Is the universe not an amazing place? I would not like to live somewhere else.
"Babylon-5"
Galaxy is great, but there, somewhere behind star spiral sleeves, enemies hidden. These are reapers – a cybernetic fleet eager to destroy all living things. And when the connection with distant human colonies breaks off, and the citadel does not want to deal with an unclear threat, commander Shepard and his fighters from the Normandy ship take up the case.
He is not the first to save the galaxy. With faithful partners, he will land on any planet where his help is needed. Whether his weapons, whether the power of biotic or engineering techniques – but he will lead the first number to everyone who decided to contact the Galactic Council in general and with humanity in particular.
The return of the Jedi
For two years, the commander was listed among the missing – he disappeared, saving the crew of Normandy in an unequal battle. But he is not like that to cool for a long time, especially since the whole scientific laboratory took up Shepard's resurrection.
The sudden return of the legendary Savior of the Citadel did not please politicians who managed to convince each other during this time that no threat of the “reapers” exist. So now Shepard has only one ally – a mysterious ghost, the head of the mysterious organization Cerberus, who became famous for the great male chauvinism and dubious scientific experiments.
However, the dilemma! On the one hand, it is not prestigious to be considered in a terrorist organization, but on the other, a ghost is not a politician, but a man of business (if he is a person). He has already invested a lot of money in the resurrection of Shepard, and now he is ready to provide the hero with a new ship, a crew and a bunch of intelligence – if only he continued to save the Galaxy. Of course, in every cabin, a gift of Normandy – cameras and microphones, the crew is a sexot on a sexot, and the ship itself, having acquired artificial intelligence, carefully monitors everyone, coping well with the role of a big brother. But do we have a choice? Shepard owes a ghost life. He agrees to cooperation.
And again the map of the galaxy opens before us, and emergency cases appear again. It is necessary to dial a new combat team of superprofessions from scratch from scratch. It is necessary to track those who attack the colony, and put them hitin asses. Finally, it’s good to seal the planets in search of valuable minerals, money, weapons, experience and scientific data to prepare for future battles.
Special prospective
To begin with, let's conduct a small inventory of what we have, and compare with what was in Mass Effect.
- Commander Shepard – one thing. Was in the first part.
- Rightrs-Rostniki, ten. There were also, although not in such quantities.
- Star "Normandy". Again, put a checkmark.
- Battles, shooting, biotic skills, side tasks, conversations with partners “for life”, exotic dancers, love-carrots-all this was.
Logic suggests that Mass Effect 2 is only a new plot on an old basis. Isn't it like that?
Not at all.
Before us is a completely different game. Bioware developers, leaving the world visually the same (albeit more gloomy in tones), overhaul in Mass Effect 2 almost everything – the gameplay, rules, battles, equipment and even dialogs!
And right away, so as not to pull, the sad news. They took M35 MAKO. For good. This is quite sad, because Mako was beautiful both as a vehicle and as a weapon. We will forever remember this cute armored car, pokatushki on snow -covered or volcanic planets and jumping in the mountains of unexplored worlds.
These worlds, by the way, Bioware also turned into a tube and carried away. There are no more multi -kilometer expanses in Mass Effect, plains and mountains that could be driven by looking for ancient artifacts, abandoned laboratories and ambushes. We will not see any more landscapes, nor these heaven – star and cloud, with vague and planets hanging over the horizon.
The huge unexplored worlds were beautiful, but it is clear why they were stabbed: they were too large and empty and did not fit into the main gameplay. They are too spacious on them. After them, on the plot planets too cramped.
But along with them, cloned dungeons and laboratories, which were a real scourge of Mass Effect, disappeared from the game. It was still possible to believe in serial ships and buildings created according to one drawings, but the template caves puzzled greatly. Now you can forget about them with relief. Let every unexplored world is not kilometers of the mountains, but a compact quest, but no one is threatened with dejavu.
At the same time, planets not related to either the plot or side tasks have been excellent application. I don't know if the developers played the game " Space rangers 2: Dominators ", But the idea to turn each planet into a warehouse of valuable resources, clearly flew from somewhere from the other side. Now, having entered the orbit of a previously useless planet, the player can clean it of four rare elements, if there are such. For this, the developers even introduced a fuel system, which is spent on flights inside stellar accumulation and is purchased at special gas stations.
The search itself is a mini-game in which you need to drive a sight over the planet, looking for a field. An inexpensive drone is sent to the detected rich deposits (purchase in the capital's accumulation systems), and the reserves of the precious metals of Normandy will immediately replenish.
Found minerals in huge quantities are spent on scientific research – also instant. And, I must say right away, without science in Mass Effect 2 – no way! Have passed the times when you could buy everything in the world for money. Today, finances are not so important anymore. Of course, some newfangled cannon can now be found at the level, buy or get it as a reward. But without new technologies of improved damage, it will not be too useful. The end of things! Do not look for a super -bundle or megaskafandr. To become stronger, one must not only grow in the level, but also maintain science, increasing the damage of weapons of the necessary types. So now we no longer earn money for new things, but search for drawings and copy rare elements, cleansing one star cluster from them.
Down with philistinism
The irreconcilable struggle of Bioware with things led to the fact that the developers decided to abolish the duffel bag. The fuss with him was a tedious lesson in the original game. Finita! There are no more first -aid kits, omnigels, a bunch of identical guns and sets of armor, unnecessary improvements loaded on the team of bunch of rubbish and endless campaigns to merchants.
Varieties of armor and all kinds of modifications abolished completely. You no longer have to think which spacesuit on which humanoid will climb and what modification to hang on the next gun. If there is a desire, you can slightly change the individual parts of the armor personally Shepard, but there are mainly external changes. Five percent of health or shields back and forth will not decide anything, and there are not so many interesting modifications: unless the pockets for increasing ammunition will always be useful, and even a terrible duck helmet “Death Mask” will add effectiveness to negotiations. But the ability to paint a spacesuit in a pink speck or change the “home” suit for less formal is very pleasant.
The duffel bag that had gone into history led to a complete remake of arsenal. Weapons of only a couple of dozen weapons, and all are different in both effect and look (finally!). Having discovered a new type of gun, the player can distribute it through the catalog menu at least all the team members at least-if only their class would allow. You can change the type of charge with one click right in battle. Now this is not a modification of the gun itself, but the skill of the character. If the skill is well developed, the whole team immediately begins to shower the zombies with in with incendiary bullets or energy, if enemies are robots.
Of course, some guns are stronger than others, and, having mined the new “X-15 Windicator” machine, Shepard will no longer use the basic “Avenger”. But the power of the weapon is determined not only by the model. The character skills and the level of scientific progress on Normandy are important.
And if you carried cartridges?
The elimination of darkens and hunting for artifacts is far from all simplifications in the gameplay. For example, the question for soldiers and biotics: in the first part, Mass Effect did not annoy containers that you could not open the whole game due to “insufficient skill”? So, the developers realized and repented. Now Shepard, whoever he is, can break any program and bypass the electronic schemes of any safe with the help of two new, light, but very atmospheric mini-games.
Omnigel from the game completely disappeared. Grenades disappeared, and I, to tell them, in truth, is not a pity. Participants and treatment were also removed. Health is restored by itself, as the second energy region. The developers spared the medigel, but now he is not a first -aid kit, but consumables for "combat resurrection".
As you can see, the developers bite a lot from the bulky combat system. But they added ammunition. At first glance, this is a pretty dubious innovation. In the original Mass Effect, guns fired endlessly and could only overheat, chopping off for a few seconds. I had to monitor this, and it was necessary to deal with it, adding radiators to the trunks. Now, according to legend, the guns are cooled with the help of special small “thermal elements” – with each shot, heating heat into one of them, and then they are extracted and replaced by new. Accordingly, if there are no thermal elements, the gun does not shoot at all. This rule does not work for partners – they have an endless “thermoboezapas”.
There is only one lack of such a system: you can no longer fade from one place for half an hour – you need to choose stores for enemies. But the advantages of two. Firstly, Shepard will no longer be in front of a crowd of zombies with an automaton smoking from overheating. Secondly, he will be able to at the right time for a long time very dense continuous fire. Restriction one – the number of horns in the machine. In the battles with bosses, the developers completely throw us “ownerless” stores there and the soil, so you can also not worry about this.
Selected stores add ammunition at once by all weapons, which the protagonist has. Only the new “super -armed” class, which can only be used by Shepard, costs only. Its large guns require a separate type of ammunition, and they are quite rare at levels. Usually you have to save and cost only what Shepard came with.
And as a new concept of megapushka are not completely balanced. One is insanely powerful, but disposable. The other freezes enemies, but her charge quickly runs out. The grenade launcher is not bad, but you need to get into someone from it, which is not easy. Ideal option for all occasions – alien raading. It is easy to aim from it, he frying enemies well, and its expense of ammunition is very easy to control.
Love and hamsters
Imbalance with classes in Mass Effect 2. Shepard, whatever one may say, is the most convenient and profitable to be a soldier, and take engineers, biotic or soldiers with you on business according to the situation.
Of course, the developers have been fully simplified the role system, and now it is more easily easier to delve into it and figure out an order of magnitude. But at the same time, they gave the soldier a pretty fraudulent skill Slo-Mo. In a slow-down world, Shepard can run to the braking enemy through the entire room or demolish someone tagged with a tagged one, then to wait out the time of reloading the skill around the corner or box.
Fighters do not cause big problems in battle, especially if you chop them out of shelters, so that they do not climb forward. It is best to leave them the right to decide when to use technical or biotic skills – you can manually manage all this, but it is difficult in a dynamic battle. Nothing, however, prevents manually to teach partners to the right enemies – and there he himself will bend down or fly into the air, depending on who used what against him.
A dozen partners could become a big problem: how to choose two of them for another task, if biotic, fighters, and engineers are obviously more than you can take with you? How to choose those who will be near, cover their back and support a kind word?
The developers thought about this problem in time and made associates unequally interesting. Yes, everyone will have something to talk about with the commander, everyone has a good quest in reserve. But to highlight the favorites to the player will be quite easy.
The most wonderful satellite is Mordin, a brilliant scientist-salarian. He struck me from the very first seconds of our conversation with him and constantly surprised me later, not at all the same as I represented him at first. Other heroes and even Shepard heart affairs are not as interesting as conversations with a scientist in his laboratory.
Is it bad? No. Here we have a classic question about a glass, half complete. The best is the enemy of the good. These are not other characters worse than Mordin. They are good, just Mordin is the best!
But on it, of course, the light does not converge. Life on Normandy is in full swing! The scenes of jealousy on the ship, and the bitchiness of our passions are beautiful. On the unusual side, we will appear in front of us gray -haired Dr. Chakvas. The difficult relations of the Joker and Ship Artificial Intelligence have forced to smile more than once. Gorgeous flirting Shepard with his red -haired secretary on the bridge. The engineers are wonderful in the machine department, and if Shepard will look into the Kubrick, he will be able to join the vicissitudes of the life of an unknown family from the planet New Kanton.
At the planets and stations that we visit, will also have enough interesting characters, including old acquaintances. But here's a strange thing: of all of them, the most remembered the most episodic character-asari-detective from the planet Illum. That's who I would be happy to take the team. You will be at Illium – tell her hello.
The second act
On the way to another victory over the next enemy, Shepard will have to do a lot. We will visit the places that we have only heard about before – the planet of Kroganov Tuchanka, the wandering fleet quarian. We will meet many friends – some meetings will be joyful, others will be sad. And much of what was a secret in the history of the Galaxy and the role of the reapers in it will become obvious.
For the first time in my memory, the choice of the path of good or evil, light and darkness turned out to be so blurry and ambiguous. Typically, good in role -playing games is the best way to win friends, open additional plot lines, in a word – the best choice. And in Mass Effect, I, without special hesitation. There was still a little unnatural, elaborate, unreasonable.
And in Mass Effect 2, when an old friend asked to help him with the murder of the one who broke his life and fate, I did not have the strength to be “good” and let the victim run. When Krona, a once harsh warrior broken by the spirit, sits and whimpers on the floor – you will begin to exhort him, bring arguments or scream him to arouse the remnants of fighting valor? Finally, if the battle is inevitable – is it worth it to interrupt the verbal outpourings of enemies with a well -aimed shot to ensure the advantage in the fight? What to do in court: to present evidence justifying the accused friend, or to hide them, as he himself requires, risking to be expelled forever? Whether to save some, while destroying others? The choice here is real. And sometimes very difficult.
All this creates the mood and involves in the world. Game atmosphere … They often talk about it, and in role -playing games this is perhaps one of the most important things. The thing is very thin, ephemeral. Little things create it and kill little things too. She is like air. You go up to the mountains-he decreases a little, a little bit, but suddenly you feel-it is difficult to breathe. So, for example, a real trifle – a dreary voice of a voicing actor – can expel charm from the game.
The game atmosphere arrives a little bit. Dialogue there, a few words here. Buying fish for decorating the captain's cabin. Pisk hammer in a cage on a shelf. Aquarium with dead fish. Beautiful landscape or the correct camera angle in the game scene. Everything works on the atmosphere – the character’s face expression, and the naturalness of gestures, and the thoughtfulness of the dialogs … And even the actor who not just reads the phrase, but who knows how to increase his voice in the right place, fall asleep in the right place.
Fold together all these little things – and ready! Yes, this is a heroic story about the salvation of the Galaxy, the cosmo opera with the entourage, gone from literature and cinema … But suddenly you catch yourself on what you empathize with the heroes and think about how to help them.
This is sometimes very unexpected. And, I think, this is the highest praise that you can only imagine for a role -playing game.
If I forget something ..
I think everyone already knows that the main character – the commander Shepard – can be imported from the first part of Mass Effect. The levels gained, of course, will not be preserved (after all, the hero is collected almost from pieces for two years), but the tendency to good or evil will remain, and with it-all the decisions that Shepard made or made in the game.
You might think that these are just advertising slogans and the transfer of the hero does not affect anything. Well, seriously, what solutions could be there? The choice of an object of love? The choice before the explosion at the base where the crogans are grown? Moreover, during the final battle, the hero could affect the composition of the future council of the Citadel. It would seem a couple of options, a trifle.
If a pair of three … when importing a character from the first part, __ passesat least fifteen the results of the Mass Effect decisions. You probably already forgot about many of them, they seemed to you with insignificant trifles. But you will remember them only when you see their consequences in the second part of the trilogy.
So listen to the best advice that I can give you: if you have not played Mass Effect, be sure to go through the game before you take on the second. Even if you played, you should run over it again to remember everything and consciously make every decision.
And your Shepard will no longer be an abstract commander without a genus and tribe, but a hero who lived in this world, made affairs in him, gained a reputation and influenced the future of the galaxy.
• • •
Mass Effect 2 is a whole story, but at the same time its plot complements and develops the narrative of the first part. We change the world with our own hands and make decisions, the echoes of which will come to us only after years. Literally after years – in the final part of the trilogy, in Mass Effect 3.
We can only have patience and wait.
Verdict: Large guns incinery evil, and biotics scatter enemies left and right. The intermission was long, but the space opera continues, and Shepard and the team are again executing the main party.
[[Break]]
Basic concepts
The game Mass Effect 2 has retained the general style of the first part. Shepard with a team and crew of Normandy flies from accumulation to accumulation, from star to star and lands on planets and stations. There he performs tasks, plot and side, accumulates good, and then returns to Normandy. So the review of game concepts is better to start with the ship.
"Normandy"
Shepard's old star star starry was completely destroyed (this will happen literally before your eyes in the plot background). But the ghost connected the resources of his secret organization and built a completely new ship from a needle. In general terms, it looks like the same, but there are many modifications in it.
Captain cabin
The captain's cabin on the very top deck has become a new symbol of the position, merits and powers of Shepard. As you remember, in the first part of the game, he huddled on the lower decks in a rather unpretentious Kubrick, where even women are ashamed to bring (or men, if Shepard is female). Now everything is different. Muffled light, elegant furniture, music that can be changed to the mood – all this serves one goal: the convenience of the commander. Pay attention to the immodest double bed at a long breakdown. Take a look at the cabinet – here Shepard can change the “home” suit and spacesuit for yourself – in one menu you can choose the necessary elements of the armor from the list of available, and paint the spacesuit in funny colors to taste. At least pink to confuse enemies.
Along the left wall of the cabin is a huge aquarium. While it is empty, but on some planets Shepard in stores will be offered fish.
This is interesting: If the fish is not fed for a long time, they will die and they will have to be thrown into outer space. Look into the cabin more often. Do not rely on the secretary.
The glass showcase in front of the table is intended for ships models. Almost everyone is sold in stores. However, there will be trophy models, with honor obtained in battle.
On the table itself – a computer with a personal menu and a mailbox. Check the box more often. The ship will remind if something unread lies in the mail. Letters with advertising of all kinds of medicines “so that like a crog” and business proposals of exiled Salaric princes mercilessly throw it away.
The shelf above the table is designed for a cage with a hamster.
This is interesting: Shepard will not feed the hamster, but the animal does not give a damn about it. Perhaps this is a special hamster, on nuclear nutrition elements.
Bridge
A deck below the captain's cabin is a bridge. His appearance is quite familiar – a large hall of tactical information at the elevator, and ahead, behind a narrow corridor – a gateway and a pilot cabin, the kingdom of Joker (which he now shares with varying success with the ship's AI).
It’s not bad to stand over the soul of Joker, listen to his grunts or chat with him about this. However, the main events are still taking place in the tactical room.
The hologram depicting our galaxy is familiar to those who played the first part of Mass Effect. Here we travel and land on the planets. The main difference is one: now, moving between the stars of the same system, Normandy spends fuel, which must be replenished at a gas station. Usually it is in the same system as the gate for jumping between the accumulations of stars. Use the gates themselves and you can fly inside the systems without restrictions.
To the left of the hologram of the Galaxy – a personal captain terminal (the same as in the cabin). If unread letters are in Shepard’s box, the ship's AI (by the way, her name is Eddie) will remind them whenever you are nearby.
To the right of the hologram stands Kelly – a pretty red -haired girl. She is your secretary and part -time – a ship psychologist. Of course, she is also the head of the ghost, but what, in general, the difference is if the entire ship is made of microspheres (10% of alloys, 90% microphones).
Kelly will make a comment about each new detachment member. She will inform you if someone from the team or personally a ghost wants to talk with Shepard (however, I won’t reveal great secrets if I say that everyone will want to talk about the objects of the quests associated with them).
It is worth noting that Kelly sympathizes with Shepard and not mind with him to flinch. First – flirt. I’ll keep silent about other things ..
The deck does not end on the command room. On the left behind the bridge is an arsenal, where one of the members of the detachment lives and where Shepard can choose a weapon in advance with his team (you can do this later and right before landing).
And opposite the arsenal is a laboratory where the great and mighty Mordin Solus reigns. Here Shepard will do very important things: to produce scientific research, modifying weapons, shields, spacesuits, skills, engineering and biotic techniques, as well as the Normandy itself – but not earlier than Mordina gets to his squad.
For information: All improvements to the ship (except for medical and cosmetic) will only matter when Shepard decides to go to the final plot task.
There is a small communication room between the laboratory and the arsenal, it is a conference room. Here Shepard will communicate with the mysterious ghost, and here the detachment will gather in gatherings.
Residential deck
The place where the crew members of Normandy and some members of the Shepard detachment live are also familiar to the experiences. In the center is a dining room, she is a wardroom. A little at a distance wipes the ship's coca Gardner (part -time cleaner). Behind the door to the right is a medical compartment where Dr. Chakvas is idle. Please note that the honey is ending with another door. Behind her is found in the form of Eddie's iron cabinets, the ship's “Hal”.
For information: This door, like many others, will be closed to certain plot points (usually until a new member of the detachment is settled in the room). Not that these rooms have something super-secret, just Shepard has nothing to do there for the time being.
Opposite the Medotsek, in the cabin where Shepard used to live, a member of the detachment lives. Behind the narrow corridor in front on the residential deck – the rifle compartment (locked up for the time being). Even closer to the stern – a life support room (locked) and a common cuber (it is worthwhile to look into it in order to learn more about the family of ordinary Rolston).
To the right of the elevator – the observation room of the right side (originally closed).
It's sad: If you walk along the porthole in this room, it is easy to notice that behind it is not a cosmos, but a slightly inclined moving wall, upholstered by black velvet and strewn with flashing lights. The distance to her is about ten meters. The same parallax problem exists in the Joker pilot cabin.
The elevator itself has a new convenience, which has hitherto on Normandy is unprecedented: a toilet, and even divided into male and female halves.
This is interesting: If Shepard does not go to his toilet, the ship's AI gently reminds him or her about it. As you can see, surveillance of the crew at Normandy is carried out everywhere. This is especially annoying the Joker, I don't know why.
Engine room
Having left the elevator to the machine department, Shepard will immediately rest on the glass separating it from the hangar. Alas, there is no trace of "mako" in the hangar. In addition, he is not just locked, but remains like that (well, or almost all).
On the right side on the deck – warehouse. First he is locked, then the most unpretentious member of the detachment will cope with the housewarming.
This is interesting: Subsequently, not without the help of this character, Shepard will find out that the portholes in the warehouse are not strong enough.
Two cheerful engineers are on duty at the machine department itself. And under the stairs between the elevator and the machine compartment, between the frames and the pipes is another good, secluded place for living. After all, except for the crew and Shepard, the team can have up to a dozen heroes. Everyone needs a corner, and here you are no longer particularly collecting cabins – you have to live in the most unexpected places.
For information: Not only the members of the detachment, but also the crew of Normandy will find quests for Shepard. They will mainly be associated with the search and delivery of various things necessary on board.
Metals for science
Even money is not important in Mass Effect 2 as rare elements that Shepard will spend tons on scientific needs shortly after the start of the trip. We must be on the point of progress, especially since the study of technology does not take time at all – I bought, received, you use.
Of course, drawings are needed, of course, blue, which the commander with the words: “Perhaps this will come in handy!»He picks up in the game there and. But if you do not get rare elements, a formidable deficit will come very quickly: the drawings are a full cabinet, but Mordin cannot study them – there is not enough material.
Total types of resources for science four. The element of the most rare of all, is used for biotic needs. Irididius helps strengthen machine guns, heavy guns and machine guns. Platinum is needed for the study of shotgun, sniper technologies and medical equipment. Finally, Palladium is suitable for pistols, armor and engineering and oral sciences.
It was not that it was very important what for what. Evagow everything that Shepard will reach in any way, and there, if there are enough reserves for any study, Eddie will tell.
The main source of rare elements is all unexplored worlds. Going into the orbit of the planet, you will immediately find out whether it is rich in resources or not. It makes sense to look for values where the amount of metals is marked as “average” and above. The mini-game is not at all complicated: clamp the right mouse key and drive the sight on the surface of the planet. The deposit will be marked by sound signals that are different for each of the four elements, and lifting on the indicator. Finding a deposit (or two at once in one place), launch a probe there with the left mouse key. The case has been done – the planet is devastated in this place, the reserves of elements at Normandy were replenished. No need to dig, do not wait. Must be washed off and repeated. Когда месторождений станет так мало, что планета получит обозначение «бедной», сматываем удочки и ищем другую. For the convenience of the player, all visited planets are indicated, and the percentage is shown under the name of the system. Zero percent – not a single planet was visited. One hundred percent – you were already everywhere.
For information: You can and should even be searched and necessary for the planets on which anomalies (side quests) are found).
Cleaning planets from ores – a light, meditative lesson, resembling more space fishing. You just have to not forget to replenish fuel for flights between stars and probes of probes at space gas stations. There will not be a lot of money from Shepard for this – the prices at the gas stations are quite divine.
Advice: as soon as possible, examine the technology that accelerates ore mining.
Quiet digging ores is not the only way to replenish the scientific potential of Normandy. Side quests scattered in the form of anomalies on some planets (about one quest for two systems) will also give ore. Sometimes reserves of raw elements will simply come across you during the quest, and sometimes they will become the main award.
To go to such a quest, you need to find the planet, about which Eddie will say: “There is an anomaly there!"After that, the signal source is looking for ordinary" fishing ". The only difference is that you need to look not at the indicator on the right, but at a white strip on the "float" itself. It will lead you to a white point on the surface of the planet, and an illegible speech signal will sound clearly. Do not yawn here – start the probe there and press the "landing" button.
The third way to get resources is not to yawn on the sides in ordinary missions and select all containers with rare elements that come along the way.
And, since we have talked about things that lie badly ..
Break – do not build
In Mass Effect 2, no one else will have to swallow saliva, looking at the impregnable safes and protected computers. Anyone can break. For this, the developers created two mini-games.
“Iron” hacking of locks and safes is decorated in the form of a familiar game, training and memory: the player needs to, by bringing the mouse pointer to circles, look at the symbols, remember where, and then open them in pairs for a limited time. The error is punishable either tightly by a jammed lock, or a repeated attempt if the castle is plot (the configuration of the circles changes). The time to find pairs and connect them is usually quite enough (it can even be increased by finding and developing the desired technology).
The second game is “software” hack. The player must find a plot with a code on the screen for a limited time, repeating the provided sample. You can make a mistake a couple of times, but it’s better not to. You should also not get to the cells marked in red, – the firewall will work. At the same time, cells with the code gradually shift up, and sometimes you have to wait until the right it seems to be the right. And time goes on, and it is not always enough, so this mini-game is slightly more complicated.
Nobody is safe from defeat in both mini-games-you can also smear the mouse past the desired point-so I think I don’t need to explain how to use quick saving in hacking and quick loading.
"Let me kill"
Mass Effect had a very interesting karma system – instead of one indicator there were two independent ones – for “good” and “evil”. The hero could be at the same time as a villain – both branches had his advantages. Only no one loved neutrals only.
The system almost completely migrated to Mass Effect 2. The more good or bad deeds the hero performs, the stronger the blue and red indicators are filled. For one dialogue, you can get glasses of good and evil at once, but you should adhere to one line only in order to get the due buns and the opportunity to resolve difficult situations with the help of new branches of dialogs – Jedi -like, pacifying, exhorting and devilishly evil, aggressive, arrogant.
However, in Mass Effect 2, the developers introduced one unusual innovation into the system of dialogs – the ability to kill the interlocutor with a word or business. If during the pronunciation of the replica the opponent on the screen, the red or blue symbol of the mouse lights up, it is almost always worth pressing the corresponding key, and Shepard will not wait for the interlocutor to finish expressing his thought. Sometimes two characters light up at once, and then you have to choose.
The options for choosing become available when the hero himself “ripened” enough for them and delved into good or evil. What exactly will do by pressing the Commander button, completely and completely depends on the situation. “Good” interruption of dialogue is usually an attempt to prevent an unwanted denouement. Shepard rushes at a pistol with which his partner waving or makes peacekeeping speeches, appeals to the mind of those present, and then silently hugs the girl if she is about to fall into hysteria.
The "evil" interruption will be more interesting, and I advise them to use even those who are closer to Jedi methods. Shepard opens the fire while his enemy is ranting (sometimes with a mark with a phrase in the style of Bryusuillis heroes), rushes at an intractable character with threats, puts a pistol to different places – in general, he has fun. Sometimes shooting the first means getting rid of one of the enemies, or even avoid a fight at all. But isn't that true wisdom? Sith would be satisfied.
Role system
The role system in Mass Effect 2 has become just unrecognizable. And this is good news, because it was not the strongest part of the original. There are still six classes: soldiers, engineer, adept, scout, attack aircraft, guard. However, now they are recognized only in the most general terms. All medicine is eliminated. All the requirements for armor were removed-due to the lack of this armor in the game. The ability to break safes now does not depend on the class, and the type of ammunition, on the contrary, is tied to class abilities.
For information: Having got the necessary technologies, Shepard can “drop talents” for a certain price, remaking himself at his discretion – within the class, of course.
For each level, Shepard receives two “squad points” (in fact, talent glasses that can be decomposed by skills). Each skill has four ranks, and each requires the scores of the detachment according to their serial number. That is, for the first rank we pay one point, for the second – two, for the third – three, and for the last – four. The first rank of two key skills of each class is originally known.
Another important change was the specialization of each skill. Having reached the last level of skill and spending four points on it, Shepard immediately chooses one of two versions to taste.
For information: In the menu of creating a character’s face, the developers added a useful function – a code that makes it possible to easily exchange successful persons. Previously, for this, I had to manually write off the positions of the sliders and then reproduce them one at a time.
At the same time, it is worth considering that some class skills require not only the points of the detachment, but also the developed other skills. So, for example, a soldier cannot take a single rank of deafening ammunition if he does not develop an adrenaline emission to the second level. But if the second rank of adrenaline is taken, a deafening shot can be studied at least until it stops.
It is more difficult to matter with freezing ammunition. It requires a second rank of improving ammunition, and for him, in turn, the second rank of destructive. So if Shepard wants to get to freezing bullets, you will first have to spend six points of the detachment on settling and destruction.
For information: Having reached the necessary scientific technologies, Shepard can borrow the skill from his colleague if he was so penetrated by the commander that he was ready to teach him. So a soldier can discover the skill of an engineer or biotics. Another way to get additional skills is to go through the game and start a new.
Let's look at the new capabilities of Shepard (namely him, since the sets of their partners are very different).
Soldier (Soldier)
Can use: automatic machines, shotgun, sniper rifles, heavy pistols.
It would seem that it was possible to change in the class of a soldier? He could use all the weapons, but now the machine guns have been taken from him. The skills of engineers and biotic were inaccessible to him – now he can learn the skills of his partners. They took away the armor – okay, it’s even easier, especially since Shepard is the only team who can change parts of his own armor.
The most important change is the ability to develop the abilities of Neu, Max Payne and Protagonist F.E.A.R. Taking around the battlefield at the speed of a stung cheetah and hiding for the time of reloading skill behind the boxes, Shepard is notorious and fatal for enemies.
But about everything in order.
ADrenaline rush (adrenaline rush)
Requirement: no (the first rank is studied)
The main skill of the soldier. Five subjective seconds for half a slow time for five seconds of reloading (later – three). Useful on the verge of crooks. It is divided into two specializations: either the improved Shepard protection during the action of the skill, or even more inhibiting enemies.
A deafening shot (Concussive Shot)
Requirement: Exhaust adrenaline (second rank)
Knocks off with each rank growing with each rank. On the fourth rank, you can choose either an enemy flying away from the blow, or the effect that allows you to knock down several enemies at once.
Reload time – six seconds.
Destroying ammunition (Disruptor ammo)
Requirement: no (the first rank is studied)
Changes the type of ammunition for harmful electronics and shields. At first it destroys only protective fields, then begins to act on the nerves with cybernetic enemies, and then completely spoils the opponents of the weapon. Specialization: either a chance to blow up an enemy-robot, or destroying ammunition on weapons of both partners. The second option is just lovely. We turn on anti -kibernetic bullets at ourselves, they are also included in partners. The robots are not to do!
For information: reloading time of skills that change the type of ammunition is not. The player simply either turns on them or turns them off.
Incentiari ammo incendiary
Requirement: Destroying ammunition (second rank)
Adds the effect of fire to the weapon, which, of course, should be applied against organic purposes (electrosts are considered organic goals). Literally under the “fire”, the enemy can even panic, and his health will cease to regenerate (relevant for crowns enemy, who love to be treated behind the columns). Specialization: either fire ammunition for everyone, or the effect of mass hits – can set fire to enemies nearby with the aim.
Frozen ammunition (Cryo ammo)
Requirement: Incendiary ammunition (second rank)
Gives a chance to freeze the enemy in place for three to five seconds, depending on the rank. Specialization: either frosty bullets for the entire detachment, or an increased chance and duration of frost.
Combat Mastery (Combat)
Requirement: No
Increases health, weapon damage, sprint speed and a set of glasses of good or evil. At the fourth level, the soldier has two options – either get additional damage to the receptions, or increase their duration. Accelerated sprint and increased weapon damage are attached to both options.
For information: A similar “indefinite-useful” line of skills has every class. Just a set of improved parameters in them is different.
Engineer (Engineer)
Can use: Heavy pistols, submachine guns.
Engineer is an electronics specialist, but not a hacker, as before. He can collect and send a fighting drone to battle and copes well with robots. But with his weapon, as you can see, full seams. Even the machine guns are not available-you have to shoot off a submachine gun (it, by the way, is not even available to soldiers).
For information: Pistols with pistols, but consider that any Shepard – even an engineer, even an adept – knows how to use heavy guns. And sometimes they are like they can help out in battle!
Overload (overload)
Requirement: no (the first rank is studied)
The explosion is instant. Removes shields from enemies, destroys or temporarily immobilizes robots, can disable weapons – depending on the rank and share of good luck. The fourth rank is divided either by damage in the area, or to the chance to blow up the robot that has been overloaded. Reload time – six seconds.
For information: Explosion and settling can be used to undermine containers with explosive substances.
Incinrate
Requirement: Overload (second rank)
Throws plasma into the enemy. The fire explosion stops health regeneration, greatly damages the shields. It is divided into increased damage from the explosion or damage by area. Rebooting – six seconds.
Combat Drone (Combat)
Requirement: no (the first rank is studied)
Puts on a battle drone on the field, which for a couple of tens of seconds distracts enemies to the best of its strength, “tanes” for an engineer, can take off the enemy shields or stun for a short time if he is lucky. The drone appears next to the enemy and slowly moves around the field, reminding the ghostly version of the Jedi training ball in appearance.
On the fourth rank, you can learn either a drone that really inflicts damage to the energy shields, armor or the health of the enemy, or one that after destruction explodes like a grenade.
Rebooting skills – three seconds, but there can only be one drone on the battlefield.
Frosting (Cryo Blast)
Requirement: No
Freezing the target. Reloading – four and a half seconds. It is divided either by damage in the area, either a more powerful and long frost.
Hacking AI (AI Hacking)
Requirement: Freezing (second rank)
It turns an enemy-diode into a kind of “tank”-it not only becomes a “friend” and attacks other droids, but also acquires an enhanced shield. The skill is divided into either mass appeal to your side, or on improved tank.
Reload time – six seconds (slightly less than the effect of the effect).
Technical skill (Tech Mastery)
Requirement: No
Increases health, recharge time, study cost and speed of gaining good or evil glasses. On the fourth rank, an engineer can get either an enlarged effect and a reduced time for reloading skills, or a reduced time plus a longer effect of skills and in addition to an additional speed to a set of glasses of good or evil.
Adept (Adept)
Can use: Heavy pistols, submachine guns.
Adept – pure biotic. With the help of implants, he jugles enemies, throws small black holes in them and makes other funny things with enemies. Like the engineer, with his weapon – trouble.
Torn (Warp)
Requirement: no (the first rank is studied)
A blow to the enemy stopping the regeneration of health, spoiling armor and biotic shields. On a high rank “explodes” skills that are already acting on the enemy (singularity, attracting). Divided into damage by area or increased damage.
Rebooting – six seconds.
Throw (Throw)
Requirement: Torn (second rank)
Throws the enemy and causes him damage. Reloading – three seconds. On the fourth rank either discardes with increased strength, or acts on several enemies at once.
Singularity (Singularity)
Requirement: no (the first rank is studied)
It attracts the enemy to the small black sphere of the singularity, which acts like a mine hanging in the air and throws the enemy into the air open to all winds, forces and bullets. Reloading – four and a half seconds. The skill is divided into the possibility of holding several enemies around the hole, or on an enlarged radius.
Attracting (pull)
Requirement: Singolarity (second rank)
The action is similar, but there is no time to ensure that the sphere itself flows into the right place. The enemy simply flies into the air and is held there by the power of the mass effect. Reloading – three seconds. The skill is divided into a longer hold of one enemy in the air, or on the action in area.
Shockwave
Requirement: Attracting (second rank)
Before the biotic, the mass effect is thrown out, scattering enemies no matter where. On the fourth rank, the damage strip becomes either more powerful or wider.
Biotic Mastery)
Requirement: No
Increases health, the speed of set of glasses of good and evil, reduces the time of reloading skills. On the fourth rank, you can get a longer effect of skills plus reduced reloading time and an accelerated set of glasses of good and evil – or less reloading time and greater damage.
Intelligence
Can use: heavy pistols, submachine guns, sniper rifles.
Hybrid of an engineer and fighter. In addition to the usual set of weapons of “last hope”, can wear a sniper rifle (although warriors laugh at the capabilities of a rifle that is not reinforced by SLO-MO). The only class in the game that has the skill of secrecy.
Destroying ammunition (Disruptor ammo)
Requirement: no (the first rank is studied)
The first sign that the scout is more “sharpened” to the fight against droids is a similar to a military skill that is intended to combat electronics. Specialization is the same as the military skill.
Frozen ammunition (Cryo ammo)
Requirement: Destroying ammunition (second rank)
Similar to the military. The only difference between the skills that pure and hybrid classes have is the requirements for studying.
Tactical Cloak tactical
Requirement: no (the first rank is studied)
But this is a very interesting thing. It acts like this: at will, the scout becomes completely invisible to enemies (for the player he turns into a beautiful transparent transparent figure a la predator). Invisibility is valid for six seconds, and the reload time after the shield is removed, approximately the same. That is, the principle is the same as with the military SLO-MO: half the time we use the effect, half the time we’re sitting somewhere. But there is a drawback – if you shoot under the cover of the shield, it flies earlier. But, hiding behind the camouflage, the scout inflicts more damage (this is especially useful in the battle if we have a sniper rifle).
Invisibility is divided into two specializations: either it works longer, or Shepard is more damaged from under it.
Incinrate
Requirement: Tactical camouflage (second rank)
Similarly to engineering skill – the difference is only in the requirement for studying.
Hacking AI (AI Hacking)
Requirement: Hurring (second rank)
Similarly to engineering skill – the difference is only in the requirement for studying.
Detective (Operative)
Requirement: No
Another class skill. Increases health, weapon damage, reduces the time of reloading skills. On the fourth rank, the scout has a choice. The first option: to increase the damage damage in a sniper sight and add power to skills. The second option is to reduce the time of reloading, increase the duration of the action of skills and become a great master in the knowledge of good and evil.
Assault (vanguard)
Can use: heavy pistols, pistols, machine guns, shotgun.
The hybrid of the warrior and the adherent turned out to be very unusual in the game. Only he has a unique skill that turns him into a living shell. Cutting into the enemy with all the dope, the attack aircraft unpacks engineering and biomatic skills and takes out a shotgun.
Incentiari ammo incendiary
Requirement: no (the first rank is studied)
The skill is similar to military. This means, among other things, that with a biotic, the whole team can burn enemies with bullets, like napalm.
Frozen ammunition (Cryo ammo)
Requirement: Incendiary ammunition (second rank)
To learn how to freeze, we must learn to burn. The skill goes well with a powerful jerk – they crashed, froze everyone around, shot. Similarly to military skill.
Jerk
Requirement: no (the first rank is studied)
And here is our jerk! Madness of strength and rage. Shepard turns himself into a bioenergy cocoon and crashes into enemies with great force, almost ignoring the obstacles.
Range – forty meters, reloading time – six seconds. The power of the shield is almost doubled (for the dead disposable attack aircraft does not go to play basketball). On the fourth rank, the skill is bifurcated. Shepard either crashes into an enemy with the power of a steam locomotive, while slowing down a little time around, or increases the size of his power cocoon, scattering enemies for a larger area.
Shockwave
Requirement: Jerk (second rank)
Skill similarly to what adherents use. It is good to crash into enemies, scatter them like a domino, and then print in a shock so that they do not get up longer.
Attracting (pull)
Requirement: Shock wave (second rank)
The same as the adherents. It goes well with a jerk: they crashed, threw the enemy into the air, moved away – they crashed again. Rinse, repeat.
Assault Mastery
Requirement: No
Skill that enhances attack aircraft in general. Adds health, increases weapons damage, reduces the time of reloading skills and, in addition, makes a set of glats of good or evil easier. On the fourth rank, the attack aircraft has two options – either to increase the damage of weapons and skills, or reduce the time of reloading skills, add the time of action and more persistently master the skills of good and evil.
Sentinel (Sentinel)
Can use: Heavy pistols, submachine guns.
In the original game, the guard was a doctor. Now the doctors are abolished, the characters are treated themselves, so that now the guards are a hybrid of engineers and adherents, although in old memory they strengthen their own armor.
Throw (Throw)
Requirement: no (the first rank is studied)
Biotic skill. Throws the enemy against the wall, according to the instructions.
Torn (Warp)
Requirement: Throw (second rank)
Another biotic skill. Acts in the same way as that of an ordinary adherent.
Technical armor (Tech Armor)
Requirement: no (the first rank is studied)
But this is a very unusual thing. Firstly, this is really an additional charge of shields, which is not so easy to remove-it is almost twice as powerful than usual. But one property makes it doubly useful: when the shield completely loses the charge, it explodes, scattering enemies around. The time of reloading the skill is twelve seconds, and the shield hangs until it is fully spent. It explodes within a radius of a dozen meters. Clear business, while the ranks of enemies will come to some confusion.
It’s a pity that besides this shield, the guard has nothing more interesting in reserve.
Overload (overload)
Requirement: Technical armor (second rank)
Engineering skill. Acts similarly.
Frosting (Cryo Blast)
Requirement: Overload (second rank)
Engineering skill. Acts similarly.
Defender (Defender)
Requirement: No
Class skill. Nothing unusual: adds health, reduces the time of reloading the shields, accelerates the set of glasses of good and evil. At the fourth rank, commitment to ideals can be increasingly increased by reducing the time of reloading skills – or to add damage to skills and again reduce the reload time.
Tactics
The battle style in Mass Effect 2 has changed a lot. The battles became faster, more energetic, more intensively. If earlier the challenge of the detachment menu was a common thing, now the pause in battle is very interfering – the rhythm is lost, comfort is leaving. It is good that you can (and it is necessary as soon as possible) hang eight skills on your favorite hot keys – both Shepard skills and those that its partners possess. The preparation for the battle itself became hasty and crumpled – to plant partners in shelters, dive itself by the box, and the fun of.
The player and his partners can take into battle one gun of each of the available types. Can only be changed on the ship. Very rarely at the level there are special weapons cabinets, allowing, if desired, to change the arsenal "in the field".
The weapon in the game was distributed from the roles something like this:
Pistols – A good option for a well -aimed shooting of enemies. Advantages – they are always at hand, they have decent damage. There are two shortcomings – bullets do not fly very quickly (it is inconvenient to aim), and there are enough coolants for a short time.
For information: Cooling elements, although universal ammunition, are consumed separately for each type of weapon. This means that if ammunition ends to the gun, you can switch to the machine, and so on. However, when Shepard selects shops with cooling elements, they are added to all weapons immediately, where the “cartridges” are not enough before the maximum.
Automatic machines – Beautiful balanced weapon, affordable, alas, only soldiers. Those samples that shoot in short bursts of three are especially good. Ammunition can be taken a lot for them, the density of fire, accuracy – you can’t do anything.
Submissions pistols – machine guns "for the poor". Their parameters are reduced, but you can fight off enemies with their help with sin in half, and the developers allowed to take ammunition for them enough.
Sniper rifles – a specific weapon, which in itself is not very useful in an active high -speed battle. However, soldiers with their slowdown and scouts with their invisibility make sniper rifles a very effective means of fighting. In addition to conventional rifles, the game has reinforced (power is balanced by the fact that you can keep only a dozen “cartridges” with you) and weakened, but multi -charged versions.
Shotgun Not very convenient. Their damage is not strong enough to compensate for low accuracy and difficulties with reloading in close combat. However, when crowds of zombies climb on the heroes, shotguns are no worse than a machine gun. And, of course, it is well suited for attack aircraft, which are designed in their class for the battle of “face to face” with the enemy.
Superweapon – The thing is interesting, but not always useful. Why, one wonders, you need a gun with the effect of a small nuclear bomb if it is discharged after the first shot? Is the frozen gun too pretentious for effective use? Is it not too high demands on the player's accuracy in battle? The rocket lactomet is more fun – its missiles can be allowed in almost bursts, and they themselves find the target, leading to enemies. The most useful type of super -arrangement is an alien raam. He sent him to the enemy, turned it on, and is ready. And if the enemy ran somewhere to the side, just shift the beam. To incinerate everyone, and no one will leave offended.
The obvious drawback of all heavy guns are problems with ammunition. The developers are so directly and say: since there are few ammunition, take care of them until the most dangerous points. But just as in advance, without passing at hand, to find out whether this most dangerous moment will be ahead or not?
You can predict the battle in Mass Effect 2, and often do it quite easy. The rule is: if the boxes are neatly laid out along the corridor, then the developers are preparing a battle, during which they will need to hide behind these shelters. And if you are lured to an open area on which there are a lot of these shelters, then you must be prepared to grab a heavy gun and fight off the bosses.
Advice: You can still navigate … preservations. If the F5 press in the corner of the screen does not appear a quick conservation symbol, then the enemies are somewhere nearby.
The new Shepard is no longer striving to stick to any wall and dives into a shelter only on command. This is good news. The absence of grenades is also positive news. I will say right away, there are a lot of such news. For example, in the game there are no more protective missile droids (and generally stationary protection). We are no longer fighting crowds of Krogans, so you can not be afraid of their rinored habits.
The remaining rules of the battle are close to the fact that we were in the original Mass Effect: we hold on in shelter, shoot aiming if possible, in case of great problems, we move to pre -prepared positions.
Partners often strive to run out in the heat of battle in the open space, or even to go to the corridors somewhere into the distance and die there. At the beginning of each battle, tell them where to hide. If, having shot into the distance, your partners suddenly left the shelters and headed for you, then there are no enemies nearby and the battle ended.
Feel free to sometimes directly tell partners who to attack. Concentrated fire can make miracles. Carefully follow the color of the enemy health strips. Red strip is health itself. Make it to zero, and the enemy will die. The yellow strip is armor. It must be reduced to zero ammunition and skills that eliminate this very armor. Finally, the blue strip is a protective field. There are funds against him too. Remember that now you can easily change the type of ammunition – and not only at yourself, but also at once the whole group. We went to battle with robots – we shoot electricpools. And crawled out of the corner of the zombies-water them with fire rain!
[[Break]]
Passage
In those days, the hearts were courageous, and the bets were high, men were real men, women – real women, and small fluffs from Alpha Centaurus – small fluffs from alpha centaur.
Douglas Adams, "Hitchhiking in the Galaxy"
It's time to go on a campaign on the plot of Mass Effect 2 – from the first timid steps of the commander Shepard for the decks of space stations to the final battles with vile buzzing alien villains! This leadership covers the whole game, namely:
- Plot tasks;
- Side missions of all planets;
- Tasks on "unexplored planets";
- Quests from ten comrades -in -arms in the combat detachment and even from some ordinary crew members.
Ready? Then forward, to new victories!
The story begins with nothing foreshadowing the campaign among distant systems. Politicians frightened by the prophecies sent Shepard to the outskirts under the pretext of fighting the Geta.
However, it will reveal the camouflage of our frigate, and then it will cut it into pieces not at all a ship's ship, but a cruiser of the mysterious race of collectors. Normandy is no longer saved, but the Joker refuses to leave the wheelhouse. And then Shepard comes into business.
To help the Joker, you need to go through the burning corridor, go through the Diafragma door into outer space and, looking at the planet hanging over your head along the way, get to the cutting. The pilot is saved, but the explosion drops the commander Shepard from the wreckage of the ship towards the unknown planet. The death is inevitable!
This is interesting: Try, starting the game, not touch the screen with red clouds for a couple of minutes and see what will happen.
Operation "Lazar"
– Yes, quit you sulk, private. Really you really started a squabble because you were revived?
– So it is. According to military laws, even a simple soldier has rights.
P. Shekly, "The right to death"
For two years it took the secret laboratory of the Cerberus secret to restore the commander from … what was left of him. In the meantime, scientists lead the last gloss on the risen Shepard, you can choose a class, name and appearance of a new character.
After a quick acquaintance with Miranda and an unknown bald subject of Shepard, they will be sent to training with a battle. The space station-laboratory was attacked, and Shepard needs to urgently move into the evacuation zone, despite the not-so-heated wounds.
So, having risen from the operating table, the commander under the wise leadership of Miranda’s already familiar to him will take a pistol from the box. He will find cartridges (or, strictly speaking, thermo -elements for cooling) behind the door after hiding from the explosion that knocked out this very door.
After that, we will be taught to jump over obstacles and collide with the first enemy – enraged medical droid. Behind the bend you will have to deal with a few more droids. Look at the warehouse and move on.
We will be shown the first sample of heavy weapons and teach them how to use it. Then, going down on the platform, Shepard will have to use a sprint to run through a stream of fire.
When the connection with Miranda disappears, look into the room with crawling robots to find out a little details about the resurrection of the commander and the technology that were used. Apparently, a certain Wilson, a colleague of Miranda, has long been breathing unevenly to her, but he is unreasonably jealous of the still deceased Shepard.
By the way: Do you forget to read all the magazines, break all the safe and computers along the way? I'm sure you don't forget.
The meeting with Jacob Taylor will be crumpled, but something about the station, Miranda and about our resurrection, the Negro will tell us. After that, the training will continue: droids will be revived until Shepard gives Jacob an order to use biotic ability. Only after that you can move on to the alleged location of Miranda. After a couple of meetings with droids, you will fall over on the third survivor – Wilson, the very suspicious character that you saw next to Miranda during the first, unsuccessful attempt to revive.
In order for Wilson to speak, it is necessary to execute another training point – take a medigel and apply the skill “Unity”. Jacob will suspect a traitor in Wilson, but for lack of evidence, she will tell Shepard that the hexagonal sign of Cerberus is everywhere – not just like that.
When robots burst into the room, you will be offered to undermine the boxes in the center of the room. After that, there is a battle in a more or less open space, where well -aimed shots from afar will be very useful.
When the robots in the room ends, the door will lead you to Miranda. After the scene and dialogue, Shepard will be safely evacuated from the laboratory.
For information: At this place you will be given the opportunity to independently determine who will be the main in the Citadel Council: Anderson or Udina. The choice will be provided anyway – even if Shepard was imported from Mass Effect.
Colony "Progress Freedom"
– You are three, by chance, do not want to become members of my new space team?
– New? And what happened to the old?
– Oh, these poor people … no matter. It is important that I need a new space team. Someone is interested?
"Futurama"
At the station, no one will be interested in Shepard until he talks to the head of Cerberus, a mysterious ghost. We go to the "negotiation"!
For information: On the way to the "negotiation" you can choose clothes and bloom the spacesuit to taste. The choice of the details of the spacesuit is still very scarce, but this disgrace will last only until the first visit to stores.
The ghost will not appear personally, but in his holographic hypostasis will tell us what is happening in the galaxy.
Remote human colonies began to disappear. The case smells of reapers, but the advice of the citadel, as usual, sticks his head in the sand and blames with pirates and bandits in everything. In this situation, the hero must understand the symbol! And he, she, Shepard!
The last was the colony "Progress Freedom". It is worth going there and inspect everything in place, look for evidence and survivors.
Advice: In this mission, you have to fight with robots, so take this into account when choosing when increasing the level of skill.
Before going, you will have to talk with Miranda and Jacob.
• • •
Not a colony, but just some kind of "Maria Chelesta". Everything is intact, but around – not a soul. There are no traces of the battle, and even breakfasts are incredible.
For information: I will not remind you that every safe and lock along the way must be opened, every computer should be hacked, and the ownerless resources should be assigned. Then only new types of weapons and drawings for future research will be especially noted.
The colony is really empty, and only lonely guard droids are sad at night. But a group of quarods, cuckling in one of the containers, will incur Shepard and partners suspicions. Fortunately, Tali'zore, our old acquaintance, will settled the conflict and tells what the matter is: the quarrians flew to visit one of their pilgrims, named Vitor, and even found him, but they could not break through to him – the poor fellow was sleeping and surrounded by military droids. A proposal to try to storm the witness shelter together. So we will do it.
When guard droids fly over Shepard’s heads and colleagues, you should be alert and wait for a fierce shelling behind the next container house. Keep your colleagues in shelters. Having lost the protective field, hide in the shelter yourself. The most dangerous thing is droids with missiles. Their weakness is that when shooting they do not move.
On the stairs do not rush to jump out into the open space: droids shoot aptly. Use biotic "overload" primarily on missile droids.
For information: It is not necessary for partners to see your goal. They can use biotic skills “around the corner”, blindly, on the tip of Shepard.
Place your partners on the left and right in front of a large door. The first difficult fight with a large combat droid is ahead.
It is necessary to remove its shields as soon as possible, applying all biotic skills that will be at hand. The fire of the droid leads dense and sheparts with partners removes instantly. Do not rely on shelters too much – many boxes on the site are marked with a symbol of destruction, and indeed, they are easy to demolish. May this property not take you by surprise.
In one of the containers on the square, our witness will be found – Mad Quarian Vitor. Due to the unsanitary hole in the spacesuit, he fell ill and deliberate, without reacting to Shepard. Here you will have the first opportunity to interrupt the character’s speech in the game – in a good or bad way, depending on what Shepard is strong in.
One way or another, the quarial will wake up and show his notes. The inhabitants of the colony were really abducted, and they made this collectors, a mysterious and little -known insect -shaped race. Their miniature robots-zhuki pre-loaded all people in the stasis field-this explains that not a single colony did not resist.
Before returning to the Cerberus station, it remains only to make the last moral choice: either to meet the tali and give the patient a quariant to relatives, or take it with him – for experiments.
"Normandy"
– This is a desktop, it is a desktop, and this is an intergalactic spaceship. And here I keep different wiring!
– Real spaceship?
– I built it myself. Now I will show what postings I used!
"Futurama"
Ghost will tell Shepard a couple of interesting things about collectors. He will also give a list of the best of the best fighters of the entire galaxy, which it would be very nice to see in the team. He will note one of them especially – Professor Mordin Solus. We need a salary scientist for research and to develop a countermeasure against stasis-iv collectors.
And then you will be met by an old acquaintance – pilot Joker. He leads Shepard to a new ship built by Cerberus personally for the commander. The ship will traditionally be called Normandy.
We have to get acquainted with the frigate and its crew. First, Shepard will be presented to Eddie's ship artificial intelligence, and then the personal secretary of the commander, red -haired Kelly. After that, Shepard will be given freedom of movement, and he will be able to personally sniff the corners of the new ship. First of all, you should go to the bridge to the Joker to talk to him and Eddie.
This is interesting: Try to visit the Joker after each mission. It is not necessary to talk to him – just stand next to him and listen to his stream of consciousness, sometimes very funny and "Easter".
Take a look at Jacob in Arsenal. After the examination of the whole deck, you can go up to the Captain’s cabin on the elevator, although there is nothing to do there, except to visit the personal commander Galuy.
Below, on a residential deck, on the contrary, there is something to do.
This is interesting: The elevator on the residential deck has an interesting update – toilets. If Shepard does not go to the toilet of his gender, Eddi gently reminds this. Alas, nothing can be done there – even wash your hands. Perhaps that is why no one uses it. Never in the game the general galloon will not be busy.
Many rooms in the plot are locked up so far. However, Shepard can go to the Med block and talk with an old friend, Dr. Chakvas. She puzzles him with a mini-quest to search for a bottle of Brandy-in return for the one that scattered into dust with the nurse on the old Normandy.
In the dining room, sergeant Gardner, a cook-sautter, will complain about army diets, from which nothing delicious cannot be made. He will ask you to get decent products for the team (they can be found in the citadel markets).
This is interesting: In Kubrick, two crew members are discussing a certain family unknown to you with a colony, which is at risk of attacking collectors. Shepard cannot intervene in the conversation, but he should look into Kubrick after each mission to keep abreast of what is happening to this family.
There is also little things on the lowest deck – except to look at the hangar and not see “Mako” there. Instead, a strange -looking landing bot, which in flight, is most reminiscent of a horse galloping backwards.
Two funny engineers are on duty in the motor compartment – Daniels and Donelli. They will ask to get rare details for them that would facilitate the maintenance of Normandy.
Citadel
– Frau Marta, we have a trouble: Baron is resurrected! There will be troubles!
H/f "The same Munchausen"
Soon after Shepard begins to show up in public, he will receive a letter from the citadel. Our old acquaintance Anderson wants to see us in the flesh. There are no quests, except for “grocery”, there is no plot (there will be no plot at all), but you need to look at the station, if only for the sake of local stores.
Having landed, listen to the gunsmith explaining to the soldiers the foundations of Newtonian battle in space. At the entrance, the Turian guard will declare to Shepard that he is dead, and will send to "come to life" at Haley commander. The commander will solve the problem (how – choose you) and offer to talk with the consul.
Talk with a holographic guide. He will tell you how things are at the station now, two years after the attack.
You are at 27. Around is full of shops where you can knock out a discount-in a good way or with a scandal. Next to the gifts of gifts, deeds of Sanassi, two Kogans argue whether there are fish in the Presidium Presidium pools. At the pillar on the opposite side of the square, you can listen to individually configured advertising (“Shepard, you have died a long time ago. Would you like to purchase the bombs and coffins at a discount?")
In the cafe of Zakera, you can buy two historical novels and products for the cook "Normandy".
Go up the stairs to level 28. There is a lot of interesting things here too. Etarn Tiron sells drawings. The seller of games praises his goods. From his words, the Galaxy of Fantasies, based on Turian mythology, is now popular now. 11 billion humanoids play it.
At the far end of the hall, you are in wait for a familiar journalist. Give her an interview if there is a desire.
Behind double doors at the same level-the Bar "Dark Star", cozy and not as aggressive-outrageous as the aria institution on "Omega". Try to ask Barten for the news for the laughter.
There is a Turinian near the wall, which you can ask about fish in reservoirs. Submit the information received to arguing crogans. You can, however, lie.
Now it remains only to go down to two levels, to the floor 26. There you will immediately find a mess: a kind of Volus accuses the quarriage of theft of a credit card, it is unlocking, and the security officer is trying to figure out the case. Shepard can intervene. The fate of a credit card will be found out after visiting the Slarian Marab store. Return to the Voltus and explain to him exactly what he is wrong.
Opposite the store, Maraba Asari Kian Louoros will sell you a couple more good things. You can’t do anything else here, so you just have to go to the Presidium and talk with Anderson, with the Uduna (and with the advice of the citadel if he survived in the battle with the “ruler”).
After that, you can return to Normandy and rake a mailbox overwhelmed with letters.
• • •
Since we are a passion as a scientist in the team, we will choose the omega station with the first visit, a semi -bank freesty based on an old asteroid ore station. The professor and the mysterious archangel live here, which we should also hire.
Let's start with the professor, since the Normandy laboratory is idle without him.
Omega: Mordin Solus
– We are to you, professor, – and here's what case!
-You are in vain, gentlemen, go without galosh: firstly, you will catch a cold, and secondly, you will inherit me on carpets.
M. Bulgakov, "Dog heart"
After the scene, in which it turns out that even two years as a dead Shepard still enjoys some authority with the bandits, he will be sent to the Aria T’Loac, the hostess of the entire station.
In the main square, the entrance to the Club "Postmerty" is very highlighted. If you want, listen to the conversation of a person and a bouncer-alcor. Pay attention to the silent Turian with weapons. This is Captain Gevorn, a thunderstorm of local aliens-warriors.
This is interesting: Radio at the station will give Shepard the opportunity to learn about the news over the past couple of years and what problems the galaxy is now worried.
Go to the club. You will be silent silently and not even look at the weapon. In the dark corridor on Shepard, a barrel of criminally looking Batarian will ride a barrel. We have a moral choice, but pretty one-sided. You can threaten the hooligans relaxed, kindly, or sharply, viciously-but the essence in both cases is one: Shepard explains to the Batarians that they, having run into him, made a mistake.
The club itself is noisy, spacious, beautiful. Music plays, asari dancing at poles. Drink local drinks. Do not forget to buy brandy for Dr. Chakvas.
Aria's guards T’Loac will try to search Shepard. You can promise them to push the scanner for the sake of a joke, where the sun does not shine (if Shepard is quite evil). This will have an aria, but you will have to go through the scan – you never know who could pretend to be Shepard.
Aria – "Cross Mother" of the whole "omega". Talking to her is interesting. She shows a little, but tells what she knows about the professor and the archangel.
- Dr. Mordin Solus is trying to save the victims of the epidemic of unknown deadly disease at the lower residential levels of Omega. There is quarantine.
- The archangel so angry with local bandits that the three largest gangs united and are trying to pick it out of his shelter. The defense of the Archangel holds such that the bandits arranged an additional set of volunteers, Sulia generous fee.
We are still interested in Dr. Mordin. But before going to him in a quarantine zone, it is worth examining the entire Omega.
Later, the GREZZ security guard, standing at the stairs leading to the Lodge of Aria, will offer you a task. The mercenaries of the "Bloody Pack" decided to arrange an attempt on the patriarch. They must be stopped. The problem is that the Patriarch himself does not really want to protect Shepard. However, he can be persuaded to accept help.
The mercenaries themselves – a couple of Krogan – are waiting for you outside the door (to the left of the Patriarch's room). Talk to him, and then return to Aria for the award.
Get down to the bottom level of the club. Perhaps you will meet an old friend, Helena Blake – it depends on how you parted with her in the first part of Mass Effect.
Once below, Shepard can appreciate the dancer near. Assari -wriggling on the table, although he smiles at the tips, is silent like a fish. Go down to the nook and talk with the crown nicknamed Patriarch. He was once the leader of the Omega. Aria overthrew him, greatly crippled in battle personally, but left him alive as a warning to everyone. We will meet with the patriarch, and now it's time to drink at the bar opposite the door.
View of the bartender-Batarian is unfriendly, and the drink will have a strange effect on Shepard. They will tell us that the bartender is not the first time to poison people, taking revenge on them for what they did with him in the distant pirate past. Shepard is the first to survive. It seems that very soon one bartender is very unlucky. Remember the corridor in which you woke up. Go to the bartender and deal with it as you think it is necessary. Both paths – both good and bad – end in the death of a bad batyrian.
Return to the corridor that you remember a couple of lines above. Strange creatures “grumbling”, as if that of an alien encyclopedia have come down from the pages, either bandits, or savages, in a word, pests. On the corner of Shepard's corridor will catch one of the grumbling and say a couple of warm words about Captain Gevorn. If you want, return to the captain – he will tell you about who the grunts are and how they harm honest humanoids.
Around the corner – a shop of a young junk man, a queen of Kenna. The guy has a serious problem-he was stuck on Omega without money, and the business is extremely bad, since a local electric merchant named Harrrot forbids him to reduce prices. Before us is a simple moral choice. You can foil Kenna's money to return to the wandering fleet. You can put it on Harrot merchant so that he does not mole up to the guy, or offer him to completely take away the store from the poor fellow. In any case, do not forget to take a look at what the junk has for sale.
Above the stairs – market. To the left – the entrance to the hall for important people, where we have no move. So far, we are interested in local merchants and their assortment.
Before you go to the quarantine zone, look at the crazy Batarian Prophet, proclaiming the close end of the world and announcing people with an infection on the body of the galaxy. He has his own reasons, since the mysterious disease that struck the lower floors mysteriously kills all races, except people and grumbling. And since few people believe that grunts are able to create such a biological weapon, of course, everyone is askance at people. We need to check what is the matter.
To convince the guard to let Shepard go into the quarantine zone will be easy.
• • •
Having searched the nooks behind the boxes, move along the corridor to the barricades. The guards who jumped out of the shelter will not shoot – they were warned that Shepard was coming.
Ahead are signs of desolation and a dying batyrian, welcoming you with the words: “You not only let the plague into us, but you will also be looting, without waiting for us to die when we die?»Poor can help if there are sprouts of good in Shepard's soul. However, if you want to save a batyrian, act quickly.
On the left is the door to the warehouse where the batrians are locked a few days ago. They are dead, and their diaries lead to jaccob longing. On the right side of the corridor – an apartment blocked outside. Again the body, again a gloomy diary.
And then we will find a battle, rather unpleasant. The easiest way to go to the sniper. Put the partners in the shelter at the door in the apartment, and score the bandits yourself, retreat and keep on the sight the exit to the hall. A flickering bandit receives a bullet in the forehead. Reliable and safe.
Do not forget to climb the stairs on the left to the balcony and collect valuable things. Barricade go to the right. Look into the apartment where people lurked, unsuccessfully fearing Batarian terror. They can promise protection.
Immediately behind the barricade – drawings for the machine gun, which in the future give increased damage. Grab them – there will be something to study in the laboratory.
The next battle will also be difficult. This is the case: Batarian bandits in these quarters strongly squeezed grumbling. In general, they are not equal to the bandits, but the epidemic greatly shifted the balance of power. Before your eyes, the "Blue Sun" fights off from grunts and wars. The main rule is not to stick out (unless, of course, you play a “protruding” class). Climb the balcony up the stairs, where the review is better. Try to help the bandits first without attracting attention. And then fight off from grumbling, since the bandits will not last long.
Advice: If the enemy is somewhere nearby, but you are not sure where exactly, look at where your partners aim. They are able to smell the enemies through many walls.
Try to shoot a grunt from afar. Hide your partners. Do not let the flamethrowers close. If necessary, jump out of cartridges in the middle of the room and run back.
A pair of looters is operating in the apartment on the left. Here the developers stored a rather entertaining moral dilemma. Looting is bad, and a good Shepard seems to be suppressed. But in the quarters where aliens are scorched in people, whether Shepard should shoot at the representatives of their race? Moroders reason quite convincingly: “Then, then, the apartments will be cleaned by grumbling, but we are at least some good …” Yes, and Shepard himself, we will be honest, it was always the same maraudom.
At the end of the area around the corner is the Mordin hospital, full of patients and recovering aliens. Listen to the negotiations of the doctor on intercom. They will, to some extent, will prepare you for a meeting with the professor himself-a brilliant doctor, an inquisitive scientist, a cold-blooded killer and a former fighter of the Salarian special forces.
After a conversation with Mordin Solus, Shepard will have two new tasks. Firstly, you need to penetrate the ventilation control center. Grinking her turned off, and the whole quarter is threatened with suffocation. If they repel them of the ventilation control center and with its help spray the antidote, epidemic end.
Secondly, you need to find a person, a student of Mordin, who went with the medicine in quarters, but disappeared.
The doctor will open a locked door for Shepard and give an improved gun. In addition, it is worth shaving the hospital for useful things and technologies, among which is an increase in the amount of wearable medigel.
Once in the hall with columns, quickly find the shelter. The battle will be long. At first the enemies will trample from behind the door to the right, then from the stairs to the left.
In the next large hall, grunts will fade from shelters rockets. Eliminate them, take a position on the balcony and destroy the enemies, taking advantage of the height.
There is a student of Mordin in one of the locked doors. He is still alive, but a group of Batarian bandits wants him to lynch for the suspicious substances that he carried with him. Shepard will have the opportunity to show his qualities – good or bad.
And then, at the entrance to the ventilation control center, grumbling in a flash admit that they work for collectors, who created the plague. Immediately after sincere recognition, the battle will begin.
It is very dangerous to be in the open space: literally after each of your sneeza, a horde of enemies pours out from somewhere. The worst of all those who let rockets from balconies. Eliminate them first. Powerful columns will be protected to some extent-try not to go far from them.
After the first battle, hide their partners behind the nearest columns, and try to start the ventilation system from the remote control. The enemies that appeared will be slightly puzzled by the fact that the player at one end of the hall, and his partners in the other.
Now you need to turn on two generators – outside the doors in the left and right corners of the hall. In no case do not go forward at random. Hide your partners, and carefully, move to the door and do not hesitate to retreat, luring the enemies under cross fire. Remember that you will have to fight not only on the way to each generator, but also on the way back – and there is also extreme caution there too.
When the medicine enters the ventilation and the epidemic stops, Mordin will be ready to join his team.
• • •
Having returned to Normandy, check the mail, smaste the quest things to the addressees, stand next to the Joker – and generally run around the ship, pestering everyone, starting with Kelly.
Make the habit of doing this after each task.
This is interesting: In the letters you will come across those that have been waiting for you for two years. Remember, for example, Talita, a girl with a gun from the docks of "Citadel"? Even if not, she remembers you.
And of course, look into the opened laboratory, where shamanite Mordin Solus and where you can explain the found drawings and rare metals together to get all kinds of improvements. If rare metals are not enough, it makes sense to hunt in the nearest systems.
And, since we are in the same system with the archangel, let's try to save him from the mercenaries and take it into the team. To do this, we return to Omega.
Omega: Archangel
– Citizens! When the bandits are around, and you do not have firearms, try to at least die with dignity! And not how he!
H/f "Aibolit-66"
An attempt to save the archangel from the anger of the three largest gangs of Omega will turn into a series of battles – uncomplicated, but intense. And compared to what was in the previous mission, battles will be more difficult. It is no longer possible to wait a long time, retreat at the first signs of danger, maneuver, lure enemies under fire, because the time of each fight is strictly limited.
To get to the archangel, Shepard must return to the posthumity club and talk with the batyrian who hire fighters for the battle. After that, Shepard will have the opportunity to dissuade the local youth to sign up for battle.
We will be taken to the battle of the battle by car (talk with the driver to the left of the main entrance to the club). A gloomy batyrian will meet us on the spot and send us to a certain sergeant Kafka. At the same time we will find out the disposition. The archangel strengthened the well -shot bridge, and the bandits do not expect that free mercenaries will be able to overcome it. The task of freshly blessed fighters is to distract the attention of the Archangel while the main forces are preparing a blow from the rear.
Eddie will offer to be fitting as much as possible until the bandits still know that Shepard is not at all interested in the death of the archangel.
Slarian Dzhast, the head of the Eclipse gang, will judge us and tell us about the droids that will help him in the attack. On the table next to him lies a message that may interest the aria. Around the corner – a warehouse of droids. A heavy robot just begs for knocking him down the recognition of “your or foe”.
Crogan Garm is the head of the International Croghan-Vorchanskaya Gang "Bloody flock". He also sharpens the tooth on the archangel, which he will tell us about.
The archangel itself is visible from the last barricade’s bridge – he leads a disturbing fire from his shelter from his shelter. Outside the door to the right – the Batrianian Terek, the head of the Blue Sun gang and formally – the entire military operation. He is so upset by the breakdown of his attack aircraft that he will not talk to us.
Kafka is engaged in repairing this aircraft – the very sergeant we need. He will come off from the repair of the Terek’s personal assault machine and will devote us to the details of the attack plan. The conversation will be interrupted by the signal for the attack, and the evil Shepards will have the opportunity to greatly alleviate the fight by cutting off the kafka and leaving the attack aircraft without repair.
When Shepard begins to shoot in the backs of the bandits, they will quickly figure out who is hu and open fire. Break to the archangel and pay attention to the strip of his health. It is she who limits the time of battle. I will not say that the frames are too dragon, but hesitating in battle is contraindicated.
On the ground floor in one of the lockers-drawings to strengthen omni-instrument. And the Archangel itself, when you get to it, will supply you with a magnificent automatic, capable of conducting an accurate and very dense fire in short bursts.
Soon the bandits of the Eclipse will go on the attack from the side of the bridge. Our shelter is excellent, and enemies are in the palm of your hand. Ammunition on the nightstand, borsch on the stove. When a big robot comes out, guard it, helping the piece of iron shoot the bandits.
Jarot himself will go the last.
This is interesting: When the battle subsides, the archangel will call Shepard on the radio to himself. This will sound somewhat comical if the commander is standing from him in a couple of meters.
After a short respite, the sounds of explosions marked the attack from the rear. The archangel will remain to cover the bridge, and you need to go down the stairs, go through the door under the stairs and find a fork with three doors.
The task is to block the three entrances from the inside, making it so that ten seconds after starting the blocking the enemies do not get to the doors. This is relatively easy to do with the first entrance – they ran to the button, pressed, drove off the bandits. With a hangar (door to right) will be harder. However, there is no choice – the health of the archangel quickly comes to naught, and the enemies storm the hangar in an endless stream. You need to break through the entire hangar, close the doors and prevent enemies from interrupting the lock.
With the door on the left – very gloomy. There the bandits of shelter, there they wait for us to grumble around the corner, and there we will have to move through a few barriers. You can use shelters, but do it without fanaticism – time is running out. I would even advise combing a rocket launchers to break through my way to the cherished button. But be sure to leave for yourself at least a dozen missiles. It's good that the corridor is narrow right behind the door and protect it for ten seconds is very easy.
When the blocking is over, you have to fight with Harot, a crog from a “bloody flock”. It is important to sit on his tail very quickly and not leave him alone with the archangel.
Then he will come to join the third gang, "blue suns". First, it will be necessary to repel the attack of bandits, landing from the window. Then you have to protect the already familiar balcony, but on the other hand – and this is not so difficult, since the archangel itself is with us. But after the scene it will be necessary to deal with the “wizard in the blue helicopter”, and here it is worth assimilating a good rule: a large enemy – a large cannon. Throw Terek's assault machine with rockets. How many of them will be needed – it depends on whether Kafka managed to finish the repair, or his works were interrupted by Shepard.
When the attack aircraft loses all the armor and explodes, the task will be completed.
Now in our team an old acquaintance is a Turrus tourist. He has changed a lot since the first meeting with him at the Citadel, and not only externally. Where did his law -abiding? Why did he arrange a free hunt for bandits at one individual station? The life of a once brave policeman.
• • •
The next stop is the Piristilian ship, where Cerberus bought a certain Jack for us-an inveterate criminal, but extremely strong biotics.
"Cleaning": Jack
– This is what it is?
– Arrested.
– Why under an orchestra?
– Your Highness, first celebrations were planned. Then the arrests. Then they decided to combine.
H/f "The same Munchausen"
Upon arrival at the prison ship, the guards first of all, in order to security purposes, want to take weapons from Shepard and his team. There are no large selection of dialogue options here, since the commander will rest on a horn without you and refuse to give the guns.
Having talked heart to heart with the head of the prison, a Turian named Kusil, move along the corridor past the cameras where the prisoners are sitting. One of them is beaten by the guard – Shepard can stop the process. Another prisoner will ask him to redeem him, but, having heard about Jack, he will immediately take the words back.
Go straight without turning, and soon the situation will change dramatically. Will have to break through with the battle of enemies of humanoid and droid appearance. Shelters are enough. Having left the deadline that turned out to be the dead end, turn into the “pipe” to the left, and you will find yourself in the hall of the castles of the entire prison. Naturally, Shepard will want to release all prisoners at once. And release.
The subject of Zero will be liberated before our eyes. She will immediately take the bull by the horns and begin to sow chaos throughout the ship, breaking through the wall behind the wall. And we should move in her tracks. Do not forget to pick up a technology from a droid.
Then everything is standard: enemies jump out, you shoot at them. In the first large room, try to gain a foothold on the transition-balcony-this will be easier to get rid of heavy droid. At the end of the hall, do not miss the technology of improved shotgun. Move further carefully and do not hesitate to retreat – good is where to eat. Another heavy droid will come behind a crowd of furs and mercenaries, and soon, after a small scene, you will have to deal with the chicken. He closed himself in an impenetrable power bubble, but left the generators outside. A few shots will disable the generator. Less distracting enemies. Powering from doors and drawers of mercenaries can be destroyed by missiles, and use a sniper screw for generators. Rockets can be smoked because of the shelter and smoked.
When the problem of a Turian is solved, Shepard will only have to get acquainted with Zero's subject and return to her ship.
• • •
What a life without a crogan? Urdnot VREKS in the first part of the game was a funny character, and the ghost in the sake has another Krogan, Professor Okir, trying to cure his race from the “genophage” – an artificial mutation that limits the reproduction.
Okir is gained on a planet-plot, where among rusting spacecraft, mercenaries from the Blue Sun gang arranged a training ground for themselves.
Corlus: Okir
– Some believe that I am a very strange person. But I just dream of creating a race of nuclear robots-monsters, superhumans with octagonal bodies that will suck blood!
"Futurama"
Corlus – the planet is very interesting. It resembles a dock with abandoned steamboats, but only on a cosmic scale. Having admired the silhouette of something huge, floating in the sky, begin to conquer the landfill. At first, there will be nothing complicated in the battles – ordinary mercenaries are against you, and there are large spaces around, shelters – a lot.
The wounded mercenary will tell that Okir really does something strange: he takes the crowds of stupid, but very aggressive crogans from somewhere and calmly gives them to the bosses of the “blue suns” as a cannon fodder for training. Ordinary mercenaries are not very happy about this, since the crugans are dangerous targets and can calmly tear off the arrow themselves.
Fearing ambushes from the bridges and shooting enemies from other bridges, move on the landfill until you meet the Krogan, ready to share information. Professor Okir, it turns out, wants to compensate for the “genophage”, growing adult Krogan in the vats, but so far he has a marriage-he gives him to the mercenaries without any regrets.
The interlocutor will open a passage to the laboratory for Shepard, and there is a very difficult battle to do. Yes, a crowd of crogans, armored from head to toe, armed with rocket launchers and shotgun! Here you can use heavy weapons without special reflection – a little further you will be given to replenish ammunition. Do not sit in one place – smoothly but steadily break forward.
Hold the door and throw off the mercenary standing on the edge of the mercenary. "Blue Sun", adjusted on the radio by its leader, will strengthen the pressure, but they will not become a big problem. If you beat a crowd of crugans, then you can handle people and the Batrians.
Do not forget to choose a drawing on the way for improved sniper rifle damage. Behind the stairs and the door you may meet the wound of your tanoptis wound. Or maybe you will not meet – it depends on how your meeting with her end in the first part of the game.
And behind the next door – Okir himself. He will agree to join the detachment of Shepard if he copes with the leader of the mercenaries, with whom his relationship has deteriorated. The battle will not be difficult if neither Shepard nor his partners will stick his nose out of the room into the hall with a van. In addition to a mercenary, a couple of stupid crogans and a heavy droid will speak against you.
Alas, for objective reasons, Okir himself will not be able to keep the promise. But instead of himself, he will fusion Shepard of one of his “Krogan from a test tube” – the best of the best, perfect fighter.
• • •
A funny dispute on board Normandy will be funny – take a crog from a vat or throw it into an open vacuum. One way or another, the “autoclave” with a pickled cut is in a warehouse that above the hangar on the right side. Stesp to “unpack” the fighter and explain to him who is the main ship on the ship, Shepard can at any time.
Colony "Horizon"
– The gun … they charge the gun … why? A! They will shoot! Add the move!
m/f "Treasure Island"
Approximately in this place, Kelly must tell the commander that he wants to see a ghost. The holographic boss will say that literally was just about to have a connection with the human colony in the terminus system, and Normandy can still have time to catch collectors at the crime scene. And – what a coincidence! – Our on -board scientist managed to create a masking technology from the flocks of cyberzhukov. Now the Shepard team will not be frozen in the stasis field, like poor colonists. So we fly to terminus, save the colonists and personally Ashley Williams (or Kaidan Alenko), which (or whom) recently sent an alliance to the planet – to set up defensive guns.
I must say right away, it will not be easy, especially closer to the end. So if you have not yet studied any of the combat technologies, study. Your enemies will be the collectors themselves and the electrical tanks they created – all of them pass by the category "Organics". You will also have to knock down shields – how can it be without it – but there will be no droids.
After landing on the planet and a funny dialogue with Mordin, a fight with collectors will not be funny at all. Pay attention to their death rays. Soon you will have the same. You can use heavy weapons – in the yard there are ammunition for it.
In our teams, our team will meet an electrical tower-so far quite harmless. They are the first evidence that collectors are associated with the Reapers. However, it is unlikely that the zombies are "made" of local residents. The victims of attacks on the colony are hidden in the transport cocoons, and we have a chance to save at least some.
Take the drawer from the collector's body for improved protection. After another small fight, we will meet the colonists who have already been bitten and frozen, but have not yet been put in cocoons. Their view is quite unhappy.
Do not forget to climb the stairs to the house-block. Grand a new superbush at the next house – the best in the game. This is a generator of death rays – convenient and deadly.
It will have to be tested very soon when a new flock of collectors arrives. From now on, from time to time in one or the other, the main collector will instill with the words: "I take under management". It is easy to distinguish such an “obsessed” enemy – it glows from the inside with orange. The reinforced collector becomes stronger and more dangerous, so that he needs to be destroyed in the first place. With a certain share of good luck (and slowed down, what sin to hide, time) you can get rid of the "obsessed" collectors, without waiting for the main to end the all -in.
In this battle, your main friend is the house-block and its closing doors. My house, as they say, is my fortress. The battle algorithm is simple: they approached the Diafragme door, opened it, shot it, and how the matter smells with kerosene, went deep into the house-the door closes and isolates you from enemies. You can and should be used to the extent of the rays of death – ammunition lie in the house opposite, you can choose them after the battle.
Then, breaking the door to the workshop, Shepard will get acquainted with the only unorrate inhabitant of the “horizon” – a local technician. He will tell about defensive guns in the space port and open your passage in the right direction. However, he himself will refuse to go with Shepard – as if he was guessing what warm welcome to us there are gatherers.
Search the warehouse, change, if you like, weapons and advance. Immediately behind the gate, you will meet with sions-the thumbnail zombie biotics. They beat from afar and very painful, ignoring all shelters. Seeing their silhouettes, transfer fire to them immediately and get ready to leave the defeat zone. Here you can use heavy artillery – behind the house on the left are ammunition for it.
From a dead collector, take drawings of high biotic damage. Do not forget to climb the stairs and clean the house before breaking the door.
A large platform with antenna and a bunch of drawers around the perimeter will become a transparent hint that it will soon be very hot here. Having gotten rid of a pair of super-zation and a crowd of ordinary electro-tower, select all available ammunition (here they are updated), take the charges to the super-bundles on the threshold of the house on the right, and cut the connection with the “Normandy” through the remote control near the antenna.
While the Joker and Eddie set up guns to open fire on the ship of collectors, you will need to reflect several attacks. I advise you to hide their partners for a low fence in the form of "g" at the end of the area. Sit there yourself and shoot back, unless, of course, you play close combat class. Use pauses in battles to collect thermal elements.
Do not clear your heavy weapons. It will come in handy for you for a fight with the boss – Praetorian. This is a very dangerous character. From his death rays you need to hide very quickly and efficiently and peel with a laser in response. The rule here is this: first, in any way, we take off the praetorian shields, and then we hit from everything that is possible until the shields are recharge.
And then there will be a conversation with Ashley/Kaydan, and he will be strange:
“Shepard, you are a radish, threw us and disappeared about two years.
-Wow … Actually I was in a coma, they collected me in pieces!
– You are now with Cerberus, and all the "Cerberries" are goats. In general, we suspect that you are attacking the colony.
– Hello, we saved you from collectors here, just just just if you did not notice/noticed.
– Do not give a damn, anyway you are goats.
And Ashley/Kaidan leaves with his head proudly raised.
• • •
Travel to the terminus will indicate a new stage of the plot – preparation for the “suicide mission”, for traveling for the gates of “Omega 4”, in an unexplored area where collectors live. The ghost will give us a pack of new dossiers, and all your companions will be imbued with the desire to settle their affairs and begin to give side quests – one by character.
On these tasks we will go later – first we must get the team. Let's start, perhaps, with Quaria Tali-after all, she was once our faithful companion.
Get ready for battle with droids, and only with them.
Haystrom: Tali
– They really blew up the sun?
– As I understand it, sir, yes, they blew up.
– It probably looks good at their resume, e?
"Star Gate"
Heystrom – Planet in the controlled gates of space. It is not known what the Quarian expedition needed it, especially since the luminary in the system turns into a red giant and is burning so that even energy lines cannot withstand. Any exit from the shadows is fraught with slow frying, so you have to move around the hijostrome with fractions, hiding from the sun.
We will land on the outskirts of the ancient stone complex, in which, judging by the abandoned equipment, archaeologists have already rummaged. In the gate management booth, we will see the first quariar. He is dead – he died, defending the expedition from the Geta. Therefore, robots here and Tali in danger! Take the money from the broken Get and open the gate.
In the yard, robots will put on you. Shoot them because of shelters and remember about sunlight. It is best to go to the gate along the fence on the ledge on the right: there are a lot of shelters, and there is where to hide from the sun, and it is convenient to shoot robots.
For information: Even if you prefer to sit out in the rear and give partners to do all the work, keep in mind that your colleagues are powerless against the “hunting droids under the predator”, because they do not see them point blank range.
Behind the doors lies a het with a new submachine gun (I must say, excellent). Take the radio from the body and contact the fighters protecting the entrance to the stone complex from robots. You will no longer be able to help them, and you will soon be puzzled by a new problem – where to get two explosive devices to move the fallen and blocked entrance column.
I warn you right away: in this place, after each of your sneeza, a detachment of droids will begin to pop up from somewhere. First you have to storm the building opposite the column. When you take the first explosive device, the gets will trample from the bridges to the left of the exit. Fasten in the shelters, since among the robots there will be a droid-right-all in white. You can spend a little ammunition of heavy weapons on it.
After that, you will need to go to the door behind the bridge and choose a second explosive device there. At the exit you are naturally greeted again by robots. The prime will be with them again, and rocket launchers are on duty on the bridge, so immediately hide behind concrete blocks and then eliminate the most annoying shooters.
When the column is blown up, take the drawings from the destroyed Get. Holographic communication tali is in touch of colleagues. She will be glad and Shepard. It turns out that Tali’zor flew to the once queen planet to study the problems of dark energy and its possible connection with the abnormally fast aging of the sun. Now Tali was barricaded in the observatory, soldiers cover it, but the gets are breaking inside, and the soldiers cannot take off the siege. We hasten to help!
There is a long battle. Put partners in the doorway – let them shoot drones who fly in your direction with flocks. This will save you thermal elements that will be needed to cope with the gram stones wandering in the middle of the stones.
When the flow of drones runs out, carefully occupy new positions in the aisle between the blocks along the right wall. Enemies will trample with new strength, so try to keep their partners behind shelters and, as usual, beware of the sun. At distant doors, it will be necessary to destroy another prime.
And then you will find a joyful meeting with an old acquaintance-a walking giraffe-like droid-tank of the Colossus system. But without the “Mako” guns to fight with him not with his hands. Do not even try to open fire on it – the droid will hide and repair, and you only spend ammunition.
The only surviving queen will tell you that you can get rid of Colossus if you get closer to him. If desired, Shepard may persuade him not to get into a fight, so as not to upset the waist of the death of her last colleague.
The quarial will say that there are three ways by which you can get to the colossus. I advise you to seriously consider only the road on the right flank, on the ledge, under the reliable cover of a solid fence that can withstand the explosions of Colossus energy and. Having shot all the droids wandering around the next fence, carefully run around the fence along the stairs to the ledge. Droids, of course, will go on the attack, but the main thing is that you will be covered from Colossus. Ends with a ledge with a magnificent position for shooting at the colossus. Grab a heavy gun and destroy it. It’s not as difficult as it seemed at first!
Search the yard and meet the tali. It is so upset by the fact that almost all of her group died for the production of dubious utility data, that the burning out without hesitation will agree to join the Shepard team again.
• • •
Now, when Tali is with us, you can go to Illum to hire two – asari named Samara and a reptiloid hired killer named Tane.
Illum: Tane
I'm tired of warriors with their unnecessary ideals. I need a killer, a cold -blooded killer. A real killer, picking up ZF-1, will definitely ask what kind of red button below.
H/f "Fifth Element"
Illium – a trading planet belonging to Asari. Everything is bought here and everything is sold, but the biggest danger on Illium is not the same contract, because all contract obligations on the trading planet must be observed.
You will be kindly warned of this asari who meets you. She will report that a certain Liara T’Soni paid all the fees for Shepard and asks him to look at her.
Go to the trading level and admire the view from the balconies. Eccentric illium in quiet weather. Perhaps the commander’s balcony will lift the asari-bond and convey greetings from their common friend. It will be in place or not, depends on how, two years ago, Shepard treated this acquaintance.
It is also possible that the notorious Jianna Parasini, a fighter with corporate corruption from Novevia, will catch him a little further behind the sleeve. She needs help again – she will ask Shepard to make a control purchase from Asari, trading smuggling. The moral choice here is not quite unequivocal. By the way, useful technologies are sold in this asari shop.
You will find Liara in the office, climbing the stairs marked with the poisoner "Administration". How turbulent the meeting will be depends on whom Shepard was friends/was friends at the old Normandy. Liara will have the necessary information, and she will share them by acquaintance for free:
- Samara was noted upon arrival with an officer named Dan.
- The representative of the rare race “Drell”, named Tane, flew to Ilum to end a certain dentius, but a certain Serin knows about his whereabouts … Yes, not all asari has harmonious names. However, with the mane dantius and her sister we already intersected a couple of years ago.
Liara, by the way, has a couple of quests for us. In the first, Shepard should hack several terminals in the parking lot – and after each hack he has only a minute to get to another terminal and download the data. The location of the data is unknown – we only have an indicator showing the number of meters to the terminal – on it we must find the target.
- The first goal is the screen to the right from the entrance, next to the two talkers of Asari. Having hacking it, quickly download data from the terminal opposite, under a large tree in a tub.
- The second goal is the news terminal to the left of the entrance. Having hacking it, run to another terminal past the stores of weapons and souvenirs.
- The third goal is next to the weapon store. Having hacking it, quickly send the data from the terminal next to the officer Dara.
Return to Liara for the award and take the next quest. To cope with a dark broker, she needs the head of his local observer. But to find out the personality of the observer, Liara needs information from local terminals.
- The first terminal-under the stairs of Liara’s office-will tell us the following: “The rally merchant does not want to contact the Salarian, from which there are more problems than good. The observer recommends to remove it, but she could hide anger ".
- The second terminal is next to a large blue screen. Data: “Turian-lord is well working with the merchant. The observer canceled the order to kill him because it would be too difficult to establish a connection with the merchant. ".
- The third terminal is even further, where a talkative Volus is selling on the exchange. “The merchant tried to kill a batyrian. Explained by the fact that he does not like slave traders, but probably the case is explained by the struggle for the money. Now we are following … "
- Another terminal is at the stairs leading to the Bar "Eternity". “The Turian is too curious. The observer recommends killing him by substituting a killer or a Slarian-Svyaznoye ".
- The last terminal – in the bar. “The smuggler and the killer refused to work with the grunts, saying that they did not trust him. It is strange to see such scrupulousness ".
We are primarily interested in the words "she could hide anger". Call Liara and specify if there is a female among suspects. Then return to her and take the reward.
To fly with Shepard to save the world of Liara predictably refuses. Come out of her office, get down the stairs and, remembering the round door under the stairs, go to the retail area. Your path lies in the Bar "Eternity".
Perhaps along the way you will learn that a certain scandalist of the human appearance is ugly in the bar and demands from the owner to rewrite the institution on it.
I must say, the Eternity bar is delightful primarily by its dialogs. Only here you can inadvertently eavesdrop on such details about the structure of the spacesuits of quariarians, which will drive the crogan into the paint. And if you visit a boyfriend who a person and a tourist arranged for his Salarian colleague, you can find out not only the views of representatives of alien races on the marriage traditions of people, but also the answer to the sacramental question, which has been exciting all since the first Mass Effect: why asari are so much similar On people?
Meeting with your faithful fan Conrad Werner will also be amazing. In the absence of Shepard, the guy decided to fight evil: “I do the same thing you did! I talk to the people (everyone is waiting for them to talk to them), I solve their problems. Sometimes I open the containers to intercept a coin or two.
This is interesting: When Konrad answers the question of his wife, pay attention to the bartender of Asari Barten behind him.
But why did Conrad suddenly engage in extortion? He was persuaded by a tradel with a weapon from a car dock. We will take it later, and now the main thing is to distract the stupid, but pure thoughts of the fan from the bartender.
Pay attention to Asari, possibly standing in the corner opposite the bar with an independent look. We will return to her when we will do the Miranda's task.
At the entrance to the bar, you will later meet a quarriage, which has fallen into many years of slavery to the local "Pereyro". But it would be a mistake to think that you can jump on a white horse, redeem and let her go. Quariatry does not need freedom, it is quite happy with the slave contract for several years. All that she asks is about is to talk from a person who is standing at a distance “Synthetics Insights” for a contract with a specialty. At first, asari from the "synthetics" is at a time, they say, the image will suffer if we buy slaves – but you can convince it.
Return to the Office of Liara and go to the round doors under the stairs. Behind the bend, in a small hall, you will come across an worried Slarian, who complains by the phone on the loss of important data. Remember it.
On the contrary, Serina works in a small postcard office. We need her, but a little later. First we finish local quests.
Through another round door, you will get to the berth of flying cars.
This is interesting: This location beats all records for the number of overheard dialogs. Immediately at the entrance, two asari discuss drugs and moral responsibility. On the right at the side of another couple is talking about asari-cleaning. And on the left, at the shops, two interracial married couples loudly choose weapons and souvenirs.
Pay attention to the lonely asari in the parking lot. She speaks with someone about goods and about the crime scene. You will visit this place later when you follow the traces of Samara.
Perhaps to the right of the entrance to the bench you will see a strange asari – with green skin. This is Shiala, your old friend from Feros. She has a big problem-a kind of harmful Asari doctor, promising the colonists of “Hope Zhu” to save them from neurological problems, forced them to sign a bondage contract. The culprit of problems goes at a distance. To persuade her to rewrite the contract, she will have to bring her out of frankness and understand why she hates all the Nazarian.
Do not forget to buy four star clusters in a store: AIDA chain, minotauri wasteland, pylor nebula, abuse shrak.
On the way back, pay attention to the officer of the gift: she will later direct you in the wake of Samara.
On the opposite side of the side – shops. The seller of weapons is the same asari who powdered the brains of the poor Konrad. You can relate to her the same and send her to "Eternity" for a gift. Having sent the seller to the bar, you will receive a discount on its goods. Do not forget only then to look there yourself, see how the matter ends, and reassure Werner.
At the souvenir store “Memory of Illium”, a madly in love Krona reads a certain Asari poems of his own manufacture (“And let our three hearts fight like two”). He looks inspired at the same time. Help, if you wish, the Asari saleswoman decide on your feelings. If you persuade her to give in to the courtship of the Krogan, then formally you will do a good deed. But then, when you later meet both of them on a cloudican, you will have a chance to reflect on whether you did well as it seemed.
Settling Asari's personal life, do not forget about souvenirs in her shop.
• • •
Well, now let's start, perhaps, with Tane, an alien killer. It’s easier to get to him (you only need to shoot at the mercenaries for a long and accurately), and from a romantic point of view, it is more interesting for female Sheparts. Take the long -range classes with you. Any counteratrox-bunching skill will not hurt-both droids and the humanoids covered with shields among the enemies will be many.
Serina will tell you that Nassana Dentius, a large bump in the city, has long suggested for problems. There are many victims on her account. When she found out that Tane went to kill her herself, she barricaded on the top floor of her skyscraper and surrounded herself as mercenaries of “Eclipse”.
Tane is already in the tower, and we first need to be overcome halfway along her unfinished “twin”, and then cross the bridge connecting two towers.
It turns out very quickly that the mercenaries and their droids undertook to exterminate peaceful builders so as not to leave unnecessary witnesses. An unfinished Slarian will tell you about this. Place it with a medigel if your Shepard has a kind soul.
Then we will play in Bruce Willis, making his way through an unfinished skyscraper to the elevator and every ten meters exterminating droids and mercenaries hatching ahead. Fortunately, shelters are also found here every ten meters – as if specially laid out for us. Although…
Turn left at the elevator door. Open the locked nook with workers – they will tell you that they saved them and locked them away from the mercenaries some strange drill. Who could it be?
Be sure to pick up a quick -firing sniper rifle nearby – a real miracle of engineering. Before calling the elevator, hide their partners behind a pile of plastic panels opposite.
Having risen on the elevator to the upper floors of an unfinished tower, interrogate the mercenary (kindly or like Bruce Willis). Choose from the elevator the documents on which the speaker’s speaker was so lamented.
Reflect the attack on the exit to the Great Hall and the reinforcement of another nook with the Salarian builders (this time very nervous). They will tell you what happened to them, and will warn about a strong wind on the bridge.
In front of the ramp, select the drawings with which you can improve submachine guns.
The wind is really strong. He knocks Shepard a sight (not scary for soldiers), but helps those who like to throw enemies into the air. The battle on the bridge is not too dangerous. There are too many shelters there, behind which you can hide from both mercenaries and a pair of missile watchdog droids.
Bare at the end of the bridge – the enemies will jump out onto the balcony, and it will be necessary to either hide or run to the blind area under the balcony. There are steep biotics behind the stairs at the round doors, and there is no one else between you and the pile.
The conversation with the hose will not work right away. Fortunately, Tane will quickly interrupt him. Upon learning that Shepard was about to go to the “suicide mission”, Tain suspiciously quickly agrees to join the team.
Illium: Samara
– Of course, I do not cherub. I have no wings, but I have a criminal code. This is my weakness.
AND. Ilf, e. Petrov, "Golden Calf"
You will find a gift of flying cars in a parking lot. She is noticeably nervous. At the first mention of Samara, she will exclaim: “She has already killed someone?" – but then he will calm down a little and send you to the cosmport. You can get there by taxi.
Samara – Matriarch Asari and at the same time – Justiceea, member of the ancient monastic order "Free Judges". On the territory of Asari, she has the right to conduct an investigation, pronounce a sentence and execute on the spot. But at Illium, such accelerated justice can lead to problems if the defendant turns out to be a representative of another race. It is not surprising that the whole local police on the ears stands.
In the spaceport, you will see how a detective ANA will prohibit the planet with a Volusa named Pitnes. His partner, another Vulus, someone killed, and the investigation is still ongoing.
Volus will complain to Shepard of life and say that the Justiceea examines the cordoned place of the crime. To get there, you need a resolution of anai. We go to her. The detective will visit the fact that she may order to arrest Samara, and this is a certain death.
Go to the crime scene. The police will tell you that mercenaries are operating there and you have to be careful. Immediately behind the police ribbon, you will find the terminal with information about the stolen goods, about which the unknown Asari spoke about the parking lot. You can transfer the information to the owner of the goods, to a certain dachshund.
A group of mercenaries over a bend can be found by surprise. You will find Samara behind a round door at the end of the corridor. She has fun as she can, interrogating the lieutenant of the mercenaries for the name of the ship, on which the planet left a dangerous criminal.
Ana detective will come running to the noise and delay Samara. Justicee will obey, but only for one day. Now the problem of clarifying the name of the ship is on Shepard's shoulders. If he attacks the trail, Samara will join him. The key to unraveling – the shy vulus of Pitnaya Form.
Interrogate the Volus, and he admits under pressure that he sold the “eclipse” to the mercenaries enhancing biotic abilities, but “forgot” to tell about its toxicity. Adjusted by the fact that Shepard wants to deal with the “eclipse”, he will give you a copy of the pass to their base and warn you that each of these mercenaries is a dangerous cold -blooded killer.
Change weapons, if you like, in the police building. Go to the elevator, and – the battle begins!
Avoid poisonous clouds from broken canister with drugs. If you have biotic abilities, you can enter these clouds to intensify, but follow the toxicity indicator.
After passing through the pier, take a shotgun of a new model from the table – an excellent quick -firing weapon. You can immediately give it to his partners.
The mercenary of Elnor is hiding behind the door, and she would assure that she was by chance that she was good and kind … But remember that https://sister-site.org/coral-casino/ the Volus spoke of the “eclipse”? Do you believe the words of Elnora? In any case, there are still interesting things in the room besides her: biotic drawings and ammunition for heavy guns.
Continue stripping – go with battle through the next pier and offices. Enemies will be ordinary bandits, biotics, droids. Occasionally – rocket launchers.
Going to the conveyor, drive the assault machine with a couple of shots. If possible, shoot enemies from afar. In the next office, one of the terminals will have the opportunity to evaluate the sincerity of Elnora's words. It seems that now we know who killed the thorough. Do not forget then to transmit information to the detective Anai.
Now cook large guns – the wizard will fly in a blue helicopter, and you must give him faster than he is you. Before you go out onto the bridge, hide your partners behind fragile boxes (there are no others here). Take a heavy cannon – it is best to be random, jump out onto the bridge, and then the boars of the boar crawl back under the cover of the boxes. Experience shows that the helicopter is quite realistic to wander the death with a ray of death before it destroys all the boxes with rockets.
Break the door and take compromising evidence on the nursery. A delightful scene awaits you behind the next door-a volume that has faded with drugs, imagining himself a biotic-sperme, is eager to fight with the leader of the mercenaries alone.
One way or another, we will have to fight with the leader of the local mercenaries, and here I advise you to get a heavy gun, because the aunt is well packaged in shields and is very dangerous. In addition, she is covered by a rocket launcher, so immediately send partners for the boxes.
When the battle is over, hack the terminal. You will learn the name of the ship, and Samara, which you then find in the police department, will take you an oath.
Before going to the police to free the justice, decide what to do with Pitnna with a hand. For compromising evidence, he can fall off a good amount. Do not forget to return to the trading floor later to complete the case with the stolen goods of the dachshund.
• • •
At this place, probably, a ghost will want to talk to you. He will give a story task, and it cannot be postponed. Urgent matter: the Turians managed to immobilize the cruiser of collectors, and Normandy is flying to board. What is interesting a ship is in itself? Are there information inside the gates "Omega 4"? We will find out this soon.
Zombies, collectors, as well as their armor and shields will become your enemies. In general, get along for "organic" enemies.
The ship of collectors
– Friends! Guinea pig deceived me!
"Futurama"
The ship is very picturesque from the inside and so far looks empty. Eddie will tell you that this is the same ship that we fired at guns on the Horizon.
Inspect the dumped bodies of the stolen colonists. Stay before approaching the terminal next to two containers. Shepard will tell interesting things about collectors and simultaneously offer a choice of one of three samples of weapons.
- A submachine gun. Shoots very quickly and powerfully, but the scatter of the bullets is large, and the trunk quickly takes up and to the side. This is an option-for classes that cannot wear other weapons (a soldier can take it, but then a machine gun will take a machine gun, which is not good).
- Shotgun. Powerful, but single -charged and allows you to take only ten rounds. Effective only at close distances. What classes will prefer it is completely clear – those who use this weapon. The soldier is also not the worst choice – the battle at close distances is rarely imposed by the game, but such cases are.
- Sniper rifle. She inflicts extremely great damage, but she also has a serious disadvantage – the number of charges that are allowed to take with you can be counted on the fingers of one hand. It is also bad that she will replace a quick -firing sniper. Take it – lose the "Weiper"!
The choice is yours! Just note that the weapon exists in a single copy and you will not be able to distribute the same partners.
Hold two terminals – one will give out money, and the other protection technology. A long rise in the tunnel will bring you into a huge hall, full of “shells” for storage of stolen people.
Enemies, as it is easy to guess, will be found on the team immediately after activating the team console and conversation with Normandy. It’s good that the flying panel is simply laid down by “coffins”-covers. Thoroughly hide your partners and first of all eliminate the super -zombies, since for them shelter is not a hindrance. When the battle is over, Eddie will ask you to contact her through the command console and tell you interesting things about the ship of collectors and ghosts.
Now that when we have information about the gates, time to get out of the ship. After leaving the opening door and a simple first battle, go down the ramp and reliably hide the partners behind a large “barrel” on the left. This is important – the barrel will cover them from the crowd of heavily armed collectors coming from the left flank.
Shoot fiery zombies from afar. Do not forget to choose elements for heavy weapons and value. A familiar praetorian will meet the level below you. Before punching armor with heavy weapons, eliminate the shields. Replenish the charges of heavy guns.
When the door on your way closes and Eddi will open another, grab the money, take the technology and get ready for the final battles on the way to freedom. Outside the door, take a defensive position, carefully move forward from shelter to shelter and take care of the corner. The last test is a fight with a crowd of zombies.
The boarding team returns to the ship, and on this optimistic note "Normandy" settles from the life -off cruiser collectors.
• • •
Now the ghost knows that both collectors and reapers use a complex identification system to pass through the gate. You can get a sample from an abandoned ship-dungeon, drifting in the upper layers of the atmosphere of a brown dwarf, a gas planet Kledagon.
The scientists of the "Cerberus" were already landing on the ship, but the whole team disappeared without a trace, and the ghost then decided not to send more scientists. However, Shepard is a completely different matter! He will receive his “own-foe” microcircuit, and find out what happened to the scientists.
Eddie will throw new and rather unexpected information about where the main base of collectors is located. So the road is known, and we only have to find a magical “Sezam”, which opens the gates of “Omega 4”.
This is important: Try to complete as many tasks from partners as possible until the next mission, otherwise then you may encounter a very unpleasant dilemma.
An abandoned reaper
– Everything is taken into account by a mighty hurricane.
AND. Ilf, e. Petrov, "Golden Calf"
So, we need to get into an abandoned fire ship, find a “your or foe” identification microcircuit there and simultaneously find out what happened to the previous expedition of Cerberus. And what usually happens to people who are too closely chatted with the technology of the reapers? That's right – they become zombies! So we equip it accordingly.
This is important: Before starting the task, make sure that all the mission from partners are completed. Unlawed can be left only.
Go through the base of scientists, watching all the video days. At the entrance to the ship itself it turns out that Shepard will be locked in it and you can leave it only by turning off the power field holding it in orbit.
The first zombies will jump out where the first shelters for Shepard with the company will begin. The dead people crawl out from under the bridges. Do not hesitate to retreat and lure the electric heater into a fire bag. And use exploding barrels – they are arranged here for you. In general, the method of “tactical retreat” makes all the battles trivial, and so far the main problem is your partners, who, after each small combat episode, will break away from shelters and run to you.
Soon you will find out that on the ship someone else shoots at the zombie besides you. Take a sniper drawing and get ready for a meeting with sgs. They will crawl out at distant boxes. For safety, it is worth allocating his colleagues again, and lure enemies on them yourself. Use heavy weapons – you can replenish the ammunition in a box behind.
From the terminal, take protection technology. Open the door in the nook on the right. After meeting with the talkative Get, you will have to make your way on the deck for a long time and rather tedious, fighting off zombies and societies.
Do not miss the technology of shotguns and ammunition for heavy weapons on the right. Closer to the turn of the deck you will be met at once by two sions at once, and here it is better to retreat away from their abominable biotic techniques. At the bend, the team is in wait for two more sgs.
Let partners shoot a couple of dozen zombies climbing behind the railing in pairs (in the same place), grab the “your or foe” microcircuit and meet the Geta-Sniper already familiar to us.
The battle will happen like this: first we are firing from something killed over the core of the reactor (blue iridescent ball), and then shoot a pack of zombies. And so on until complete satisfaction.
Returning to the ship, get acquainted with the legion – you will find it after the medical unit, in the AI compartment.
Mission of partners
– Stay on the Medusa system!
M/f "The Secret of the Third Planet"
And now, on the eve of the latest tasks, it is worth running around the quests that the members of the detachment give you. Ten tasks – one for each.
This is important: A short plot mission can come up at any time, and it will not be possible to get out of it. Before the final task, you will have the opportunity to return to the conquest of the heart of the detachment, but the price of the delay will be high: the longer you slow down with the salvation of the Normandy crew, the less they will survive when you come to their aid.
The satellite, whose problem you solved, becomes loyal, and his new ability is “unlocked”. In addition, the loyalty of the team also affects the outcome of the last, “suicide”, mission.
This is interesting: Another consequence of the “loyalty” of the character is the opportunity to change his suit. Jack's fidelity, for example, is the only way to cover tattoos on her … torso.
Tane
Our on -board killer has a problem – his busty son wanted to go to his father’s path, and we need to stop him until he made stupid things. We fly to the citadel!
Captain Bailey will say that Tane's alleged son (there are not many representatives of the Drell race on the citadel) talked with a small bandit named Moshonok, who can be found near the Bar “Dark Star” at 28.
Be with an affectionate mouse, and he will call the name of the customer – Ellays Kelle. Captain Bailey will not like this name, but he will agree to bring Kellem for interrogation.
After Tane and Shepard are played in a “good policeman – bad policeman,” Kelle will inform the name of the victim – the Turian Jorah Talit. The captain will send you to the place of the future crime, to quarter 800.
Actually, you only have to follow the bridges of Talit and regularly “interact” with him, informing Taine, where the future victim is located. Do not forget to pick up a technology that increases pistol damage from a computer.
When the father and his son are met, it will not be difficult to understand the situation, especially since Captain Bailey sympathizes with Tane.
Garrus
Garrus wants to deal with the traitor who substituted his detachment. The traitor will lead us to the traitor of fake documents, a man named Faid.
Capitat Bailey from the citadel will direct you to the warehouse, which is at 26. There we will really meet a coherent Faid-a small but arrogant vulus, accompanied by two Krogan guards. Left without “cabinets”, he will quickly tell you where Faid is hiding – in the factory under the protection of a crowd of mercenaries from the “blue suns”.
Go to the factory by taxi and start fighting banditry. It is meaningful to take a specialist with robots with him – there will be a lot of them, especially at the end of the battle. Ideal group – Garrus + Legion, two snipers.
Please note that you can climb on low boxes. On the ledge along the long wall, your enemies will be droids (heavy guns can be used against them). When you lower the bridge, the mercenaries will put on, and then a heavy robot will arrive. Again, you can spend part of the ammunition of heavy guns on it.
Take a pack of false certificates, open in the dispatch window. Kharkin/Fade is waiting for you at the other end of the warehouse, and yes – he has surprises for you in reserve.
Take sniper damage technology outside the door and go to the warehouse. There is a battle with several droids and strong mercenaries. However, worse only two heavy droids, from which you need to escape as quickly as possible to shoot them from afar or, if you have a good eye, try to throw off the drawers with explosives on them.
Kharkin will make us a meeting with Sidonis. And then do the way the heart tells you!
Return through customs to the citadel. At the level of 27, asari named Kalar Tomi complains to the arbitrariness of the human authorities, who placed it as "potentially associated with the Geta". Fake personality certificates will save the giant thought. There is another way to help Asari – talk to a customs officer.
Samara
Samara is looking for “Ardat-Yakshi”-a dangerous criminal that is hidden at the Omega station under the name Morint.
"Ardat-Yakshi" are famous for the fact that in moments of love they fry the brains of their partners. Arya T’loac will send you to the house of the last victim Morint. Talk to the inconsolable mother and inspect the crime scene.
Shepard will serve as a “bait” for Morint, going unarmed to the club through the entrance for important people (password: “I'm from Jorint”). Samara will give the last instructions. Morint loves daring, dancing, deadly hobbies, murders, art, sculptor named Fort, Hallex drug and the film “Vania”. Fear to show modesty or knightly behavior – this is Morint.
Do not give money to a person named Vidzh, but remember the name of the group to shine later in front of Morint. Do not interfere in the quarrel on the dance floor. Dance, buy everyone drinking, provoke two Touran who talks to a fight. This should be enough for Morint to call you at the table. And you already know what to mention “Casually” in a conversation with her: Fort, “Venia”, dangerous places for travel, power, “Hallex”. Soon Morint will understand that Shepard is the one he needs and calls him to fry his brain.
Inspect the apartment, remove the measurement from the machine gun on the wall (even here we get new technologies!) and entertain Morint with a conversation until Samara appears.
The ability to make an important game choice will appear in you if you show the martinant a dark or bright side of your soul (“bad” or “good” answers).
Jack
Our tattooed girlfriend has a very easy task – to smash the abandoned building in half an abandoned building, where superbiotics were made from it in childhood. There are no serious enemies there – for example, a flock of warrers and several mercenaries from a "bloody flock". Their leader is well protected, but shoots at Shepard from a shotgun from afar. Big mistake.
At the end of the journey, help Jack and a local resident named Ares to deal with your feelings.
Inspect her room with Jack before blowing up the building.
This is interesting: Jack is the only possible passions that will not demand eternal love from Shepard in exchange for favor. You just need to be honest with her. However, you can twist a serious novel with her – everything is in your hands.
Grant
Our crown is worried and beats against glass in a warehouse, like a butterfly. The voice of blood spoke in it, and only other crogans can help him. We fly to the cloud!
On the throne of the clan in Vreks, our old acquaintance Urnot is sitting … or his successor, if Urnot did not survive the events on Virmaira. The overall attitude of the Krogans towards Shepard depends on the outcome of those events.
The leader of the clan will say that our grant is just growing up and he needs to go through a test – the ritual of initiation. To start it, you need to talk to the shaman. But take your time. Go shopping, make a couple of bets in the battles of Varrenovs. Put Varren. Fuck a tank in the laboratory with a fist. Help the breeder of Varrenov Ratch to exterminate several pests-marks with missile weapons.
You will find a shaman, climbing the stairs to the floor. Talk to him, specify the test conditions and start.
The ritual of initiation is a rather difficult fight. First with flocks of warren and with rocket. Then with underground worm, already familiar from the first part of the game. The worm is dangerous. Save heavy weapons for him and try not to hide behind the “cardboard” shelters that are closer to you. The spit of the worm will demolish them in two accounts.
Advice: Before causing waves of enemies, searched everything around – scrap metal, the bodies of unsuccessful crogans … When you call a worm, you will no longer have the opportunity to restore in the arena.
The following tactics works against the guest with Arrakis: hide your partners behind two strong columns in front, and start running around the battle of the battle, dodging the spit of the worm and pouring it with rays of hatred. There will not be enough ammunition, so get ready to select energy cells from the boxes lying nearby in advance.
When the worm dies, you will have to withstand another battle – with a few crugans.
Mordin
Professor Solus is concerned about the fate of his student, who was captured by the Krogans, the mercenaries of the "bloody flock". He will ask Shepard to free the former protege, which is held in Tuchanka. By the way, that we are already hanging on this planet.
Talk with a crown-mechanic who is busy at the wheel of the tank, and promise him to look for an exhaust pipe. To get to the base of the mercenaries, talk with the main intelligence officer modestly standing behind the width.
First you will have to overcome the approaches to the open area, and the most dangerous enemy here is grumbling. Using shelters, advance to the laboratory. Do not forget to remove the exhaust pipe from a broken tank at the door itself.
"Bloody flock" was located in the former Crogan hospital. When you come out to meet a representative of the rival clan, use the “bad” interruption of the conversation – it will not work out with him anyway.
At the body of the croganka, talk with the mordin and hack the terminal to get drawings for enhancing technology. Behind one of the doors on the right side of the corridor sits a crown, a victim of the experiment. Persuade him to return to the clan (do not forget to talk to the main scout later).
Behind the next door you will fall into the interior where you will meet a bunch of Krogan, Varren and grumbling. Since the distances here are large, and the cruggles prefer shotguns to all types of weapons, you have an advantage.
At the bottom of the stairs, the scientific terminal will share with you a technology that allows you to carry more charges of heavy guns with you.
When Mordin and the student will discuss their affairs not without your help (decisions, decisions!), give the engineer an exhaust pipe, discuss with the main scout the salvation of his Krogan and return to Normandy.
Miranda
Miranda wants to save her sister on Illium from unnecessary attention of the general biological father.
Returning to Illium, pay attention to Asari at the balcony – she speaks on the phone about a kind of lost thing at the transport terminal.
Asari-Blood Lantei is waiting for us in the bar "Eternity". She will say that Oriana, the sister of Miranda, is already accompanies to the nurse, old friend of Miranda to the cosmort. The plan is this: Shepard’s team distracts his father’s mercenaries, and in the meantime, the nurse puts his sister on the ship.
However, the commander of the mercenaries will warn that we will not help us, and convicts Miranda in the concealment of Pravda from Shepard. Alas, it will not work to disperse with him peacefully, so you will ease your fight if you interrupt his words "in a bad way".
There is a regular "battle-on-scula". Under the cover of boxes, get to the elevator. The working conveyor is better to fight, hiding inside an empty transport container.
Behind the conveyor line, take drawings of technology that enhances submachine guns, and switch to antidroid cartridges. During the next conveyor, grab the medigel technology from the body and move on to the elevator.
And here is the nurse with the Eunal. For once, Miranda will understand that hiding the truth from everyone in a row is not the best way to gain trust. It will not work to disperse peacefully.
Before entering the elevator, take the medallion that lies to the left of the door. Remember Asari, who complained to someone on the phone that had lost a valuable thing? Take it a medallion after dealing with family problems of Miranda.
Jacob
From a remote planet received a distress signal from the ship on which the father of Jacob served. But why did the emergency buoy earned only nine years after the crash?
Inspect a broken ship, listen to the diaries and talk to the holographic assistant. It seems that local food is poisonous and causes dementia. Talk to a frightened girl – if you want to save her from the rushing gang of "wild hunters", interrupt her outpouring quickly.
There are a lot of "hunters", but there will be no problems to cope with them. Climb into the village where women who have clearly stupid in ten years say that this is Jacob’s father, becoming a new captain after a crash, forced them to eat poisonous food.
Having gotten rid of several droids, talk with the ship doctor – by virtue of reason, she will try to explain what exactly happened and give us ship notes that expand the crimes of his father Jacob.
To get to the culprit of the celebration, it will be necessary to overcome the barriers from the droids (one of them is heavy) and several living guards.
Jacob's conversation with the prodigal father will not be easy.
Tali
Tali was accused in absentia of sending a living Geta to the wandering fleet, which was arranged on a ship's ship-laboratory and pancakes.
Now Shepard needs to protect her from accusations on the territory of her native fleet … And it is unlikely that many will refuse to look at the reaction of the quariarians when the legion will go down to the deck of the ship. It is also worth taking it with you because he is a special for the fight against droids.
Advice: For some plot reasons that I cannot reveal here, it is advisable to make a mission of Tali not least. Let after it remain at least the task of the legion.
After the stormy scene of the meeting of Tali with the captain of her native ship (“You were accused of sending us Get … but, by the way, the second!") Go to court. There the essence of the matter will become a little clearer. There is a way to justify Tali-you just need to go to the Gata-captured ship-laboratory and recapture it from the robots, simultaneously finding evidence of the innocence of quarriages.
Before going to business, chat with the people (partly familiar) in the hall – you will learn a lot of new things about the culture of quarria.
There is nothing special to talk about the ship itself: there is something to rob, there are gloomy video days and, of course, a bunch of gait. Do not miss the security room – hack the tracking system and get an interesting drawing of the protective system. When Tali finds his father, calm her down. And in the next room, be sure to pick up the ship model from the table.
Tali will ask you not to present to the court evidence of the irresponsibility of her father, risking with this to be expelled. With sufficient advance in the field of good or evil, you can win the case on one rhetoric. There is a third way – to attract acquaintances of quarods to the side of Tali. And, as usual, one more decision is to be made that will respond to Mass Effect 3.
Legion
The goet is concerned that the “heretics” (the hetes worshiping reapers) created a “missionary” virus that converts robots to a new faith. The virus is located at the space station, and we should visit it.
This is important: If the Legion is in your team, then you have already visited the reap, and the last missions can be stuck at any time. If by that time not all members of the detachment are loyal, delay threatens complications in the last mission.
Naturally, gets will be our enemies. Legion will say that the virus can not destroy “heretics”, but rewrite it in order to convert them to true faith. The decision is for you.
Another unusual concept will be green “data stripes” on the floor. While not to step on them, the anxiety does not rise, and we get the opportunity to deliver the first blow to the Geta, exploding the “communication nodes” around which they are standing.
In addition, defensive guns will meet at the station, which the legion will be able to hack at a distance – after such a hacking, the gun shoots for some time at enemies (sometimes very good), and then self -destructs.
When a fifteen -kilometer hall appears in the windows, hack the terminal under one of the windows – excellent protective technology is hidden there.
Having activated the virus reading, Shepard will have to protect the terminal from several waves of attacking droids pushing on both sides. Hide their partners with a convenient shelter at the entrance to the hall. Try to take turns activating protective guns yourself – a few pieces below, behind the railing, and two – next to you. Only two guns can work at the same time. You will greatly facilitate your fight if you run them in time. In this battle, I advise you to use heavy weapons, since there will really be a lot of robots.
After that, you have to make a difficult decision, and then – in three minutes to get to the exit of the station. Teach oncoming gets – they are not very dangerous. Much worse than the prime, stinging at the very exit. In the tightness of the station, it is very dangerous, so, if possible, reprogram it, neutralizing it for a few seconds.
For information: Do not forget to talk with the "loyal" characters to learn more about them. Be wise and far -sighted, analyzing the conflicts “Tali against the Legion” and “Jack against Miranda” (they will grow after the tasks of both participants are completed).
Normandy: Joker
This plot mission will come up some time after you get the technology of recognition of “your or foe”. As a result of the study of the microcircuit selected on the ship’s ship, the situation at Normandy quickly gets out of control. Shepard and his entire detachment in heding, so Joker has to swell.
Go along the track from flashing lights to the laboratory and go down to the ventilation hatch there. Once on a residential deck, go along the same path through the medical block to the AI room. Give Eddie the ship control and get down to the air ducts again.
Now – the most dangerous place: the lower deck. Do not rush to climb the stairs – wait until the horizon is cleansed (if you doubt, listen to Edi, she will tell you about it). Turn through the door to the left into the motor compartment and quickly activate the remote control, near which Tali usually stood.
The case is done, and Shepard must again make a serious decision.
For information: After this mission, Eddie's behavioral blocks will be removed, and you can ask her in detail about the “Cerberus” on the bridge.
Suicide mission
– You know, the only thing I like in alien threats is the lack of immunity to bullets.
"Doctor Who"
I will say once again the main thing: the outcome of the mission and the number of surviving characters depend primarily on the loyalty of partners and on the “minced meat” of our frigate. For interest, I even advise you to first try to go through a mission without the improvements of Normandy and see what will happen.
While the Joker leads the ship to the station of collectors, Shepard (finally!) let them into a cargo compartment, reflect the attack of the rimming rays of death "Eye". First, a reputable robot must be driven out of the cargo compartment, and then to score with a heavy weapon.
After landing, it will be necessary to decide which participant of the detachment will work out in ventilation in order to open the door to the command, and who will lead the distracting detachment. It is necessary to choose so as not to be accidentally sent to ventilation or to another detachment of a beloved and convenient fighter for you personally.
Speak the speech, and – forward!
There is a task for speed. The specialist will advance through the pipes, and Shepard must open the shutters (green hexagons) in his path in a limited time. This means that demolishing collectors, especially obsessed, is necessary as quickly as possible to keep up with the main damper in time. In general, there is enough time. Only the last two shutters are problematic, but they are close to each other.
After that there will be an important choice: the one you choose the boss of the sabotage group may die. There is a way to help him out, sacrificing the rescued members of the Normandy crew, sending them to the ship unaccompanied. But this will change little, since in this case, perhaps one of your partners will die.
Select a biotic that will cover your group with a field, and the commander of a sabotage group separate from Shepard. After that, you need to advance to the main entrance, exterminating the bioat, exterminating collectors and zombies. As soon as possible, get rid of the sion, which will come out from around the corner-after that it will not be so difficult to get to the entrance.
After a solemn speech, you only have to take two experienced fighters and go to the last battle. Your enemies will be zombies arriving on the platforms, collectors, obsessed harbingers and two sales, which can be shot from afar.
When you get to the reap and repel the next attack with the platforms, you will have to make an important choice, and then to kill the boss. The battle, in general, is not very difficult. Shoot on the eyes. When the boss will demolish the shelter, throw Shepard for another.
The monster with a howl collapsed into the abyss, which means that you passed Mass Effect 2. Congratulations!
Unexplored planets
When Eddie, when circling the next planet, reports anomaly, you have a chance to land on the planet and complete the task associated with it, sometimes the chain of missions. Some will not appear immediately. Some will appear only after Shepard buys the necessary cards. Some of you will bring you during the passage of a game plot.
The complexity of the tasks will also be different: on some planets you will need to solve the puzzle or run from point A to point B. On others, you will have to seriously compete to get a portion of experience, metals, technologies and other pleasant little things.
Lorek, Fatham system (omega nebula)
In this green world, the base of the mercenaries of "Eclipse" was discovered. Somewhere there-the dead agent of Cerberus, who had dangerous information with him.
A simple and short -lived battle is ahead. The compact base needs to be cleaned from the fighters of the "eclipse", in which convenient shelters at the entrance will help you. On the way you will open a couple of doors, take everything that lies badly, and find a fallen agent in the back room.
The information that he has with him poses a threat to the image of the “Cerberus”, and Shepard will have three options for actions: send information to the Alliance (good), send them a ghost (neutral) or leave yourself (badly).
TAIUUS, TALAVA system (KALENTARE BACK)
A signal of non -functioning heavy fur was found on the planet. At the arrival, it will be found that the droid is really broken – he has energy, so that elements (they are scattered everywhere) are enough for a very short time.
The situation with Dorothy and Tictocus from the book by Frank Baum will repeat: the robot takes a few steps and stalls, and we again “start it”, changing the elements. There are no enemies in the district, except for a pair of shabby wars. The purpose of your path is a mountain is a mountain, behind which a rather big stock of metal is hidden.
Sinmara, Solveig System (Capting Capson)
And here pure puzzle water. In the flying city on the planet of the Mercury type, magnetic shields refused, and the sun threatens to burn it. Shepard needs to fix the shields, and since he will not meet a single living soul, he will land on the flying platform, he alone.
The puzzle is very simple. She is actually inserted “for a view” to justify a beautiful landscape. But if you still found it difficult, then here is the solution:
- The switch in the center of the platform put energy to the cooling unit.
- Run the refrigerator.
- Translate energy to the generator.
- Run the generator.
- Translate energy to a computer control.
- Break it and the shield will work again.
- Profit!
Zaneta, Pariitari system (iconic cloth)
From the surface of the planet, the disaster signal is given to the Estevaniko truck a year ago. A broken ship lies on a ledge and can collapse into the abyss at any time. Shepard must have time to get through the wreckage to the ship's computer in order to drain the information.
Here, in general, there are neither enemies nor puzzles – only one atmospheric campaign against the skeleton destroying before our eyes. Grab Irididius along the way and slowly go along the inclined floors to the red beacon. The computer is there.
Darathar, the Phariary system (iconic cloth)
On the planet, a base of smugglers from the "eclipse" was discovered, and judging by the voice of a Slarian on the radio, they also found us. Now they are going to destroy their base so that it does not get the enemy, and we need to have time to interfere with them.
This is a speed for speed: you will need to destroy three heavy robots that smash the boxes. Initially, these boxes are twenty, and this number decreases quite quickly. Furs can be distracted by yourself, but it is not easy to survive at the same time.
I think it is not worth reminding that you need to take those members of the detachment who have established themselves in battles with droids.
Do not forget how to finish, rummage the site.
Nate, Amun system (eagle nebula)
The truck recently collapsed on this planet, but this is strange-someone is moving at the crash site, but there are no traces of organics.
The task is very difficult. When Shepard, finding out the details of the “uprising of cars”, try to turn off the beacon, crowds of robots will come, and the weather will begin to deteriorate at the same time. The team will have to engage in unnatural and very dangerous business – quickly break through with the battle through the entire area of the quest back, to the airborne bottle.
Visibility will immediately begin to go to naught. Hurry up! Select the path and adhere to it. Keep the medigel ready, since it is extremely difficult to protect your colleagues from death here. Try to save a few missiles for a heavy fur that will meet you at the bot itself. Do not try to "sink" droids, they will not end. To win, run to the side of the bot and activate the ship.
Planet Jarrahe, Strabo System (Eagle Nebula)
Why would the droids be furious and arrange a truck from the last mission disaster? Traces will bring you to the Strabo system, where the all population destroyed in the paranoia of the space scientific station.
I must say right away: you can not be afraid of enemies. The station is absolutely empty, and only its artificial mind is trying to stop the uninvited guests (us). Our task is to turn on the three de -energized stations compartments, and then go to the server and turn off the artificial mind.
So, you are in the hall, in the center of which the AI control panel is located. But the doors leading to it are locked and open only after visiting three compartments.
To the left is the laboratory. Here, in order to turn it on, you need to turn the reflective plates so that the beam hit the sample against the wall opposite you. Compared to Pyramids from Mass Effect, the task is the level of kindergarten.
The next door is opposite the entrance, behind the server booth. The jets of plasma bursting out of the pipes are dangerous here. Having guessed the moment, run through the corridors and take care of his partners: Plasma may well kill them.
Finally, the door to the right side is the residential complex. AI will let you go there, but the ban on the door and offers to commit suicide so as not to die of hunger. It is easy to open the doors – you only need to activate the three terminals in the following priority: 2, 1, 2, 3.
Only after that we will be missed to the terminal of artificial intelligence, and Shepard will be able to cut it out.
Caps, Haskins system (titanium nebula)
We will also get here thanks to evidence in the case of a strange virus infecting droids. Our goal is a plant producing these same droids. It is closed by Henn Cedar Corporation for quarantine, as the robots have become furious. To stop them, it is necessary to deactivate the main conveyor.
Several droids will greet you at the entrance, but there are many more inside them. The path through the warehouse to the control room will be long, and robots in large quantities will be revived literally around every angle, the wave behind the wave. Be patient – there is nothing particularly difficult in this mission, but there are so many robots that there are enough tasks ahead.
Tarit, Lusan system (crescent nebula)
On the planet found a station of the Mercenaries "Bloody Pack". We will visit them a courtesy.
The surroundings of the base of the mercenaries are a foggy labyrinth. Move around the labyrinth, including beacon beacon. Their signals will not let you get lost. Oncoming rockets will not become a big problem, so without fear of collect everything that lies badly, and read the abandoned diaries, looking absently at the Barmaglot flying in the fog.
At the end, there will be a fight with mercenaries and their leader Salamul – a rather strong crog. Do not miss a couple of grunts guarding the resource – to find them, from the base of Salamul, return along the trail to the foggy maze and go along the left cliff.
Elim, the Zelen system (crescent nebula)
Another base of mercenaries. When her radars spotted Normandy, a general flight began. However, there is still anyone to fight there.
After counting the computer data on the probable new destination, enter the base. There is a fight with mercenaries, among which there are biotics (the “eclipse” is generally famous for its biotics). Before opening the door, do not forget to turn left and choose a metal supply.
Under the cover of the doorway, reflect the attacks of the mercenaries and pay attention to the edge of the balcony far ahead-there are hidden fighters-raketing, who can prettyly pat the careless Shepard.
Before hacking the terminal, go around the entire room, put out the bridge and take Palladium from the nozzle. Just getting ready for battle and hiding his partners, open the computer and start the decoding.
While decoding will go, mercenaries in large quantities will trample from the door through which you came. There are many biotic among them. Stronger than all – leader, Salariah Vorleon.
Ban task, system of zo cha (abyss of shraika)
This brought us evidence from the previous Basic Bases of Blood Pack. The task is not very complicated. Having passed through the abyss along the stone arch, hide behind conveniently placed shelters and shoot with impunity grunts below, behind an iron grill.
On the next arch, cover the drawers and repel another not too dangerous attack.
Behind the door you are waiting for a strong Crogan – the leader Kalusk. But these crogans are only strong when the rays of death do not use against them.
Clean the grotto of values, put the containers next to two large tanks – and run away.
Equitas, Fortis Sistema (Minos wasteland)
Disaster signal from the ore processing plant. Signs of anomalous life are recorded. The location of the workers is unknown.
In short: zombies. A lot of electrosts, biting and fast, will meet you. Equipped accordingly.
When an endless attack of the horde of zombies begins, turn left and through the tunnel sneak to an alien machine, which the miners excavated on their heads. Exlaim two bombs lying nearby and the task will be completed.
Gay Hinn, SHIKATE SHIKATE (AIDA circuit)
Fragments of the Quarian ship were discovered on the planet. There are signs of life – including local.
Wounded quarriah should be treated, and then guarded from the Ord of Varrenovs. It will be easy to do if you are armed with fiery ammunition.
Ionus, Syssy System (Pilos Number)
In the planet, Ionus endures the “Broken Arrow” truck. The presence of the Geta is recorded on board, so you know how to equip a team.
You have only five minutes to take control and take it off the course to collide with the human colony. There is enough time.
Capture the room, open the door from one of the remote controls on the right. Do not forget to clean it and view the diaries. Outside the window is a hall with an engine. To activate it, first you need to run two gears below – one on the left, one on the right. The problem will be in the Geta – they jump out onto the balcony behind and shoot very painfully, sometimes even missiles. Hide partners behind metal plates, kill droids as fast as possible. Use a pause to start one gear.
After that, go around the hall along the bridges and pipes (behind metal plates), fight the droids again and run the second gear. Do not rush, do not risk in vain – you can calmly swarm almost until the end of the count. The main thing is that there is enough time to run up the stairs then to the left of you, and activate the engine with one press.
The case is done!
Canal, the dirade sistema (Pilos nebel)
On the planet, the activity of the Geta was discovered. Grab the waist and other “anti -guts” characters, land.
The task is problematic. Because of a thick fog, Geta see you better than you are. Will have to fade almost blindly, focusing on enemy routes and a target designation of the interface. Take care of partners and keep under the protection of flat cliffs. Very useful in this mission to Tali with its drone and hacking AI.
Do not forget to collect native palladium. The road to the weather installation, which must be turned off, will show signal lights scattered on the ground.
Joab, Sistema Enoch (Rosett's nebula)
An illegal base of archaeologists and bandits from the "Blue Suns" were found on the planet.
First, a crowd of enemies will fall out from the doors. When the bandits end, clean the site and go to the station. Strange as it may seem, another crowd of mercenaries will sit on you. They will go from the stairs to the right and from the doors on the left.
Behind the long tunnel and doors leading down there will be another small battle. It’s easier to deal with Loka Lieutenant and his assistants if you hide on a transparent fence on the balcony.
View information on a pocket computer (it will open access to the task of capturing the ship) and study the protein pyramid in the next room.
The case is done!
Ship "Stroncial Mule", Arynlarkan System (omega nebula)
This is a continuation of the previous mission. The truck is captured by the "blue suns", and it must be taken on boarding.
The task is very difficult, since the truck is cramped inside, and there are a lot of enemies, and they lead the fire dense, not disdaining with missiles. Therefore, take care of yourself and partners, do not hesitate to retreat.
Hold the fight in the first hall. Climb the stairs and ramps to the level above. Hold another battle and hack the console.
Go to the middle door, clean the room with engines from enemies (there is a strong biotic among them). Return.
Roll up three times left, go with a battle corridor with balconies in the center. Pass the zipper of the zipper along the corridor, clean the room with the bodies. Return through the hall with a balcony and the corridor to the locked door to the captain's bridge. Roll right and hack safety console. Now you can take the captain's cabin. Be careful: when the battle is over, from the rear, through the hall with a balcony, trample the mercenaries.
When you win this battle, inspect the cabin. The load that you need to find is opposite the dining room with bodies (opposite the captain's cabin to the left). Before you grab it, hack the cabinet in which the defense drawings lie.
St. Petersburg, decoris sistema (cradle of sigurda)
Continuation of the previous task. It is necessary to capture the base of the "blue suns", from where they send fake distress signals, luring peaceful ships to themselves.
The battle by tradition will begin immediately after landing – the benefit is where to hide. Inside the railing and repel the attack. Look into the living room to the right and advance in a dining room. Another party of bandits will jump out.
Through the underground tunnel stuffed with Iridia, you will get into the hangar, where you will first welcome you two heavy droids (you can hide behind the boxes at the door, luring out on barrels with explosives), and then traditional bandits.
After that, it remains only to clean the hall and adjacent rooms from values, open the door to the lighthouse control hall and turn it off.
Franklin, skepticism system (cradle of Sigurda)
And one more continuation. Batarian bandits released two missiles on the alliance colony. Having broken into the base with which the rockets flew away, Shepard must neutralize them in five minutes.
The task is quite complicated, since the Batrians are stupid guys and there are a lot of them here. Use the generator of death rays to demolish enemies quickly.
The first batch of bandits will jump out of the boxes on the left, the second will be waiting for you in the room with a rocket outside the door to the right. To destroy enemies around the rocket, you have two or three minutes. Then you need to quickly hack the door below under the rocket, destroy the last batyrian and make a decision is one of those that will come to you at Mass Effect 3.
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