so unique in their own right.

When creating characters and races, A good example of this process is Sometimes the final design is a
we've followed pretty much the same the design of the krogan. In the original hybrid. For example, the salarians: one
process throughout the franchise: It description from the writers, there was artist designed the head, another the
usually starts with writing. The concept some mention of bats. If you look at the body. We always imagined salarians
artists like to get a paragraph describing krogan head, you can see some of the being our version of the "gray" alien-
the background of the alien. That gets shapes of a bat head in there. A lot of the one you always see in autopsy
the creative juices flowing. We then start people look at the design and assume hoaxes. Using that as a starting point, we
designing in phases. In phase one, we'll we were going for reptiles. With Garrus, explored different ideas for what their
give the character artist full freedom to the writers mentioned the turians were a bodies would look like and hit on the
explore the character. and they'll create proud, birdlike race with a strong military idea of a sunken chest. That really stuck,
six or seven designs-they'll go quite tradition. We went through tons of and then that informed what the rest of
crazy and wild. After this phase, we'll iteration across four different artists, and their body would look like. Their armor
winnow the design down to two or then when we finally nailed it, we didn't needed to follow the shape of their body,
three concepts and then gradually just change a thing beyond that. so the salarians ended up with this really
chip away at it until we have something iconic armor profile.
that starts to feel right. It's a balance, Garrus Vakarian We designed all the aliens without
though-you usually start with a rough
clothing so that the modelers would
idea, but you want the concept artists to
know exactly how to create clothing and
have freedom to use their own creativity,
armor for them. This mattered because
because you never know what you'll otherwise the artists wou Id n't know if the
end up with in the end. They usually
hump on a krogan's back, for example,
don't want too much information from
was part of the armor or actually part
writing-just enough to give them a
of their physiology. Knowing what the
starting point. For example, what is the
aliens looked like under their clothes
inspiration for this "people"? Are they
helped ensure we could create realistic
militaristic? Pacifists? Are they a birdlike
designs that conformed to their physical
race? Are they from I izards?
characteristics.

Garrus Vakarian
.....__
...._
In Mass Effect 1, you introduced the idea that the player could see
their weapon loadout on their character. The weapons were modular
and could collapse down to fit onto the character's back. But when the
player would enable them, the character would grab them and the
weapon would unfold and come to life, as if to say, "I'm ready." How did
that figure into the process of weapon design?
We looked at character designs showing all the weapons on the back and decided it
Disciple looked really cool. For the first few weapons, we designed them meticulously so that
they could collapse realistically, and we involved the animators in the design since they
What was your process for the would have to be the ones to make the weapons fold naturally. We soon realized that it
industrial design for weapons? was incredibly hard to make weapons that could fold and collapse down in a realistic
What did you use for reference? way, so we started to design them to identify "cut lines" where the modelers would
For Mass Effect 1, we made the weapons break the weapon up into pieces. The animators would then animate the collapse and
look a bit more like they belonged in unfolding animations using those cut lines. The end result was that the weapons did
a science-fiction film. We didn't want not always fold realistically, but they always looked good. And it really came down to
to push that too far-we still wanted the animators finding clever ways to collapse the weapon down in such a way that
the weapons to look practical. As with there wouldn't be too much of the weapon geometry crashing or sticking out from the
ships, we tried to include the arch. If player. It was pretty challenging for the animators. Sometimes we would hand them
you remember the M-8 from ME1, it had these really huge guns and sort of wish them good luck in figuring out how to collapse
this strong sweeping arch in the design, them down. But they always did.
but at the same time it would look right
at home on a present-day battlefield. There are a lot of amazing locations in the Mass Effect games. Walk
We added dials and things to make the us through the process of how you create a new location. As with the
weapon look functional, but we didn't characters, does it begin with story?
want to take it too far; the designers are
Pretty much. But even before the writing team gets too far, we'll have concept artists
passionate about real-world weapons, so
working on ideas. Right after we finish a game, we start brainstorming new worlds.
we were inspired by actual weapons.
We create massive art folders and just fill them with reference images and concept art.
We have always struggled to To start the process, we'll gather ideas for locations without knowing much about the
balance how futuristic the weapons story. There's a bit of a chicken-and-egg process going on-it's difficult for the concept
should be. We were inspired by the artists to be inspired to create an image without text to help them get started, and the
Japanese anime movie Appleseed. It writers and designers work better when they have a piece of concept art to inspire
has these phenomenal weapons with them. This early ideation process is really important for the concept artists, especially
organic designs. We looked at a lot of after we've completed the last project-it gives them a chance to unwind and try
anime, which often has really interesting new ideas.
ideas for things like panels and the way
We use a lot of real-world references for these locations. There are so many amazing
weapon handles form to the hand.
real places on Earth that people don't know about. We use National Geographic a lot
For Mass Effect 3, we had the chance to find these. We just look for a "hook," something from the real world that inspires an
to develop more alien weapons. We idea, and then the final design feels more realistic because it was inspired by a place
used the weapons in the movie District that really exists.
9 for reference. It was fun exploring
Sometimes the locations are inspired by what we think feels natural for the type
these because, for human weapons, we
of race. For example, we always thought the salarians would live in a hot jungle, so
had decided to not take the science-
we created a lush, humid world for them. We thought they might live near rivers and
fiction elements too far, but for the alien
would set their structures in harmony with nature-they wouldn't overbuild. They
weapons, we could push it. So, for the
would blur the lines between the landscape and their architecture. Even when you
asari weapons, we used a very clean
look at their bodies, which have a very organic feel to them, they don't seem like they
design with shapes and curves that
would build angular structures of concrete and steel.
match the way the a sari look.
So using that as a starting point, we go out and find as many real-world references
as we can. For the salarian lab facility, we were inspired by a shopping mall in Turkey
that had amazing arches and a kind of layered terracing between levels. The concept
artists use this reference art as a starting point when imagining these environments on
a grander scale.

M-25 Hornet
We've talked a lot about the conception of the individual races. Within How big is the art team on
that, what was your process for creating individual characters like Mass Effect 3?
Commander Shepard?
The number fluctuates between SO and
Well, Shepard was quite the challenge, being the main character and the face of the 75 artists and animators. That breaks
game in terms of how it was marketed. We gathered a lot of references and built a huge down by focus to be about 5 character
folder of concept art while exploring the style of his armor, his appearance, his face, etc. artists, 2 to 3 concept artists, close to
For his face, we always knew we would scan in an actor's face, but we needed to figure 20 level artists, 10 to 12 cinematic
out what that actor should look like. animators, 5 gameplay animators,
We had some good ideas for the armor. We drew versions of Shepard with light, and a number of additional artists to
medium, and heavy armor before deciding to use the heavy armor. At one stage it was support cinematics and prerendered
red. The iteration process is to create character concepts, pick the strongest direction, scenes. We also outsource at times.
put the designs on the wall, and then gather as much feedback as possible. The team The attention to detail poured into
thought Shepard's red armor looked too clean and made him look like a medic. At one the game by each of these artists and
point an artist did a charcoal-colored version of the armor with a stripe and a symbol animators is truly phenomenal.
on it. Everyone really Ii ked that, so it set the tone for the direction we would take. After If the art in Mass Effect is special,
that, we only explored dark armor. We gave Shepard the white and red stripe to make it's because of the love these artists
his design a bit more iconic, and then we came up with the logo. The logo was actually have for the license, the universe,
originally inspired by a logo on a piece of ski equipment. We put it on Shepard just to and wanting to continue pushing the
see what he might look like with a logo and didn't really give it much more thought. It visuals to create compelling worlds for
resonated really strongly with the team and fans, so we made it part of his uniform. players to experience. It shows in all
the work they do.
For Shepard's face, we took the body we had built and tested it with heads from
different actors. We went through a lot of different actors but couldn't find the right
fit. We had a stack of magazines we used for reference nearby, and the one on top had
some photos of a popular male model. We tried his face and it really worked. It gave
him a unique look; he wasn't the "all-American" hero, but one that looked multicultural,
a bit of a mixed European look. This suited what we thought the future of human
heroes might look like, where ethnic lines would become more blurred.
And at that point, when the artwork started to be seen more and more-by the
team, by the fans, in marketing material, etc.-the iconic elements like the logo and the
stripe would appear more and more often, and we kept putting it on more and more
things because it seemed to resonate so strongly. We discovered how important those
elements were to Shepard's "brand:'
Q&A: The Writing of Mass Effect
Interview with Mac Walters - Bioware

Where does BioWare's love of story-driven games come from?


The source goes back to the founders, Ray Muzyka and Greg Zeschuk, who love story and wanted to create
games in which story was important. Over the years, BioWare's games have delivered compelling stories. It's
something the studio is known for. Our games put the player's emotional involvement with the characters first.

BioWare is one of the rare studios that has put a tremendous emphasis on storytelling, with major
investments in people and tech to support this. How big is the writing department on Mass Effect 3?
There are 17 writers on staff and S editors. In addition to the writers, there is an entire cinematic design department that was
born out of the development of Knights of the Old Republic, their role being to support all the conversations created by the
writing department. In fact, it goes far beyond support-the cinematic designers have their own skills and expertise that has
allowed them to take the conversations much further than we as writers ever thought possible. So, between writers, editors,
and cinematic designers, there are nearly 35 people working purely to support storytelling in the game.
Are there specializations within the writing team?
On most of our earlier games, the writing teams were small enough
that every writer had to wear multiple hats. The writing team on Mass
Effect 3 is big enough that we have been able to let specializations
occur naturally. So, some people will focus on writing content that
helps flesh out the world, like planet descriptions for uncharted
worlds, and Codex entries, or things like the Cerberus Daily News
in Mass Effect 2. You also find that some writers are really strong at
understanding the role-playing aspects of the game, and so they
focus on those elements. Still others are really into the characters and
understand emotional engagement and writing scenes that really
draw the player in.

Where do you typically recruit writers? Is there such a


thing as a typical place?
There really isn't a typical place. Our writers come from diverse
backgrounds, which is one of the team's strengths. Some writers
come fresh out of school, others come from having written
screenplays, others are from within the games industry, and still
others who are involved as editors or with the theater scene. These
diverse backgrounds mean we come up with more diverse and
interesting content.

In addition to writers, there are editors on the writing


team. What do editors do, and how do they fit into your
workflow?
Editors are responsible for managing a lot of the non-voice-over text
that goes into the game-things like Codex entries, weapon and
ability descriptions, etc. Sometimes they are writing this content
as well, but generally they are keeping track of it and organizing it.
They make sure all the text gets translated into the various languages
and establish standard processes for getting text content into the
game-a huge task when you consider how many people are creating
content for the game. And they do all the other things you would
expect of an editor: They review the text, make sure it's grammatically
accurate, no spelling mistakes, etc. And then we also have editors who
are involved with the dialogue we create, and they are responsible
for trimming and streamlining the dialogue to make sure that our
dialogue delivery is punchy and as economical as possible, to avoid
things getting too verbose for the player.

How many lines of dialogue do you have in the game?


Mass Effect 3 has about 41,000 lines of voice-over dialogue. Also, with
better editing and just being better at using our dialogue, we're able
to make the 41,000 lines go even further than the lines in previous
games. Mass Effect 3 has the most dialogue of the three games in the
franchise. We've added a lot more banter into the game, and much
more ambient dialogue than the previous ME games. All this together
makes for a very rich dialogue experience in ME3.
How is the writing team integrated into the rest In terms of writing, one of the strongest elements of story
of the development team? in the Mass Effect games is the characters themselves.
Over the years, we've learned that close collaboration with How were they conceived and developed?
the other departments is the best way for writers to work. The emphasis on characters in our stories is highly intentional. We
The writers are encouraged to spend time with all the other feel like the best stories are the ones with the strongest characters,
teams, share what they are working on, interact with them and that's what we as players relate to, more so than even the epic
and solicit feedback, ask questions, etc. The writers should storylines and themes themselves.
not be sitting by themselves-they need to get out and talk
The process of character creation depends on each character,
to the level designers, the animators, cinematic designers,
and what role they play in the story. For example, in Mass Effect
etc. Writers should not wait for any of those groups to
2, we knew the Illusive Man was going to be a key character; he'd
come to them; they need to be proactive in seeking and
be the player's mysterious contact and guide throughout the
sharing information.
game. We spent a lot of time defining his psychology and how he
would react to various situations. And then we worked out things
Has the writing team developed any specific like how influential he was, what resources he'd have access to,
processes along the way? who did he have working for him, and most importantly, what his
During Mass Effect 2, we began developing what we today motivations were.
call the Narrative Review process. It's a process we've Once we have some of this background material fleshed out, we
evolved heavily during Mass Effect 3's development as work with the concept art team to figure out what these characters
well. This process starts before we even begin developing look like. The concept art becomes the razor for that character,
any levels in the game. The project leads will establish a quickly informing players as to what that particular character is all
"hook" for a level. This might be a sim pie statement, what about.
we call a "razor" for a level. The razor is usually a short
Sometimes the character-creation process is much more
evocative statement that captures the theme of a level. So,
incidental, such as with Thane in Mass Effect 2. We knew we wanted
for example, the razor for the opening levels in Mass Effect
to create an assassin character but didn't have many specifics in mind
3, where Earth is attacked and ravaged by the Reapers,
beyond that. As we developed his character, we ended up creating a
was "Rome is burninq" This succinct statement captured
whole new species for him, detailing specific characteristics such as
the tone and sense of chaos we wanted to explore in that
how his species recalls events, their relationships with other races,
section of the game.
etc. Thane wasn't critical to the bigger story, but in exploring him as
Once we have the razor, we start working with the a character we discovered new opportunities to expand the Mass
level designers, gameplay designers, cinematic designers, Effect universe.
and then start to flesh out what this razor means. How
will it be supported by gameplay and action and story
How does the writing team track the various story
moments, etc. Coming out of these conversations, we
threads in a Mass Effect game? What tools do you use?
develop a Player Experience document, which is a short
document-about one page-that describes the core We start with a five- to seven-page document that outlines the
experience of that level. Once that Player Experience high-level story of the game. This becomes the source of the
document is approved, we create an Execution document, emotional backbone of the game and hits on all the key beats in
which literally walks through each step of the player's the story. It's worth noting, however, that this document doesn't try
experience. The Execution document includes feedback to define any of the missions or levels in the game; it is simply an
from all the content creators who will be working on that outline of the story we want to tell with the game. This document
piece of the game, so they can collectively determine what goes through a lot of revisions-for example, the last version for
work needs to be done to deliver the level. Mass Effect 3 was revision eight or nine. Then, when we go through
the process of defining the individual levels-with the gameplay
Once the Execution document is approved, we are
designers, level designers, cinematic designers, etc.-each of those
basically given the green light to create the content, at
levels gets its own document as well.
which point we collaborate as a big multidisciplinary
group to create the level. By this point, so much iteration A new process we implemented for Mass Effect 3-and one that
has occurred that we might look back and see a lot of the was very successful for us-was that we created a flowchart outline
original ideas from writing are gone, have been improved of the story, showing all the various "modules" of the story and how
upon, that things have been streamlined, or that new ideas they related to each other based on the possible player choices. Each
have been added to the mix. mission would be represented on this flowchart, including the key
narrative beats of that mission. It became so big that we had to put
During the development of the content, the writers
it on one of the walls near where the writers work.The flowchart was
will work closely with the level designers and cinematic so usefu I that people on the team would wander over to have a look
designers, supporting them with content, providing
at whatever new thing had been added or updated, and that would
tweaks, updating them on new direction or edits that need
encourage informal discussions to occur, which would lead to other
to be made, and generally making sure that everyone
new ideas being formed. This visualization of the story meant that
is aware of any changes to the narrative that inevitably anyone could simply walk up to the wall and immediately get a clear
happen over the course of development.
sense of what was going on with the story.
How does the writing team keep track of the possible story outcomes across
all three Mass Effect games?
We have a tool called Story Manager that helps us keep track of all these conditions, using
flags, that allows us to check on any state. For example, at the end of Mass Effect 1, we track
the outcome of the Council: Did they survive, or were they sacrificed? The tool allows us
to track a large number of states across may variables, including dialogue options, whether
or not players completed certain missions, which love interest characters they chose to
romance, etc. These various player choices become a state that is tracked by the game so that
it "remembers" these choices in future games. We track thousands of conditional states, and
this gives us the ability to know the most important story conditions up to that point. This also
gives us a window into what characters and choices resonated most strongly with players.
The challenge in Mass Effect 3 was creating a story that supports all the possibilities
from the previous two games while delivering a really compelling experience for players
regardless of their previous choices, including major events like the deaths of certain key
characters.
The key is that the game offers a great story, but that this is improved again for you as
a player when it reflects the choices you've made. That's the heart and the magic of Mass
Effect's story.
Focus on Emotion Common Pillars Labor of Love
Through their games, BioWare has All BioWare games embrace a set of BioWare does everything they can to
always sought to create experiences common player experience pillars: being help the player fall in love with their
that are about story and emotion. Their able to explore, having nonlinear and games. This often comes down to details,
investment in talent and technology has interactive storylines, and having strong the tuning and polish that can only come
always been oriented around the goal to action and combat with the freedom at the very end of a project. On a macro
engage players deeply. This has resulted to define and progress your character. level, a version of the game without
not only in BioWare games having some BioWare sets out to create games that this additional attention from the team
of the best interactive storytelling in the support these experience pillars. would be nearly identical-what the
industry, but also one of the most loyal player sees on the back of the box, what
fanbases in the business. Gamers come is shown in trailers, and even moments
to care about the BioWare games they that are sampled would feel like the
play because they are able to invest in same game. But because everyone on
something more than technology or the team wants the player to fall in love
action. They form personal connections with the game, they pour their heart and
to the digital characters in the rich worlds soul into making it as good as it can be.
they are invited to explore. They want These hundreds or thousands of little
to inhabit those worlds, and the worlds details-polished items, a tight narrative,
become part of them. clean art assets, optimal performance,
and no bugs-result in a shipped game
that players can fall in love with.
Cultureof Excellence CreatingGreatness
As development on a BioWare game In the end, clear goals and a mature process certainly
comes to a close, everyone on the play a role in explaining how BioWare can deliver
team is playing it regularly, sharing such well-crafted, successful game experiences.
feedback, and logging bugs they come But ultimately it is the passion of the developers
across. Beyond the team, play-testing that ensures the player experiences magic through
feedback is being gathered from the game. The team at BioWare constantly pushes
dozens of sources: focus testing, mock themselves to perform better and better, with the I
reviews, executive reviews, and so on. ultimate goal of creating great and long-lasting
All feedback, no matter the source, is games for their fans.
considered valid and valuable. The team
is pragmatic about taking feedback. If
one or two people out of five hundred
recognize a flaw or feel that something is
amiss about a point in the game, scaling
up to several million players means a lot
of people might feel that same thing.
Being open to all feedback is a big part of
what makes BioWare games so polished
and successful, and this openness to
feedback and criticism extends to all
areas of the team itself, because after all,
the team members are usually their own
worst critics.

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