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How to disperse the deposit for binary options

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how to disperse the deposit for binary options

This guide is for the PC version of Mass Effect, and while it will still work on the XBox version, it is built on the PC version, since that is the version that I have. Just bear with me though, the port to the PC makes it basically the same as the XBox version. But there are twists and turns along the way, so be careful. Space is all that is needed for a completed guide. I hope my first adventure into RPGs was a good one. If you do so, you need to have to do a few things First of all, you need to select a gender for your character. Shepard can be male or female. If you choose male, you get Mark Meer to voice your Shepard and for females, you get Jennifer Hale, who does a great job. I personally loved her work in Freelancer. But lets get back on track For the next part, you can change the name of Shepard. The default male is John, the default female is Jane, but you can change that. Your childhood was spent on ships and stations as they transferred from posting to posting, never staying in one location for more than a few years. When you were sixteen, slavers raided Mindoir, slaughtering your family and friends. You were saved by a passing Alliance patrol and you enlisted with the military a few years later. Again, it will award Paragon and Renegade points based on your choice. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stress that would have broken most people. You survived while those around you fell, and now you alone is left to tell the tale. You risked your own life to save your fellow soldiers and defeat the enemy despite the impossible odds. Your bravery and heroism have earned you medals and recognition from the Alliance fleet. Your reputation for ruthless efficiency makes your fellow soldiers wary of you. But when failure is not an option, the military always goes to you first. They can use all 4 weapons without relative ease, the only class that is able to use Heavy Armour and they have the ability to use First Aid. This is the best option for first time players because its easy to use, point and shoot. The class of a default Shepard or a quick Shepard Via the appropriate mission, Shepard can advance into a Commando to improve offensive power, or Shock Trooper to improve their defensive power If you are planning to use soldier, you will definitely need Tech and Biotic powers. They are the masters of cracking locks and hacking into systems, and also hacking and disabling enemy units. Since the Geth are electronic, you can hack into them to render them useless. Note that the unbalanced G36E was not included With this as your class, you want someone to fight, and someone to hack for you. With this, you will be able to defend yourself with Barrier, or throw your enemies to render them useless. They have the offensive hacking powers of the Engineer and the long range and close range stopping power of a Soldier. They are a very powerful class, the other being the Vanguard. With Combat and Tech, they can easily go through the game without need for a support squad Via the appropriate mission, Shepard can upgrade to Commando to improve your sniper rifle skill or Operative to improve your disabling techs It is best to have a Biotics user since they can help you bring down the enemy whilst they are distracted. This can be quite useful but there lies a problems. They however, lack the Tech powers to take down locks and that will seriously undermine your support squad. You encounter her whilst she is stuck in Eden Prime whilst it is under attack. She has been overlooked for fleet duty, hence her relatively high rank and still stuck on a garrison. He is a Sentinel class, a mixture of Biotics and Tech, but he specialises in Biotics slightly over Tech. His class is very similar to the human varient of Infiltrator, a combination of tech and combat. These skills are normally acquired by Infiltrators and Vanguards, whilst they are always used by Soldiers It is important to note that the skills will apply to their relative field, so improvements for assault rifles will not improve accuracy for pistols and so force, no cross-boosting. Only the Sentinel class cannot unlock the pistol. The reason for using the pistol is because it is fast and accurate, perfect for sniping, whilst having a quick cooldown compared to your rate of fire. They can fire pretty quickly and at a good range, at a cost of damage dealt and accuracy. You see, over range, the accuracy tends to go out the window the further you get. While the enemy is still standing, keeping guard, you can take them out from a range. That means whether the user is on Light or Medium armour, the defence and hardening is boosted. Medium Armour provides more protection at the cost of your mobility. That means that Light, Medium and Heavy armour are improved. Also, this skill is the only one that allows Heavy Armour for you to wear. Tech skills are generally required to advance well, since they allow for decryption which means more loots, and that could never hurt. Also, without decryption and electronic skills, you are going to have to bring in a Tech specialist with you. This skill also improves the damage done by the Tech Mines. In this case, Electronics allows you access to items that have been damaged, and whilst exploring planets, this is quite important. Useful is you need some help there, but the AI Hacking power can make enemy units fight each other. When you use Medi-Gel, there is a recharge time, and this skill basically reduces it. They alter the environment around you and can indirectly deal damage to your enemy while erecting barriers to protect yourself. Note that the skills here with each level improve the power. This will make close-range enemies much easier to handle whilst it will kill enemies if they fall into something dangerous, like lava. This so done by increasing the shields that are around you for a short period of time, making it hard for the enemy to come along and kill you. The more points you spend on it, the bigger the benefit. It gives you extra health to play around with and improves your powers a bit. In the game, you need to make choices, and there are two ways of doing something, the good way and the evil way. The good way will net you paragon points, such as resolving a situation without conflict. This is where you show your appreciation for the quicker solution, being impatient and being selfish. Your solutions here normally involve killing or discriminating against someone. The higher the Paragon Meter, the higher your Charm will be allowed to use. In conversations, certain conversations require a certain level of Charm to activate the Paragon path. Also, Charm will give you discounts at stores. The more Renegade points you have, the more Initmidate points you will use. Remember that these skills are like normal skills, you need to invest talent points in them. Anyway, more intimidate points means that you can use the Renegade option in your conversations. Spectre Training is available only to Shepard, since he is the Spectre in the game. You are here after a jump on the mass relay and you will be watched carefully by Nihlus, a Spectre. On your way, talk to Navigator Pressly, which is talking with Chief Engioneer Adams. You can investigate further and this will allow you to get some more information. Throughout the game, you can investigate further with the people you encounter, and viewing eithers that lie around, because these will add to your Galactic Codex, which also happens to give you EXP for it as well After talking to Pressly, you can talk to Corporal Jenkins and Doctor Chakwas who are talking there. You can talk to both of them, in particular, Jenkins, who is going to be in your team for the mission on Eden Prime. Grill Chakwas for more information for your Codex Paragon Points for Supporting Corporal Jenkins Renegade Points for chiding Jenkins that its about the Mission first Head to the briefing room and talk to the Turian Spectre Nihlus, who will talk very briefly with you about the mission on Eden Prime before Captain Anderson walks in and briefs you completely about the mission, and what you are going to be doing on Eden Prime, you need to recover a Prothean Beacon. The Protheans have been wiped out about 50,000 years ago, and they helped humanity to propell into the position it is in right now The whole point of this mission is to recover it and send it back to the Citadel for analysis by the scientists to uncover more about the Protheans, and as a side note, you are being watched by the Council for possible admission to the Spectres. Soon, you get a transmission from the colony about an attack on Eden Prime, this mission just got a lot harder. You are teamed with Lieutenant Kaiden Alenko and Corporal Richard Jenkins and all of you have the most basic equipment, the default guns and weaponry. Ahead of you, you should turn left, but head right into an outlet for a nice upgrade vault, and loot that. A few practices and you get the hang of combat, for now anyway Head West and you will reach a cutscene, where you send your team forward, and Jenkin gets killed by some ambushing Geth Drones. Draw your weapon of choice, most likely the pistol or assault rifle, and take down the three drones that are there. There are another set of three recon drones, so there is some more target practice here. Move forwards to where the Geth are and you get another cutscene of a soldier being pinned down by the Geth. Looks like you need to help There are some Recon Drones and some Geth troopers that are here that you need to take out, weapon of choice them to death and talk to Gunnery Chief Ashley Williams, the person who is going to fill out the rest of your team. There is another crate here, be sure to look for it Paragon Points for welcoming Ashley to your team Renegade Points for resisting Ashley to your team At the dig site, there are many more Geth here. Draw your weapon and walk against an object, such as a crate or tree trunk in this case, and you will automatically take cover. They are pretty weak, all you need to do is to shoot their shields down, and they are easy prey to most weapons. Or you could just place two sniper shots to send them packing. Poor guys but once you get close, those spikes will fall down, and those Soldiers are going to be attacking you. These are called Husks, they are basically shock troops that lack any weapon, but they will run up, explode, killing your shields and damaging you You want to keep a fair distance from them, but here, you might want to use the shotgun. They can take a fair amount of melee damage, do Biotic powers are quite useful here. Make sure to raid the upgrade kit here as well, some nice loot there There are two buildings here, and now it is a good time as any to teach you how to unlock and override electronics in this game. There are three grades of decryption, easy, average and hard. The harder it is, the harder the mini-game is. Of course, if you have enough skill, you can omni-gel the machine, but that requires a fair amount of Omni-Gel, on average, 15 to There are two minigames, each depending on the platform you are playing. Xbox requires you to match symbols, which is relatively easy, but they get harder as they go along PC is completely different. There are four circles, and your goal here is to send your little pick through all 4 circles, without being hit by the red blocks and hit the centre. Red blocks will send you back to the start while orange blocks are stationary obstacles. The harder the level, the more red and orange blocks there are. There is a Dr. Warren and a Dr. Warren will tell you that the Beacon that you are after has been relocated to the spaceport, which means that you have a lot more work to do. You might want to hang back a little bit and you can use your sniper rifle to kill most of the Geth from a fair distance. That would help a little Otherwise, you want to bring in some heavy firepower and start to take out all the Geth and the Husks that are here. There are little canisters here that make your job a lot easier. When the enemy decides to go near one, shoot the canister to make it explode, taking the trooper down with it. Now, there is a farmhouse directly south of the port. Unlock the door and three farmers will burst out. The smuggler from what the farmers told you. If he will tell you what you can already guess, Nihlus was killed, end of story. If you talk to him about his smuggling operation, he will give you the extra grenades that he was withholding from the Alliance military, which could have been handy then. Charm or Intimidate him for an extra upgrade for you. I suggest a Shotgun here, you are going to be in close quarters combat, and the Shotgun is the best for that. Before you head down the stairs, I suggest that you go and take down the Geth Destroyer there. That thing needs you to have Kaiden throw things at it to make it go kaboom. When you head down, there is a train, swarming with Geth Kill all those that decide to run close to you, that would make them not run, but there are still a lot left. Use the Sniper Rifle to take them out at range while taking cover, which makes it a lot easier binary you, and your health bar. Take out all the Geth, collecting the med kit along the way and activate the train to head to the next area Now, you get a cutscene where Saren decides that it would be a good idea to remove all evidence that he was here, so he orders the Geth to set up some bombs to take out the area. There are three bombs in the area, and all you need to do is to activate the bombs to take them out, press E A for Xbox and volia, done Before you take down the first bomb, you should head up the ramp, take cover and use the Sniper Rifle to take down as many enemies that you can see. There are some Geth Shock Troopers here, they are the powerful brothers of the normal Geth Trooper, with more health and a bigger shield. The Sniper Rifle is important of you want these suckers down fast Head up the ramp and across the bridge to take out the first bomb. Take out the remaining Geth, using as much cover as you can, and then move up. You can easily find the remaining bombs with your minimap. Also, there is a counter to show the amount of time you have left. Watch it and defuse all the bombs. Make sure you clear the area for crates and the like, there is at least one here Finally, you need to head west through the opening there and that is where the beacon is. There are a few troopers and a few husks there as well, which you might want to take out. Then, clean out all the crates and kits in this area, there are a fair few here. Then, touch the beacon. Well, either Ashley or Kaiden will touch it and Shepard will intervene, wiring a vision to you and then, EXPLODES! Chakwas and Captain Anderson are there to talk to you. After all the talk there, it is best that you talk to the crew as well You can explore the ship. You are on the middle floor of the Normandy, where you can find Ashley outside the med room. At the back, you can find stairs to the top level or an elevator to the engine room. Down there is your requisition officer, who you can sell and buy upgrades and weapons from, as well as the Mako, storage lockers. Down here, you can also access the engine itself On the top floor, you can find the command deck. Here is the galaxy map, which is important later. While you are here, explore a bit. Anyway, you want to talk to Ashley and Kaiden after the events. Looks like you need to get moving. This is one of the palces that you are going to need to get to know a lot better. Right now, you are starting at the Embassies. There is another embassy next door, and when you head left down the stairs, you get to head to the Presidium. Here, you can see the Receptionist and there is an Avina VI terminal, as well as Rapid Transit Up the stairs, there is a bar, C-SEC head security office as well as a Diplomat research section. There are several VI terminals here, you should grill them all for information. Anyway, across the water are the Consort Offices, the Bazaar and the Bank. You will come across the request for the release of a body, but they are all side quests that are all covered in its own section Anyway, all that aside, you need to use the Rapid Transit system to head to the Presidium area of the Citadel Tower. You will then witness a fight between a C-Sec officer called Garrus Vakarian and the head of C-Sec, Executor Pallin. More on him later. Well, there are going to be three sources of the information or the evidence that you need to refute the claims that Saren was a good Spectre Your choices are Garrus Valakian, the C-Sec officer who was launching an investigation into Saren. Or you can follow the Ambassador, who will suggest that you look for a retired C-Sec officer, a human one, by the name of Harkin. If you ask Capt. Anderson, he will suggest that you go and look for Barla Von, the contact who has links with the Shadow Broker. He will talk to you about his services and about Saren. Saren has, apparently, displeased his boss, the Shadow Broker, who is more than happy to help you in your quest to take down Saren. At the Medical Clinic, you will be able to purchase medi-gel as well as med upgrades. C-Sec Academt is here as well, which provides access to your spacecraft. Luckily you have your weapons, and there are only two of then, so you can easily take them out. Take cover behind the walkway and snipe them. Off he goes, and you need to talk to Harkin. He will essentially tell you that Garrus is in the Med Clinic and you can find him there, as well as some interesting facts that Captain Anderson was considered to be the first human Spectre. Garrus manages to target and remove the thug holding the doctor hostage, and you need to mop up the rest. Since you are in exceptionally close quarters here, take cover behind the divider and shotgun all the thugs in sight, the run up and shotgun the rest of the thugs. Talk to Garrus and he offers to join your Squad Now that you have several members to choose from, you are able to pick and choose a squad. You are only allowed two members, so pick the two members that you want to be teaming up with you and use them, accept and move on Anyway, Dr. But, as a nice plot twist, Fist deposit decided to work for Saren and has taken the Quarian as a nice hostage. You might want to play with the Sniper Rile here, it is best of you can take cover and pick off all the enemy units one by one. There is a bartender and several thugs to take down, as well as a Krogan. These guys will have a large amount of health and will regenerate their health over time, so you want to take them out pretty quick. These thugs are relatively easy to take out, a single sniper bullet is enough to take them out You need to enter the door, and there are some dock workers there, taking up their guns and pointing them at you. Normally, you will need to kill them, but if you have enough charm or intimidate points, you can convince them to drop their arms and get lost Paragon Points for convincing the workers to surrender via Charm Renegade Points for convincing the workers to surrender via Intimidate Now you need to deal with Fist himself. Enter the room and you will see Fist as well as the two turrets. You really want those turrets down first, and to do that, you might as well use a pistol and concentrate all your fire on the turrets. Get your teammates to do the same, and Tech powers are good at disabling them for a good period of time Once the turrets are down, he will surrender and if Wrex is on your squad at that certain point in time, to furfil his contact, he will kill the Fist. Or you can kill him yourself if you want. Before you can kill him, he will tell you where you can find the Quarian with the evidence that can take down Saren himself. You will have to deal with more thugs here, so take some cover and shoot them all down. Out comes the guns and you need to shoot them all. The salarians are rather easy to kill, but their tech powers can make it a pain to play with your weapons. When it is all over, off to the Ambassador we go The Quarian, Tali, presents the evidence to the Ambassador which is a nice recording of Saren talking to someone else about the attack on Eden Prime, and that implicates himself as well as someone else. The Asari Councillor is able to identify that the unknown voice is Matriarch Benezia who is helping Saren and the Geth. That brings in another person we need to take care of, unfortunately. Here, you will talk to Captain Anderson, who is effectively handing over the SSV Normandy to you. They also provide you with three solid leads, one about the Geth who have recently attacked Feros. There also seems to be Geth interest on the planet of Noveria. You get to choose where you want to go Paragon Points for being respectual of Captain Anderson Renegade Points for being reckless When you enter the Normandy, you get the ability to make an address to the crew of the ship and you get points for it as well. Land at Port Hanshan and before you can even head into the building itself, you will be confronted by the local security forces, led by Captain Matsuo, who is in the employ of Elanus Risk Control Services. She also happens to be head of security and they ask to take control of your weapons Whatever happens, the intercom will cut them off and tell them that you are indeed a Spectre. They will tell the forces to hold their fire and let you keep your weapons Paragon Points for allowing them to confiscate your weapons Renegade Points for not letting them touch your weapons Anyway, head through the building and sooner or later, you will reach the mini bar area, where the weapons will set off an alarm. Gianna Parasani, the assistant to the administrator to the Port, will allow you to pass. She has some interesting news for you, Matriarch Benezia and several Asari Commandos have passed through several days ago and headed to Peak You need a garage pass to head outside, and you need to see the Administrator for that At this point, if you have Liara on your team, she will ask if you want to reconsider if you want her on the team, after all, she is going to be facing her mother. Talk to Parasani who will let you in, and you see, of all people, a Salarian. He will not give you a pass, since you are chasing Saren, and that Saren is a major investor and that makes Benezia very important. He is at the hotel lobby and sitting at a table. There is an office here that you can access, and you get a mission from it, as well as the security system for the Synthetic Insights office. Guess he was telling the truth. You will encounter some guards straight away, but with some charm, you can get them to leave without firing a shot. Or guess scare them off Paragon Points for convincing the guards to leave using Charm Renegade Points for convincing the guards to leave using Intimidate You still need to fight your way through the rest of the guards to access the upstairs office there, but there is a lot of cover to take behind the walls so pistols here are a good idea, its a tight, but large area, so shotguns are not as effective, and pistols are accurate. Head into the office, loot the place and grab the evidence. But then, you have the evidence, then what? Her biotic powers are quite powerful, but she will stay at a range. Whip up the sniper rifle and snipe her at a range, but her powers can be quite annoying, so take some cover, and shoot. She has been there to investigate Anoleis, of his corruption, which you seem to have done but on a grander scale. The Noveria Board seems to think along the same lines and they have been trying to get evidence. And now she promises you to bring in a nice garage pass. Everyone who is against Anoleis seems to offer Garage Passes at will. If you have enough Charm or Intimidate points, you can easily make him go and testify against Anoleis, and you get a MASSIVE amount of paragon or renegade points for it. However, failure will send some credits your way, more if you use Charm or Intimidate on him as well. Now, you have an interesting choice on what you can do, you can help Parasani in her investigation, or double-cross her, to betray them both You can do the right thing, and help Parasani convict the corrupt administrator and send in to prison. Or you can sell the evidence to the administrator and you get the pass. Finally, you can refuse the hand over the evidence, and Parasani and Anoleis fight, and both die. But at the end, you still get the pass, so lets head to the garage and finish with this port. Win, win Paragon Points for getting Anoleis arrested for corruption Renegade Points for selling the evidence to Anoleis Renegade Points for double-crossing both of them, getting both killed Head to the garage, and finally, some action. However, there are some geth here, and they consist of the weak Stalkers and the firepower of the Geth Destroyers. What can you do to end this quick? Run quickly, sprint all the way to the Mako, access and unlock it, head inside and use the cannon to make mince meat of the destroyers. If you are on foot, the destroyers are more or less going to kill you, so you want to use the Mako for defence. What great timing, arriving in time not to become reinforcements. They say that Benezia must have brought the Geth in the crates, the thousands that she took with her, so you are going to have a bit of a problem here. Jump to avoid the rockets. There are geth Rocket Troopers and Armatures all over the road which makes it very hard to travel effectively The road is armed with upgrade kits by the abandoned vehicles as well as on the road, which makes it worth your while to keep your eye on the road as well as on the side for some nice the. There are a lot of enemy forces here to fight. Take cover where you can and try to single out geth units so you can take them out. There is a Juggernaut here as well, and that is the biggest threat that you can see. You really want that one down, so try biotic or tech powers to make it stop, and you keep taking shots at it Eliminate the Krogan as well, they can dish out a lot and receive a lot of damage. Then, the single geth troopers, who are weak and easy to take out with single shots. At the end of the room are more Krogan, so whip out a Sniper Rifle to take them out from a range. In fact, this room is big enough to use a Sniper Rifle effectively, with cover Loot the room, then continue to the admin level by using the elevator. If you hate insects and spiders, like I seem to do, you might want to finish the rest of the level rather quickly After you leave the elevator, you are going to need to take out the geth in front of you, but there is a single problem. A new type of monster called the Rachni. They are an insect type monster, that were meant to be extinct, but I guess someone changed that. There are two type of Rachni, there is the worker, who is rather small and easy to kill, but they are pretty damn fast in terms of movement. The Soldier is damn stronger, have a ranged attack that will poison you. That can take a beating, so be careful These guys make you reassess how you are going to play the level. They will spring out of the vent shafts, so you are going to be in some really close combat situations, I suggest carrying a Shotgun or Assault Rifle at close range to let loose a massive barrage to get rid of them should they pop up. Take down the ranchi, and head into the core, using the elevator to the core. Now, you have a choice on how you reactivate the machine, use Omni-Gel or solve a puzzle This puzzle is simple. There are three columns, and what you need to do is to move all the blocks in a way so that all the blocks move to the other side. You first need to repair the landline on the roof, so the tram can go someone. I make a note that you should only move now if you are carrying for shotgun or assault rifle, so your guard is up at all time Head up to the roof and get ready to fix the lines, but there are a hell of a lot of ranchi there. Use the radar to figure out which is the best place to use cover, and take your time. Move all the way to the back to fix up the lines, after you have taken down all the ranchi Back down to the core, you will find some more ranchi here, so take them out before you head down to Mira again. Now, you need to fix up the reactor, or the fuel for the trams. There are geth here, so arm appropriately. And back to Mira you go, and back to killing the ranchi that appeared out of nowhere. Now, you need to pass a decontamination chamber but there are ranchi units there. Now, the best part is that if you have high electronic skills, or some unit does, use it to take out the ranchi by having it toasted to death Or you can access the area, or get Mira to open the area, and you can get inside and kill the ranchi units yourself. Now, since the way is clear, you can take the tram, and off you go And you end up to a bunch of elevators, and head up on it, and you meet a group of humans who are securing the position against enemy ranchi. Captain Ventralis is in charge, and using your charm or intimidate skills, you can get him to reveal the defences here, and some more talk. After the talk, you can finally get into the action since some more Ranchi attack, so help fight them off Since he can see that you are trying to help, he will now give you a pass to find the Matriarch. There are two ways to get to the labs, the first is to break your way through the security doors and get in, killing all the ranchi as you go along, and the second involves you going under the main pathway, in a maintenance tunnel, and avoiding a firefight For those who want to go in, all guns ablazing, all you need to do is to breach the security door in the mess hall, defeat the drones, defeat the guards and then defeat all the ranchi. This is the fastest approach but it costs the most lives, but is the most rewarding The second involves finding a cure. You need to go and find Dr Cohen, who is apparently trying to develop an antidote for the toxins that they were making in the lab. Of course, charming his pants to make him gay or scaring the crap out of him gets you more intel If you are going for the cure, you need to talk to the Captain to get his go ahead to head into the quarantined area. You can now enter it, and the ERCS guard will let you in. Inside is the machine, so you can make the cure by having the meter fall between the first and second limits, so it is in between, and it is a cure. Practice makes perfect After the cure is done, it seems that there is an Asari in the room, the same Asari from the mess hall. Alestia is a servant of the Matriarch, and she is here to kill you with a few geth troopers. How nice of her. Now, since this is close quarters, take cover and whip out the assault rifle or shotgun, and pump her full of lead. That will teach her a lesson or two that murdering guards is not the way to go Head back to Cohen and give him the cure. If you have the adequate charm or intimidate skills, you can get some medical supplies that he was saving for the guards from him Paragon Points for finding the cure Now, you can take the maintenance tunnel to reach the labs. Now, no matter what route you took to the labs, attack, sneak, or both, you reach the point where you face the Matriarch. Move fast, and take down all the reinforcements. There are about 3 waves of 2 units at least, and most are the Commandos, so you really need to watch your health, and invest in the gel that can save lives. Your own biotics are useful against the Asari whilst the Tech powers can take down the Geth Snipers When you somehow have managed to take down all the reinforcements, its time for another cutscene. After she goes insane, quickly kill her. She admits that all the ranchi that run rampant cannot be saved, and she has a request that you kill them all. Now, it is up to you whether you want to exterminate the ranchi for good. This is a decision that leds to genocide. Personally, since I hate these bugs and since they "were extinct" to start off with, I killed the damn queen. I hate bugs Paragon Points for sparing the Queen Renegade Points for becoming Warfreak and killing the Queen Now, if you want, you can help the queen by clearing out all the ranchi in the hot labs. You can do this by heading down to the hot labs and speaking with Yaroslev, who gives you a code that will set off a neutron purge device that will clear off the ranchi, but before the code is given, he is killed, so fight back. Collect the code off his corpse, and then head to the back of the laboratory to access the Mira terminal from there, input the code, and then, the ranchi come. They rush into the room, trying to kill you. Your safest option is to run to the elevator and escape Or you can just avoid this whole thing by leaving Noveria by taking the tram and because the facility is overrun, the Noverian Executive Board just nuke the damn place apart, wiping them all out Back on the Normandy, the council decides to give a call, and they ask you for the information from Benezia. They also talk about your actions. I just wished that they would back off. Move ahead in the Mako, and this is going to be where you are going to start facing a lot of enemy fire. There are a lot of enemy geth here, and they are even dropships to bring in even more reinforcements, which you need to kill Move ahead, and if you can see them, snipe the turrets with your Mako, and if you have no other option, head outside and snipe enemy geth units with your sniper rifle. This is a great map for sniping target practice Move ahead, and soon you will see the refinery, except there are a lot of turrets there, so you need to take a detour to the north, on the little side path. Move up, taking down the turret, and you see a little area, which is where you want to be There are a lot of troops here and there, so head out of the Mako and start to use your weapon of choice to take down the Geth units. Check outside and inside, cleaning out all the storage units there are, and there is quite a lot to steal. After that, activate the gate, and move onwards Back in the Mako, move forward and you will face some powerful mechanised geth units. These are powerful, so stay in the Mako and keep firing on them, taking evasive action when you need it, which is quite common, since they do take a fair amount of heavy firepower to take down Keep moving forwards, and you will head into some tunnels, which also happen to contain some rocket troops, so you need to make sure that your Mako can really dish it out to take them out before they can take you down, which will be a problem. Keep heading forwards, until you reach a clump of rocks which you cannot pass. From here, you need to move on foot. Pull out your sniper rifle and show him that you are far superior with a sniper rifle. Take him out and move forwards. As you head up the hill, more geth troopers are waiting for you, so quickly take them out. There are now more Shock Troopers and even another sniper to take out. Move quickly, or use some Tech powers to disable them Move towards the mining camp, and this is probably the most dangerous part of this mission. There are a bunch of Stalkers and even an Armature, which is extremely hard to deal with on foot Now, use your minimap and take out all the stalkers, and that would be the easy deposit. The Stalkers will make your life hard since they harrass you whilst you try to take out the armature, so take them out first. Once you have done that, take some cover if you want to take down that armature You want to be in cover, since a single energy blast from that thing will kill you, so you only want to be exposed when you fire some shots at it. To take that sucker down from a distance, which is the safest thing that you can do, is to use a Sniper Rifle, and snipe him. There are a lot of enemies in this tight space, and there are even snipers, so make sure that you take some cover and take them down quickly When you move all the way down to the elevators, you will head down and see the person you want to rescue, Liara. Unfortunately, she is trapped inside a nice little security device, and she needs help to get out, and you are going to help Move down, killing the geth in your path, and head towards the bottom of the mine, and making mince mechanics of the geth that are in the way. Move towards the mining laser, and activate it, and that will make a path that you can use to rescue Liara. The next problem is that there is a Krogan Battlemaster, as well as his Geth escorts, and you need to take them out before you can leave. The Assault Rifle and the Shotgun are nice weapons given the close range you are in. Not exactly time to use a Sniper Rifle Move and get rid of them, and run back the way you entered the mine, and get to the surface. Anyway, you land at the docking bay in Feros, and you are greeted by one of the colonists. Ask you arrive, he informs you that you are required to see Fai Dan, who is the leader here After that, out of nowhere, a nice rocket decides to hit him, and you are, straight away, forced into a firefight with Geth soldiers. Follow the geth corpses, that you will kill, and move onwards, and take out all the forces in the initial wave of enemy troops Follow them towards the tower in the settlement, which is in the north-west of the colony. This is where you pull out the best weapon, take some cover, and start firing on all the geth forces. There are a hell of a lot of those soldiers here. He tells you that there are a lot of problems facing all the colonists, which happen to be coming out of the ExoGeni facility. That is the lead for you, but he also says how there are Geth outposts, critical supply shortages and power outages are impacting on the colonists and if you have the time, you should help them fix it Paragon Points for deciding to help the colonists Renegade Points for refusing to help, only wanting to stop the geth Before you start doing anything, head into a freighter which is the home of the Blakes. He will be in some sort of pain, yet there is no cause of it. You can help him or threaten to kill him. Afterwards, talk to Fai Dan, who will comment that it is probably because they lost so many people that people are in some sort of trauma. And yet again, there is another ambush, where a Geth Recon Drone decides it is a good time to attack the colonists, so destroy the sucker. Once that one is done, head into the Mako and move outside And just when you head outside, another dropship turns up and decides its time to drop in some armatures in front of you. Snipe them and take them out before you proceed, since that is all you can do. Move along, and keep an eye out for some tunnels, which will lead to some nice goodies, which probably will help you out Ahead, you will hear something from a weigh station, so head into the station, where you will find some of the survivors from the geth onslaught. There are a few things you can do here. One is that there is a man named Gavin who binary a quest for you, should you take it, involving the retrival of some data disks. Now, what you need to do is to head southwest, and down the little ledge you go. With that, you cannot head back to the Mako unless you disable the energy barrier that was blocking your path earlier On this level, somehow, Elizabeth Liz is still alive, and she will tell you that the geth are here to find the Thorian, a biological lifeform that ExoGeni is apparently keeping. She gives you her access pass which allows you to access the entire facility. Use the Assault Rifle or the Shotgun, because these animals only attack up close, and that means that if they get inside close range, that pump-action might have a use after all Anyway, continue and move up the stairs, and you witness a Krogan Commander who is trying to access a VI for information. He sees you, and into another fight we go. It produces spores that will, when developed, can control people, and in this case, the colonists on the planet. That is the cause of the headaches. Why else would she have an all areas pass? You have a little cutscene to figure out what the orb does, but continue along the path and you will see the Mako, except that you are now on the opposite side of the energy barrier. Follow the path east, into the higher levels, and there is a little control room. There are some items to be gained here, as well as the Data from the facility that Gavin seemed to want. There are a few Krogans here that you need to take out before you can touch anything Now, head back down and take the western path to the upper levels of the ExoGeni facility. Have a quick look at the Terminal, and it gives the next part of your assignment. Ahead, there appears to be a lot of enemy troops and you have the pleasure to take them out. I suggest that you take some cover, using the Assault Rifle, or the Pistol for accuracyand then whip out the Shotgun if the enemy does get a little too close Take down the enemies, and move into the room they were guarding, which is a crate, which you should have a look at, a terminal and a server. At the back are the controls for the Shuttle Bay, which allows you to control the pressure inside the facility. The goal here is to have the PSI Pounds per Square Inch number between 31 and 33 using the smaller numbers to give you the number you want. The bad news for everyone is that Ethan has managed to get to the Corporate Office of ExoGeni and it appears that they want this planet destroyed of life, so remove all evidence of their crimes. And given that he is the person in charge, you can either convince him not to do this or you will be forced to kill him, since that he is ordered to do will end a lot of lives Paragon Points for convincing Ethan to stop using Charm Renegade Points for convincing Ethan to stop using Intimidate Now, you need to deal with the colonists. Juliana has an idea where you can spare the colonists using a grenade upgrade, that uses a nerve agent that will remove the influence of the Thorian on the colonists without killing them. Who will deal with the creepers, and who deals with the colonists. It is better to have them concentrate on the creepers whilst you deal with the colonists, since there are Paragon or Renegade points involved Anyway, there are three options you can do. You can save the colonists using the Gas Grenades, save them using your melee attack from your weapons, which is extremely dangerous since you can overestimate your distance, and finally, you can just kill them There are several groups of colonists. There is one at the top of the elevator for the garage. From the path to the Colony from the garage, there is one set of colonists there. Another group of colonists are at the entrance to the colony, one set near the walkway and the final set is near the controls for the crane. There are also some grenades available should you need them. Just as you do that, Fai Dan shows up and it is no surprise he is under the control of the Thorian. He is about to kill you before he manages to kill himself Head down to face this Thorian lifeform, and as you enter, you are attacked by an Asari. Man, this lifeform is one smart thing. Anyway, she speaks on behalf of the Thorian, which tells you that Saren was here and made a deal, but the Thorian was double-crossed. Anyway, to get rid of the Thorian, there are small nodes on the wall that attached it to the Thorian, so you need to get rid of all of them to kill the damn thing There are 6 nodes inside this lair. First, there is one on the very level that you are on, and it is to your north. After you take this one down, head upstairs There is another Asari Clone, so get on with the show. Kill the clone and the billion of creepers, look for lockers where you can get your hands on some nice loot. There is another node on this level, so keep your eyes out. And as a side note, when you attack a node, all the inactive Creepers go online and you need to take them down as well Head upstairs again, and there are two options on this level. Start on the one that is south of your location, clearing the enemies on your way out, and then take down the one that is to the west of the level. Since you are heading clockwise, you will take that one on the way around. She is the one that all those clones are probably based upon She gives you a lot of information, information that you desperately need. She talks about the Sovereign, the ship that Saren is upon, and somehow, the ship forces you to obey its will over time. She also gives you a nice piece of information, the same she gave to Saren. And now that all the information is obtained, what to do. She understands if you end her life, so what to do. That is up to you Paragon Points for sparing her to help the colonists Renegade Points for killing her for causing deaths After that talk, it is time to finish off and off back to the Normandy and you need to report back to the council. How are you going to explain your actions. They should quit their jibber gabber Paragon Points for defending your actions, politely Renegade Points for defending your actions, aggressively And since you have now completed the story planets, the plant of Virmire is opened up. It seems that the Salarians have found a locaiton of Saren, but they have lost contact with their special forces team, presumed dead. The council asks you on what you are planning to do. You want to head to the source of the emergency beacon, but there is a problem. There is an enemy AA, or Anti-Air installation tower at the location, and rather than risk damage to the Normandy, it is advised that you head down, in the Mako, and blow it up. Yep, in BF2, Stinger missiles are best taken down using tanks, not aircraft It is a straight path, like all the other story planets, so follow the path. There are geth all over the road, as you would expect. Take them out with your machine gun, unless you suck at aiming, and cannon their ass. Move until you reach some sort of gatehouse station, and clear the enemy from here. But hey, there is some nice loot, so why not have a break, and lower the total geth count on this planet Ahead, just follow the path, and you meet the Geth Colossus, a massive mechanised asshat that you need to make into an asscake. Now, this is quite a threat, since it is a bigger version of the Armature, so take it down from a distance with your cannon, using the machine gun to take down the enemy soldiers that escort them Even as the path splits, use your map to figure out which one to take, but it all leads to the same path, eventually, and both contain a hell of a lot of armatures, and their new big brothers, the Colossus, so this is going to be a hard path. Use the nice little jump jets the Mako has installed to save yourself After fighting those hunks of metal, you are going to meet another gatehouse and this is one with an AA tower. You need to clear out the area, and take down the AA system, as well as looting the place. Anyway, at the camp, you will find that the Salarians are, surprisingly, actually alive. Anyway, Captain Kirrahe of the team brings you up to speed on the situation. Saren has found a solution to the Genophage, the weapon the Turians deployed against the Krogans that inhibited their ability to breed. Anyway, this blows up into a big situation, as explained in the side quest for Wrex, and this will either end peacefully, or Ashley will kill Wrex. This is one situation that deserves a section of its own, and the Paragon and Renegade points are listed below as well Anyway, after that situation is complete, the good Captain has made a plan to take down the facility. Sure, you could just fire massive missiles from your ship, but his plan involves the drive core of his spacecraft as an IED, an Improvised Explosive Device. However, this requires the Normandy delivering the bomb, so you need to take out the rest of the AA installations that are still active. You will however, need to send either Kaiden or Ashley to reinforce Kirrahe, since he did lose some of his men on the infiltration. Also, you can sell and buy items from Commander Rentola. That is listed below in the relevent section. You can choose which way you want to enter the building, north or south. The north way is the direct path, the south, well not so direct If you choose the southern path, you can head up the stairs to a storage area and this in itself leads you to a path to the Cell B facility. This is where some of the Salarians are being held. However, all these Salarians have been brainwashed, and it is up to you either to release, and then kill them, or just refuse to release them. Oh well, kill them anyway, and move forwards into Cell A, where there are again, Salarians. Anyway, do as you please, and enter the Labs Paragon Points for releasing the Sane Salarian Paragon Points for releasing the brainwashed Salarians Renegade Points for not releasing the Sane Salarian Inside the lab, you fight some nice egghead scientists, except they can fight. Shoot them, but take down the Krogans first, they are quite dangerous. And the geth are back, in the form of those annoying Husks. Move ahead, along the nice little walkways, and into the security office, killing off all the enemy units along the way Inside the Office is Rana, an Asari scientist, and she will spill the goods on what is actually going on. It is Sovereign, the flagship for Saren, who is in charge of warping all these minds. And now that the base is going to be blown up, you can kill her. They are here, existing eons and eons ago, and their goal is to purge the universe of all intelligence life, advanced life, every ,000 years. All the Mass Relays and the Citadel were built by the Reapers, to make killing everyone easier. And when that is over, Joker comes in and tells you, Sovereign is on its way. Take cover and use your weapons to take them out effectively. Take cover and use it to take for, and then take them out In the distance, there is another AA tower. There are two more AA towers you need to take down before the Normandy can drop the bomb. Head towards the one you see in the distance, and keep your eyes peeled for the enemy, there are a lot of geth and krogan units here, so you want them kept an eye on. You need to constantly take cover, and use it to take down the enemy, From a distance, see if you can pick off a few units with a sniper rifle, that should thin down their numbers. Take down the AA, and move onto the landing area. You are going to be in close quarters, might I recommend you turn into a shotty pro? Take down the enemy, and the Salarian team radios in that they have taken down the second tower. But now, since the Normandy can land, the enemy Geth decides now it is a good time to overrun you. The Salarian team is pinned down, so the Normandy heads the holding. What you do now is pick a new squad, minus Ashley and Kaiden Move through the large doors and take out all the geth units. There is a large mixture here, so you need to use your wits to take down the enemy. The problem is, you need to get the hell out of here, and there is a problem. Both Ashley and Kaiden are pinned down with enemies all around them, but given the detonation time and travel time, you only have time to take one with you. Who do you pick? It is your choice, and after you have made it, say your sorrows and you land to pick up the person you choose Here, there is a lot of geth forces. There are all the powerful geth units, the snipers, shock troopers, and now, the Geth Prime, one of the strongest geth units you have to fight. Take them down, save your ally Paragon Points for being sympathic Renegede Points for being very arrogant When all that is done, Saren arrives. It is Spectre on Spectre. He will have a talk, and you can use your Charm or Intimidate skills, but they are of no use, and the fight is on. The problem is, Saren is on a glider, so you are going to need to take him down using firepower. Keep moving, taking as many potshots as you can on him as you can Paragon Points for attempting to use Charm Renegade Points for attempting to use Intimidate After he has had enough, it becomes a face to face battle, and the Normandy arrives in time, and he runs off. The Normandy rescues you and takes you back into space, and the research facility totally goes boom Back on the Normandy, the crew member that you chose to keep alive is very unhappy that they lived. And the council decides to call in, as usual, asking why the hell you decided to nuke a planet. It appears that your next destination for the mystical item of the Conduit is on the planet Ilos. But when you access the map, Udina, the Ambassador, calls in and requests you head back to the Citadel. So they detain you. Hell, just fly away. Anyway, Joker on board informs you that Captain ANDERSON! You have nothing else to do anyway Head to meet Captain Anderson, and he believes you. Why would you lie anyway, there would be no point. What do you have to gain if you head into Ilos? Anyway, he decides that it is a good time to risk her career, since he is pretty much forced off his job, and he decides to help you. It is your choice, and you can pick either Now is a good time to finish off everything on this Citadel, since there is no coming back. Due south of your position is a pair of geth armatures as well as the escorting soldiers as well. You can take them down from a range with a sniper rifle, which will probably take down the escorting soldiers, and using a combination of tech and biotic powers, you can face the armatures. This is where the armatures controlled, and you can deactivate the armatures Head back to where the armatures are, and head south. There is an elevator here, so clear a path, wipe out the geth, and take the elevator. There are two methods to take the enemy down. You can take it down the old fashioned way and that involves a lot of bullets flying everywhere or you can rush to the Armature repair stations, hack into them and use them to fight for you. That would provide you some nice firepower to take down the enemy Head to the back of the room and take the ramps up, and then head towards the security panel and activate it. It seems there is nothing you can do, so exit the Mako, head into the elevator and then you will see the last VI, Vigil Vigil explains exactly what has gone on and happened to Ilos. It was the last hiding hole for the Protheans, surviving the extinction, but given tne numbers, they were doomed. Sovereign is to activate the relay, and the Conduit, as it happens, is a gate from Ilos to the Citadel, a backdoor Now, Vigil gives you a copy of a special data file that you can upload into the Citadel which will give you control of the station, preventing Saren from summoning the Reapers. Now after all that, rush to the Mako, and follow the path, through the little trenches populated with Geth, and machine gun them all, run them over, watch out for the rocket troopers. At least it takes out some of the Geth before it goes boom. Get out of the mess and head into the next elevator, which will take you to the tower. There are husks around, which are the enemies for now But the problem is, Saren has overriden the controls and you need to get up to the top manually. You need to head into the maintenance shaft, since that is the only way to get up. But the Geth have released that you are here, and you need to deal with them. I always wanted to actually kill people in the Citadel. There are also further Geth reinforcements and Krogan as well, so take them out before you can go any further In the next area, you can see Sovereign, so you are just going to follow Sovereign. There are three heavy turrets that will help you to take down the dropship. Use your tech skills to unlock one and activate the other two. The more turrets concentrating on the dropship, it is obviously going to disappear sooner and retreat. Meanwhile, ready your weapons to get rid of the geth reinforcements as they head off the dropship And finally, into the next area, you how see geth turrets here that you need to take down. That is hard, so you probably are going to take some cover and use a sniper rifle to take them out, since that would avoid you taking a lot of enemy fire. There are also a lot of geth troopers here as well, so you should take them down first before taking down the turrets, from over. Now, head all the way to where Saren is hiding, and it is time to put an end to all this crap This time, you can talk down Saren if you have the required charm or intimidate skills. If you cannot persuade him to do so, you will have to fight him again, and this time, it is exactly like Virmire, nothing has changed. You should have defeated him, do so again. Maybe this madness will end Paragon Points for having Saren kill himself using Charm Renegade Points for having Saren kill himself using Intimidate Now, after that is done, head to the control panel to regain control. Now, Joker is ready with the entire Arcturus fleet, from the Human Alliance and ready to move in as soon as the relays are unlocked. Saren might be dead but those little tech parts are still active, and Sovereign has figured that this is the last resort to stop you from saving all the races. However, this is the ultimate boss battle since this is like fighting Saren, but he is much faster, as well has having a rocket attack which can be fired when he is stationary You can use Biotics and that will be able to stop him from doing anything, giving you free shots at him. Take that pile of parts down and be hailed for saving the galaxy And now you have completed the game. For all PC users, Bioware has said that you should keep the save games for Mass Effect for the next installment, Mass Effect 2, which comes out sometime in the future, past or present. Also check out the books which gives a bit more story on the Mass Effect universe, written by the writer for the game itself. These side mission are mission that are not required in order to complete the game, but they have excellent rewards and that makes them a good idea to complete. When you walk into the chambers, be it of interest or for another quest, you can head in and the Receptionist will brush you off, but the Consort will require you to enter The Consort will tell you that she has a problem with one of her clients. Okay, lets get that clear. Anyway, she has a problem with her former client and he is spreading lies about her, so she needs you to stop that. You can do it without Charm or Intimidate skills, but what is more effective than threatening an unarmed soldier with an assault rifle? Anyway, talk to him, and he agrees to stop, as well as something to do with an Elcor, which is in another assignment. Now, back to the Consort. That is the reason you complete that one first. It is a secret, so keep it hush hush Paragon Points for being concerned about Michel Head down to the markets and find Morlan. Once you decied to talk to Morlan about the med supplies, the blackmailer, who is a Krogan, shows up. Now you can get involved in a firefight, which is fun, or you can use your Charm or Intimidate skills to end it without blowing up the Citadel Paragon Points for avoiding combat via Charm Paragon Points for trying to avoid combat Renegade Points for avoiding combat via Intimidate Renegade Points for trying to kill the Krogan After that little fight, they reveal that they are just the middlemen for a boss called Banes. So head back to the Doctor and tell her about Banes. She reveals that Banes was hired by the Alliance to do some work in the Traverse. Anyway, there is a pregnent mother and her brother in law arguing over an unborn baby. Michael argues for the gene therapy to prevent a disease, whilst the mother, Rebekah, is worried that the therapy may cause damage. Anyway, he says that the Alliance refuses to release her body back to him. Her wants her back Talk to the Alliance officer in the Bar, and he will say that the reason is that the body may provide some hints on the geth attack and it can be used to save other lives. Talk to her, using the Investigate options and take steps back in order to gain her trust There are many ways to end the mission. His former business partner for something or another is trying to murder him, and he wants him dead before he winds up dead. Anyway, he offers you a chance to study the keepers for him. You also have the chance to kill him, after all, he did try to kill you Paragon Points for not scanning the keepers Renegade Points for scanning the keepers Renegade Points for killing Chorban Head back to Jahleed, and he happens to be using you to kill his former partner. He also offers you to scan the keepers, or you can turn him in to C-Sec, since it is a crime to scan the keepers. You can end this mission here by calling him an addict and that he needs help Paragon Points for forcing Elias to admit he has a problem using Charm Renegade Points for forcing Elias to admit he has a problem using Intimidate Or you can head to Dr Michel and ask her to sell you some drugs. If you have the required charm and intimidate points, then you will be able to convince the guard to release the prisoner and this will finish this blackmailing Paragon Points for releasing the prisoner using Charm Renegade Points for releasing the prisoner using Intimidate Or you can get out of this ugly situation. She says that what Zabaleta has said is correct, and asks you to take him to the Veterans Affairs Office to get a pension and get himself set up Back to Zabaleta, who has had a few drinks, and it is up to you what path you choose to convince him to head to the Veterans Affairs Office. Or give him more money. Here, Charles, spouts his own political part, which is a pro-human party that hates any other lifeforms. He will ask you to help and endorse his party, which is rather stupid, but hey, what the hell? You can either plant the bug, force her to drop the story or fake that you planted the bug Paragon Points for forcing her to drop the story using Charm Renegade Points for forcing her to drop the story using Intimidate Renegade Points for lying that you planted the bug If you want to plant the bug, head into the Academy and take the stairs up to the control room and plant the bug near the keeper. As you leave, a Turian named Chelleck asks you to meet him at his office at C-Sec When you head to the C-Sec Academy, Chelleck will asks you to complete a task for him, although you can end this using your Charm or Intimidate skill right here, but he still wants the job done Paragon Points to release Jenna using Charm Renegade Points to release Jenna using Intimidate He needs you to purchase some illegal mods off a Krogan named Jax in the lower markets, in order to arrest him. They need you to scan 21 keepers all over the Citadel, with a reward for each Keeper that you scan. Talk to him and he tells you of a machine that has the ability to cheat in the game Quasar inside the bar. He asks for your help. You can solve this two ways The first is to take the machine and give it to Doran who will reward you for stopping another cheater, and you can tell Schells what you have done to him. The next option is to play Quasar 5 times, where you have to win more than you have bet. Win 7 times and you get tossed out for cheating yourself. Your choice When you complete that part, and offically become a Spectre, then leave and return to the Citadel, he will be back, and ask for a photo of you to hang on his wall. I dunno, stalker fan, and it is your choice again After you have completed either Therum, Noveria or Feros, return to the Citadel to see him again, and he says that he wants to be a Spectre. You can disperse him to quit dreaming or intimidate him to cry. What you really want is a nice interview, using your Charm or Intimidate skills to make it smooth, though you can attack her to end the interview Renegade Points for attacking her What the reporter really wants is you to pretty much say that humanity is superior to other races and co-operation is overrated. At the end, the reward is based on your answers as well as how long the interview lasted When you head back to the Normandy, Admiral Hackket will contact you and give an overview on what the report was like, and the reactions from the Alliance and Council. Charm answers are good, Intimidate is bad. Defeat the krogan and take the data from the console, remembering to loot the area. Down in the tunnels, you need to keep your eyes open for Snipers, as well as other Geth soldiers. Near the transmitter, there is a bunch of Krogan forces, so you need to take them out before you can destroy the transmitter. He needs your help to take out the Alpha Varren, that way, they can hunt the rest of the Varren for the food that they need When you head into the tunnels, similar to the location of the collapsed highway and where the power cells are, a group of varren will show up and fight you. Just pull out a shotgun to make life easier. Close range them and move onto the bigger Alpha Varren. It seems that the valves under the colony have been shut off so there is no water running in the colony, and given that you are the one with the big guns, you need to help them restore the water Enter the tunnels, and there is basically a geth group on the way to each valve, and there are three of them. A women named Mallene wants you to steal some secrets. She works for Armali, whilst she takes aim at a Binary Helix employee. She wants you to distract the employee, whos name is Rafael Vargas, whilst she hacks into the network and commits corporate espionage. You can refuse the quest now for the Paragon Points Paragon Points for refusing this piece of spying The main aim of thje game is to distract the employee long enough so that Mallene can hack into the network and do whatever she is trying to do, which is quite a lot. You need to use Charm and Intimidate as often as you can since this will prolong the relationship. The point is, if he catches you out as wasting his time, off goes the conversation and Mallene is screwed, not that that is a bad thing. If you decide to accept this stupid quest, there are a number of options that you can do. You can keep the item, which means an upgrade for you. You can deliver the package and get the money from Opold, or you can squeal to the Adminstrator, who will give you the Garage Pass for free. If you decide to keep it, a Krogan named Inamorda will ambush you because that package was meant for him. The first thing you can do is to knock down the Communication Tower that the Geth are using to co-ordinate their defence The tower is in sight, right and then north of your position. Knock out the terminal and that should finish that. Personally, I would think that destroying the panel is a much better job, that way, there is no way to bring the communications back up Paragon Points for knocking out Comms The path to the west will take you to a Satellite uplink where the enemy Geth are using it to bring in reinforcements as well as surveillance of the area. Just blow up the uplink and that should finish that Paragon Points for knocking out Recon To your north, there is a refueling supply platform that the enemy is using to resupply their forces with energy needed to sustain a fight. There are geth drones here, and they are the rocket types, so you want to take them out quickly. Use the pistol because it has enough accuracy to take down anything without much fuss. Blow up the fuel tanks when you are done Paragon Points for blowing up the Refueling Station Before you enter the main part of the base, you need to access the security terminal and redirect the geth forces. She has a request that you save her sister who has been kidnapped by suspects unknown. She sends you to a pirate base The base is on the planet of Sharjila, which is in the Macedon System in the Artemis Tau Cluster. When you head into the pirate base, you will find a hell of a lot of mercenaries and pirates, both of the human and krogan variety and an Asari Biotic inside the base, which makes things a whole lot tougher. You need to save all the civilians whilst getting rid of the biotics. If you need to location again, head into the Hades Gamma Cluster, Cacus System and the planet of Chohe You need to move into the facility and target the biotics, and not hit any of deposit civilians. Unlike before, you cannot hit anything other than biotics so stick to the Sniper Rifle for extreme precision shots or using a pistol for quick fire shots. That could be disperse problem Sweep your path through the facility, killing the Biotics as well as gathering all the loot in the facility, and finish off the biotics. There are all the same, they have two turrets outside, protecting it, and inside, there is an energy barrier containing a test subject, as well as researchers, armed, and they are protected by Cerberus commandos. The test subjects can be released by a control panel, but you need to kill them anyway, since they are quite hostile In the southern outpost and the northern outpost, the test subjects are all ranchi units. How the hell did they get there? The final outpost contains a group of Thorian creepers, which also leads to the question, how the hell did they get there? When you finish clearing the final facility, it does not matter what order, there will be a how body in the middle of the area where the test subjects are held, the corpse of Admiral Kahoku, and even though he was surrounded by hostile creatures, the needle marks on his arm does provide his real cause of death. If you have completed the above mission, you will release how Cerberus has gotten all those test subjects. You need to head to the Maroon Sea Cluster, Matano System and land on the planet of Chasca to find out the truth Head south bound to find the facilities, and you will find some Geth husks there. This is getting really out of control. There are a bunch of buildings here but the only one of interest is the Science facility, where the terminal is located that tells you where the husks actually came from. Seems someone from Cerberus decided to pay a visit not so long ago, and straight after that, the colonists turned into Husks. Get rid of them and head inside, which is where all the fun is. You need to either use Charm to ensure both live, or Intimidate, where you get to kill the Doctor, due to his crimes. If you fail to do so, it will result in Toombs killing the Doctor before committing suicide. The problem is, you can attack all the cargo containers, but you need to fight the source of the ranchi Head to the Argus Rho Cluster, Gorgon System and land in the unidentified space facility, and it is swarming with ranchi soldiers. You need to take them out, and make your way to the back where there is a terminal in which you can access and find out who is in charge of this operation. Again, it is the shadowy group of Cerberus, and they are responsible. After arming an explosive device, its time to run I hope you remember your way back to the ship because now it is time to run before the bomb goes off. Not a good idea, because one you are on board, you are attacked by Geth husks, and seeing one husk means that you are probably going to be facing a crew of a ship that has the pleasure of meeting the Geth Check the logs of the ship when you manage to fight your way to the front, and you realise that the crew found a certain artefact that made them go crazy, and they flew into the Perseus Veil, which is Geth space, and they were transformed into husks. Follow your map to head to the signal of the emergency beacon and you will find that ITS A TRAP! There is a mine under the beacon, as well as rocket troopers and drones, as well as several armatures. Anyway, head down there, follow the tunnels until you get to the last room, where there is a cave in behind you, and that leaves you trapped. The hologram of the pirate leader involves in this, Elanos Haliat chimes in and makes fun of you Sure, you might need to escape, but there is a massive bomb in front of you, which you can disarm following a long series of keystrokes or using omnigel for each of the three hardpoints. You have 10 seconds to disable it before it blows, of course, when you are actually in the mini-game, time stops ticking When you haved save yourself from being blown apart, head back and find a hidden tunnel, which leads you to a hidden entrance to a ridge, which also happens to overlook the camp which Haliat is hiding at. Follow the map and look for any path that leads to the facility. Upon arrival, you will see what is wrong with the facility, there is a boatload of Thorian Creepers outside, and without stabbing in the dark, inside the facility as well I recommend that a nice assault rifle or shotgun do the work here, though you still need to watch out for their toxic attack, before their rush to melee. Take them all out, and remember to loot the facility, before heading into the back room to find the researchers and figure out what happened. It seems that ExoGeni had found a way to make the Creepers into some nice servants, but after the Thorian had been killed, they went crazy, and that is what happened here Dr Ross will ask you to keep quiet, and offers you some hush money. If you do not accept the hush money, they will attempt to kill you, since the only other option is to turn them in. As you go and investigate, a message from Admiral Hackett of the Fifth Systems Alliance Fleet asks you to remove the geth outposts in the systems there The Pitcher Head to the planet Antibaar in the Tereshkova System and we shall start there. The outpost is north of your position, and you will start off facing a group of Geth Snipers, which makes your job a bit hard to determine their location. The dropship will continue to drop off more Shock Troopers until you get rid of it, so focus all your fire, machine gun and Cannon fire on the Dropship until it is destroyed. Finish off the remaining Geth Shock Troopers to finish this outpost First Base Head to Casbin in the Hong System now for the next outpost. The outpost is northeast of your current position and when you get close, you will be hit by the jammers of more stupid geth snipers. Again, there are snipers and shock troopers at the facility, so take them out like you did before. Again, once you clear how the outpost, the dropship comes in and provides reinforcements in the same form, in Shock Troopers Take down the drop ship and then take out the rest of the enemy troopers to clear off another planet of the geth invasion Second Base Next one is on Maji in the Vamshi system, and this one is slighter harder to attack. Take it out and then move onto the Geth Snipers and the Rocket Troopers. After that, down comes the dropship The Dropship comes and delivers a Geth Colossus, so start driving like you do in GTA and go nuts. Shoot down the dropship and then take out the colossus without sustaining too much damage to the make. Thats another one down. One more outpost to go Third Base The final outpost is on Rayingri in the Gagarin System. This one is slightly different as well, since it is a research facility that has been overrun with Geth Husks. Take them all out and start to loot the facility, before clearing out the back rooms. After you have done that, the geth forces arrive in the main room to backup their fallen husks, in the form of Snipers, Rocket Troops and even a Destroyer or two to make things worse Use cover to take potshots with your weapons, before you can head back outside and once you do, run to the Mako. A dropship arrives dropping more Rocket and Shock Troopers, so shoot down the dropship, avoiding enemy fire, and take down the rest of the geth forces. Now you need to attack and destroy the main operating base of the geth. The base is located in Solcrum in the Grissom System. There is a large base at the east, and the outside force is manned by Colossus units as well as rocket troops. It should be a lot easier sniping the troopers and attacking the Colossus in the Mako Inside the base is a hellhole. There are stalkers there, snipers, destroyers, the works. Move your way slowly, making sure that you killing the enemies along the way, before you encounter a Juggernaut on the second floor of the facility. Cerberus is an organisation of a former Alliance military Special Forces team that has now gone rogue, and you need to stop them before they cause any more carnage. Their base is on Nepheron, inside the Voyager Cluster in the Columbia System Head to the planet and land there, moving southwest towards the facility which is guarded by rocket troopers and snipers outside. Take them out in the Mako and then move inside. There are a hell of a lot of commandos and snipers here, so take cover and kill them, looting their items along the way. At the back of the complex, there is a Cerberus Terminal which you can enter for more information. After that, head back to the Ship After you have arrived on the Normandy, access the Galaxy Map and the Shadow Broker, well, one of his representatives will ask you to sell off the information about Cerberus for a sum of case. How he knows that you have the information is beyond me. Now, you need to head to the MSV Ontario, which is located in the Hades Gamma Cluster, the System of Farinata, and rescue the Chairman The ship is hidden, disperse just move your pointer all over the planetary rings and you are bound to find it, sooner or later. Enter the ship, and you are facing a hell of a lot of biotics, so you really want to take them down fast or from a good distance. Distance is best, so use a Sniper Rifle. Now, once you face a Biotic, you have a limit of three minutes before the word gets out to the Hostage Taker, and the Hostage will be shot. Move fast, and loot later Head down to the front of the ship to see the Terrorist Leader, who will only release him if you have enough Charm or Intimidate points to make him release the hostage. She is outside the Emporium. Head there The woman is Helena Blake who needs your help to eliminate two galactic Crime Lords for her, so if you agree, you will get the quest, but even if you do not agree, you get it anyway. Great Paragon Points for attempting to refuse Renegade Points for accepting the quest She gives binary two planets where the two crimeloards are hiding. The first of the Crimelords is on Klensal, which is in the Dis System of the Hades Gamma Cluster. Head south towards the facility, and take out the snipers and mercenaries that are protecting the entrance in the Mako, before you make your way inside the buildilng Inside, there are a hell of a lot of mercenaries, Turian and Krogan mercenaries as well as the Crime Lord, who will never surrender. Kill them, loot the place, and then move to the next facility. That is located on the planet of Mavigon, in the Han System of the Gemini Sigma Cluster From there, travel Southeast, where there are some turrets as well as enemy forces outside the facility. Take down the defences and move inside, mopping up the mercenaries there as well, kill the Crime Boss and loot the place before you leave. Man, killing off crime does pay rather well New, you need to see Helena, after you have killed both crime bosses. She is on the planet of Amaranthine, in the Fortuna System in the Horse Head Nebula. Head south to the outpost, and she is inside the entrance of the outpost, and is surrounded by mercenaries You can talk to her to force her to disband the crime syndicate, but you need high Charm or Intimidate skills for that. If you try to arrest her, or want a firefight either way, you can attack her. She is a Vanguard, with Biotic powers as well as Human and Krogan mercenaries. You need to disable that force field she builds up and shoot down all her mercenaries, before taking her out There is a fair amount of loot to be had as well, so take them all out and make sure that nothing that you can take or use remain. On the surface, follow the trail of the transmission until you see a group of Alliance Marines who are trapped by the mountains of Ranchi soldiers that are attacking them with some sort of regular interval in between the waves upon waves of attacks Lieutenant Durand needs your help so first of all, visit the damaged generator and power it up using the Mako itself, and that will activate the turrets the marines have. When that is back, move your team towards the barricade that the marines have set up and get in position to take down the ranchi after they attack. Shoot them down, wave after wave of them, until they give up. Speak to Durand and she will tell you that the source is the nearby mine. You need to head there to clear them out. Disconnect the Mako from the Generator and move to that position The mine is full of Ranchi, so move slowly and keep your eyes focused on the distance ahead, since the further in the mine you are, the more Ranchi that will attack. Clear the main passage, and then you need to clear out the two side passages at the end of the main passage Both have ranchi soldiers and the big Brood Warrior, and they are nasty pieces of work. You really want to shoot them down fast, using your Biotic powers to disable them if necessary. Mako their asses back to the stone ages and that will be that After you have cleared outside of the ranchi, head inside and there are more of them there. Now, head to the back, access the Terminal to unlock another mission on the Ranchi, and that the Ranchi were delivered by a ship. Head aboard and there are explosive traps all over the place, so be careful to avoid them, and head into the south-eastern room to hear the audio logs about someone called Julia and someone else called Jacob. Now, head into the North-Eastern Room to hear the logs of the Doctor, Doctor Smith. You also see Jacob here, on life support. And finally, at the Cockpit, to hear the logs of the Captain After you hear the all the logs or try to disable the life support of Jacob, a crazy lady with Biotic skills come after you, and it is obvious it is Julia. Kill her quickly before she can do too much damage with her biotic powers, and finish this. Head down there and find the probe, but it seems the data module is missing, and it is stolen by a group of Space Monkeys. For fun, you can run over the monkeys Now, head to the colony of monkeys near the mine, for the one you are looking for is in the mine, at the back of it. Get the data module off that stupid monkey, and for some reason, the geth show up, with Snipers, Rocket Troopers and Shock Troopers. A destroyer also decides to join the fray as well. Either way, enter the compound and force your way to the back to see this Major Kyle. Enter the compound to access the control panel at the back to see the Major Paragon Points for getting in peacefully using Charm Renegade Points for getting in peacefully using Intimidate Head outside and enter the other compound, the round one. If you got in peacefully, they let you in here as well, but if you got in via force, you need to fight all of them as well. Anyway, move to the back to see the Major and end this. Talk to Kahoku, who will tell you about missing marines who were sent to find Banes, but they have yet to call back, and Kahoku is worried about the safety of his team, so he sends you to investigate the team to figure out what the hell went on Head to Edolus in the SPARTA! System, in the Artemis Tau Cluster and land there. Follow the way to the distress beacon, and you are attacked by a Thresher Maw. To defeat it, keep mobile in the Mako and wait for it to surface. When it surfaces, attack it with the cannon and machine gun to damage it, whilst moving to avoid being hit by its poisonous attack It seems that someone led the marines to the distress beacon, knowing that there was a Thresher Maw there. If you want to know who, is was the Cerberus group. Head to the Hades Gamma Cluster, the Antaeus System and land on the planet of Terbin. Now, head to the research site, and you will find that no one is here. Access the area, use the terminal to find that the crew went into the nearby mine since they found some interesting alien technology. He is on the MSV Majesty in the Strenuus System, so head there and scan the vessel to find that the energy from the vessel leads to the planet of Xawin. Land there now Paragon Points for helping Renegade Points for refusing to help There is a mercenary camp directly north of your position, so head there and you will see a bunch of mercenaries and some turrets defending the base, so you want to take them out quickly to get inside the facility. There are mercenaries of the human and krogan type inside, and some snipers as well which will make life a bit harder. Take out the enemy and move upstairs Up there, you will see a corpse, the corpse of Captian Willem, who is obviously dead. This unlocks the Solar System, so you can see what has happened to the solar system after about years. Drive to the training facility, and it is going to be a rough fight There are turrets outside the area, and there are 2 for each, and given the tight area you are in, that is a total of 6 turrets that you need to take out. Enter one of the facilities, and whilst they are the same, it does take some skill to clear out the facility Inside are an army of drones, which all pack heavy weaponry and a hell of a lot of shielding. Now, when you are facing drones, use accurate weapons and take cover constantly, and try to snipe them off. The drones will always attack with numbers, which makes it hard if you want to pick them off one by one After you have taken the drones out, at the back of the facility, there are two rooms, which have 4 conduits inside each room. Each of them have a shield and they need to have their shield down before you can start to blow each of the conduits up Each building will have something different after you destroy the first few conduits. The first facility you enter will release toxic gas which will poison you, the second will have energy barriers erected all over the doorways and the final door will have additional drone reinforcements to back them up. When you destroy all the conduits, the VI will scream and die off, and you get a specialisation ability. Admiral Hackett will ask you to create a treaty with a man in the Hades Gamma Cluster, on the planet of Nonuel in the Plutus System, and the name is named Darius. A treaty for someone who is as Renegade as you? Use all firepower to take out him and his guards and tell then what a treaty really means, death. This will, require you to be a Spectre as well as control of the Normandy, but after you have that, you can start this straight away. You will also see that the X57 Asteroid is actually propelled towards a planet, Terra Nova via its fusion drive system. You need to do some drive bys in your Mako with your Cannon and spray a little with a lot of ammo to get rid of them. They are stationary, so make sure you clear all of the out first before you enter the building Enter the building, and prepare for a nice battle. You will see a body right at the entrance, and when you open the second door, you see why there was a body there, Batarians. Not smart Anyway, you really need to hide behind the door, back in the room because the Batarians send in their Varren War Beasts after you. These are basically attack dogs that require a little more than a few pistol shots to take them out. There will be, in total, 2 sets of war beasts that you need to take out, then you can worry about the Batarians There are about half a dozen Batarians in the room. They all will be able to take cover, and they are a good distance away, so you should use a Sniper Rifle if you can, that is going to be the best method. You can take two shots to take them out totally. Upstairs, there are no enemies, but there are the controls for the torch. Disable them, take the loot, and you will hear Kate over the radio talking to you Kate is a research team member and they were meant to take the asteroid X57 to Terra Nova to make it a satellite. He warns you about the blasting caps, well, they are proximity mines, around the second Fusion Torch, which is a mission in itself, as well as his mission for you to find his missing engineers. Park the Mako outside the range of the caps and creep through the caps. Outside, you want to be careful, Batarian Rocket Troops are outside. Watch your minimap and hide around the corner, either with a Shotgun or some other weapon in hand, and get ready to kill them as they jump the corner Enter the building, and it is even worse. You have to deal with more Troopers as wel as Drones. These Drones are quite annoying, and powerful, and they will fire rockets at you The problem with Rockets is that taking direct cover behind a crate, when the rocket hits the crate, you will die. That is no joke. Seriously, just take cover behind a crate, but a bit behind the crate. Time them, when the drone is about to pass your grenade, explode it. Your other choice is to run up and blast it, but that is a bit harder. As for the second drone, there is a Cyro tank there, blow it up when the drone comes to shoot, that will blow it up, bypassing shields Kill all the troopers, and raid the room on the ground floor for a crate and storage locker. The top floor room has the controls for the torch as well as some locked containers, unlock them for some nice loot Meanwhile, when the second torch is down, you will have a cutscene with Kate and the Batarian leader, Balak. He kills her brother, and sends his man Charn after you. This facility is guarded by moving turrets. Some of the turrets are still stationary, but are protected by a blast shield which prevents you launching attacks until you are closer, and others are moving, they are on a set rail, which will move when you get close. Wait till they stop, cannon, let them move, stop, cannon, done Enter the torch facility and there is some help for this mission, there are more explosive parts, cyro and fusion containment canisters that will go kablamo when shot. Wait for the unsuspecting enemy and blast them. Those War Beasts are back, quite annoying as well as the Engineers and most dangerously, the Shock Troopers, the strongest enemy that you are going to fight around here Clear out the ground floor, raid the room on the floor for some goodies and raid the top room for the torch controls. Disable them and head out Except you are stopped by Charn. OR you can just charm him or intimidate him into giving the Key Card. I hate the damn sensitivity on the Mako, too damn sensitive. Take down the turrets and head inside the building straight away There is some Medi-Gel here as well as some Grenades, that you surely need by now. Head up the stairs, and it seriously does look like the Podium section on the Citadel. And he effectively, gives you a choice to make. There are bombs where the remaining prisoners are, and if you try to follow or fight him, he will go and kill them all with the bomb. If you want the fighting option, you need to take him out as well as his bodyguards. Take some cover nearby and pistol shoot him to death, the pistol is best for short ranged and close quarters combat. This guy will try to sniper rifle you, so you might as well as to rush up and blast him or snipe him back in kind. There are drones as well, but all you need to do is to kill his support, and then you can decide what to do with him. You can kill him, which is a good option, interrogate him, make him die slowly, or send him to the Alliance and let them take over it Your Alternative is to let him go and save the hostages. However, that lets him go. You get to choose what you want from his selection. If you have decent Charm or Intimate skills, you can get his Omni-Tool, which for me was a Savant VI. You can also tell him if you "rescued" his engineers If you rescued the hostages, you get to talk them right about now and they will be grateful. Now, after all that, you can backtrack off the planet and back to the Normandy. There is a reason for this, once it is repaired, it will reveal the location of the survey stations where all the engineers were posted. There are some crates there that are ripe for looting, aid station inside, as well as the body of one C. No batarians in sight. You need to, however, follow the footprints, because the logs show that the engineer would rather fight and investigate than be cooped inside. Accessing the log will also activate some defence drones. Mendel is there, and he is also dead, unfortunately. The loss of three humans will not be in vain, kill the Batarians I say. Head to your south where there is a base full of mercenaries and pirates, and you need to get rid of all of them, before you take all the loot that lies inside the facility. Look around the ship and the vats of all the experiments means that you are on the right ship. Head all the way to the front of the ship and there he is, though he calls himself Doctor Heart now, but he still is the murderer that he is He refuses to surrender, so you have no choice but to kill him. But, as you do with pistols, they are decent because they have an excellent accuracy rate and they can be used quite a fair bit before the gun overheats Pistols are probably going to be the weapon of choice for most classes, since they are a skill set for nearly all skill sets. They are easily to run with and they provide a not a lot of recoil. It is a mixture of several weapons that you might be familiar with. When you shoot, they are relatively accurate and they deal a fair amount of damage, but once you keep holding down that little trigger, it really turns out to be a machine gun, a spray and pray, and soon, it will overheat The assault rifle is also useful in all ranges. This little baby can easily overheat. Because your shotgun is going to be using Buckshot style bullets, that is, it will spray your enemies with several pieces of shrapnel Think of it this way. In Mass Effect, the guns are all little grains of metal projected at high speeds. All guns fire a single grain at the enemy to attack them, your Shotgun fires several at the same time. This is why it is so deadly at close range, your enemies are going to get several, high velocity bullets firing at them at the same time, and why it is weak over the long run, they will lose speed for a start, and due to environmental factors, they will spread out and deal less damage The closer you are to the target, the more damage and the higher chance it has to hit the enemy. It is powerful, but only if you know how to use it Once you decide to use it and aim, you see that there a distance as well, what a nice perk. Note that these guys have physics knowledge as well. So if you want to be a sniper, study physics Anyway, the biggest problem when you decide to use this is the problem of stability. Just like in real life, when you stand and shoot with a sniper rifle, your hands will shake and they will make the gun less stable, and as a result, less accurate to play with To stabilise, you need to do what you do in FPS, you need to either prone, or in this game, crouch. This will stabilise your movements and significantly alter how accurate you can make your shots To shoot, just fire. However, the important thing here is your accuracy. You get what they get in the business, one shot. If you stuff up your single shot, odds are, the enemy you targeted realised you are targeting them, and that goes your sniping cover. Also, if you kill the enemy, nearby allies of the fallen will come to his aid and they will target you When you are in that situation, you have two choices. You can either retreat, to your Mako and splash them with your cannon and machine gun, or continue to take shots at those who keep coming. However, that has a problem with itself, the Sniper Rifle can only let loose a few shots, less than 5, without the gun overheating To get the best possible shot, you want to aim at the torso. This is because the sniper rifle is powerful enough for the one shot kill, think of the AWP in Counter-Strike. The second thing is, it has the largest target of the enemy and since one shot kills apply, it means you can be a little off in terms of accuracy and still kill the enemy unit Once you finish with the Sniper Rifle, you want to either rush forward and clean up the mess, or snipe some more. This is relatively important because the fact that you can take more hits is that you can stand out in the open for a longer period of time but you still can die. You might need to bear that in mind. After all, you do need some qualification before you can start going around firing weapons everywhere. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armour, omni-tools and bio-amps to the Systems Alliance military. Recently they have branched out to develop a line of high-grade armour with an enhanced ablative weave to provide extra protection. Armali makes high-grade omni-tools, and their bio-amps are widely recognised as the finest money can buy, though these are only available to a select list of clients. They also make a basic-grade omni-tool that is available to the general public. BSA is a vast nationalised institution famous for its waste and corruption. Their weapons are advanced particle beams with excellent shield penetration, damage, and accuracy. Their field hardsuits feature advanced protective measures and sophisticated anti-hacking measures. They also market a complete line of military-grade weapons. It has expanded into an interstellar conglomerate after opening itself up to foreign investment. Their affordable, yet reliable body armour, weapons and Omni-Tools are popular with security personnel and mercenaries. Functional, yet affordable armour, weapons, and omni-tools are all available from the Elkoss Combine. Geth Armoury equipment is not compatible with existing mods and neither the Pulse Rifle nor the armours have any upgrade slots. Their weapons are considered stock quality at best, though their armour lines are generally recognised as above-average. Rather than trying to compete with high-end manufacturers, Haliat specialises in a line of basic-level weapons. Mainly known for advanced optical computers and AI "blueboxes," the company has recently developed a "micro gravitic" personal weapon that effectively fire small disruptor torpedos. When it comes to personal protection suits, no expense is spared - as is reflected in the exorbitant cost of their products. Recently, Kassa has also begun to manufacture Omni-Tools, though it will be some time until the quality is brought up to the high standards of their armour lines. Not just concerned with profit, they typicall make customers undergo a rigorous screening process before being approved to purchase their product. Serrice Council amps are incredibly rare - and highly prized items on the Galactic Market. Their foundation is renowned for its humanitarian efforts, and refuses to produce weapons or similar "offensive" products. They do, however, offer basic protective or utiliarian items ranging from armour to Omni-Tools to Bio-Amps. For the Grenades and Gel, it will increase the amount you can hold, but these need to be purchased Weapons will have 2 slots. One slot will be used for weapons, and other is to upgrade the ammo that you will fire. Armour will have the single slot for it, so you need to be careful what you place on it, and make sure that you keep adjusting the upgrades depending on your situation. When the Salarians arrived, it was the asari that proposed the establishment of the Citadel Council to maintain peace throughout the galaxy. Since then, the Asari have served as mediators and centrists of the Councils An all-female race, the asari reproduce through a form of parthenogenesis. Each asari can attune her nervous system to that of another individual of any gender, and of any species, to reproduce. This capability has led to unseemly and inaccurate rumours about asari promiscuity Asari can live for over years, passing through three stages of life. In the Maiden Stage, they wonder restlessly, seeking new knowledge and experience. When the Matron stage begins, they "meld" with interesting partners to produce their offspring. This ends when they reach the Matriarch stage, where they assume the roles of leaders and councillors. Salarians think fast, talk fast, and move fast. The salarians, other species seem sluggish and dull-witted. Unfortunately, their metabolic speed leaves them with a relatively short lifespan, salarians over the age of 40 are a rarity The Salarians were responsible for advancing the development of the primitive krogan species to use as soldiers during the Ranchi Wars. They were also behind the creation of the genophage bioweapon the Turians used to quell the Krogan Rebellions several centuries later Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and investing, and it is generally accepted that they always know more than they let on. Despite a somewhat colonial attitude towards the rest of the galaxy, the ruling Hierarchy understands they would lose more than they would gain if the other two races were ever removed Turians come from an autocratic society that values discipline and possesses a strong sense of personal and collective honour. There is lingering animosity between turians and humans over the First Contact War ofwhich is known as the "Relay Incident" to the turians. The vanished into a swift "galactic extinction". Only the legacy of their empire remains. They are believed to have built the mass relays and the Citadel, which have allowed numerous species to explore and expand throughout the galaxy Prothean ruins are found on worlds across the galaxy. While surprisingly intact for their age, functioning examples of Prothean paleotechnology are rare. Time and generations of looters have picked their dead cities and derelict stations clean Some believe the Protheans meddled in the evolution of younger races. The Hanar homeworld of Kahje, for example, show clear evidence of Prothean occupation. The presense of a former Prothean observation post on Mars has caused a rebirth of "interventionary evolutionists" among humans. These individuals believe the god-myths of ancient civilisations are misremembered encounters with humans. Over years ago, explorers foolishly opened a mass relay to a previously unknown system and encountered something never seen before or since: a species of spacefaring insects guided by a hive-mind intelligence Unfortunately, the ranchi were not peaceful, and the galaxy was plunged into a series of conflicts known as the Ranchi Wars. Attempts to negotiate were futile, as it was impossible to make contact with the hive queens that guided the race from beneath the surface of their toxic homeworld The emergence of the Krogan ended the Ranchi Wars. Bred to survive in the harshest environments, the krogan were able to strike at the queens in their lairs and reclaim conquered Council Worlds. Inthe Batarians petitioned the Council to declare the Verge a "zone of batarian interest". The Council refused, however, declaring unsettled worlds in the region open to human colonisation In protest, the batarians closed their Council Embassy and severed offical diplomatic relations with the Council, effectively becoming a rogue state. They instigated a proxy war in the Verge by funneling money and weapons to criminal organisations, urging them to strike at human colonies Hostilities peaked with the Skyllian Blitz ofan attack on the human capital of Elysium by batarian-funded pirates and slaves. Inthe Alliance retaliated with a crushing assault on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel Space. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has coloured their psychology making them deliberate and conservative Elcor speech is ponderous and monotone. Among themselves, scent, slight movements, and subvocalised infrasound convey shades of meaning that make a human smile seem subtle as a fireworks display. Most of the world consists of flat, open plains, which prehistoric elcor wandered across in small family bonds. Modern elcor still prefer open sky, and can become restless and uncomfortable on long starship journeys. They were created by the quarians years ago as tools of labour and war. When the geth showed signs of self-evolution, the quarians attempted to exterminate them. The geth won the resulting war. This example led to a legal, systematic repression of artifical intelligences in galactic society The geth possesss a unique distributed intelligence. An individual has rudimentary animal instincts, but as their numbers and proximity increase, the apparent intelligence of each individual improves. In groups, they can reason, analyse situations, and use tactics as well as any organic race Geth space is located at the trailing end of the Perseus Arm, beyond the lawless Terminus Systems. The Perseus Veil, an obscuring "dark nebula" of opaque gas and dust, lies between their space and the Terminus System. They speak with scrupulous options, and take offense as improper language. Hanar that expect to deal with other species take special courses to help them unlearn their tendancy to take offense at improper speech All hanar have two names. The Face Name is known to the world; the Soul Name is kept for use among close friends and relations. Hanar never refer to themselves in the first person in conversation with someone they know on a face name basis. To do so is considered egotistical, so instead they refer to themselves as "this one", or the impersonal "it. Because they are completely non-threatening, keepers have become virtually invisible to everyone else. Similarly, they seem indifferent to other species, except for their tendancy to help new arrivals integrate themselves into the Citadel No matter how many keepers die due to old age, violence or accidents, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs, biological androids created somewhere deep inside the inaccessible core of the Citadel itself. Until the invention of gunpowder weapons, "eaten by predator" was still the number one cause of krogan fatilities. Afterwards, it was "death by gunshot. The salarians culturally uplifted them, teaching them to use and build modern technology so they could serve as soldiers in the Ranchi War Liberated from the harsh conditions from their homeworld, the quick-breeding krogan experienced an unprecedented population explosion. They began to colonise nearby worlds, even though these worlds were already inhibited. The Krogan Rebellions lasted nearly a century, only ending when the turians unleashed the Genophage, a salarian-developed bioweapon that crushed all krogan resistance The genophage makes only one in pregnancies viable, and today the krogan are a slowly dying breed. Michel "Driven from their home system by the geth nearly three centuries ago, most quarians now live aboard the Migrant Fleet, a flotilla of fifty thousand vessels ranging in size from passenger shuttles to mobile space stations Home to 17 million quarians, the flotilla understandably has scarce resources. Because of this, each quarian must go on a rite of passage known as the Pilgrimage when they come of age. They leave the fleet and only return once they have found something of value they can bring back to their people Other species often tend to look down on the quarians for creating the geth and for the negative impact their fleet has when it enters a system. Centuries ago, they were voluntarily absorbed into the Hierarchy, effectively trading their mercantile prowess for turian military protection Irune, their homeworld, lies far beyond the normal life zone of its star. However, the world has a high-pressure greenhouse atmosphere that traps enough heat to support an ammonia-based biochemistry. This culture of exchange inclines them to economic pursuits. It was the volus who authored the United Banking Act, and they continue to monitor and balance the Citadel Economy. They spikes rapidly transform these victims into withered husks, extracting water and trace minerals and replacing them with cybernetics The cybernetics re-animate the lifeless flesh and tissue, transforming the bodies into mindless killing machines. No one is sure why a synthetic race would bother to drain the miniscule amount of recoverable resources from organic corpses, though the value of reusing them as shock troops is obvious. Threshers reproduce via spores that lie dormant for millennia, yet are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher spores appear on many worlds, spread by previous generations of space travelers The body of a thresher never entirely leaves the ground; only the head and tentacles erupt from the earth to attack. In addition to phyiscal attacks, threshers have the ability to project toxic chemicals and emit bursts of infrasound as a shockwave weapon The Alliance first encountered threshers on the colony Akuze in After contact was lost with the pioneer team, marine units were deployed to investigate. The shore parties were set upon by hungry threshers, and nearly the entire assault force was killed. Originally native to the krogan homeworld of Tuchanka, they are, like most from Tuchanka, savage, clannish, and consummate survivors. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed Their supreme adaptability, vicious demeanor and rapid breeding cycle have made them ubiquitus and dangerous pests on many worlds. Virtually everywhere the krogan have been, Varren infestations have followed, wreaking havoc with the native ecology The krogan have a love-hate relationship with Varren for millennia, alternatively fighting them for territory and embracing them as treasured companions. To this day, krogans raise them as beasts of war. A common subgenus of Varren have metallic silver scales, leading to the rather unusual nickname "fishdogs". Since the Prothean extinction, numerous species have come to call the Citadel home. It serves as the political, cultural, and financial capital of the galactic community. Council affairs often have far-reaching effects on the rest of the galactic community. Five arms, known as wards, extend from the Presidium. Their inner surfaces have been built into cities, populated by millions of inhibitants from across the galaxy The Citadel is virtually indestructable. For as long as the station has existed, an enigmatic race called the keepers have maintained it. No single Council race is strong enough to defy the other two, and have a vested interest in compromise and cooperation Each of the Council species have general characteristics associated with the various aspects of governing the galaxy. The asari are typically seen as diplomats and mediators. The salarians gather intelligence and information The turians provide the bulk of the military and peacekeeping forces Any species granted an embassy on the Citadel is considered an associate member, bound by the accords of the Citadel Conventions. Associate members may bring issues to the attention of the Council, though they have no input on the decision. At first glance, it appears that this territory encompasses most of the galaxy. Only the mass relays allow ships to jump hundred of light years in an instant, the key to expanding across an otherwise impassable galaxy Whenever a new relay is activated, the destination system is rapidly developed. From that hub, FTL drive is used to expand to nearby star clusters. The result is a number of densely-developed clusters thinly spread across the vast expanse of space, connected by the mass relay network. They are elite military operatives, granted the authority to deal with threats to peace and stability in whatever way they deem necessary They operate independently or in groups of two or three. Some are empathetic peacekeepers, resolving disputes through diplomacy. Others are cold-blooded assassins, ruthlessly dispatching problem individuals, All get the job done, one way or another, often operating outside of the bounds of galactic law The Spectres were founded after the salarians joined the Council. For many yaers, they operated in secrecy, as back-room "problem solvers. Assignments of a Spectre is less contentious than military deployment, but makes it clear that the Council is concerned about a situation. The resource wealth of a dozen settled colonies and a hundred industrial outposts flows back to Earth, fueling great works of industry, commerce, and arts. The great cities are greening as arcology skyscrapers and telecommuting allow more efficient use of land Earth is still divided among nation-states, though all are affiliated beneath the overreaching banner of the Systems Alliance. While every human enjoys longer and better life then ever, the gap between rich and poor widens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate regions have not progressed beyond 20th century technology, and are often smog-choked, overpopulated slums Sea levels have risen two meters in the last years, and violent weather is common due to environmental damage inflicted during the last 21st centry. The past few decades, however, has seen significant improvement due to recent technological advances. When a turian patrol discovered a human fleet attempting to activate a relay, they attacked. One human vessel survived, retreating to the colony of Shanxi The turians followed, quickly defeating the local forces. Shanxi was occupied, the first - and, to date, only - human world to be conquered by an alien species. The turians believed the handful of ships they defeated represented the bulk of the human defences. So they were unprepared when the Second Fleet under Admiral Kastanie Drescher, launched a strong counter- offensive, evicting them from Shanxi The turians mobilised for a full-scale war, drawing the attention of the rest of the galaxy. The Council quickly intervened, forcing a truce. Fortunately for humanity, the First Contact War was ended with a diplomatic solution. The Alliance is responsible for the governance and defence of all extra-solar colonies and stations The Alliance grew out of the various nation space programs as a matter of practically. The expense of colonising entire new solar systems could not be met by any one country. With humans knowing that alien contact was inevitable, there was enough political will to jointly fund an international effort Still, the Alliance was often disregarded by those on Earth until the First Contact War. While the national governments dithered and bickered over who should lead the effort to liberate Shanxi, the Alliance fleet struck decisively. Post-War public approval gave the Alliance the credibility to establish its own Parliament and became the galactic face of humanity. Two-thirds of the habitable surface is covered with the ruins of a crumbling Prothean megatropolis. In the millennia since the Prothean extinction, the ruins have been picked over by looters many times Feros was considered a poor prospect for colonisation, as little open ground remains for agriculture. The only sizable fresh water sources are the poles, which are tapped by the decaying Prothean aqueduct system. The dead cities, while in good condition considering their antiquity, are of uncertain stability. Ground level is congested by a dozen metres of fallen debris, and the air is fouled by dust Inthe human ExoGeni Corporation annouced its intention to place a permanent colony on Feros, to throughly explore the ruins. The pioneer settlement was placed on the upper level of the several intact skyscrapers, using the surviving Prothean aqueducts and rooftop hydroponic gardens to support the population. References to Ilos have been found at several other Prothean ruins, though direct study of the world is unlikely to occur Ilos lies in a remote area of the Terminus Systems only accessible by the legendary Mu Relay. Four thousand years ago, the Mu Relay was knocked out of position by a supernova and lost. Since then, Ilos and its cluster have been inaccessible Occasionally, a university will organise an expedition to chart options route to Ilos using conventional FTL drive. These never get beyond the planning stages due to the distance and danger. The journey could take years or decades, passing through the hostile Terminus Systems and dozens of unexplored systems. A privately-chartered colony world, the planet is owned by the Noveria Development Corporation Holding Company. These facilities are used for research too dangerous or controversial to be performed elsewhere, as Noveria is technically not part of Citadel Space and therefore exempt from Council Law By special arrangement, Citadel Special Tactics and Reconnaissance agents have been granted extraterritorial privileges, but it remains to be seen how committed the Executive Board is to that principle. Given its unique situation, it is understandable that Noveria is implicated in all manner of wild conspiracy theories. Its vast seas and orbital position on the inner life zone have created a wide equatorial band of humid, tropical terrain. Only the political instability of the region has impeded efforts at colonisation Many times, the Citadel has opened negotiations to settle Virmire with the various criminal gangs and petty dictatorships in the nearby Terminus Systems. All fell apart due to internal power shifts within the opposing parties. The Citadel has written off the colonisation of Virmire as impossible without significant political change The Terminus powers themselves are unlikely to ever settle Virmire. Most lack the resources to support settlement of a virgin world, finding it more expedient to steal from their neighbours than build for themselves. It is populated by a loose affiliation of minor species, united only in their refusal to acknowledge the political authority of the Council or adhere to the Citadel Conventions Their independence comes at a price; the Terminus is fraught with conflict. War among the various species is common, as governments and dictators constantly rise and fall. The region is a haven for illegal activities, particularly piracy and the slave trade At least once a year, a fleet from Terminus invades the nearby Attican Traverse. These attacks are typically smalls raids against poorly-defended colonies. The Council rarely retaliates, as sending patrols into the Terminus Systems could unify and disparate species against their common foe, triggering a long and costly war. Ignored in the wake of this land grab were the thousands of less hospitable worlds, each potentially rich with industrial resources. The wealth of entire solar systems remained untapped, waiting for corporate survey teams or independent pioneers to discover and exploit them This, however, is not an easy task. In addition to the environmental hazards, the fact that unchartered worlds are largely ignored makes them popular bases for criminals, revolutionaries, cults, and others who wish to remain unnoticed by galactic society. This effectively raises the speed of light within the mass effect field, allowing high speed travel with negligible relativistic time dilation effects Starships still require conventional thrusters chemical rockets, commercial fusion torch, economy ion engine, or military antiproton drive in addition to the FTL drive core. With only a core, a ship has no motive power The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. Frigates often operate in wolf-pack flotillas CRUISERS are middle-weight combatants, faster than dreadnaughts, and more heavily-armed than frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas DREADNAUGHTS are kilometre-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions CARRIERS are dreadnaught-sized vessels which also carry a large amount of fighters Smaller vessels are also exclusively used in a support role to the warships during combat FIGHTERS are one-man crafts used to perform close-ranged attacks on enemy ships INTERCEPTORS are one-man crafts optimised for destroying opposiing fighters. It is optimised for scouting and reconnaissance missions inunstable regions, using state-of-the-art stealth technology For most ships, the heat generated through standard operations is easily detectable against the absolute-zero background of space. The Normandy, however, is able to temporarily sink this heat within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The Tantalus drive generates mass concentrations that the Normandy "falls into", allowing it to move without the use of heat-emitting thrusters. An enormous dreadnaught larger than any other ship in any known fleet, Sovereign is crewed with both Geth and krogan. The prevailing option is that Sovereign is a geth construct, while others believe it is a Prothean relic. This implies it has a massive element zero core, and the ability to generate staggering amounts of power. Battles typically play out as artillery duels fought at ranges measured in thousands of kilometres, though assault though defended mass relays often occur at "knife fight" ranges as close as a few dozen kilometres Most ship-to-ship engagements are skirmishes between patrol vessels of cruiser weight and below, with dreadnaughts and carriers only deployed in full-scale fleet actions. Battles in open space are short and often inconclusive, as the weaker opponent generally disengages Once a ship enters FTL flight, the combat is effectively over; there are no sensors capable of tracking them, or weapons capable of damaging them. The only way to guarantee an enemy will stand and fight is to attack a location they have a crested interest in, such as a settled world or a strategically- important mass relay. Since Alliance marines may be required to fight on any world, the Mako is environmentally-sealed and equipped microthrusters for use on low-gravity planetoids The Mako is powered by a sealed hydrogen-oxygen fuel cell, and includes a small element zero core. When used in conjunction with the thrusters, it also allows the Mako to extricate itself from difficult terrain. Intense training and surgically-implanted amplifiers are necessary for a biotic to produce mass effect fields powerful enough for practical use. The relative strength of biotic abilities varies greatly among species and with each individual These are three branches of biotics. TELEKINESIS uses mass-lowering fields to levitate or impel objects. Mass-raising KINETIC FIELDS are used to block or pin objects. DISTORTION uses rapidly shifting mass fields to shred objects Most organis species are capable of developing biotic abilities, though there are risks involved. Biotics are the result of in-utero exposure to element zero. Creationn of conscious AI requires adaptive code, a slow, expensive education, and a specialised quantum computer called a "blue box. Without its blue box, an AI is no more than data files. Loading these files into a new blue box will create a new personality, as variations in the quantum hardware and runtime results create unpredictable variations The geth serve as a cautionary tale against the dangers of rogue AI, and in Citadel Space, they are technically illegal. Advocacy groups argue, however, that an AI is a living, conscious entity deserving the same rights as organics. They argue that continued use of the term "artificial" is institutionalised racism on the part of organic life, the term "synthetic" is considered the politically correct alternative. VIS use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. Although a VI can provide a convincing emulation of sentience, they are not self-aware, nor can they learn to take independent action VIs are used as operating systems on commercial and home computers. Menial VIs "agents" are also available. Agents are compact and specialised. Some serve as personal secretaries, filtering calls and scheduling meetings based on user-defined properties. Others are advanced search engines, propagating themselves across the extranet to collate user-requested data Commercials VIs in a variety of stock personalities are available at any software retailer. Boutique firms and hobbyists also build unique VIs to personal specification. Although software emulation of living personalities is illegal, reconstructions of famous historical figures are common. This "mass effect" is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel Eezo is generated when solid matter, such as a planet, is affected by the energy of a star going supernova. This material is common in the asteroid debris that orbit neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics, telepresense, and shielding to survive the incredible radiation from the dead star. Only a few major corporations can afford the set-up costs required to work these primary sources Humanity discovered refined element zero at the Prothean research station on Mars, allowing them to create mass effect fields and develop FTL travel. With a positive current, mass is increase. With a negative current, mass is decreased. The stronger the current, the greater the magnitude of the dark energy mass effect In space, the low-mass fields allow FTL travel and inexpensive surface-to- orbit transit. High-mass fields create artificial gravity and push space debris away from vessels. In manufacturing low-mass fields permit the creation of evenly-blended alloys, while high mass compactions create dense, sturdy construction materials The military makes extensive use of mobility enhancing technologies, with mass effect utilising fighting vehicles standard front-line issues in most military forces. Mass effect fields are also essential in the creation of kinetic barriers of shields to protect against enemy fire. They are enormous structures scattered throughout the stars, and can create corridors of virtually mass-free space allowing instantaneous transit between locations seperated by years or even centuries of travel using conventional FTL drives Primary mass relays can propel ships thousands of light years, often from on spiral arm of the galaxy to another. However, they have fixed one-to-one connections: a primary relay connects to one other primary relay, and nowhere else. Secondary relays can only propel ships a few hundred light years, however they are are omnidirectional; a secondary relay can send a ship to any other relay within its limited range There are many dormant primary relays whose corresponding twins have not yet been located. Versatile and reliable, an omni-tool can be used to analyse and adjust the functionality of most standard equipment, including weapons and armour, from a distance The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment Omni-tools are standard issue for soldiers and first-in colonists. The inner layer consist of fabric armour with kinetic padding. Standard equipment includes an onboard mini- frame and a communications, navaigations, and sensing suite. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allow the user to sit down without knocking away their chair The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. If this were not the case, it would simply punch a hole right through, doing minimal damage Acclerator design was revolutionised by element zero. A slug lightened by a mass effect field can be accelerated to greater speeds, permitting projectile velocities that were previously unattainable. If accelerated to a high enough velocity, a simple plant chip can impact with the same destructive force as a nuclear weapon However, mass accelerators produce recoil equal to their impact energy. This is mitigated somewhat by the mass effect fields that rounds are suspended within, and weapons recoil is still the prime limiting factor on slug velocity. It combines several useful applications: a local anesthetic, disinfectant, and clotting agent all in one. Once applied, the gel is designed to grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases The gel is a genetically-engineered bioplasm created by the Sirta Foundation, a medical technology megacorp based on Earth. Technically the medi-gel violates Council Laws against genetic engineering, but so far, it has proved far too useful to ban. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage The ammo magazine is a simple block of metal. A single block can supply thousands of rounds, making ammo a non-issue during any engagement Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. When you were sixteen, the colony was raided by slavers. The entire settlement was razed and your friends and family were slaughtered. A passing Alliance patrol rescued you, but all you loved was destroyed. Your childhood was spent on ships and stations as they transferred from posting to posting. You were assigned to the campaign to rid the Skyllian Verge of batarian slavers and other criminal elements. The final battle came when Alliance forces laid siege to Torfan, a slaver base built miles below the surface of a desolate moon. The superiority of the human fleet was wasted in the assault on the underground bunker, but you led a corps of elite ground troops into the heart of the enemy base Nearly three-quarters of your own squad perished in the vicious close- quarters fighting a cost you were willing to pay to make sure not a single slaver made it out of Torfan alive. Arriving on the surface, your patrol found the settlement intact, but there were no survivors At nightfall, the thresher maws struck - mindless abominations of teeth and tentacles that rose from beneath the earth. You were the only one to make it back to the landing zone alive. A monument on the planet commemorates the massacre, a grim reminder of the price humanity must pay as they spread throughout the stars. You were there during the Skyllian Blitz, an attck on the colony by a massive coalition force of slavers, crime syndicates, and batarian warlords You rallied the civilian inhabitants, leading them in their desperate fight to hold off the invaders. Because of your actions, Elysium was saved, and you were regarded throughout the Alliance as a true hero. While they do not heal faster than other species, asari are known to reach years of age Although asari have one gender, they are not asexual. An asari provides two copies of her own genes to her offspring. The partner can be another asari, or an alien of either gender Effectively, the asari and her partner briefly become one unified nervous system This unique means of reproduction is the reason asari are talented biotics Their evolved ability to consciously control nerve impulses is very similar to biotic training. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal Asari pass through three climacteric life stages, marked by biochemical and physiological changes. The Maiden stage begins at birth and is marked by the drive to explore and experience. Most young asari are curious and restless The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. how to disperse the deposit for binary options

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