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Don't bother advancing forwards until you have taken them all down, there are simply too many of them firing at you to do so safely. And as a reminder, remember that they have some dogs as well. After you have taken them all down and collected the heat sinks, move into the first room on the left, which you will see as you advance.

Inside that room will contain some more refined Element Zero, which is good for you, and the apartment beyond contains some looters, so do what you will with them, remember, they are stealing from the dead. Okay, move on back into the main room and press forwards. If the word from the looters can be believed, there are going to be a lot of Vorcha and Blue Sun mercenaries in this area.

Ahead is the clinic, so you will be safe, seeing that there are some guards protecting the little doctor. Now, we need to speak with the good doctor. Once you enter the clinic, the room opposite the room contain Morgin is important. It contains the valuable elements of Palladium and Platinum, as well as containing research on increasing the amount of medi-gel that you can carry.

Make sure to pick that up. The room containin Morgin is also valuable in, well, valuables, so you might want to clean out the room before talking to him. After all, this is going to be a long fight ahead of us. Talk to him, and he will give you a lot of intel, including that he suspects that the Collectors are behind this attack, using humans as control groups.

Anyway, he gives you a nice upgrade in your weaponry as well, which is useful, a new heavy pistol. Now, we need to head to the environmental plant, as well as save his assistant, of course, if he is still alive. Move up the stairs and into the main room, and there are going to be plenty of Vorcha for you to put an end to, again, if you have access to the Sniper Rifle, it is extremely useful here.

Still, you need to take them all out, so take cover, and when your allies advance, you should join them up. In this room, when you have cleared out all the Vorcha, there is a gambling station in which you can hack for money, and there is a medical station that you can take some medi-gel or salvage for.

Up the stairs from this room, the path continues and there is a bank terminal which you can also hack for some money. It seems you can hack everything for money these days. Move forwards, and when you reach the two doors, the room on your left will be the room contain Daniel. He is held up by the Batarians, who think he is there to spread the virus, which isn't true.

So save him, either by force or gentle persuasion. Then, deal with the Batarians. That's one job done, you still need to spread the cure. Move into the next room, and we are getting close, more Vorcha ahead. After dispatching the Vorcha opposite you on the balcony, head downstairs and before you enter the door, be careful, there is a Vorcha with a heavy weapon and he will fire it at you if he sees you, so take him out quickly.

Press into the room ahead. Move forwards, not taking the stairs, and there are more Vorcha, with rocket launchers, so snipe them out, or wipe them out, just get rid of them. Now, stay on the balcony, because the Vorcha are going to stream out from the Ventilation Centre, so you will get a good position to take them out. The Blood Pack Warriors will move forwards, and if you take cover behind the balcony, they will move within range for you to shoot them in the head with a close-quarters weapon, and their armour will account for very little.

This is going to be a prolonged battle, so you will need to expend your ammo carefully, well, heat sinks anyway, but there will be plenty when you wipe them all out downstairs. When you do kill them all, reload all your heat sinks, and move into the ventilation centre.

Inside, there are some more Vorsha for you to get rid of, this just never ends does it. Well, after wiping them out, take over the area, and there are some items that you can salvage for some credits. Now, enter the control room. There is going to be a lot of Vorcha as well as the Krogans in this area, so you will need to take cover.

There are also going to be Boom squads, so when they blow, they'll take out things around it, so use that to your advantage. Move towards the fan, and place the cure, but it won't do anything till the fans are on, so you'll need to power the fans.

Move towards the first fan, taking cover and fighting your way through. This is the same for the second fan, you need to take cover, and continually fight your way through, in order to restore both fans so that they will be operational. Fight your way, making sure to check both rooms for goodies, and when you are ready, activate the second fan, and that will finish the combat mission end of this.

This will send you back to Mordin, and from here, you can talk to him, and he will offer his services. This is valuable because this will unlock the Tech Lab for you, so you can do some research, which is valuable in this game. From here, you complete this mission, now for the next one. What shall it be? From what Aria has told you, he is very dangerous, so you might want his help to take down the enemy that lurks ahead.

First, head into the Upper Afterlife and talk to the Merc Recruiter, who will tell you information about Archangel, and what your job is, basically, you're cannon fodder. Still, that's your job. On the way out, disable the kid's gun for some extra Paragon points.

When you are ready, head over to the shuttle outside the club, and fly off to your mission destination. Move on ahead, talking to the Logistics Officer for some more intel. Head into the room, and collect the datapad that is sitting on the table. Talk to Jaroth, for some intel, and a codex entry. After that, move on ahead. Besides them being a little terminal that you can hack for some money, as well as some refined Element Zero for you to take, you will be able to hack the Heavy Mech, and disable the foe identification for it, so when the mercenaries use it, it will fire on everyone, not just you.

Move into the next room. Ahead in the room is Garm, the leader of the Blood Pack. Talk to him for a data entry. Other than that, move on ahead again. Move towards the main room, where they are staging their attacks. From here, hack the datapad for some credits, to be exact. Also, bypass the security on the door, that will get you some modified weapons, more money and heavy weapon ammo.

And then, move into the next room, and talk to Jentha, Tarak's assistant, to get the Blue Sun codex entry. After that, you can talk to Cathka. Talk to him, and at this point, you can get the codex entry on the gunship, as well as getting a chance to kill Cathka, which is very very useful, as that eliminates the gunship as a way of attacking you, but if you want to be the good guy, you can always leave the gunship there, and have Cathka fly it against you, your choice.

Now, make your way over the bridge, taking out the freelancers. This is simple at first, seeing that have their back to you, but they will take cover and shoot at you, and you do need to rescue Archangel. But they are quite easy to kill, compared to other enemies you have faced. Wipe them out, and loot the building, there is a lot of valuables, such as items to upgrade and credits. You need to take cover, and shoot at all that is going to be coming into your building.

This is easy, you have a high vantage point, so with your guns, you have a wide space to headshot all your enemies, which gives you an advantage. If enemies get past your position, Garrus, will inform you that where they are, be it in the building or past the stairs.

Either way, you need to protect him at all costs, he is valuable. Whilst you are walking, make sure that you take the medi-kit as well as the rifles that are in the room Garrus was holed up in. The far side of the room has a footlocker with credits in it. After you have taken down the first wave, Jaroth will come along with his mech. This is easy if you have already taken down the mech by hacking it. It will fire on the Eclipse troopers first, so you might want to take them all out, and leave the mech for last.

Jaroth will be the boss for now, so you will need to take him out, and a few shots to the head will be more than enough to do the trick. After you have taken down Jaroth, talk to Garrus. The Blood Pack are making their move. I suggest that you leave one of your team with Garrus, that will slow down the amount of damage that he will take on the mission, which gives you more time. Head into the basement, and you'll need to fight your way to the controls. Move ahead, take cover, and shoot all those that come near.

With that, move ahead and use the shutters, shooting those who get too close, because if they get too close, the shutters won't close, and then you'll be in some sort of strife. You need to do this to the main room, and there are two more rooms on the side.

Do not bother taking them out for fun, there will just be more and more of them, so fight your way forward, use the shutter, defend the area under the shutter for 10 seconds, and move on. Once you have taken down all three, you'll head back.

This time, you will need to fight Garm. You'll be downstairs, so take out the forces there, and from there, you need to fight your way up. Garm is going to be engaging Garrus, so you will need to move quickly. Since this is close range, use your best weapon and headshot him a few times, he has a few layers of defence, which makes things a bit tougher, but it still needs to be done.

After you have taken down Garm, talk to Garrus yet again. Two mercenary groups down, one more to go, the Blue Suns. If you killed Cathka, it will be easier to destroy the gunship, but you still need to get rid of it none the less.

First, he will drop down some troops, so take cover, and fire at the troops, consisting of Legionaires, Centurions and normal Troopers. Jentha will be in the first wave. After that, the second wave will attack from the ground, so either take them down from the balcony behind or use the doorway to the holding room as a chokepoint for their troops. After that, you need to take down the gunship itself.

You need to shoot the cockpit of the gunship, and I'm sure you all know where that is. It only consists of armour, so you need to damage that armour, and quickly. Make sure that you take cover, the missiles and ammo that it fires at you will make mince meat out of you if you don't take cover. Take the gunship down, however you want to do it, and after that, you will finish the mission.

Garrus looks to be in bad shape, but he'll pull through. With this mission completed, you will now be able to talk to Garrus who is located in the Main Battery. Well, once you land there, you already are off to a poor start, giving you are trying to find someone on a battlefield.

Move up ahead and there is an observation outpost of some Blue Sun mercenaries, so you might as well take them out. Past them, there will be a wounded merc, so you have the chance to give him some medi-gel, and with that, he will be far more willing to talk. It seems like there is going to be a lot of Krogan on this battle, so up ahead we go. There are going to be more observation outposts, not too hard, they normally come in pairs, but keep an eye on your ammo.

Medi-kits are dispersed here and there, so make sure to keep your supplies up. Ahead is the fort, and there is quite a number of mercenaries there, so you will want to take cover, because they will not be afraid to employ heavy weapons on your team. So take them out from a distance, and the move on ahead to help the tank-bred krogan take out the rest of the mercs. Do so, and make sure to take those credits off the dead merc, he won't be needing them anymore.

Move onwards, and around the corner, some fleeing mercs will engage you, and you are without cover, so quickly wipe them out. In the maze ahead, there are going to be a lot of the krogan heavies, they are powerful, with a lot of health and armour to boot, so you really want to use your tech and biotic powers here from cover, as well as making as many headshots as you can.

There will be a fair amount of them, so take cover and take them out, one by one. Move past the maze, collecting the Platinum as you move along, and bypass the door security. There are some power cells you can loot, medi-kits and upgrades for your sniper rifle here, whilst through that door is some more combat with the Mercenaries.

This is going to be one long fight. And we still haven't found the lab yet. After you've taken out those opposite, keep moving towards that door, and you'll need to take cover because there are more Blue Sun mercenaries on the opposite side, and this time, they are packing more heat, but nothing a few shots in the head can't handle.

Kill all of them, take all the heat sinks that you need, take the PDA, and move through the door. Through that door and upstairs, there are more Blue Sun mercenaries, but don't worry, there is plenty of cover for you to take, however, you need to start being more cautious, because they are going to use more and more heavy weapons, in particular, missile launchers against you, and that there are going to be more Legionaire, Centurions and Heavies tossed at you, rather than the basic trooper.

Push forwards till you get to the door. Don't enter it just yet, beyond it there is a little PDA that you can hack for a cool credits, so it is some money to play with later on. Through the door and up the stairs, there is going to be even more fighting but the hard thing is that there are now two paths that you can fight on, the higher path will normally contain more enemies, but it gives you a very clear overhead position to take out enemies below, whilst below has the converse, fewer enemies, but less a worse overall position.

When you are done killing the mercs on this floor, move through the door on the far end of the area. Open the door, hack the terminal for some more credits, and the medi-kit and finally, enter the last door to find Okeer, as well as bypassing the lab terminal for another upgrade. Finally, talk to Okeer. Although it really is a race against time, there is no real hurry here, so you can take your time.

Move through the doors to the main fight room, and here, there are going to be Krogans to face first. You want to eliminate them first, because they will come close to you and pose a threat, so eliminate them. Jedore will be behind cover, and she will be firing a lot of missiles at you, so take her from a distance.

I recommend sniping her, purely because that is the most effective way to go. But after you have taken her down, she isn't finished yet, there is a mech that you need to face, but the best way to attack is from the side, because it normally stays still and motionless, facing the front, so from the side, you have clear access and no threat to yourself to take it down. After that is down, you need to head back to the labs, something is wrong with Okeer. Now, head back and play with the console.

Okeer is dead. But his little pet toy is now. However, once you get back to the Normandy, it is up to you what you want to do with it. I suggest that you should release it, it gives you another party member, and once with a hell of a lot of kick to it. Landing on the ship, you are greeted by a Prison guard who deems that you should hand over your weapons.

Not going to happen. This seems far too easy. Move down the hallway, and you can stop the guards beating up a prisoner, for some paragon points of your own, or some renegade points. Down the hall, you can talk to some prisoners, before heading off to the Outprocessing wing. Once you move to outprocessing, things change.

More valuable as a prisoner than not. So you need to take some cover and face what the Blue Suns will throw at you. Clear out those who decide to enter the outprocessing wing, and when it is clear, finish off those and enter the Supermax wing. Get rid of the technician, loot the room, and release Jack.

Well, at least we know SHE can handle those mechs on her own, and she will be on a massive rampage. You need to find her. When you head down, scan the mech that has fallen for some damage protection upgrades that you can research. Odds are, in the end, the Mech will win and you are left to take down the Mech. This room is containing goodies. There is a PDA on a dead guard in this room, past the balcony next to the exit door and there is a shotgun you can scan for more upgrades.

Move past the interim room, and into the next big room, and again, there is going to be a lot of enemies in here, another YMIR mech to contend with, so you will need to take some cover. As a reminder, the mechs aren't hard to take down, shoot down the shields, then headshot the weaker armour and health bars.

There are enemies en masse here, but taking cover cleverly and shooting when you have the chance to kill, then you will be able to survive. Move past all of them into the next small room, taking some goodies from the wall safe as well. Now, you need to take down the Warden. He is protected by three shield generators, but that is nothing your weapons cannot fix.

Just get rid of those generatoes, and take some cover. There will be some more Blue Sun mercenaries, but that is nothing you cannot take care of. The Warden is nothing your weapons haven't met before, three layers of defences, shield, armour and health, a few good shots can take care of him, and finally, you get Jack on your side. She doesn't seem to like Cerberus all that much though. With all this done, all the Dossier missions, you will be needing to talk to the Illusive Man, well, you have to talk to him, after all, you can't do anything until you talk to him.

However, the colony is under attack, and you are here to help out in any way possible. Mordin's upgrade makes you invulnerable to the seeker swarms, so we are going to be facing the real threat here, the Collectors. Ahead, it will be your first encounter with the collectors.

They will have a biotic shield as well as a health bar, but they aren't nothing that you haven't faced before. You've faced harder fights, and just to help you, there are explosive containers everywhere. Move on ahead after you have taken them down, hacking the datapad nearby for credits.

In the area ahead, near the colony itself, there is going to be a firefight with various collectors and what is very interesting, husks that are developed from Reaper technology, only confirming that the collectors are working with the Reapers. Okay, take them down, it shouldn't be that hard, and explore the area. There is a datapad inside the building here that has more credits for you, and the dead collector will give you something to research once back on the Normandy, well, it's nice to know we will be back.

Examine the husk, and it is a little, different than those you had in the first game. Well, it means that the colonists are still alive. And you need to save them. Ahead is another set of collectors that you need to fight, and they aren't hard to defeat, if you can find some cover. Other than that, it is a standard bar fight. Defeat them, and loot the houses for credits and supplies. In the next area, the room above the statis prisoner will have a computer you can hack, so make sure you do that.

Then, move along and take the Particle Beam, which is an interesting weapon because it is a heavy weapon to play with. With some ammo for you as well. Ahead, you will be facing a tough fight. There are going to be collectors, that is a given, but Harbinger will be assuming control of the collectors, which will turn their biotic shields and health bars into that of a shield and armour bar. It actually makes it easier for you somewhat, but you still need to take them all out.

Loot the area, and when you are done, you can enter the door after you bypass it. You will need to head to the Spaceport, on the opposite side of the colony, great. Loot the area and move on, and that's where all the colectors are hiding. There is going to be a fight here, there are more Husks, collectors, a Scion, and Harbing is assuming control again. You have cover, use it. The good thing is, Scion is a slow target, and Harbinger is targeting, so your teammates will be able to wreck some real pain on your enemies.

Okay, after clearing up all the enemies here, make sure to collect the data from the dead collector ahead of you on the right. It will give the biotic damage upgrade for you to play around with. There are some power cells for heavy weapons on the left, and up above, there are some credits on the computer. When you are ready, bypass the door.

There is going to be two scions here, as well as many geth husks, so it will be quite easy to lose your teammates here, but as long as you're still alive, that is what counts. Take cover, and don't worry about the scions, they may have a lot of armour, but they are slow, and you can run behind cover to avoid their devastating attack.

But after you have taken down the husks, it is relatively downhill from here so you can finish them off. After that, investigate the area. Well, that is the easy part. When you are ready and have looted everything, fix up the computer. Remember where the med-kit is in this area. It will be important. The Collectors are coming, and Harbinger is coming back. You will need to be where the med-kit is, that is the best defensive position on the level, and when you have defeated the wave, only run out to collect heat sinks for more weaponry.

After you have defeated the collector waves, the Praetorian will fly in. This bastard is tough. He has a lot of armour, so your weapons will have a tough time, and he will constantly dive to the ground to stun you, and also raise a barrier for himself. This makes it harder for you to shoot him down. Your teammates will be a liability here, you need to run in behind the crates, taking shots at him with your powers and weaponry, and then runing away when he gets close.

It is a cat and mouse game, but slowly, you will wear him down, and keep an eye out for the heat sinks, you will definitely need them on this level, your ammo usage will be heavy to say the least. After that, the cannons will shoot and off goes the Collectors. Now, the person you saved on Virmire, Ashley or Kaiden, will come out, and have a talk with you, and they aren't happy you've joined Cerberus.

So much for old times. Well, at least you have your current crew. Now, a talk with the Illusive Man. Now, the game gets more interesting. You have loyalty missions to complete as well as three more dossiers. She directs you to speak with someone from the shipping area by the name of Seryna, so go ahead and talk to her. She tells you that your assassin has been sent to take out someone really powerful, by the name of Nassana.

Well, she is also guarded by some Eclipse mercenaries. Well, how many mercenaries have we killed up to this date? Too many. Well, Seryna can get you to where the hit is going to take place, so get ready to rock and roll. Well, that makes it a easy showdown, but take them down quick, there isn't much in terms of cover out here. Take them out, move up ahead. The room to your left will contain a med-station and credits for you to hack, so clear that room before entering the next room to the right.

In that room is a salarian worker. He will mention that he is in pain, and at the cost of some medi-gel, you can get some information, well, nothing we don't already know, lots of mercs to fight, but the paragon points are a nice touch.

In the next room, it is full of Eclipse mercenaries, primarily troopers and vanguards, as well as a fair amount of mechs to face. The mechs are going to be very easy to take down, you have taken down so many already, but the vanguards are going to be a bit toughter, with barriers and biotics to play with, they are hard to take down. Otherwise, fight your way all the way to the door.

Through the next door and loot the area, and you will notice the handiwork of your assassin, falling mercs. I'm surprised he didn't break into bits and pieces. Anyway, take the medi-gel and the heat sinks, and lets press on. Well, there is going to be another firefight, so there are going to be more mechs, vanguards and troopers to worry about. And this is only the start of the mission. I hope you get used to taking cover, because that is about the only safe way of taking down biotics without suffering heavy losses.

Take down all the mercs to the elevator, and then, do some exploring. Past the elevator is a door you can bypass to save some more workers, who give you the same intel on Nassana. No real help, but there is a medi-kit in the room, as well as a secure terminal for credits. Past that room, there is another terminal you can hack, and most importantly, the Viper sniper rifle, that can replace your normal sniper rifle.

Make sure you pick that up if you ever use a sniper rifle. After you have taken that, head up the elevator. Well, not quite, a bounty hunter and 2 Eclipse engineers pop out so you need to wipe them out. Aim for the Krogan bounty hunter first, with 3 bars of health, you need more than a few headshots to bring that sucker down.

Then, finally, use the elevator. Lets move on. Ahead of you, in front of the elevator, is a datapad for a side quest, pick it up, you will want that later on. Lets go through those doors. The mercenaries will be facing their back towards you, so take some cover, and quickly eliminate them, before more backup turns up.

Well, when they do, eliminate them from the picture. When they are gone, bypass the door on the side, you will save some more workers, as well as there being a medi-kit and credits on the dead merc's pda. Move on ahead, and you are getting close to the bridge.

You need to move and if you want, you can change your weapons loadout if you don't like your current outfit. Move on ahead and get to the narrow alleyway. It seems that Thane has already slipped past them, and they will be facing their back towards you, making your life that much easier to face and defeat them all. However, don't take it that easy, the opposition will consist of an asari commando as well as the usual vanguards and mechs. Take them down, and near the bridge is a dead merc, with credits in his pda.

Take that, he won't need it anymore. As well as that, you get an SMG damage scan, medkits and some heat sinks. Fighting on the bridge is going to be hard, the wind will mess up your aim, so you will need to learn to compensate for that. Fighting your way across the bridge won't be easy. There will be plenty of mercs guarding the bridge, and you need to take out the two rocket drones on the other side, that will fire plenty of rockets into your positions. Better to go to close range and overload them to death.

Otherwise, take cover, which is plentiful, and take down all the mercs. Biotics will be a nightmare to face against, but you will need to face them. Head up the stairs, destroy the asari commando, and move through the door. Warning, the commando is using a shotgun, which will shred your shields at close range, so do be careful.

Open the door, and you'll find the target, and watch the assassin do his little thing. Well, he is efficient, and very strange. Anyway, that will wrap up this mission, so you'll be back on the Normandy. With this dossier done, Mordin will have a favour that he will ask of you. For this, you will need to talk to Liara, who recommends that you speak with Officer Dara who will give you the whereabouts of the Justicar, and when you are ready, you can take the taxi there.

When you get there, is appears a murder took place, so you will need to talk to the people involved. The Volus seems not too broken up that his partner got murdered, so head inside the police station. Aside from the medi-kit, talk to the detective, who will eventually let you into the crime scene. Head into the crime scene, and officers there tell you to watch your back, they're waiting for backup, there are going to be more Eclipse mercenaries there.

Great, another body count. Ahead in the room, you can upload some shipping details to someone, well, it's a side quest, more on that in the respective side-quest section. Salvage some circuit boards and continue on the main path. There is a little meeting here, be sure to make the most out of your crashing skills.

Take them down and move on. Anyway, move into the next room, to see the cutscene, and well, we are back at the spaceport. We need to talk with that Volus Pitne For since he may know how to get into the Eclipse base. Well, time to face some more biotic mercenaries. Well, take the elevator down.

Straight away, a mech is hiding there. There isn't a problem. What's through that door I wonder. Well, through that door the toxic canister goes off, and EDI gives you a heads up on the chemical. You want as little exposure as possible. So, lets move on into the next room, taking cover, taking out the troopers and vanguards without tripping those canisters.

Wipe them out, and move into the interim room ahead, with a new shotgun for you to play with. In the first room, there is a mercenary in training in there, and you can talk to her, either killing her for renegade points, or letting her walk for some paragon points. When you are done with her, you can loot some heavy weapon ammo, and there is a biotic damage upgrade there on the terminal. Lets move upstairs now. Well, there are going to be more mercenaries in that room, more vanguards to crush.

Well, that isn't that hard, anyone can do that. Take them out of the picture, and then enter the room, hacking the Eclipse terminal for money and collecting the medi-gel. Upstairs yet again, and more mercenaries that you need to wipe out. This keeps getting easier and easier. Move on, collecting more medi-gel as well as getting credits from the Eclipse terminal that just happens to be lying there.

Into the next room, more mercenaries, this is turning out to be more of a cleaning out mission than anything else. Wipe them out, though there are more mercenaries at a distance, so someone with a sniper rifle will be needed here to take them out quickly. More biotics, and there are more toxic canisters here, so keep an eye out on that toxicity level.

Enter the next room, to head a data log file, which would be an interesting gauge on past actions, as well as some goodies that you can loot. Well, there is a story you can tell the Detective when you come back. Into the next area, and it's an open area. More mechs for you to face, except your cover isn't very, permanent, mostly fragile crates. You want to move to cover quickly, the problem is, that gunship that you've seen earlier, well, it is coming back, and with a vengence.

Well, to take it down, you will need to do what happened back when you save Garrus, you need to shoot the cockpit. First, take a lot of cover, and use accurate weaponry to take it down. You will probably want to use a sniper rifle or the heavy hand cannons. Take down that heli, and then, bypass the door to move into it to continue further. In the room ahead, there is some interesting shipping information, as well as a terminal.

Take them both, the former for a side-quest, and lets move into the next room. Well, there is someone interesting, a volus. It seems that he has some delusions that he is a god. Well, he isn't, so you can either send him to fight the leader of the mercenaries in the next room, or you can force him to sleep. Either way, time to face the music. Well, the biotic Captain is going to be hard, but the hard thing is trying to avoid all those toxic canisters that are there.

Either way, she is a boss that you will have to face, but really, nothing you haven't seen before. There are going to be some other troopers, but they are easy to take care of. After all that, hack the terminal, and take the datapad for the information you are looking for. After that, Samara joins the team and you can leave when you tie up the loose ends. After completing the second of the dossiers, Grunt will have his loyalty mission up for you to complete. That or you complete 2 dossier missions after Horizon.

After doing several quests, you will get a message from the Illusive man, and you will be able to land on a Collector Ship. Well, it seems that you have to go, after all, he is blocking your galaxy map somewhat. It seems that this is the very same ship that was found on Horizon, so when the Turians came along to shoot at it, it was already buttered up for them.

With this, you will move into the control room, and you get an upgrade, with three to choose from. You can choose either training in another weapon, which may be useful if you don't have access to many weapons, or you can get the M Widow Anti-Material Rifle, which you can give to a Geth soldier later on. It is your choice. Keep moving forwards on the Collector's ship, and from here, you will be able to salvage more technology for credits.

In the control terminal, you can get the Damage Protection upgrade as well. This is too quiet. And it won't be for too much longer. Pressing further, EDI will tell you that this was the ship that was used to destroy the Normandy SR1, so this ship has been dogging you for that long. It seems that we need to be a lot more careful, it is highly unlikely that such a valuable ship is unprotected.

Well, there are the collectors and they are coming in fast. This time, they are coming with full force. This is going to be not as hard as you would imagine. If you have a sniper rifle, this is extremely easy. You can stay at the controls, and slowly take them out, with effective cover. Harbinger is back, so you will have some biotics to face, as well as some heavy weaponry, but that's about it. Well, you need to move, and now, the Collectors are hounding you all the way.

You will need to do what you should do best, that is, take cover and move onwards. The most important thing to watch out for are the abominations, they will self-destruct if they come close, wiping out your shields, making you an easy target. Take them out first, then move onwards. Soon, when you get close to the end, you face another Praetorian. Not these things again. However, it will be focused on you, and without any major threat to your team, they will be able to give you a lot more cover fire and damage that bastard before it takes down too much of your health, and ammo.

The Praetorian will fall once more, and head to the door. Well, it seems to shut when you get close, so EDI opens up the next one. Go through, and from there, take the credits from salvaging the technology, and the Tech Damage upgrade from the control. Lets keep moving towards the shuttle, and there are going to be husks, and a whole army of them moving towards you, so you might want to set your guns to rock and roll. Take them out, moving back if necessary, and if they come too close, don't forget you have a melee option.

Back on the Normandy, and you get an option, either keep building up the team, or you can head to collect the IFF from the Reaper ship. I'm really starting to hate Jacob at the moment, I'd prefer a strong team, but it's up to you. So lets get to Haestrom. You are reminded that you get entering geth territory, so you will be fighting synthetic enemies, and you will need to adjust according for this. When you land, you will be told from the loading screen that geths have strong shields, so Overload will be useful here.

Also, EDI informs you that exposure to direct sunlight will damage your shields, so be careful. Note that if you complete the mission in a hardcore or insanity difficulty, you will get the Geth assault rifle at the end of this mission. Enter the room ahead, avoiding the sunlight as much as you can, and salvage what you can and open the facility doors.

Inside hte facility, you will need to move into the upper area, to your right, and head up the ramp, and quickly. Shoot down the geth and advance, and to your right, there is a little inlet, that has a medical station. From there, take the ramp down, and there is a heavy pistol upgrade, so pick that up. With this obtained, keep fighting until you reach the doors on the other side. At this point, move to your right and follow the path set for you, salvaging the damaged geth there, and getting a new machine gun, the Tempest.

The two are in the areas to your left and ahead of you from the pillar. This makes things interesting. Either way, take the one on your left and collect the demo charge there. Once you do so, you will have to face a Geth Prime, which is basically your normal 3 tier enemy, with a layer of shields, armour and health. This is quite easy. However, there are going to be more geth, so you will need to take cover because they will concentrate their fire. Their hunters are annoying and they will often bypass your teammates, which is a pain, but there is nothing you can do about that.

Anyway, head to the second one, fighting more of the geth, as well as one of their destroyers. The second one, well avoiding the sunlight, you can collect with relative easy as well. With the demo charges, you need to fight a lot more geth before you can head back to the pillar to set the thing off with some explosives.

When you are ready, you can plant the demo charges on the pillar, and go inside the room. Well, it is a mess, that's for sure. When you have finishing salvaging the two geth wreckages, and bypassed the wall safe, and then colelcted the upgrade, then you can communicate with Tali, via the communications console. With that, you have orders to save Tali from the overwhelming number of geth.

There are plenty of geth recon drones here, which makes things a bit more difficult, but they are easy to kill, because they don't have a lot of health. But the real concern is the Geth Prime here, and there are several of them, which means you will need to be able to whittle down shields, armour and then some health. That isn't too bad, there is plenty of cover for you to play with, which makes things a little easier. Advance forwards, and shoot down the enemy.

Once you enter the room on the other side, loot the wall safe and lift the security lockdown. Well, once you do, you see the Colossus, which is a big enemy to take down. If you can, take it down from a range, your sniper rifles and assault rifles are decent here, if you can make it work. It is far better than moving forwards and facing fire from enemy geth troops. But the bastard will repair itself. Head down to talk to the Marine captain.

He gives you the intel on what is happening, and you will have three options, either take the middle, which will give you less cover against the colossus, but is the most direct. There is the right, which is the sniper perch, but there is sunlight. And there is the left, which has a lot of geth, but gives a lot of cover.

So it is up to you on which method you will use to take down the bastard. Now, I suggest you take the left route, and this will get you to an area where you can fight the colossus from the side. This is important, because at this position, the colossus will not be able to repair itself, and you will be able to whittle down the health, however, there will be an infinite amount of geth soldiers moving down towards you, and that is a problem. I once had a destroyer moving closer, nothing 50 rounds from my cyro SMG couldn't handle.

Anyway, take your time, and remember, armour is relatively easy to take down with the right tools. Defeat all the geth in the area, and you will be able to get to Tali. Make sure you salvage the mech at the door, for the credits, and otherwise, end the mission. And Jacob, nice to say things to insult Quarians, like talking about AIs.

We just fought some of them. Completing the Loyalty Missions is extremely useful later on. Play the logs in the room to get a new codex entry, as well as bypassing the wall safe for some money and access the terminal for money.

When you move on, loot the medical stations and play the next log. Play the next log and you will see that even though the Reaper is powered down, the indoctrination device on it still works, giving all kinds of issues for the Cerberus personnel. In the alleyway ahead, the geth will come crawling from the sides, and that is something you really don't want.

Okay, when they are down, move on ahead and you will be told that there is a sniper taking down the husks. At that point, move into the little area with the power cells, and recharge your weapons, collecting the loot and scanning the Cerberus rifle for a sniper upgrade. Move into the big room, and you need to be careful, there are tons of husks just waiting to attack you here, so move slowly and take cover when you advance, though they just charge at you, so cover isn't all that useful.

Your crowd control powers would be very useful here. Take them all out, using whatever means you need to, and with that, move towards the altar, and there, you will see the dragon's teeth, what turns a corpse into a husk. Also, there is a terminal that gives you a cybernetic upgrade, and a med kit.

So collect it. Otherwise, there is a door to the right, that you can bypass to continue onwards. And through the doors you go. In this room, you meet your last possible squad member, Legion, who is really a geth machine. He has a shot to kill you but doesn't, so he can't be hostile. Move onwards in this room to investigate, avoiding the husks along the way. Advance forwards, and the husks start coming out. Move down the stairs, and retreat back up, there are going to be a ton of husks coming your way as well as a scion, so you will need to watch out.

This mission is very very close quarters, so your SMG or shotgun is needed most of the time. Now, keep going, up the stairs, and to your left are some goodies that you can salvage. To the right, well, it is a massive area, and there are going to be a lot of husks. The path upstairs has some husks but a terminal for some credits, while the path downstairs has med kit, power cells, and a Cerberus shotgun you can scan for a shotgun damage upgrade. This isn't going to be fun. Move onwards, even though you are fighting swarms of husks and a scion as well.

Move on ahead, and up the stairs, more husks, and now, two scions come to join the party. This just keeps getting better and better. Well, they are going to be hard, especially with the husks attacking you in melee, so you will really need to coordinate your team properly, they either take down the scions or the husks, and you will need to do the other. Move along, collecting the heat sinks, and down the stairs, again, the same deal, this time, more husks as well as the two scions. Remember, you can incinerate the explosive containers here to make a bigger boom, wiping out more enemy troops before they can get too close.

Once a husk gets close, remember that you can go melee and give them a run for their money. When you are done, advance to the door, shooting down the husks there to ambush you. In this little room, loot the wall safe, and have a look at the log. Right there, is the Reaper IFF. Well, that's one thing down, lets get out of here. Once you shoot at the core, it will shut, and both sides will have husks come left, right and centre.

They will be relentless, so you will need to shoot them down. When the wave is down, the core will remove it's protective coating, and you can shoot at it until it closes. At this point, dish out as much damage as you can, so you will have a easier time next round it opens. This is relentless, there are just too many husks for you to deal with. It makes me wonder how big the science team Cerberus sent in really was.

Well, keep shooting and eliminate them. With that, you need to shoot at the core three times, it will normally shut down when it has loss one third of its maximum health. Other than that, it is nothing you haven't seen before.

For now, it is back on the Normandy. Now, this is where it gets interesting. However, like I said before, more than one mission will not be good for you. So, you need to do one last mission, and that is Legion's Loyalty Mission. Go down and activate him.

If you sold him, you can get Credits from Cerberus, but he is more useful alive than he is dead. So activate him, and when you do so, lets get one more mission before we can start the last chapter of this game. When you gone, the IFF is active, and with that, guess who pops up, the Collectors. They have boarded the ship, and you now play as Joker, you need to head to unlock EDI's AI core, to give her control of the ship.

Why doesn't this sound like a good idea? Anyway, as Joker, follow the emergency lights. Head to Mordin's Lab, and go down the shaft. From there, follow the lights and activate the core. Then, down to Engineering. From there, wait for the collectors to move out the door, and activate the drive.

Well, Shepard finds out, and well, nothing we can do. We need to move on. Upgrade the ship with the armour, weapons and shielding upgrades now. We need to head off to the Omega 4 relay, if you want to save your crew. Do another mission, and you lose the crew. So lets move. This is the last time to play around with the Normandy, so finish your upgrades, talk to your crew, then, head through the relay.

This is where you will start to see the effects of your new armour plating, the shields and the cannon. When you see the dramatic cutscene, if you did not upgrade the armour, either Jack, Jacob or Thane will be killed by that laser. When that is over, you need to head to the cargo bay to deal with the intruder. Your weapons don't need to be heavy weapons, any weapon that can shred armour, such as the assault rifle or the sniper rifle would do.

When that is down, you will head into a debris field, and this is where your shields kick in. If you did not upgrade your shields, it will hit the engine core, killing either Tali or Legion. If you don't have Legion or both are busy in your squad, Thane or Garrus will be killed.

Back down, finish off that Oculus once and for all. Now, this is where we use the new cannons. You will fight a collector ship, and if you don't have the new guns, a beam will kill either Tali or Legion, again, if both are in your squad or Legion isn't activated, you will have either Garrus or Thane killed instead.

And both are valuable. Now, we crash land on the little base. It is time we finish this mission once and for all. Now, since we have landed, we need to make a few decisions. For this, you either send in Tali or Legion, depending on who is loyal to you. If you send someone other than a loyal Tali or Legion, then they will be shot and killed.

Now, we need to build up two teams, and for that, we need a leader for the second team, someone who has experience, and that means either sending in a loyal Garrus, Miranda or Jacob. Anyone else, or if they are not loyal, then they will get your tech expert killed.

Don't worry bout looting, this is the do or die mission. From here, you need to move forwards, until you get the next objective. Any ideas or comments? Easier to find the one instance of the colored big word I'm looking for.

If you sort by the column you are interested in and then use your browser's find function to jump straight to the first entry, it works just as well with less verbosity. It also reduces the risk of an entry being edited in one location but not another; maintaining only one set of data is better than two copies with different organization.

The only thing I'd like to see is for the sort to allow you to not only sort by location, but by order of discovery within that location which can be found first, second etc. Obviously only relevant to missions, but that's where it is most critical; if you miss it you might not be able to go back. This might be solved simply by putting a number after the Location:Specific entry, so sorting by that column sorts by order of discovery within the quest, as well as location of discovery.

ShadowRanger , February 19, UTC I like that idea, adding a number before or after the location link should be sufficient. Or at least a column to hold them when verified? Most weapon upgrades run 60, credits base IIRC, and drop to 50, only after cajoling. ShadowRanger , February 19, UTC Cost could be added and show either credit cost or minerals needed the inclusion of the discount with or without the full price is still something to discuss - I have no issue with it either way.

If a new player starting from scratch can't reasonably meet the requirements for a while, we should list the base and discounted price. I think that the requirement for convincing the shop keepers to give you a discount is pretty low and most will be able to achieve the discount I think that the game count on that - even after the discount you can't buy all items.

Mineral quantity, on the other hand should be before the 'discount' - I think that engineers can get a discount on level four of their class power. I understand and support the need to reduce redundancy, but the proposed version does look very poor and messy at the moment. Maybe adding horizontal lines would help; I don't recall a Derelict Reaper Disabled within the game.

The existing page has the advantage of a good table of contents, which isn't really possible on a dynamically sorted table, thus the need for the browser assist. I believe the benefits of the dynamic sort outweigh that on top of those mentioned above, it means a consistent format for all entries, no matter how they are sorted. When you depend on a browser asset to find things, that is worse when compared to a format where no browser asset is needed.

For the current format, I don't even need to look at the TOC. The current sortable table looks messy, like a homogeneous wall of text. Just to reemphasize, horizontal table borders might alleviate this issue. Needs styling improvements, and perhaps a little CSS magic to inject into the TOC if possible but the basic idea is good. With a little tweaking it may be possible to get the best of all worlds. I don't think that we should hide the number - but I'm not against hiding it.

I think it is fundamentally a bad idea to rely on javascript when it is not necessary to clearly portray the information. I don't really see where the table format gains anything that is worth breaking it on some browsers. You can try sorting through it again - there will be no problem. You can still understand the data without the JavaScript code, it just help with the sorting. You can also turn off the stylesheet for the site and the data will still be readable and clear - the stylesheet just helps a little.

My table's a little cleaner, and a little more navigable, though similarly incomplete. A table is all well and good, but we do need to maintain consistency, and the sandboxed table looks nothing like the tables found in other ME2 articles see the Armor Customization page for an example of what I'm talking about. SpartHawg , October 14, UTC My thoughts are 1 it's better than what we have now; 2 it's consistent with the credits chart on the bottom of the page; 3 the armor customization chart is a format for images and isn't sortable.

Tsuyoshikentsu , October 14, UTC Well, 1 It's better than what we have now if it's visually appealing and consistent with what we have on other articles. The sandboxed version definitely is not the latter, and IMO it's also not the former. We really need to change the other chart as well. Consistency is key. Still have to say no to the sandboxed version.

The new table has problems and frankly I'd rather wait to see what happens with the discussion below. Even if that doesn't work out, then I still have to say no. Lancer , October 14, UTC Order of Locations Information The old upgrades location page had the locations listed in the order that they appeared in the game. Which seems to be a lot more useful, as if your hunting for a specific location there's the contents page, but if your playing through sorting through the whole list is a pain.

It's not a particularly useful sort though. Too many clusters of missions Dossier, Loyalty and N7 missions have no required order. Even if you order them all by when they become available, you'll have giant clusters without an internal ordering, and it still won't be a simple "get everything in this order", since main quest missions will trigger and prevent you from completing them in availability order in any event.

As is, you can simply click the ToC link for whichever mission you are actually playing, and it doesn't enforce a specific play order to do it either. They're both listed at credits after discounts. Why does the table list the discounted price for everything too? Tetracycloide , February 28, UTC I think it might be useful to list the star charts on this page as well since they're upgrades of the galaxy map as much as ship upgrades are upgrades for the ship.

If it's just a list of research upgrades then there are a lot of things that should be removed and if it's more than that there are a few things that should probably be added like star charts and custom armor pieces.

The game says, "This bonus affects the entire squad. Don't they have unlimited ammo? I have never, ever seen a squadmate run out of ammo before- even those using sniper rifles or shotguns park them behind cover and they'll fire the former for minutes on end. Having the shotgun upgrade always available always makes some sense, because any class that doesn't have them can learn to use them on the Collector ship, but the SMG upgrade is utterly useless for a Soldier character.

It seems like the best place for it, since they are really only used to purchase upgrades. So now you can reference how many credits are out there with how many you need. I'll keep my copy of the table for a while in case there is an uproar about it not belonging here and someone deletes it. Karstedt , March 19, UTC It is a good addition becuase it provides a quick one glance reference to the amount of credits you will earn over the course of the game.

Good job. Lancer , March 19, UTC Now that it's up and I'm looking at it, it might be useful to include resources in the table They might not 'fit' though. I may compile a list and see if I can fit them in. Obviously, resources are less of an issue because those available in mission are so minimal anyway.

But if I can make it look decent, I'll probably add them. So I'm going to leave it as just credits. There's only around 20k of each mineral eezo in missions anyway, so they don't significantly impact the totals you need. I'm not sure if there's any order so I just put them in at the bottom like the how Firewalker ones were done. Also updated the totals at the top of the page. Is it confirmed that the Prometheus mission only has credits found as per the page, as the assignment pages are what I used to get the credit totals.

I've heard that using console binds, unlocking upgrades using numbers beyond their in game intention will increase the bonus. ShadowRanger , March 25, UTC Spreadsheet to track Minerals-Needed Just to let you guys know I've made a spreadsheet that'll tell you how much more of each minerial is required to get the remainder of the upgrades on your playthrough, you have to manually change the "N" No to "Y" Yes for each upgrade you get but aside from that its automated, I wasn't sure where to put this so I figured discussion part of the upgrade guide was the most relevant, its on my user page near the bottom if anyone wants to try it -- Ilovetelephones , May 7, UTC Move This is a small thing I want to fix.

According to Category:Guides , this article is the only guide where the word "guide" in the article's title is spelled with a lowercase "g". All this move will do is capitalize that "g", so the article becomes "Upgrade Guide". Nitpicky, yes, but you can't cut corners if you want quality. All of the other Guides have that capitalized and I see no different with this one. Lancer , June 14, UTC I don't know where this addiction to capitalising random words comes from, but it seems to be the accepted standard here.

So, sure, go ahead and move the page if you feel compelled to. Currently you have to mix and match with the By Location and By Type lists in order to get locations on everything, if nobody minds I will add the Tempest, Geth Pulse Rifle, etc to the locations list also. Each weapon has their own article and in there it is detalied where you get the weapon and any other information that you need in order to get it.

That information doesn't belong here becuase in additon to their own articles, it is mentioned in missions summaries and on the various walkthough pages where you acquire them.

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