Passage Mass Effect. Tips and Tactics Walkthrough Mass Effect 1 Complete

Hello ladies and gentlemen. I am glad to welcome you in the ranks of the Alliance. I happened to play in the English version, so the translation of some titles may not match the localization.

Normandy

You start aboard the Normandy, an Alliance ship. Your first conversation will be with the pilots of this ship. In this dialogue, you will easily get acquainted with the conversation system in the game, and if you have played Knights of the Old Republic before, then the system will be familiar to you at all. Building a dialogue will affect not only the interlocutors and their actions, but also your reputation, so watch your language, do not blurt out too much. Talk to the pilot and his assistant, then start moving along the ship to the stern. Along the way, you can talk to Navigator Presley, Dr. Chekvas and Corporal Jenkins to get some information and get hold of a modicum of experience. After that, you can go to the menu and distribute your first skill points. When you get to the end, talk to Captain Andersen and his friend, after which your introduction will end and you will find yourself on the planet.

Eden Prime

Your first partners will be Jenkins and Kayden Alenko. Jenkins is a great soldier, but Alenko can use biotic attacks. Unfortunately, he has no combat skills, so you will have to take on this difficult task. Give him experience points in first aid and barrier skills. He will be able to activate the barrier automatically as soon as he gets under enemy fire. Well, now we will have a great opportunity to train in combat. Go ahead and you will stumble upon flying androids, these are weak enemies and it will not be difficult to deal with them. Their main task is to give you practice and familiarize yourself with the combat system.

Move through the first location, destroying enemies. A little ahead, in the water, you will find the first chest with good. It will be right in front of you, so don't miss. Before moving on, turn right into a small dead end. There you will find the first upgrades. Now you can move on. Move forward until Jenkins catches an enemy hit. Now you have to be especially careful. These enemies have special weapons that your shields won't interfere with. If you're not careful, they can beat you.

Don't get close to them and shoot until they are destroyed. Now come and check Jenkins' body before moving on. Move forward, killing all the enemies you meet along the way, remembering to check all the chests and containers you come across for useful items. If you're lucky, you'll get a new level soon, so don't forget to check your menu. As soon as you get a level, allocate points. Going forward, you will stumble upon Ashley. There will again be enemies, they must be destroyed, with the support of Ashley, this will not be very difficult to do. Williams, fleeing from enemies. Save her and she will join you. By the way, she will make an excellent replacement for Jenkins as a soldier. Increase her Assault Rifle skill and upgrade her Soldier skills so she can regenerate health.

Not far from Jenkins you will find chests with equipment. Search them and take what you need. By this time, you most likely already have the Scorpion Light Armor. If you have the skill to wear armor, and you are not wearing anything yet, put on armor, it will be a great help in the early stages.

Go ahead, you will get to a career. There will again be enemies, they must be destroyed, with the support of Ashley, it will not be very difficult to do this. By the way, in this location you can get acquainted with shelters. The mechanics are somewhat reminiscent of Gears of War. My advice for the future, try to use cover whenever possible. Covers will give a bonus to defense.

When you reach the research village, you will find several resurrected enemies. They will naturally be interested in you. Their most annoying trait is the ability to overload your shields with electric shocks. Run as far as you can and then periodically use Cadon's Throw to knock someone to the ground while still shooting at others.

After getting rid of the enemies, go deeper into the camp to open the door with combination lock. Save your game before trying to open it. The hacking process comes down to pressing the required buttons. The main thing is to press the buttons displayed on the screen in time. If, for some reason, you don't participate the first time, you will lose 25 Omni Gels, so it's best to reload from a save and try again.

When you get inside, you will meet Dr. Warren and her crazy assistant. If you can successfully talk her, she will tell you the details of the attack and explain what is happening. After talking with her, we go to the spaceship.

Make your way to the spaceport over the hill. Destroy enemies along the way. Please note that they are standing next to exploding containers. Agree, it’s much easier to kill them this way, but you still get honey mushrooms. There will be a door a little ahead, pick the lock and you can talk to the farmers. A little further you can get a great pistol, yes, and don't forget to search the house, there too code lock. Travel to the spaceport to find Nihlu's corpse. Before you search it, look inside the nearby first-aid kit, and also pick up upgrades behind a burning fire. When you inspect the corpse, the person standing nearby will tell you what he saw. If you can, try to put pressure on him and you can get hold of grenades.

Start making your way to the train station. It should be noted that there will be many enemies, but take a closer look. You see containers with plasma, shoot at them, and they will explode, grabbing enemies who are nearby to the next world. The biggest trouble can deliver a heavy destroyer, he moves to the middle of the train. He should be killed as quickly as possible, keep in mind that if he gets close to you, you will be in big trouble. In this case, use the throw ability to knock him down and run towards the train, where there may still be unkilled enemies. The battle can be somewhat problematic, so save in front of him and in which case, you can replay.

When you get to the next stardock platform, you will find that the enemies have decided to blow up the whole place. And again, the bad thing here is that they are completely not interested in self-preservation, the main thing for them is to protect the charges from you. The battle with them will be much more difficult than all the previous ones, because. this time they are well organized, they have shock weapons and even a couple of snipers. You won't be able to break forward. Get behind cover, shoot, and move on. The main thing is not to rush and then you will easily overcome them.

Having dealt with the enemies, go to the other end of the spaceport and kill the remaining enemies there. Now you can roam around the area. Check all chests and containers. After searching everything in the most thorough way, you can go to the lighthouse, after which the mission will end.

Return to Normandy

After talking with Andersen, go to the main hall and talk to Ashley and Kayden. It is not necessary to talk to them, but it is better to do it anyway, then you can get their gratitude. Then you can check the communication and navigation cabin to get additional information. When you're ready to continue, go to the Joker, after which you can head to the Citadel.

Citadel

You will land at the station and immediately meet with the human ambassador, Udin. His personality is not very pleasant, but what to do. Having met you, he will say that he will be waiting for you in the council tower. You need to head towards the tower, but once you have freedom of movement, you can explore the area. The following are the main tasks that are critical for passing.

Task 1: Expose Saren

In fact, this is the main quest that you must complete while in the Citadel. So, after talking with Ambassador Udin, go to the council tower. To get there faster, use a special transport system. After reaching the place, talk to Garus, then climb the stairs to find Andersen.

It's a pity, but the council will consider Saren not guilty, so it will be up to you to find evidence of his guilt. Searching for clues will lead you to the need to complete the quests "Garus" and "Shadow Broker". So, let's start with the first quest.

Task 2: Garus

Garus is an investigator whose task was to understand the affairs of Saren. However, Saren very successfully built a web of lies and confused everything so much that Garus did not manage to convict him of something. You can discuss your notes with him and compare who has what. Now head towards Chora's lair. Killers will be waiting for you on the street, whose task is to stop you at any cost. You will have to kill them if you want to get to the place. Having dealt with the enemies, go into the bar, where Harkin will sit at the table. He is not so hot, what an assistant, but he knows where to find Garus. It turns out that Garus can be found at Dr. Michelle's.

Go to the clinic and clean it up. Inside there will be four enemies that require your attention. And now you can talk to Garus. Garus join your squad and this mission will be completed. Oh, by the way, Dr. Michelle sells armor upgrades, so if you don't have regeneration, you can buy from her.

Task 3: Shadow Broker

A shadow broker is engaged in the fact that he trades in information. And here, in the citadel, he has an employee - Barl Won, who works in a bank in the financial zone. Perhaps he knows something about Saren, so let's talk to him. Head to the bank and talk to him. The result will be that he will give you the next quest in the chain. You need to find Wrex, a krogan assassin who was supposed to find Saren on behalf of the Shadow Broker. He is currently at the C-Sec academy. Head over there and look for him. After talking with you, he will decide to join your team.

Task 1 - continued

Now that we have both Garus and Wrex on our team, it's time to take a walk to Chora's lair. Unfortunately, the bar is closed and turned into something resembling a shooting range, and even the Fist settled here. Leave your companions outside and deal with the guards. The Fist and his guards know you're after him, so there's no point in being subtle. You can regroup and go inside. There will be enough enemies in the main area of ​​the bar, but there are also enough shelters here, so hide and calmly eliminate the enemies. After that, pay attention to the rise in the center of the bar and to the alcove on the left, there will also be enemies there, but they are easy to miss. Kill them too. At the far end there will be a door, you go there. True, it is worth noting that there will be another enemy, killing him, you will completely open the way to the "Fist".

Here you can again decide whether to go inside with the team or deal with all the problems yourself. But keep in mind that the "Fist" will not just stand and wait until you deal with it, it is dangerous in itself, and then there are two turrets covering it. The team can be sent to deal with the turrets. By the way, they give experience for them, so it’s better to deal with them first, and only then kill the Fist.

Before dying, it turns out that the "Fist" captured Querian and she will die if we do not have time to find her. We only have 4 minutes for everything. So, first take the data disk from the dead one, you will need it later. Then crack open the safe, there will be useful upgrades. That's it, now we run to the aid of the Querians, by the way, her name is Tali.

So, in four minutes you have to get out to the alley near Chora's lair, but the bar is already re-filled with enemies. Well, you'll have to cut through the outside. Once outside, go left and then up the stairs to enter an alley. If you do everything right and get to the place in time, then you can engage in battle with the assassins sent to kill Tali.

These killers are not so simple, because. can disable your weapons with their abilities. Use cover and focus on only one enemy. Try to keep a distance from them and start dismantling with the next enemy only after the previous one is killed. There are two enemies in total. When both enemies are killed, you can talk to Tali and get some details. Tali will join you and you will decide to show the materials to the captain and ambassador first. You will be in front of them automatically. Talk to them, everything is now possible and to the consul.

Exit the room you're currently in, turn left and go down the stairs. A little ahead you will see transport, it will help you get to the council tower faster. At the tower you will find captain Andersen, talk to him, and he will go with you to the consul. The ambassador will also join you. The dialogue will be long, and in order to earn experience and get the title of the spectrum, you must always choose the first answer from the list provided.

Saving the galaxy from an invasion by ruthless cybernetic invaders is the ultimate test for Commander Shepard and his companions. But on the way to victory over the fugitive super agent of the Citadel and his army of robots, we will have many times the opportunity to distinguish ourselves in front of our superiors, go on combat missions that no one else can handle, or simply help humanoids in a difficult situation.

Side quests, they are "tasks" ( Assignments) is a good opportunity to diversify the gameplay, take a break from the plot and help the Normandy team to level up, solve financial issues or get nice equipment. Shepard receives some tasks on planets and in the Citadel. Others are in outer space or even orbiting distant, unexplored worlds. In one of the tasks, the commander will have to remember the past, in the other - to express his prevailing views on the world. If you ignore the side quests at all, the game will be reduced by two to three times. This is useful for those who need to quickly run through the story to earn another reward, however, on the first playthrough, side quests will be the only way to discover the whole game, the Citadel space is the universe mass effect.

Citadel

On Eden Prime, Shepard won't have time for side missions, so the first missions will only start in the Citadel. There are many of them here - the station is large, the people live here are motley, and the help of the commander will be useful to many inhabitants of the Citadel.

Note: to collect the "harvest" of all quests, you must return to the station twice.

Xeltan's Complaint

Volus tries to explain his misfortune to the police without explaining anything significant. Turns out it doesn't matter to him.

Who is this asari? About the house of contractual hospitality, whose mistress Shaira literally works wonders regardless of the race and gender of visitors, Shepard learns immediately after arrival - in the next room of the embassy. There, the volus and a couple of worried elcors discuss the asari, who has begun to blurt out the secrets of her clients.

You can calm down Zeltan after meeting with General Septimus (quest Asari consort) - it is advisable to do this before handing in the quest to Shaira.

Asari consort

The hostess of the recreation salon, asari Shaira, has problems traditional for humanoids of this kind of occupation - one of her clients, a certain General Septimus, even though a turian, fell in love with her without memory, but got angry at the offer to remain friends and began to spread false rumors about her. Shepard must talk to the general like a soldier talks to... a general, and convince him to leave Shaira alone.

Septimus drowns his troubles in wine at Cora's while watching the dancing asari. Convincing him to leave the girl alone will not be difficult. Agreeing with Shepard's arguments, Septimus will say that he told a certain elcor about three boxes about Shaira. Now you can look at the embassy ( Xeltan's Complaint), calm the elcor, and then go for a reward.

Shaira will tell Shepard a few words about his past and future and give the hero a keychain of unknown purpose. After that, you can beg her for an additional payment with what nature has endowed her with (negative and neutral dialogue options) or say goodbye (positive option).

Note: you can use the key fob as a key on the planet Eletania of the Hercules system of the Attican Beta cluster - the anomaly contains interesting information about the past of the Protheans and people.

Presidium Prophet

Near the tower of the Citadel, a medusa missionary preaches the religion of the Hanar race, which the police officer does not like very much.

Formally, the officer is right - the khanar does not have a permit for missionary activity, and in any case, one cannot engage in religious propaganda on the territory of the Presidium. Hanar stubbornly replies that he does not preach anything, but simply talks about those who, in time immemorial, made his race intelligent. Who these well-wishers are is unknown, but according to the rules of the genre, the hanar should be the secret biological weapon of the Reapers.

The neutral solution to the problem is to buy a hanaru permit. It costs 150 credits. Can be persuaded or threatened to force an officer or hanar to retreat.

Scan the Keepers

The galaxy has been explored, and you can take it as a plot.

On the way back after the first communication with the Citadel Council, Shepard's companions will notice a suspicious salarian crawling around the Keeper with a strange electronic device in his hands. Since we already know that "disturbing" the Guardians of the Citadel is strictly forbidden, the salarian's confusion and fear are understandable. He will report that his name is Korban, he is a scientist and has found a way to investigate the Guardians by reading the signals emitted by them.

This task is "collectible" - you need to go around with a scanner in the hands of each and every Guardian at the station, receiving a small portion of money and experience for each. The task is very good way raise the first finances and levels.

Note: if you take the quest Jahleed's Fears earlier than this, you will find Korban on the lower floor of the mall.

And here is the list of Guardians.

    The one that Korban tried to scan.

    To the east (next to Rear Admiral Kahoku).

    To the north at the end of the bridge, which is left side from the main crossing.

    Upstairs behind the stairs, near the Presidium of the Council (southwest).

    Near the elevator tower of the Citadel.

    Near the passage to the Presidium-Wards elevator, next to the Citadel tower (quest Presidium Prophet). Remember this entrance, you will need it later for quests The Signal Tracking and Jahleed's Fears.

    Presidium-Wards Transition Corridor ( Jahleed's Fears).

    In the shopping districts (next to the hanar merchant), in the warehouse (quest The Signal Tracking).

    Near the transition to the upper level, south of the shopping districts.

    Near the entrance to the asari establishment ( Asari consort).

    On the balcony behind the cafeteria of the embassies ( homecoming).

    At the end of the room with taciturn diplomats of different races, across the corridor from the cafeteria.

    In the elcor consulate room ( Xeltan's Complaint).

    An alley next to the shopping districts and the Bark Den club (the place where you save Tali in the story).

    Market, upper level, in the corner ( The Fan).

    Institution "Potok", in the zone of slot machines, in the corner (quest The Signal Tracking).

    Near the medical unit ( Doctor Michel), around the corner.

    Under the medical block, behind the stairs - near the entrance to the Z-Sec police academy, where the cars are parked.

    Police Academy, to the right of the elevator, in the turian quartermaster's room.

    Police academy, control zone (quest Planting a Bug).

    Pier at the docks, next to the Normandy.

Jahleed's Fears

At first, each hypnosis session will cause the team to have uncontrollable fits of jealousy.

This quest will overtake you in the Presidium-Wards passage (from the Citadel tower two steps to the east and down the elevator). Little volus Jalid is convinced that Korban's former business partner wants to kill him, but the police are unwilling to take the case until the volus reveals the details.

Korban can be found in the lower levels of the markets. He will either tell you the details about the task already given to you. Scan the Keepers and will make it clear that for Jalid to lie is just to spit, or he will attack if you have not met him before. In the first case, the salarian can be persuaded to make peace with Jalid.

In the second case, you have more options - after the battle, you can take the scanning quest from Korban or finish him off. After that, it will be possible to take the same quest from Jalid, issue it to the authorities or demand a reward.

Reporter's Request

At the entrance to the Potok Club, Shepard is waiting for journalist Emily Wong. She wants to hire our hero to collect information about the gangs of the Citadel.

The information we need is lying on the floor in the Fist bandit's room. Take the data disk and return to Amy Wong. Persuasion or threat skills will increase the reward. You will hear about her reports later on the radio.

Planting a Bug

Condition: completed quest Reporter's Request.

This is the second quest from Emily Wong - this time you will meet her in the tower of the Citadel. A journalist wants to do a revealing report about a security breach in the Citadel area. Shepard's task is to plant a bug in the control room. The matter is simple - go to the indicated place (the police academy, to the left of the elevator) and “mine” the indicated place. In addition, a journalist can be persuaded to feel sorry for the unfortunate buggered dispatchers or to lie to her, saying that the bug has been installed.

“Yes, the salary was last paid in December ... no, in November.”

The Fourth Estate

Condition:

After Shepard returns to the station at the police academy, reporter Khalisa Al-Jilani will capture him and attempt to interview the first human Specter. You can answer as you like - for example, refuse to speak at all, express yourself officially evasively, or use conversational talents. The answers will affect the hero's worldview (the villain may even answer one of the questions with an assault).

Shepard would later hear about himself on the radio and find out how his superiors reacted to the interview.

Shells the Gambler

"Quasar" - is it possible to outsmart a soulless slot machine?

Condition: Shepard is a Specter and visits The Flow for the second time.

From the Potok club, the guards throw out a salarian named Shells - he was caught trying to outwit the casino. Shells wants to create a system for cheating at Quasar and invites Shepard to help him by reading the latest data from the slot machines.

Shepard, of course, can now or later give the salarian to the owner of the institution, the volus Doran, or honestly take up the game. It is necessary to win five times to read the necessary data. Doran watches Shepard - if he wins too often, the volus will accuse the hero of cheating.

Rita's Sister

Flow waitress Rita is concerned about Jenna's fate - it's her sister who has gone to work at Cora's Stash, a nasty place. Rita knows that Jenna is not just a bartender, but is working undercover for the Citadel Police.

If you visit the Den, then Jenna, for obvious reasons, will not want to talk to Shepard about being fired. At the exit, Shepard will be pushed by a turian pretending to be drunk. This is Detective Chellick, who will take command in his office at the police academy (next to the control room) and accuse the hero of putting Jenna's cover in jeopardy.

You can get a girl out of the Den if you use persuasion skills or agree to play the role of a buyer of illegal weapon modifications. The transaction must take place at the lower level of the shopping district. The seller is krogan Jax. You can try to arrest him or just kill him, but for Chellik this is an undesirable outcome.

signal tracking

A program that steals pocket change on its own initiative is a big leap forward in artificial intelligence.

And another quest starting in the Flax Club area, at the far end of the casino room. Someone is siphoning cash from a slot machine. The first transmitter to check is in the Presidium-Wards corridor (quest Jahleed's Fears).

The second transmitter can be found in the office of information dealer Barla Von. The third one is in the warehouse of the mall (next to the hanar merchant).

It turns out that the funds are being stolen by an artificial intelligence that has freed itself from the control of the humanoid that created it and is now saving up for a ship to fly to the geths. Under the threat of disclosure, the AI ​​will choose to blow up the terminal along with Shepard and partners. You cannot convince him. There are two options for behavior - to shoot the terminal yourself or turn it off, solving a simple puzzle in a few seconds (there is no single solution here - the puzzle is generated "on the go").

Doctor Michel

We already know Dr. Michelle through the story. After we deal with the bandits offending her, she will offer Shepard to hand over the medicines as prescribed and report that she is being blackmailed by Morlun, a salarian merchant from the trading quarters.

If Shepard tries to convince Morlun to leave the doctor alone, his familiar krogan will stand up for the merchant; at this point, the conversation can turn into a glorious fight if the hero does not have enough conversational skills.

Family Matter

Condition: completed at least one story planet.

Near the shopping district of the Presidium, the Petrovsky family stands and argues - the pregnant Rebecca and her brother-in-law Mikhail. Rebecca's husband has died of a rare hereditary heart condition, and Mikhail pushes for gene therapy for the baby. Rebecca is apprehensive side effects and refuses to undergo therapy, relying on conventional treatment.

Shepard will be able to resolve the family dispute on his own. Alignment points are assigned for the use of conversational skills - persuasion or threat.

homecoming

Samet, the husband of one of Eden Prime's victims, insists that the Alliance hand over his wife's body to him, but officials refuse and won't even say why. Samet will catch Shepard in the embassy area and ask him to look into the matter.

An employee of the diplomatic corps, Bosker, is standing in the cafeteria. He will inform Shepard that Nirali's body can serve science and save other lives, but the research could take a very long time.

It is up to you whether to force Bosker to hand over the body to his inconsolable husband, or to convince Samet to back down by appealing to his sense of duty. In both cases, conversational skills will be required.

The Fan

On the poisonous planet of the apes, a mirror ball holds the legacy of the Forerunners. It's good that Shepard just had the key to it lying around!

Condition: Shepard - spectrum.

At the top level of the shopping districts, the hero will be met by his fan Konrad Werner and asked for an autograph. When Shepard returns to the Citadel from one of the quest planets, Konrad Werner will lie in wait for him in the same place and ask him to take a photo for memory.

After the next quest planet, Konrad will require you to make it a spectrum. Depending on the hero's worldview and his speech skills, you can either convince the fan to do his duty in the rear, or laugh at him, which will lead to his death.

Our Own Worst Enemy

Condition: Completed the planet Virmire.

Near the club "Potok", where Captain Andersen called you for a private conversation, the participants of the rally are crowding. Charles Sarocino, an activist in the great-human chauvinist political organization Terra Firma, will ask Shepard to support his platform in the upcoming elections. The path of goodness is failure. Consent is the path of evil.

Negotiator's Request

Condition: Completed the planet Virmire.

Elias Keeler, a diplomat, is standing at the entrance to Potok, suffering from severe withdrawal symptoms. He will ask Shepard to get him a mental stimulant to negotiate with the naturally smart salarians.

You can get a stimulant from Dr. Michel (neutral path), give out a sedative drug under the guise of a stimulant (path of evil) or have a heart-to-heart talk with Elias (here the outcome depends on what method of persuasion the hero uses).

Old, Unhappy, Far Off Things

Condition: Shepard grew up in space.

This is one of three missions that are tightly tied to the character's chosen origin. Old Zabaleta, who knows Shepard's mother, will lie in wait for the hero in the Presidium-Wards corridor and ask for money for a ticket home.

In the Normandy's communications room, Shepard can contact his mother and find out more about Zabaleta. The mother will report that this is a veteran suffering from post-traumatic stress syndrome, and that he must be handed over to the appropriate services. Returning to the old man, Shepard can give him money for a hangover or convince him to contact the veterans' assistance service.

Even for a girl as crazy as a March cat, Shepard has a serious argument.

I Remember Me

Condition: Shepard is a descendant of the colonists.

When Shepard returns to the Citadel for the first time and gets into the elevator, Lieutenant Girard calls him on the radio and informs him that a half-crazy girl on the pier is brandishing a gun and threatening to commit suicide. Talita is a former colonist, she was in the hands of batarian slavers, Shepard can try to talk to her and inject a sedative.

From the very first words, it is clear that Talita is mad as a hatter. Shepard can carefully ferret out her story, calming her down and moving slowly towards her. It will not be difficult for a “good” character to carefully approach her and convince her to take a sedative, to which the girl will respond with a quote from Aliens. The neutrals will administer the medicine by force, and the villains can either force the girl to commit suicide or convince Lieutenant Girard to shoot her.

old friends

Condition: Shepard is an earthling.

After returning to the Citadel from the story planet, Shepard will meet Finch, a former accomplice from the Earth gang. He will ask for the release of a familiar bandit captured by the Tuarians, and will threaten to reveal "family secrets".

It's a dangerous business to threaten Shepard. After all, he can either agree to talk with the guardian of order in the “Kora Den”, or give out Finch’s plans, and neutralize him, without saying a bad word.



In addition, some galactic quests start in the Citadel: Hostile Takeover, Distress Call, Hostage, Missing Marines, Major Kyle and others - I will talk about them in more detail below.

Note: meeting with Rear Admiral Mikhailovich on the pier after the first story planet is not a quest, but just a funny conversation. Talking to an angry military man can give Shepard several "good" or "evil" points depending on the answers chosen.

Noveria

smuggling

The jellyfish merchant Opold will offer Shepard to smuggle contraband goods (illegal weapon modifications) through customs, taking advantage of the exclusive position of the spectrum. The package will be placed at the air bridge itself.

You can find out the name of the buyer from Opold - this is a krogan with the speaking name of Inamord. Shepard has several options.

    Just assign the item.

    Give the goods to Opold and get the money. You can bargain.

    Talk to Inamorda and hand over the goods to him - by bargaining, Shepard can earn up to 750 credits. This will not please Opold, who was going to get his gesheft from the deal.

    Hand over the smugglers to administrator Anoleus and get a story pass to the garage, keeping the goods if you wish. Opold will be sad, Inamorda will go deal with him.

Espionage

Asari Mullen Kallis will offer Shepard to participate in industrial espionage for the Double Helix Corporation. All you have to do is approach employee Rafael Vargas and distract him with a conversation while spyware is downloaded onto the network. The moments when Rafael thinks are easy to recognize - he rubs his neck thoughtfully.

The good Shepard will either not agree to the dirty task, or will hand over the asari with offal to Raphael. In this case, Mullen will rush to leave the planet.

The path of the villain is to distract Raphael with conversations until the device beeps, or lie to the asari, saying that the viruses are loaded.

Feros

Data Recovery

On Feros, almost all side quests are done in the basement of this battered building.

In the small Exo-Jeny hideout (halfway between Hope Zhu and the corporate building), scientist Gavin Hossle will ask Shepard to download files from the computer in the building occupied by droids.

This room is located next to the passage, closed by a protective field. Once you're on the other side, turn right and fight some krogan mercenaries. The data is at the end of the room, you read it from a computer terminal.

After returning to the shelter and neutralizing the security officer who decided to kill everyone, give the files to Gavin.

Geth in the Tunnels

You will receive this and all other Feros quests from the Zhu colonists. They can all be completed in the same place - in the channels on the lower floors of the building.

Fai Dan will ask Shepard to eliminate the geths who installed the transmitter in the basement. Go down there and move along the corridors, shooting robots from a distance. Droids will be waiting for you on your way back, so be careful.

The transmitter is behind the first bridge. It is guarded by snipers and krogan mercenaries. Shoot the communication device.

Varren Meat

The ravenous varren, which look like a cross between wolves and killer whales, is a valuable source of nutritious meat, but the colony is starving due to the fact that the varren are guarded by an alpha male, and gethi are found in the cellars. The task will be given to you by David Reynolds.

You will also find these creatures in the basements if you turn into one of the doors on the left side of the corridor.

Power Cells

This quest will be given by May O'Connell. For the generator, she needs batteries, and you can also look for them in the basement. You'll pick them up from a wrecked armored car in the same section of the tunnel where the predatory varren attacked you.

Water Restoration

The woman who is fiddling with the pipes at the entrance to the colony will ask Shepard to return water to the colony by turning several valves in the basement.

All three valves are located in a long corridor where you will fight the geths.



On the other three planets (Wyrmire, Ilos, Ferum) there are no side quests for the same reasons that they are not on Eden Prime - a fight, enemies are all around, bullets fly, there is no one to take quests from.

But a couple of quests are waiting for Commander Shepard on his ship.

"Normandy"

Family Armor

Urdnot Wrex, your ship's krogan, is looking for a heirloom - ceremonial armor that was lost during the rebellions. You can find out if you gently ask him several times about his past, work and family.

You can get this very armor on the planet Tuntau (Phoenix, Argos Pho) by searching the pirate base in the southeast of the landing zone. Wrex is better to take with you so as not to go far. You will find her on the second floor, in a safe (another reason to have a burglar character in the team).

Wrex will thank us heartily, but will hide the armor.

Tali's Pilgrimage

The quarian Tali-Zora accompanies Shepard after the Citadel, but she is technically on a pilgrimage. Young variant are always sent on a pilgrimage so that they grow up away from their native fleet and along the way bring something valuable with them. You will learn this if you talk heart to heart with Tali several times.

Secret information you will learn in the process of completing the quest Geth Incursions on the Solcrum planet (Grissom system, Armstrong Nebula) by downloading them from the terminal. Tali will want to put his paws on them, and Shepard, if he is a good Shepard, will give her a copy of the data.

Find Dr. saleon

Detective Garrus grieves deeply for missing out on the insane geneticist Dr. Saleon in the past, who grew organs for sale inside the bodies of volunteers. You will find out if you carefully talk with Garrus about what is "good" and what is "bad" several times.

One can imagine Garrus' joy when traces of Dr. Saleon are found in the Herschel (Kepler Verge) system. Saleon jumped - he was locked in a room by his own experimental zombies. Take Garrus with you on a mission, equip the group appropriately - take stopping ammo, biotics, shotguns and all.

The doctor will not want to give up, so he will have to issue it under the item “expenses”. Once back on the ship, don't forget to go down to the hangar and make a suggestion to Garrus.

love line

Nothing unites a commander and subordinates like mutual romantic aspirations. Against the backdrop of Shepard's love affairs on the Normandy, even the famous Citadel pales in color, where, as you know, there are entertainment of all kinds - from blackjack to asari.

Shepard of either gender can choose a pair of two applicants. At the service of the man is a young hundred-year-old girl, the alien Liara T'Soni, or the general in a skirt, the warrior Ashley Williams. Women choose between the same Liara and biotic Kaidan Alenko.

The first sprouts of feeling will begin to break through in Ashley or Kaidan after Shepard, saving her / him on Eden Prime, blows his brain with a prophecy about the Reapers. At the exit from the ward, he/she will be waiting for Shepard with a question about health.

At a meeting after visiting one of the planets, a quarrel will break out between Liara and Ashley / Kaidan - Shepard will have to intervene with the words "Girls, do not quarrel!" and after everyone has dispersed, make a personal suggestion to both.

The idea of ​​rocking out with Liara and Ashley right away is tempting, but the writers have their own plans. You will have to choose between them, as both (both) will begin to be interested: “What about that one / that one?”

After that, little depends on Shepard. His or her heart belongs to Kaidan, Ashley or Liara, and this may affect the choice of the main character when he is on the planet Wyrmire.

It remains only to embrace the sweetheart when the Normandy is locked up in the Citadel, and then to be hospitably met in your cabin before visiting Ilos.

Galactic missions

These tasks are united by the place of action - unexplored planets full of dangers, moons burned by the sun, spaceships lost among the stars.

Note: almost all of these tasks can be taken in several ways - pick up from an NPC, receive an order from Admiral Hackett by radio, or pick up a quest already on the planet itself.

Asari Diplomacy

The diplomat with the discordant name of Nassana Dantius will ask Shepard to find her sister Dahlia, who has been kidnapped by a group of mercenaries and held in the Macedon (Artemis Tau) system.

Nassana will contact when Shepard is on the ship and offer to meet her at the embassy. Another way to get the quest is to hack the terminal in the Peak 15 laboratory, in the dining room (the next room after the hangar).

In any case, you can go to the Macedonia system just to storm the "Fortress" of the mercenaries, hack the console and find out that you just killed Dahlia in battle.

With a loose tongue, you can squeeze a rare Armali license for your ship merchant from Nassana.

Besieged Base

"Me-ya-yaso has come!" the varren rejoice. Poor...

Condition: Shepard is 80% kind (246 points).

As soon as Admiral Hackett hears about Shepard's immense kindness, he will immediately send us to the planet Hawn of the Cacus system (Chone, Cacus, Hades Gamma). The situation is complicated - a group of biotics has seized a medical base and taken scientists hostage, knocking them out with powerful psychedelics.

Now scientists roam the base, get under their feet and mumble all sorts of nonsense - they are so out of their mind that sometimes they freely pass through boxes and electronic consoles. The station is full of explosive containers, so be careful with the use of mines, conventional and technical.

Cerberus

Condition: task completed Missing Marines.

Admiral Kahoku will suddenly get in touch and report that he has come across the trail of the group that destroyed his foot soldiers. The gang, calling themselves "Cerberus", is located on the planet Binthu of the Yangtze system of the Voyager cluster in three underground laboratories at once. All three must be destroyed.

The base in the south is protected by stationary guns. The Cerberus group is experimenting on the rakni, and one of the representatives of the insectoid race cuckoos outside the protective field, surrounded by bandits. If Shepard suddenly runs into the room and disables the field, the rakni will attack everyone in a row - there is a high probability that the bandits will suffer.

Both remaining bases are arranged in a similar way, only in one a bunch of small explosive rakni, and in the other - a few zombies (in appearance - just from Feros).

You will find Admiral Kahoku in the last laboratory.

Asari, as can be repeatedly observed, are completely alien to species bias.

Colony of the Dead

You will get this task from one of the Feros terminals (that's where the Cerberus got the rakni!) or on the Chasca planet itself (Matano, Maroon Sea), which will appear on the map after visiting this story planet.

The name of the mission leaves no room for doubt - the group must be equipped "under the undead". It is not necessary to clear them completely - just go down to the scientific laboratory and activate the terminal.

Grenades and biotic skills work very well against zombies in tight corridors.

Dead Scientists

You can pick up the quest on Noveria, in one of the port terminals, if you have someone to hack it. If not, it doesn't matter: the admiral will issue the task. Your goal is the planet Ontarom, the Newton system, the Kepler Verge cluster.

With the help of the dominant height, clear the approaches to the base from the mercenaries. After fighting the base itself, Shepard will stumble upon Corporal Toombs, who put a cannon to the scientist's head. It's not an easy task - a soldier almost died when a scientist from the Cerberus decided to feed his entire platoon to an underground worm. If in the past Shepard was the only survivor of the platoon, then he will be especially angry with the scientist. Again, Admiral Kahoku lost his men because of these Cerberus...

The choice is yours - kill the scientist, the soldier, or convince Toombs to drop the cannon so no one gets hurt.

Depot Sigma-23

Shepard will enter this mission by completing tasks Listening Post Alpha and Listening Post Theta. Dangerous goods trails lead to the Gorgon system of the Argos Pho sector. The team must be equipped "for insects" - take biotics and, if possible, systems of protection against poisons. On an abandoned ship of unknown origin, a whole nest of rakni will be found. The team is dead, and all Shepard finds are diaries.

The ship must be blown up. After activating the self-destruct system, in the best traditions of Alien, the path to salvation will be blocked by swarms of insects that you will have to fight.

Derelict Freighter

"Which one of you little rascals stole the secrets?"

An abandoned cargo ship is drifting in the Caspian sector of the Maroon Sea. When preparing a boarding team, give it anti-droid equipment and ammunition, but do not forget shotguns that stop ammunition and biotics, as you will also have to fight with geths and their creations - electric zombies.

From the computer terminals, you will learn that the team picked up an alien artifact that successfully hypnotized everyone and sent them to the geth, right into the manipulators.

Distress Call

Shepard will pick up information about the distress signal from the crashed medical ship as soon as he first arrives on the Citadel, without leaving the very first room in the embassy.

The tracks lead to the planet Metgos in the Hydra system of the Argos Rho cluster. Indeed, there is a lighthouse near the broken ship, but the team is restless - something in everything that happens is not to the liking of Shepard's partners. And indeed, as soon as the "Mako" drives up to the lighthouse, an anti-tank mine pops up along the course, and a crowd of geths jumps out from around the corner in an open field.

The simplest solution to the problem is to drive away, and then return and shoot off the legs of all the droids of the Armatura system from a distance.

Espionage Probe

This mission favors snipers in particular. Command discovered the remains of an ancient spy probe in the Voyager cluster. And everything would be fine, but the probe is equipped with a nuclear charge that protects human secrets from enemies who decide to lay a paw on the equipment. Since it would be wrong in the current political situation to let the Citadel know that people are launching atomic bombs into space, Shepard must defuse the bomb and take the probe with him.

The target is the Agebinium planet of the Amazon Voyager cluster system. The trace of the lighthouse leads to the mine, which is very suspicious - it was not the probe itself that flew there. It is completely empty inside, and the probe itself lies in the corner, as if it should be so. Of course, this is a trap - the entrance to the mines will collapse, and the bandit Elanos Khaliat, the only one of his kind with a turian name and voice, will jump out of the holoprojector. He is very angry at Shepard for foiling the attack on Terminus and now wants to detonate the atomic bomb. The hero will only have a few seconds to disable three detonators by playing three mini-games.

You will have to exit the mine in a different way. Shoot from afar Khaliat and his bandits and return the stolen "Mako".

ExoGeni Facility

The task is taken on Feros, in one of the terminals, or in the Vostok system itself (Maroon Sea cluster). Plant zombies rebelled on the planet Nodacrux - scientists were forced to hide in the back rooms of the laboratory. Who will save them if not Shepard?

Zombies run both outside the laboratory and inside. The barricaded scientists will be grateful to you, but in moderation - if Shepard tries to bring them to justice, they will prefer death at his hands.

Geth Incursions

This is the longest quest - in order to complete it, you need to clear an entire star cluster of geths. You can pick it up either on Feros, from one of the terminals, or in the Armstrong Nebula.

    Antibaar (Tereshkova). It is not necessary to leave Mako here. Clear the outpost of the Geths from robots and shoot everyone who will fly to the noise.

    Casbin (Hong). Here it makes sense to try to get rid of the robots, being at the maximum distance. A ship will fly in and land a few more robots, which will also need to be shot.

    Maji (Vamshi). The principle is the same - we stand high, shoot far. Missiles will fly from the geth base, which must be avoided if possible. At the end, there will be a battle with the Colossus.

    Rayingri (Gagarin). Here you will be met by electric zombies and the first laboratory, which will have to be stormed "on foot". At the exit, you will again be warmly greeted by a robot landing ship, so try to keep the Mako closer to the entrance.

    Solcrum (Grissom). This is the last quest planet. The robot base is east of the drop zone and is guarded by the hulking Colossi. Here, too, you will have to go inside, taking the best equipment - the battle will be very serious, as the robots will not only jam the radars, but also butt heads. Don't forget to hack the terminal on the first floor - there is important information for Tali.

Hades" Dogs

Condition: task completed Cerberus.

The final base of the Cerberus, a group of scientists and mercenaries who had the misfortune of angering Shepard, is on the planet Nepheron in the Columbia system. Inside, you should not expect any special surprises - mercenaries, corridors, boxes. Don't forget to hack the terminal in the back room. The information that Shepard will remove from there will be of interest to the Dark Broker. He will get in touch and offer to sell information. If Shepard refuses to sell the data, the Broker will get angry, but until the very end of the game he will not have a chance to harm the hero or, conversely, to help in any way if Shepard turns out to be accommodating.

Hostage

The biotic terrorists want someone to pay for their constant migraines.

Bioterrorists have taken hostage Chairman Burns of the transhumanist research agency and are threatening to kill him for voting against reparations for victims of substandard implants. We learn about this from the admiral or from the news on the radio.

Shepard is sent to "negotiate" in the Farinata system (Hades Gamma cluster), on the ship "Ontario". It makes sense to take Kaidan with you - he himself is a biotic who suffered from old implants.

It would be possible to dock with the ship without being noticed, but once the alarm went off, Shepard would only have three minutes left while the biotics mustered the courage to shoot Burns. There is no time for strategies anymore - we just run and shoot, trying to hide behind the backs of our partners as much as possible.

In the back room, the terrorists have Burns at gunpoint. You can persuade them to lay down their arms, but only if the hero has a good tongue. If not, shooting will not be avoided.

Hostile Takeover

Condition: Shepard - spectrum.

This curious task will be given to Shepard by a woman, Helena Blake. Information about her can be found in the reports of the Citadel police. Once Shepard is promoted to superspy, Helena will fish him out of the Presidium shopping district, reveal that she represents a criminal organization, and offer a "order" for two rival gang bosses. At this place, you can safely give a gift, stuffing points of "good" - the hero will receive the quest in any case.

In appearance - a respectable lady, in her soul - a cold-blooded "godmother".

One of Helena's rivals resides in the Dis system on the planet Klensal (Hades Gamma). It is very easy to clear the entrance to the mines by shooting from behind the crest of the mountain. The bandits in the mines are heavily armed, but you have plenty of time to plan and implement tactical plans. You will find the boss at the end of the hall.

The next stop is the Gemini Sigma cluster, Han system, planet Mavigon. This is another snow planet, but it’s better not to leave the Mako for a long time - it’s very easy to freeze here. The base is located on the top of the mountain - before you run into it from the cold, you need to destroy everything around.

Inside you will find the standard alignment: turn left and a large hall full of boxes and bandits. The best tactic here is baiting.

When both bandits are killed, look for Helena Blake on the planet Amaranthine of the Fortuna system of the Horse Head Nebula - she will meet you at her base just outside the entrance.

Here, Shepard, as usual, has several options for behavior.

    Take your reward and leave. We will not meet Helena again and will not be able to visit her again.

    Try to arrest. Helena, of course, will not be delighted with the idea, so you have to fight the bandits.

    Try to convince her to quit the criminal business. This requires well-developed conversational skills.

Listening Post Alpha

Condition: completed Noveria.

Soldiers from the outpost "Alpha" request help - they are attacked by unknown creatures. Shepard will land on the Nepmos planet of the Erebus system of the Styx Theta cluster. Grab your Rakni gear before heading out. There will be found still alive, but rather frightened foot soldiers who need to be protected from the attack of beetles.

After talking to Lieutenant Durand, connect the Mako to the rocket launchers or return to the armored car to face the enemies the old fashioned way.

Now you need to get into the infected mine and destroy the hive. This will have to be done carefully - the rakni love to hide among the boxes and jump when Shepard is not looking.

Listening Post Theta

On the planet Altahe of the Acheron system of the Styx Theta cluster, there are few survivors - mostly rakni. They will have to be destroyed both on the surface of the planet and inside the base. Search the rooms and download information from the terminal that will lead you to the task Depot Sigma-23.

Lost Freighter

The task is easy. Search the Ming system of the Gemini Sigma cluster for a seemingly derelict ship. Traps are built inside, the team hears mysterious steps, but no one attacks - for the time being, for the time being.

Shoot containers from a distance. Search three cabins - from the diaries you will learn what happened on the ship. At the exit you will be met by the hero of the occasion - she is a strong biotic, but there are three of you.

What to do with the only crew member left "barely alive"? It's up to you.

Lost Module

These will steal anything!

As soon as Shepard gets into the Hercules (Attican Beta) system, the admiral will ask him for a favor: the Alliance has lost a probe with important information - now the geths are looking for it, and it would be better to get ahead of them.

The probe is easy to find - it fell on the picturesque green planet Eletania. But there is no data module at the crash site - it was dragged away by local goggle-eyed monkeys. You can search them all in turn or go straight to the abandoned mine in the north, where a monkey with a module roams in the farthest room.

On the way back, the heroes will lie in wait for the gethi - you already know what to do with them.

Note: it is on this planet, in the mountains in the southwest, that the Prothean artifact is located, to which the keychain presented to us by Shaira fits. Before you find out what connected the primitive people and the Protheans (in the spirit of Arthur Clarke's Odyssey), you need to pick a simple lock.

Major Kyle

The cultists do not yet know that Shepard intended to arrest "Kyle's father."

And here begins Coppola and Apocalypse Now. You can find out about Major Kyle from a hacked computer in the embassies or simply by being in the Century system (Hawking Eta cluster) - there the admiral will bring you up to date in the old fashioned way.

A retired Marine, Major Kyle (in some cases an acquaintance of Shepard) has gone insane and organized a sinister cult on the distant planet Presrop. And everything would be fine, but the Alliance officers sent to reconnaissance disappeared and probably died.

There are two ways to complete the task - with the help of guns or kind words. The first problem is getting to Kyle's father. If Shepard served with him, he'll be fine. If not, you will have to use eloquence or automata, breaking doors on the way.

"Father Kyle" admits that the officers have been killed, but he clearly doesn't understand what this could lead to. An impatient Shepard will simply shoot him, a patient Shepard will explain to Kyle how he framed his entire flock. Imbued with the importance of the moment, Kyle will ask for an hour to get ready. He can be trusted. In any case, simply taking him away in front of the entire cult is an impossible task.

Later you will hear about the major on the radio.

Missing Marines

Admiral Kahoku will ask you to find the missing foot soldiers - the same suspicious type that is on duty near the terminal in the Citadel tower. The mission will lead Shepard to the planet Edolus (Sparta, Artemis Tau). The foot soldiers are dead, and it's not hard to figure out what killed them - an inquisitive underground worm that's still hungry. He has stealth and spitting, you have the mobility and firepower of the Mako.

When Kahoku learns about the fate of the missing soldiers, Shepard will receive a new quest - Cerberus.

Missing Survey Team

A team of researchers has gone missing in the Antaeus (Hades Gamma) system on the planet Trebin. Shepard finds out about this by being in those parts or riding an elevator.

Equip the zombie exterminator team before landing. Search the huts and go down into the mine, where you will find crowds of zombies in ambush and, what is the strangest thing, "thorns" for transformation. Have archaeologists really unearthed them? What happened to them? Maybe the gethi attacked the base, because the spikes are their signature!

We will never know the answer to this mystery.

Privateers

If Shepard returned to the Citadel after the story planet, then a man named Garoth will approach him in the Citadel tower and ask him to find his brother's ship. The brother disappeared in a dangerous area - Traverse, where pirates are rampant. Shepard is to visit the Strenuus system in the Horse Head Nebula. There, near the planet Xawin, a ship will be found.

The tracks lead to the planet, and we have to go down, storm the pirate base and find the body of our brother.

Rogue VI

On the moon, Shepard should first of all look for Soviet probes. And here is one of them - "USSR Luna-23".

I will safely call this task the most difficult and most important in the entire game. Even as a side one, it can only be considered a stretch, because only after completing it, Shepard will open the class specialization - an additional skill.

It's heavy because your enemies here are flying drones that render most biotic skills useless, move fast and spit missiles, which is especially dangerous in a cramped room.

Shepard will receive the task when he crosses the twentieth level. The situation is complicated - the military computer on the moon went crazy and stopped obeying orders. To turn it off, you need to break through the defensive lines into three lunar bunkers and destroy the computer elements there.

On the lunar surface, the Makos will be bombarded by stationary cannons, but the real problems will begin in the bunkers. Firstly, there will be a lot of drones, which are very difficult to deal with. Lure tactics don't work very well with them, and teammates tend to die quickly, so take care of them.

In addition, the computer activates three levels of protection. In the first bunker, poisonous gas awaits the heroes, in the second, the doors will slam shut with protective fields, and in the third, the number of droids will double. It's not easy to earn a specialization - but this quest is special, there's no need to hurry.

The Negotiation

Condition: Shepard is 80% angry (246 points).

Having learned that Commander Shepard has been sitting on the Dark Side for a long time, the admiral will send him to negotiate with the provincial leader Darius, who suddenly began to attack Alliance ships.

The meeting will take place in the Plutus (Hades Gamma) system on the planet Nonuel. Before talking, search the containers. Darius is obviously unhappy that a soldier was sent to the negotiations, and not a diplomat. He will state that it was the Alliance that provided his gang with weapons to protect this region of space from the batarians. However, now Darius is trying on the crown of the provincial king and believes that all the local asteroids belong to him.

As usual, you have two options: convince Darius to settle the matter peacefully, or provoke a shootout with a couple of strong words. In the second case, you will have to endure a difficult battle, as the team will be in the same room with the enemies. A strong biotic is required to fight krogan mercenaries and a techie to sabotage.

It's not hard to guess what exactly the Alliance expects from Shepard.

Here are some simple tips, mostly for hard difficulty levels.

  • If you play as a soldier, then when completing one of the side missions of the alliance, you will be asked to choose a specialization: Special Forces or Shock Soldier. Better take a commando, as he specializes in quickly destroying enemies with firearms, plus, if you are well pumped and you have adrenaline, slaughter, immunity pumped to the maximum, then this specialization allows you to use these skills more often (immunity and slaughter). That is, if you turn on both, then it will be very difficult to wet you, as the armor is strengthened, plus you can shoot from a rifle without overheating with excellent accuracy. There is one “but”: immunity lowers accuracy a little, and carnage increases, so accuracy remains the same maximum, so using these skills together is very beneficial. If immunity runs out, then you can immediately use it again (if you pumped it to the maximum), and adrenaline allows you to use all skills again without delay. In general, until the end of the battle you will have enough.
  • Use cover more often - protection after all.
  • If a destroyer or korgan is running towards you, focus your fire on it.
  • Husks and Thorian crawlers must not be allowed near you! If the husk fits, it will hit with electricity very painfully, and the crawler will spit acid. The crawler can be knocked down to the ground with a butt and shot, but the husk will not work - he will immediately start shocking you as soon as he runs up, so move away from him as soon as he starts hooking.
  • When you are on a mako and you are fighting someone, if possible, destroy the enemies one at a time, hiding behind the mounds. Beware of geth tanks and colossi, they will destroy your shield very quickly, so it's terrible to fight with them, hiding and "evading" attacks with blue balls.
  • Accumulate 100,000 (or a little more, I don’t remember exactly, look in the achievements), and Elite Spectrum Sets (the best weapon in the game) will be available in the Normandy store and C-Sec.
  • Buy licenses and the merchant in Normandy will have cool new items. The more expensive the license - the cooler the goods.
  • If possible, always carry a technician with you, he will help you break into cool boxes and some terminals, doors, etc. (if pumped well).
  • Return to the Citadel more often - new quests may appear, you just need to search, and the assortment of merchants is updated.
  • A Persian of any gender can have an affair with Liara.
  • If Mako is "near death", get down behind the mound and repair.
  • Do not score on side quests - the experience is all the same.
  • Try to pump charm - it will help a lot later.
  • After each story mission, talk to your companions - you will learn a lot of new, interesting and useful things. You can sometimes chat with them when you have completed a lot of side quests - in general, look at them more often!
  • Be sure to explore the planets COMPLETELY, as shown in the tip above, there is a lot of useful stuff there. And ALWAYS drag chelas with technical skills around the planets!

The question is immediately imposed: is it a big failure or a masterpiece with the Game of the Year nomination? About this my thoughts a little later, but now let's remember how it all began.

What was before this time? How did the series begin its journey and who is this Shepard of yours anyway? In this article and video, you will hear all the answers and decide for yourself which part is the best. Beware of spoilers! However, I do not plan to go through the plot thoroughly.

Mass Effect 1


Back in 2007, the first part of the trilogy comes out on the Xbox 360, in an exclusive form for a year. Then Microsoft needed good games for new console sales. That's why they turned their eyes to the studio bioware after a successful Star Wars: Knights of the Old Republic.

The task was to come up with an alternative. For about half a year, the team pored over only the history and appearance concepts. The script was written by Drew Karpyshyn and Casey Hudson.

The action takes place in the 22nd century, where, with the help of technology, repeaters were created and travel through the universe became possible. People discovered new opportunities and races and joined the interplanetary party.

The story of the game originates from the usual mission of transporting an artifact of an ancient civilization (Prothean) from Mars. The task was given to the main character and part-time commander of the Normandy spacecraft. Only according to the law of the genre, everything went wrong. Geth get involved in the fight for the artifact (a Quarian-created race with AI as a workforce).

Shepard would not have been Shepard if he had not won and taken the artifact, which told him many Prothean knowledge and a terrible secret - the apocalypse is coming, reapers beside (another ancient race that restores order in the universe by destroying everything). During the mission, it turns out who was involved in such aggressive behavior, and his name is Saren. However, that's all. Then my team and I start chasing the traitor across the universe.


But that didn't make the story dull and predictable. At that time, Sci-Fi projects were rare, and for fans of the genre, this game was like a breath of fresh air. Everyone still admires the local atmosphere, and the notes found in the vastness of the locations made you read yourself completely, helping to comprehend all the secrets of the lore.

By the way, the well-known dialogue selection wheel first appeared in . Here, relations with the outside world depended on your answers, they could affect the ending or force your partner to undress and please you. Or rather, not to force, but by mutual agreement, and the partners were 18 years old (both male and female).

The leveling in the first part is one of the best, or, more accurately, is extensive. By correctly placing attribute points, one could unlock a new ability, the ability to say something extra in dialogues, or learn how to put on other armor. And customization, due to different stores, was not mediocre. Shepard often bought not only new weapons, but also clothes.


The combat system was not the most outstanding aspect of the game. Even now, true fans are indignant that with each part of the action there is more and more. They are used to talking to virtual partners, traveling the galaxy and riding Mako. However, the last statement is controversial. The machine's physics were squalid to say the least, and after the 10th planet, exploration became dull due to the lack of variety.

The battle itself partially takes place in a stopped mode, where time freezes, and the player is able to give orders to two partners - where to shoot them and what skills to use. In part, this all reminds, as well, because then it was released quite recently, and the shelter system migrated to Mass Effect. And in the "girza" it was implemented better.

Mass Effect 2


Two years later, in 2010, on store shelves (and now on PC immediately) the second part appeared. At the same time, the replayability of the first part increased, because all the decisions made could be transferred to the new product of the company. And these changes cannot be called cosmetic - what characters will be in the game depended on the actions of the player and, if they did not die at your will in the first part, what will be their reaction when they meet and in the future. Interaction with the heroes from your squad has increased significantly. This will be the basis of the main story.

But the plot is completely different. While patrolling the outskirts of space in search of the remaining Geth, Shepherd's team is attacked. Many die, the ship is destroyed, and the GG dies. The end... Could be, but a racist organization of people Cerberus found him and miraculously resurrected him, setting a new goal for the captain - to find out who Collectors and destroy them, because before the Reapers this threat is a priority.


The search for Collectors for all players faded into the background - the main mission was to find partners. And in order for them to join the detachment, they had to fulfill their instructions. It sounds trite, but by doing so we learned more about these people. (or other creatures) and it was very entertaining. Plus the ability to change everything for yourself using the dialogue wheel. The new system to save someone, be rude or kill at the decisive moment tickled many nerves.

In the second part, the developers have made a big bias in the action: the battles have become more dynamic, you do not need to be distracted by customization (it was almost completely demolished, but could have been better finalized), pumping fell under the “katana”, now there are much fewer characteristics, and this is upsetting, because we fell in love with the series not because of the battles.


Despite this, the combat system leveled up and many liked it. The AI ​​of the comrades-in-arms has increased, commands have become easier to give, and the weapons have been replenished with new types - both various healthy guns, like rocket launchers, and other cartridges, for example, incendiary ones. But not everything BioWare did right, the new planet scanning system was even more depressing than riding a Mako. More time was spent, and the pleasure of the gameplay was not observed.

Mass Effect 3


In the year when the end of the world was supposed to happen, it happened in. Shepard worked on the ground in the role of headquarters, he was transferred here because of the help of Cerberus, or they could have been planted altogether. The commander's attempts to prove that the Reapers are nearby have finally paid off. The council decided to listen to him, but it was too late. Throughout the galaxy, where life was observed, skirmishes began with the ancient race. Shepard again had to take command of the Normandy SR-2 frigate and assemble an army that would confront the main enemy.

The third part used storytelling mechanics with last game, where we needed to assemble a team, only now the scale has grown. It is necessary to join entire nations, resolving their internal conflicts and helping them escape from the Reapers for the final battle.

Moreover, there is only room for important decisions, there are no neutral answers at all. It is necessary to help one or another race, but helping both forms great conflicts. For example, the three hundred year war between the Quarians and the Geth. The choice is not easy, if you rely on past parts. And for those who missed Mass Effect 1-2, released a playable comic where you could select all the important events and transfer the saves to the last part of the trilogy.


The combat system has not changed much, but Shepard has gained more mobility. Now the developers have found that balance for an interesting fight with the enemy. You move faster through shelters, and clapping while standing - rolls have been added. During the story missions, although infrequently, stationary weapons came across at the level, helping to diversify the game process.

There are still 6 classes left in Mass Effect, each with its own specific skills and characteristics. But if before everyone used their own weapons, now the restrictions have been removed. And at the request of the fans, customization was added to the game - now you can again modify your power armor and weapons, which has expanded its list at times. By the same principle (pleas and requests), the system for scanning planets has accelerated its gameplay. This is still not the most fun part of the game, but now you do not need to spend a lot of time.


Another point of contention is collective game. Having put together a team of friends from the real world, you could enter the cooperative mode, where it was necessary to fend off waves of opponents, periodically completing additional tasks. But they were needed only for the sake of lifting the detachment from one point to another part of the map. The territory of the battle varies both in weather conditions and size, and in different opponents. Each type of troops, as in the single player, is weak to certain weapons. It can be opened over time by pumping a multiplayer character.

This mode had nothing to do with the main story, the players acted as a special forces unit and did all sorts of small (and, in my opinion, rather boring) jobs while Shepard saved the galaxy.

Mass Effect: Andromeda


And now, finally, on the virtual shelves (21st century in the yard) appeared. If we waited for the previous parts and foresaw in advance that the game might not turn out to be a masterpiece, but it would come out worthy of its predecessor, now such guesses are in question. Everyone has already accepted the fact that there will be no Shepard, and the plot develops in another galaxy, where colonists were sent to conquer unexplored parts of space. You don't need to save the universe anymore, you just need to find new house and lay the foundation for the next trilogy.

The updated team has introduced a lot of innovations into the series, they include realistic graphics with a change of day and night, and thanks to the new engine - destructibility. Added an improved dialogue wheel and more story focus on characters. And there is also a jetpack for better movement, Mako was returned. Physics was also brought in, which gives a pleasant feeling from the study on a 6-wheeled comrade. Too bad they removed the weapons.


Not to mention the redesigned combat system. The tactical mode also remained, but the speed increased. It would seem that in the third part everything was almost perfect (just for), but now the formula has been improved and that necessary pinch of dynamics has been added.

But what became 100% obvious right away was the weirdness of the animation - both movement and facial. Mostly facial. The emptiness in the eyes, random emotions and lips with a bow - how could you blunder with such an important aspect of the game, in which the dialogues take up an impressive amount of gameplay time? Fortunately, these disadvantages may not be noticed, because we need to read subtitles, the main thing is not to raise our heads ...

On this, my story comes to its logical conclusion, and you write in the comments which part stole your heart from you, and for now I will prepare something new.

So, a terrible threat looms over the galaxy, and it is up to us, or rather Captain Shepard, to save it. He has a spacecraft called the Normandy, which is equipped with the most modern equipment. Shepard and his team will have to fly around most of the galaxy in pursuit of the unknown truth. Well, the task has been set and the goals are clear, so we go directly to the passage of the game.

Normandy

Chat with all lieutenants aboard the ship and proceed immediately to the briefing room. You talk again and subsequently observe the landing of the team on Eden Prime.

Eden Prime

Allocate free skill points and advance to the indicated goal. Carefully explore every corner of the area - here you can often find things that are very useful to you. Examine Jenkins' body and move on. In battles, it is best to use cover and shoot accurately. In the end, you will meet Sergeant Williams, who needs help in the fight against the geth. As you deal with non-friends, she will join you. Don't forget to allocate her skill points as well, give her a more powerful cannon and issue the following commands (it's not for nothing that you are the "Captain").

Move to the lighthouse. Note that the location of the beacon will be guarded by a group of geth. After a short fight, it turns out that the lighthouse is not here, but it is possible to inspect the pedestal. Move up the path to the houses above.

A cutscene will follow, in which it will become clear that you have stumbled upon an ambush - thus, you need to fight back. These are synthetics that climb closer to you to release an extremely negative charge of energy, which will immediately cut off a fairly large amount of health for you. Try not to let them get close.

In one of the houses you will meet two scientists. After talking with them, you can inspect all the boxes that are inside. After you start moving on, you will be shown a video in which old Nihlus is shot in the most shameful way - in the back. Too bad for the turian...

After the cutscene, you need to move to the place of his murder. Keep in mind that there will be a lot of husks here and, as always, they will go ahead - at you. You need to clear this area from geth and husks, after that, inspect the dead body of SPECTER. On the side behind the fire there will be a box with useful things, and behind the containers there will be a smuggler and a container of ammunition hiding. You can find out that he is a smuggler from the people who are in the neighboring house. And by the way, they will give you weapons anyway. And the person who saw the death of a turian will give you a couple of grenades, but if you "press" him a little, then he will even give you a very useful improvement.

So, now move on to the rails, but be careful not to stick your head out in vain, as there are a lot of geth here. Also, at the bottom you will meet a very strong semi-boss. To defeat him without much effort, it is better to use Kaiden's skill, which allows you to shoot down enemies. Then just shoot him without much difficulty and the only thing left is to destroy the remaining enemies.

After clearing, move forward, straight to the train platform, and then go to the next station.

Upon arrival at the new station, you will need to defuse a few bombs. The first one will be located right next to your platform. To the next ones, it will already be necessary to rise higher and it will be necessary to make our way to them with a very difficult battle. But there is a lot of various shelters here, so it won’t be difficult for you to smash a couple of synthetics, but you also can’t pull with them - you still have bombs that have not been cleared.

After the skirmish and disarming the bombs, you need to go down to the lighthouse. Here you will again meet the Husks paired with the Geth. But unfortunately, Saren will no longer be here - sadly. Carefully inspect all corners here, as there are various containers and boxes everywhere. And after the examination, you can proceed to the study of the lighthouse. Watch the video and this is perhaps the end of the task for Eden Prime.

And now, after losing consciousness, you will find yourself on Narmandia. Talk to the captain and go to the wardroom. Here you can chat with Kaidan and found Ashley, do not forget about Doc Chakvas, she can also tell you a lot of interesting things. Carefully examine your ship, as everywhere there are "Points of Interest" for which they give a little experience.

After examining all the premises of your ship, you can go to the Joker and talk with him already.

Citadel

If on Eden Prime you had to constantly fight, then in the Citadel you will have to do most of the running around. First, talk to the ambassador. There is a computer in the same room, and if you can hack it, you will get a very interesting task. But it’s not worth it to run right away, and until you succeed in doing it.

Research interesting places in the Citadel you will have to study alone, so we are still going through the storyline. We will give you only one piece of advice - if your companions say "Hmm ..." - this means that your party members have something to say about this place.

But, unfortunately, you will get full access to moving around the Citadel when you visit the central tower of the Citadel. It is better not to use fast travel (express) and walk around the square on your two, as it is better to take advantage of the moment and get used to the Presidium area. For more information about districts, see your code.

When you get to the council tower, then go into the very depths of this building, talk with Garrus, and then with Captain Anderson. A video will follow.

After the video, there is nothing more to do here at all, except how to eavesdrop on other people's conversations of alien humanoids.

Strange Signal

You can get this quest in a bar called "Supernova", in the slot machine area. You need to explore a very strange machine. Kaidan will report that he has detected a very strange signal. To continue the task, you need to go from the Presidium to the Residential Sectors. Go down using the elevator and you will find yourself in a little-visited small corridor. You need to find a couple who are talking about Fist. There, just your goal is the information installation on the left side. You can find the next installation in Bral Won's office, which is located near the market, in the Presidium. And now the culprit of this whole situation (lives in a small room behind the market). Talk to him and after, for a limited time you will need to decode him. The code is not too complicated, it consists of successive passages of the rings.

Reporter's Request

On the second floor of the residential sectors, which is near the Market and the Med Department, Emily Wong will suddenly start talking to you. She will ask you to share with her any interesting information that you can get during your investigation. To complete this task, you will need to complete all the cases that relate to the bar "Kora's Lair". To be precise, you need to deal with Fist himself. The data you get from him can be given to Emily Wong.

fan

On the stairs, which is located between the Upper and Lower Market, which is located in the Residential Sectors. In general, you will be met by a rather enthusiastic guy. He will ask you for an autograph. In order to complete this quest, you will need to fly away twice and return back to the Citadel, and of course, you will meet him at this place every time.

Jalid and Shorban

After your first Council meeting, you will notice that someone is messing with the local custodian near the terminal. The stranger's name is Shorban. After talking with him, you can get a task to scan all the Guardians. But during his presence at the C-Sec Academy, Jalid will find you. He will give you a task to deal with Shorban, because he supposedly wants to kill Jalid. You can find Shorban again in the Lower Market. He will tell you about this whole situation and offer to settle everything peacefully. After that, you can return to Jalid and tell him about the good news, after which this quest will be completed.

You convinced Zoltan

The quest will be given to you after talking with General Septimus. He will ask you to enter the Volus embassy and tell Zoltan that Mrs. Shaira has nothing to do with divulging other people's secrets.

Rita's Sister in Safety

Talk to the lady named Rita, who is standing at the bar in the Supernova. After, talk to her sister Jenna. She also stands at the counter, but only in another bar - “Cora's Lair”. As you leave, you will meet a turian named Chellik. Go to the office, which is located in the C-Sec Academy. You will be told how you can help the sisters. Go to the Lower Market and buy upgrades from Yax, then take them to Chellik. And now just go and talk to the sisters.

Companion

Visit the Companion, which is located on the opposite side of the embassies. Immediately at the entrance you will be met by Nelina. Your conversation will be interrupted and you will be invited to Shaira's quarters. She will very strongly ask you to calm the turian General Septimus. She once denied him love, so he sits and drinks in the bar "Cora's Lair". But he does not just drink, but also spreads various bad rumors about Shaira. In general, go before this General. He will agree to your terms, but only if you convince Zoltan. It is better to do what he says and only then go to Shaira with positive news.

Preacher at the Presidium

After your first meeting in the Council, as you exit the Citadel Tower, then turn left and go straight. Here you will encounter Hanar Preachers and a Turian C-Sec officer arguing about something. You can solve this quest right on the spot, just choose the appropriate lines in the dialogues.

Garrus

As you pass the meeting with the Council and the chatter with Captain Anderson, then move to a bar called "Kora's Lair" - here you need to grind with Harkin. Next, go to the medical part of the Citadel (Residential sectors). AT medical center A pretty fun shootout awaits you. As you destroy the opponents, then talk with Garrus, well, and then with Chloe Michelle (sounds very unusual). Your team will now have a new partner - Garrus. The windows for choosing your squad will immediately pop up, but keep in mind that you can take a maximum of two heroes with you.

Exposing Saren

Move to Kora's Lair. You need to know that now you will not be welcomed there very nicely. All ill-wishers that are there must be completely destroyed. After you encounter and clear the enemies in the central room, then go to the service rooms. The workers that you meet in the warehouse can be scared or persuaded to leave - it's up to you.

After you complete all the deeds, you will need to get out of here in the allotted time, and a bunch of not-so-kind people are waiting for you in the bar again. When you finish with everyone, then go to the red corridor and watch a fairly long video, after which you will need to deal with one more bandits.
Now you need to move to a new meeting of the Council. There you will receive your new position - SPECTRUM. Next, you need to go to your ship and along the way you can meet Rex, who can also join before you (he is located near the quartermaster of the C-Sec).

The last thing you should do is talk to the ambassador near Normandy. After that, you can go into your ship and hit the road.

The way home

As soon as you exit the embassy, ​​you will meet a man named Batia. He will ask you to find out the details that relate to the body of his long-dead wife. Move to the Embassy Bar and talk to Bosker. After that, you can return with the news to Mr. Batia.

Finding Liara

Move to a cluster called Tau Artemis (Knossos system, planet Terum).

So, the gameplay that you will now encounter for forty minutes will meet you more than once and it will be repeated regularly. So, you need to start getting used to it. Basically, you just need to drive and shoot. There will be only one road here, so it is simply impossible to get lost here, and the enemies will not let you just drive past them or something important. As you get to the first gate, there will be a hidden loophole on the right side. Everyone who lives in the camp must be destroyed (enemies will be only geth). After you destroy all the opponents, then open the gate for your transport and collect all the goodness from the boxes that are located in the vicinity.

This is where the hardest fights begin. You need to break through to the very top. Be careful with the enemies on the towers. After the breakthrough, a slightly higher ambush awaits you. An ambush awaits you near the large cisterns. Here it is best to work on targets because of cover. As soon as you can win the battle - move to the indicated bunker.

Inside you will find another group of enemies. After overcoming obstacles, move to the elevator. Next, geth drones will appear, which need to be blown to pieces and the girl that is stuck in the blue bubble, as it turns out - this is your goal - Dr. Liara T'Soni. To free her, you need to go down even lower, eliminate a bunch of geth and activate the drilling rig. Take advantage of the huge barrel that lies on the side. Next, hack the control panel.

After the drill makes a hole, then move into the same hole and take the elevator up.

As you find yourself on the top floor, you will be met by a hostile group of mercenaries. There will be no peaceful conversation, so get your guns ready.

After another victory, watch another cut-scene.

As you find yourself on Normandy, you will find out that a "war council" awaits you, in which all your actions, plans and ideas will be discussed. After each task, it is best to bypass the entire team. It is better to talk with everyone as they say "heart to heart". After each conversation, the following awaits you: additional experience, additional points (both an apostate and a hero can be), and even a love chain.
Also, you can distribute equipment among your team, conversations with quartermasters - in general, the usual work for the Captain.

Noveria

Noveria is located in the Mir system, Horsehead Nebula cluster. Upon arrival, get off your shuttle and go talk to Noveria security officials. Next, talk to the administrator of the customs station. It turns out that Matriarch Benezia (Mother of the found Liara) has recently arrived here - she is Saren's main assistant. It is located on Hill 15 and you have to get there by any means. But before you get there, you will need to leave the port. There is an elevator not far from the receptionist - you need to climb it. But before you talk to Maeko Matsuo, you will be forced to introduce yourself and tell a little about yourself, after which she will do exactly the same. And the next time you meet her again, she will apologize for her bad behavior. If you answer "It's okay", then you will be given two points as a Hero.

You now need the office of the local administration, and by the way, it is located on the same level. But besides him, there are also a couple of very interesting rooms. First, it is better to talk with a merchant named Opold. He will ask you to complete a task regarding smuggling, and you, as a representative of the SPECTRE, can easily carry what he asks you. This quest will not give you renegade points, so you don't have to worry about your "holy" reputation being damaged. Move to your ship, take the specified package near Normandy and take it back to Opold. With the help of your sense of smell, you can increase the amount of your reward up to 500 credits.

There are also many useful things in the residential sectors. Mullena Kalis will meet you right at the entrance. She wants to launch a harmful bug for her sworn competitor. You just need to go up to him and talk to him, and in the meantime, the bug will do absolutely all the technical work for you. If you refuse this, then you will immediately earn 8 points as a hero. In general, this is not bad, since for such a miserable job you will be given only 500 credits. But you choose.

Your next target is the turian Loric Kinn, who is sitting alone at a table. He will offer you to complete a not very attractive task as for a brave hero. Go and burn with Anoleis. And nothing. But Gianna Parasini will do you a favor and tell you how to get out of the port of Hanshan. Lorik Keen also has access codes from the garage, so apparently his offer cannot be refused.

Go back to him and agree to his task. He will give you a pass to the SI territory. We return to the square and from there to the SI elevator. You can talk to the head of this garage.

As you find yourself in the territory of the SI, then talk immediately with the guards. A small remark of charm about Maeko Matsumo and immediately a fight. After, cleaning all boxes. Use the computer in Keene's office. Save. Then a small dialogue and a serious shootout. Near the SI elevator, the already familiar Gianna Parasini meets you - it turns out that she is not only the secretary of Anoleis, but even the senior security officer of Noveria. Undercover, of course. She asks you to convince Keane to testify against Anoleis. He will definitely agree to your cue of smell and in return you will receive as much as 24 Hero points.

Move back to the office of Anoleis. Talk to the secretary. And now, plus eight more hero points along with a pass to the garage.

Keep in mind that the geth are sitting in the garage. Chat after the fight with Maeko Matsuo and get into your Mako, then move to the specified goal.

Everything will be simple here now: you drive along the mountain slopes and destroy everything in your path.

Once you arrive at the Height 15 hangar in the same way, destroy everything that is blocking you. Next, decipher everything that is possible and pick up everything that you can carry away. After the standard gathering, move along the indicated corridors and soon take the elevator up.

There will be three locked doors and an elevator that will take you to the VI control. Go down and restart the VI. To restart, you will need 100 units of uni-gel (the toad will definitely crush) or solve the puzzle (which we will help you with). The puzzle, in principle, is quite classic for a studio. For example, a similar puzzle was found in the famous game Star Wars: Knights of the Old Republic.

And here is the solution to this puzzle. Each digit is the number of the block you need to click on:

1 2 1 3 2 3 1 2 3 1 3 2 1 2 1 3 2 1 2 3 1 3 2 1 3 1 3 2 1 2 1 3 2 1 2 3 1 3

And now, it's time to talk with the local incarnation of the VI-Mir. She will now tell you how things are in general at this station. And here you will be given three tasks: the first is to subdue the remote terminals of Mira, the second is to subdue the monorail and the third is to subjugate the main reactor. In general, roll up your sleeves and go do the repair.

Let's start with the reactor. Go down using the elevator. Walk along the bridges and shoot all the opponents along the way. As you press the button that turns on the fuel supply, you can go up to the floor above. There will be a couple of coded boxes. After that, everything, you can go back to VI.

Now you have to connect the land lines. By the way, if you paid attention, then every time a voice at the station repeated this.

You need to go to those doors that are opposite Mira itself. There you need to take the elevator.

You will be met at the top by a group of enemies, or rather monsters - here you will need to activate the router and go back down. Now the road to the monorail is open for you.

There you will need to decode the terminal for cleaning and go naturally to the monorail.

Rasselina station

At the station, talk to Captain Ventralis. After this conversation, move to the main hall and talk to everyone who is still alive. It is better to use the services of a local merchant. It turns out that Lady Benezia has gone to the risk lab. We'll follow her a little later. First you need to help a doctor named Cohen. He asks you to help him develop a cure or an antidote. To do this, speak to Ventralis first and you can go to the quarantine zone. Before entering, talk to the guard Khan Olar and he will then let you through. Now read the notes on the table that will help you in creating the necessary antidote.

It's not as complicated as it might seem. You just need to change the tubes and change when the slider on the line is in the gaps between the markers.

After successfully creating a cure, Alestia will come to you with a couple of geth. Get ready for a fight in a small room. As you deal with a group of enemies, then return to Dr. Koenua with the necessary antidote.

Now go to Ventralis and report that Alestia turned out to be a traitor. This time you will need to go to the maintenance area. This area is located on this floor where the laboratory is, so finding it will not be difficult for you.

Go down the elevator and watch a shocking video with Mrs. Benezia.

You have to fight with her. Keep in mind that she calls in a group of Geth and Azari Marines as reinforcements. They come out almost immediately after the destruction of the next batch of enemies. But when you finish with these waves, then carefully watch another cut-scene with Benezia. Afterwards, kill her. Then you can talk to the uterus as it was supposed to be long-extinct Rachni. Of course you have to let her go. because she was so remorseful. And now, take on your account a large number of achievements, experience and credits.

Now the main work on Noveria will be completed. You just need to continue clearing out the enemies that still live in the Risk Lab. Exit to the monorail and from there using the elevator - to the risk laboratories.

You now have two minutes to clear the hall of the Rachni. Here it is best to use special features. In principle, there should be no problems here. Enter the elevator and go back to Hill 15 station (using the monorail). Now you have nothing much to do in the Cleft.

You will not see these places again, so say goodbye to everything here. Immediately after you leave the Rift, you will see a small cut-scene with a discussion of the current situation with the team. After that, do not forget to approach each member of your shuttle and talk. At this point, Ashley and Liara will be proposing...well, they want a relationship - a serious relationship. Personally, I like Liara more like a soldier girl, somehow I don’t like it, and I don’t really have anything against the color of my skin.

Feros

After you view the maps of the galaxy, a video clip will appear. Follow to the radio room.

A planet called Feros is located in the Theseus system, which is in the Beta cluster of Attica.

As soon as the landing on the planet takes place, then immediately talk with David al-Talakani and immediately prepare for battle against the geth, after which you will need to move along the corridors.
On the map, find a person named Fai Dan and talk to him. Your conversation will be interrupted by a surprise geth attack. Move to the specified point on the map and destroy all enemies along the way. When you finish the battle, then return to Fai Dan. Talk to him again. After the conversation, you will receive four tasks. Each task deals with the most necessary for the colony: water, food, electricity and interfering geth in the channel. You can learn all the details of the tasks from - David Reynolds, May O'Connell and Mac Doyle.

First, I recommend clearing the tunnels from the geth. You will need to advance with a fight and along the way you will need to activate the valves. As you open the second valve, then immediately turn to the right side and smash the Geth transmitter there.

After cleaning, return to the forks and go straight a little (along the channel) - here you will need to activate another indicated valve. In the end, behind the geth groups you can meet a man named Ian Newstead, but he will do you little good.

Go back to the forks and go to the last - the third path. Here you will meet a flock of varren. By killing the leader of this pack, you can solve the issue of food in the colony.

Do not leave immediately - go to the destroyed transporter and get a part there that will help the colony solve problems with electricity.

And now, you can safely return to your employers. Now you will receive two more tasks - to find data and a girl named Elizabeth.

You again need to sit down at the control of "Mako" and move along the air highway. The tactics are the same - we go and shoot.

In the end, having passed a difficult road, you will reach a narrow passage - here you need to get up from a soft seat and move on your own two. Shoot all the geth standing in the way and jump into the gap that is located in the floor. After leaving the tunnel you will meet Elizabeth. She will give you her access card. You, in turn, with this card will have to move along the corridors, simultaneously destroying the geth encountered. Soon you will meet the commander of the krogan mercenaries and after him, you will need to talk with the "stupid computer" - as the krogan said.

Further there will be a continuation of the corridors and geth. In the end, you will reach the door control panel. Read the shown backstory and put on the indicators - 11, 13, 7. After that, just activate this door. And now, you are watching an epic video in which the geth ship crashed down.

Go back to the energy field that blocked the passage. It is now deactivated. Climb up the stairs and there at the end you will find the necessary console. Use this console and go back to your Mako.
Stop by the refugee camp along the way. Use the sense of smell or just shoot the main one. Next, you will need to modify your grenades. Hossl can give the disk with the necessary data. Now you need to go back to the spaceport.

Get in the transport and leave. As always, geth will stand in your way, which you need to smash. As you get to the gate, you will need to shoot a couple of strange monsters. It is better to place your “Mako” closer to the gate, so that when you open it, you can immediately get into it and shoot all the enemies. Be careful here - you need to destroy the brown monsters, but do not touch the colonists. The colonists sit behind the barricades. You need to fight the colonists in a special way: go point-blank before them, throw a grenade and only right under your feet. As stated above, you needed to put in improvements to grants that would allow you to neutralize all living colonists without killing them.

You will need to make your way to the colony according to the above tactics (destroy brown people, and poison ordinary people with paralyzing grenades). Be careful not to confuse Thorian monsters with ordinary people. Near the place where Fai Dan once stood - there are a couple more grenades, they will be useful to you. Here you will need to put all the colonists to sleep and destroy all the monsters. After clearing the area, use the crane to climb deep into the Thorian's lair.

Inside, talk to the Azari clone and shoot the Thorian sprout. In general, the tactics are as follows: move through the floors, fire at monsters and Thorian sprouts.

This work will last long enough, so it can be a little tiring. After you still defeat the Thorian and he falls down, then talk to Shialla (captured by the Azari). That's all on Feros, you can return back to the Normandy.

The next meeting of the council will take place on the shuttle. Well, as usual, the work of the Captain: talking with the crew, selling and distributing weapons.

Virmire

This planet is located in the Omega Patrol cluster, the Hawk system.

So, the traditional beginning of the landing is riding and shooting. As you get to the locked gate, then move with your legs to the stairs, along the way, kill a couple of enemies and activate the air defense. The control panel for the gate will also be located next to you. Continue on your way and soon you will come across another gate.

In the camp you can shop, talk and watch a couple of videos. Chat with Rexmo and decide who will move to storm the base, and who will go with you. I had to keep Ashley as I found her to be a stronger and more useful fighter.

As the assault begins, it is rather necessary to destroy the transmitter on the second floor of the indicated building. Next, move forward and smash the satellite dish. For the first and second destruction, you will be given two points each as a Hero. On the map, on the right side there will be tanks - blow up (looks nice).

In front of the warehouse building, you will have the opportunity to transfer part of the enemy forces to the forces of the assault squad. But I do not advise you, since extra experience will not hurt you, and it is quite easy to cope with the impending storm.

Go through the maintenance area and first go down to the cages - there will be a captive Solarian Captain. Release him and don't forget about his soldiers. Don't be afraid, no one will touch you.
Take the elevator up to the genophage labs. Go through this laboratory to the street. Near the raised bridge, turn to the doors on the left side. Thus, you will find yourself in Saren's private chambers. And here you will find a new Prothean lighthouse.

Carefully study it and rise to the bridge above it and then talk to the Sovereign.

You can now go back to the bridge - here the road will now be open to you. Go a little further and cut down the cannon, which interferes with your shuttle in every possible way.
Use the elevator to go up. Move on until the cut-scene with the explosives is displayed. You have the opportunity to return back to the anti-aircraft installation and provide mutual assistance to Kaiden.

Along the way, you will be forced to make a choice between Kaiden and Ashley. But it's up to you to choose. If you are developing a romantic branch with Ashley, then it is highly discouraged to leave her.

As you return to the installed explosives, a cutscene will begin regarding Saren.
You have to fight him. Don't be too afraid of the fact that he is a "cool" SPECTER, defeating him is quite easy. You just don't need to stand still - move and shoot.

And after the battle with Saren, a cutscene will appear. Mission completed. Sail aboard the Normandy and contact the Council for a report.

Citadel

Use the galactic map again and return to the Citadel. This will be followed by a cut-scene with a lover or lover - in general, whoever you are, you can walk around the Citadel, complete all additional quests. In the central tower of the Citadel you can take on a new optional quest.

In general, to continue the plot, move to the "Supernova" - then talk to Captain Anderson and move to Normandy.

IL

Fly to a planet called Il. And just before the disembarkation, another hot se ... pah - a romantic game moment, in general. Who will be the partner depends on your previous choice.

In general, after landing, the usual scheme is to advance and attack. You now have to fight against walking tanks - however, you should have gotten used to bringing them down from the cannon of your Mako. Of course, here you have to destroy them manually, but there is nothing. The main thing is to use all the adjacent shelters, abilities and in vain not stick your head out.

Make your way to the elevator. Get down on it and go into the halls of these walking tanks. Here you have the opportunity to decipher a couple of terminals, subsequently get a couple of walking mechanical assistants. Rise to the security room and use the terminal here, after which, go to the elevator, which is located at the very end of this hall.

Return to your drop off point and board Mako. Drive through a fairly long corridor. As you get to the energy fields, you will take a little elevator ride and learn a huge number of secrets about extinct and non-extinct races. In general, the whole story clears up a bit. Return to the transport and continue on your way.

Hit your car run all over the sewers and hit the Geth at once. Once you get to the end of this channel, watch a very sad video that tells about the destruction of the Citadel. You don't have to chill - keep moving. Do not get hung up on opponents and move forward to the portal as soon as possible.

We talk with Avina and rather go into the elevator. Now you need to prepare both technically and mentally. Dress up in your best clothes, put on your coolest upgrades and take the elevator.

We watch videos and after that, move around the station along the way, shooting everything that moves. As soon as you get to your ship, then load the defensive cannons of the Citadel as soon as possible - here you need to shoot at foot opponents. After shooting, we follow further.

After a fairly long corridor with krogans, you will exit to a very large square. In this territory, there will be no one against you here: stationary turrets, packs of Geth, who are hiding behind force fields, and so on. Honestly, the easiest way is to run through all this huge pack of enemies. If you decide to run, then do not forget to use the strafe and aim for the far corner on the left side. The doors you run or break through will lead you to the council chambers. And here is the finish line.

When you talk to Saren, you can convince him to shoot himself. And then, you just have to defeat the Sovereign, who will penetrate into the dead body of Saren. And by the way, the fight with the Lord is quite difficult. Try not to stand still and strafe more around this room you're in. Just a couple of minutes and the Lord will be defeated. In this battle, you can not take any damage at all.

Now watch the final video, rejoice and get ready to go through the second part of this wonderful game.



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