Mass effect 1 planets. Mass Effect: Andromeda Walkthrough - Research, Blueprint, Crafting, Scanning and Loot. Hate: Little Andromeda's progress in everything

“Humanity needs a hero. And we have no one better than the captain.»

The first part of the saga about the hero of humanity and the savior of the galaxy began with the usual flight of the gallant Captain Shepard. At first glance, an unremarkable flight, which will turn out for us to be a long journey with a lot of adventures. An ordinary soldier, whose life will change overnight due to an unfortunate outcome of events. This is how a miserably failed operation can change your life. Throughout all three parts, we will find new friends to whom we will become attached like family, we will experience a moral dilemma more than once, and in the end we will find love with which (or which) our Shepard will remain until the very last breath.

Now I will finish this small lyrical digression and conduct a small analysis of different aspects of the game. Why can you love this game and what is it like? Let's look at it from different angles and summarize.

Breakthrough exclusive


The game was created by Bioware, which has already established itself in the market. Biovars created good RPGs, but the space setting was something new for them. They wanted to create their own Star Wars with blackjack and asari. And they did it. Not at such a cult level, but it worked. The game was released as an exclusive for XBOX 360 and only the next year appeared on the pc. Only the lazy or already playing did not write about the game. The game was praised and given top marks. The game itself has positioned itself as an RPG. Indeed, in many aspects the game resembled an RPG, but many things that became canon for the genre were simplified.
And yet the game was a success and even got two additions. One of them gave us the opportunity to save the planet from an asteroid, giving us about two hours of gameplay and bringing games to the universe. new race... Another addition gave us the opportunity to apply our shooting skills on a space range, in which we could select a map at any time and start shooting enemies. The game has received numerous awards and was well received by both critics and the gaming community. Thanks to this, the release of the second part was no longer in question. The main question was when?

And we walked on the moon


One of the features Mass effect was the exploration of the planets. Wasn't that what everyone dreamed about? The opportunity to personally with your partners to land on the planet and explore it far and wide. Bioware gave us this opportunity. And this was done in a contradictory way. On the one hand, yes - we really explored the planet on a jumping all-terrain vehicle Mako and could at any time get out of it and walk on foot, on the other hand, the size of one planet was limited to a small square, and the planets themselves did not surprise with special beauty and diversity. In addition, all we could do on this planet was to kill a group of enemies and investigate the probes that fell on the planet. And it's all.
The planets were not that ugly, no, not at all, but they were ordinary. There was no zest in them. It was just a set of landscapes that we had to overcome. But even such an omission did not make the game much worse. On the contrary, some players really felt like explorers and traveled all the planets far and wide in search of another thresher.
The sometimes tedious exploration was complemented by the beautiful sky, which could be admired for a long time, the accompanying musical composition and, of course, Mako himself! Yes, it was Mako who pulled out all the boring research. At one time, Mako became a legend among gamers due to his jumping ability and indestructibility. It could be easily blown up by bandits with their rifles and shotguns, but falling from a kilometer mountain and subsequent somersaults did not bring a single scratch to old Mako! It was really fun! For me, in spite of the sometimes deep yawns, the exploration of the planets was a great pleasure.

And this music drives us crazy


Soundtrack! That's what I still want to praise in the game! Mind-blowing soundtrack incorporates the best of electronic and orchestral music. I listened to him with pleasure. All the music compositions written specifically for this game are amazing. This is something that many games do not have. And what about the music during the last battle! I got goosebumps. Eh, it looks like it's time to reopen my folder and enjoy it again.

Magic in space


Almost every RPG has magic to one degree or another, but is there a place for magic in space? At one time, Star Wars proved - yes! Magic has a place in komos! But in order to put it there, you need to at least somehow explain its appearance. All the same, necromancers and fireballs are not very compatible with firearms... Biovars were able to give us this explanation.

Some individuals in the universe Mass effect called biotics, have learned to interact with dark matter and create clots of energy. Thanks to this skill, our magicians can easily disperse crowds of enemies. I will not go into the tedious explanation of the mass effect, thanks to which biotics exists, but rather get down to business right away. If you wish, you can read about the biotech in the game code, which also holds. If your hero has chosen a class that is related to biotic magic, then he will have several interesting skills. The most interesting and lethal is the so-called "Throw". If you pump it to the maximum, you can send enemies into the statosphere with one light movement of your hand. What a pleasure it is!


In my opinion, the biotics in the first part is much better than in the subsequent ones. Despite the fact that in the subsequent parts the number of biotic techniques has increased markedly, but you will experience the pleasure of your power only in the first part. Here you are really capable of a lot. You can easily lift a huge juggernaut running at you into the air, and you can easily make a horde of geth fly in a circle. Freeze an enemy in place? Not a problem either. Kill with one wave of your hand? Hello "Deformations". Yes, biotics is really powerful here. Therefore, if you really love guns, then during the second playthrough, be sure to play for the biotic class, because there will be no such pleasure from opponents flying around the map in the second and third parts.

Please me this shotgun


Here's another weakness in the game. Weapon. At first glance, a wide variety of weapons with different characteristics. What could be wrong with that? And the bad thing is in the design of this weapon. He's just here alone. Yes, four weapon models are prepared for all types of weapons, with the exception of a couple of three unique ones. That is, when buying a new pistol, do not count on a beautiful model, because it will be the same as your first pistol. In the following parts, this oversight was corrected.
But judging by the shooting itself, there is nothing to complain about. Playing as a soldier, you will feel his power in all its glory. There are 4 weapons in total: pistol, assault rifle, shotgun and sniper rifle + grenades. All weapons can be upgraded with up to two upgrades for each. One upgrade for the weapon itself, such as an improved radar, and another for ammunition, such as flammable cartridges. Cartridges for the word are endless, but this does not mean that you can walk around the map and shoot everything in a row without stopping. If you shoot a weapon for a long time, it will overheat and you will have to wait for it to recover. By the way, you can also hang improvements on grenades.

I'm yellowish please


Now let's talk about armor. Although armor does not use one model as a weapon, it also does not shine with variety. It is basically the same type, with only cosmetic differences like double shoulder pads and other colors. Armor is divided into 3 types: light, medium and heavy. Accordingly, biotic magicians wear light, adjacent classes are medium, and soldiers wear heavy.
Unlike standard RPGs, where the best uniforms can be removed from the next boss, or found in a locked chest, here you can buy the best armor for hard-earned credits (analogous to local currency), which by the way costs decent. Armor differs from each other in various characteristics, such as shields, damage protection, etc. Like weapons, your armor can also be upgraded. There are a lot of upgrades here, ranging from various plates that increase protection against damage, ending with exoskeletons (visually, all the improvements will not be displayed, as in actual weapons).

Magician or Warrior?


Finally, we come to the holy of holies of any RPG - character class. There are six of them:

The Soldier is a combat specialist who is good at using all types of weapons, as well as wearing heavy armor. Has no biotic abilities.
The engineer is a technology specialist. Uses a holographic "omni-device" to hack security systems, repair equipment, disable enemy weapons and force fields, and heal allies. Has no biotic abilities.
Adept is a biotic specialist. Not trained to use heavy weapons, but has a wide arsenal of powerful biotic abilities.
Scout is a class that combines the qualities of a soldier and an engineer. More focused on using technical ability than healing. Can wear light to medium armor and handle a sniper rifle and pistol.
Stormtrooper is a mixture of soldier and adept. Deadly in melee, as it can handle shotguns and use basic biotic abilities.
The Sentinel is a mixture of engineer and adept. Has no good combat skill, most useful as a support. Better suited for biotic or technical work.

I give my preference to the stormtrooper. This class does not deprive you of the opportunity to smear the enemy with powerful biotics, but it does not suffer from a meager set of weapons. A sort of battle mage. Each of the classes is useful in its own way. As an engineer, you will not be caught off guard by robots, a soldier can simply destroy everything and everyone, but an adept may not use weapons at all for the whole game. The other three classes are contiguous. A scout is a cross between a soldier and an engineer, an attack aircraft is a cross between an adept and a soldier, and a guard is a cross between an adept and an engineer. The choice is yours, all classes have their own flavor.

Three of us are strong!


Partners are one of the main features of both Mass effect and almost any RPG from Bioware... As the game progresses, we will meet new characters of various races and genders. There are not so many of them as in the second part, but they all have their own flavor and charisma here. You feel them as personalities, not just a collection of pixels. They have their own problems and views of the world, which you may or may not share. They will take on your character even if they do not understand it. So in the end you will not be able to quarrel and drive them out.
With some of the partner, you can have an affair that will last for all three parts of the game. What, what, but well-developed characters Bioware are obtained with a bang. The novel does not end with one bed scene or a kiss. Here you will have the most real romance. And if in the first part the romance you started is only in its infancy and it is not yet clear where it will lead, then with each new game it will develop more and more, forcing you to get used to the role of the brave captain and worry with all your heart about your virtual friends and second half.

Shall we chat?


Here's another advantage of the first Mass effect’A. The dialogues are beautifully written. In the second part, the dialogues are no longer as rich and beautiful as in the first. In the third part, the dialogues are scarce at all. We have little choice in the third part, after all, the reapers are on the tail, so we basically choose one of the two options and that's it. But in the first part, the dialogues are written beautifully, there are many of them, and the answer options are really very different from each other. Even the bad answer options here are not just bad, but simply more daring and frank, in contrast to the second part, where you, if you answer in a villainous way, then really in a villainous one. The villainous options are amusing by the way, yes.

Good or bad?


The very system thanks to which we can play different Shepards. By answering the characters politely, you will accumulate hero points, and if rudely, the renegade points. Later in other dialogues, you will be able to use special answers, thanks to the accumulated points, which will help you achieve greater rewards. And it's not even just the reward from these answers. Thanks to them, you will be able to reveal Shepard more strongly.
Many players play mainly as a hero (which is understandable), but by skipping all the villainous answers, you simply deprive yourself of a lot of humor and pleasure. “Bad” Shepard delivers a notable amount of lulz and epicness. So I advise you to play neutral Shepard, answering according to the situation. Both answers will lead to the same result, so don't play “purely” good Shepard by mixing different variants answers in different situations.

History is rich


Bioware They worked out the game world in great detail, writing down the history, events before and after the appearance of mankind in the vastness of space, told us about the relationships between races and put them at the heart of the real problems of society that we face now. The game world is very rich and interesting. It is a pleasure to study it.

Commander Shepard


This is the name of the character for whom we start the game. Its background, position, class and other parameters are set by you. And it is you who determine what kind of Shepard you will be. Will you take care of everyone you meet and respond to each aggression calmly and diplomatically, or will you not babysit with anyone and respond to each aggression with aggression? Its character is determined by you.
Shepard himself is an ordinary soldier who finds himself in the wrong place at the very right time. For all three parts, he will reveal himself as a person who finds it hard to bear the burden of the lives of all the inhabitants of the galaxy, but only he can save them. This is the hero who became my favorite and who never gives up. This is Shepard, just a soldier who has become more than just a soldier.

Outcome


The first part of this wonderful trilogy left a lasting impression on me. Yes, it has disadvantages, but all its advantages make these disadvantages insignificant. I started my acquaintance with this series from the second part, then went through the third, and then I went through the first. And after completing all three games, I can say with confidence that the first part is the best of all three for me. There is no such epic character as in the third, and the subsequent parts became better from the technical part of the first. But the atmosphere itself, the feeling of an explorer, the wonderful dialogues and soundtrack, and finally the feeling of the beginning of a great story about a big man leave the greatest impression. This is one of my favorite games and I will never forget it (very pretentious, I know). Thank you for reading my writings. Do not forget to leave your feedback on both the article itself and the game. Good luck friends and see you in the open spaces. TESALL!

P.S. The entire text of the review expresses the purely subjective point of view of the author and cannot be considered as an unambiguous truth.

Saving the galaxy from the invasion of ruthless cybernetic invaders is the main test for Commander Shepard and his partners. But on the way to defeat the fugitive Citadel super-agent and his army of robots, we will have the opportunity many times to distinguish ourselves in front of the authorities, to go on combat missions that no one else can cope with, or simply to help humanoids who are in a difficult situation.

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

Citadel

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

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

Xeltan "s Complaint

Volus tries to explain his trouble to the police, without explaining anything significant. It doesn’t matter for him.

Who is this asari? About the house of negotiated hospitality, whose hostess Shaira literally works wonders regardless of the race and gender of the visitors, Shepard finds out immediately after arriving - in the next room of the embassy. There, a volus and a couple of worried elkors discuss the asari, who has begun blurting out the secrets of her clients.

You can calm Zeltan after meeting with General Septimus (quest Asari Consort) - it is advisable to do this before handing over the quest to Shaire.

Asari Consort

The owner of the recreation center, Asari Shaira, has problems traditional for humanoids of this occupation - one of her clients, a certain General Septimus, even though a turian fell madly in love with her, but got angry at the offer to remain friends and began spreading false rumors about her. Shepard has to talk to the general, like a soldier to ... a general, and convince him to leave Shaira alone.

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

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

For your information: You can use the keychain as a key on the planet Eletania of the Hercules system of the Attican Beta cluster - the anomaly stores interesting information about the past of Protheans and people.

Presidium prophet

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

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

The neutral solution to the problem is to buy a Hanaru Permit. It costs 150 credits. You can persuade or threaten to force an officer or a hanar to retreat.

Scan the keepers

The galaxy has been explored, and you can take it for the plot.

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

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

For your information: if you take the quest Jahleed "s Fears earlier than this one, you will find Korban on the lower floor of the shopping arcade.

And here is the list of the Guardians.

    The one that Korban was trying to scan.

    East (next to Rear Admiral Kahoku).

    To the north, at the end of the bridge, on the left side of the main passage.

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

    Near the Citadel tower elevator.

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

    Corridor Presidium-Wards ( Jahleed's Fears).

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

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

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

    On the balcony behind the embassy cafeteria ( Homecoming).

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

    In the Elcor Consulate Room ( Xeltan "s Complaint).

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

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

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

    Near the medical block ( Doctor michel), around the corner.

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

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

    Police academy, control area (quest Planting a bug).

    Dock at the docks, next to the Normandy.

Jahleed "s Fears

Initially, each hypnosis session will cause uncontrollable fits of jealousy in the team.

This quest will overtake you in the Presidium-Wards passage (two steps from the Citadel tower to the east and down by the elevator). Little volus Jalid is convinced that former business partner Korban wants to kill him, but the police don't want to get down to business until the volus tells the details.

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

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

Reporter's Request

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

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

Planting a bug

Condition: quest completed Reporter's Request.

This is the second quest from Emily Wong - this time you will meet her in the tower of the Citadel. The journalist wants to make a revealing report on the safety violations in the area of ​​the Citadel. Shepard's job is to plant a bug in the control room. The matter is simple - go to the indicated place (police academy, to the left of the elevator) and "mine" the indicated place. In addition, the journalist can be persuaded to take pity on the unlucky dispatchers, or lie to her, saying that the bug is installed.

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

The fourth estate

Condition:

After Shepard returns to the station at the police academy, he will be caught by reporter Khalisa Al-Jilani and will attempt to interview the first person on the spectrum. You can answer whatever you want - for example, refuse to speak at all, be formally evasive, or use conversational talents. The answers will affect the outlook of the hero (the villain may even answer one of the questions with an assault).

Later, Shepard will hear about himself on the radio and find out how his superiors reacted to the interview.

Schells the gambler

"Quasar" - can you outsmart a soulless slot machine?

Condition: Shepard is a spectrum and is visiting Stream for the second time.

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

Shepard, of course, can now or later betray the salarian to the owner of the establishment, the volus Doran, or honestly take up the game. You must win five times to read the required data. Doran watches Shepard - if he wins too often, the volus will accuse the hero of cheating.

Rita "s Sister

Stream's waitress Rita is concerned about Jenna's fate - this is her sister, who went to work at Cora's Den, a hot place. Rita knows that Jenna is not just a bartender, but works undercover for the Citadel police.

If you visit the Shepard, Jenna understandably doesn't want to talk to Shepard about her dismissal. At the exit, Shepard will be pushed by a turian pretending to be drunk. This is Detective Chellik, who will receive the team in his office at the police academy (next to the control room) and accuse the hero of putting Jenna's cover in jeopardy.

You can get a girl out of the "Brothel" if you use persuasion skills or agree to play the role of a buyer of illegal weapon modifications. The deal must take place at the bottom of the trading quarter. The seller is Krogan Jax. You can try to arrest him or just finish him off, but for Chellik this is an undesirable outcome.

Signal Tracking

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

And one more quest, starting in the area of ​​the "Flux" club, at the far end of the casino room. Someone is pumping cash out of a slot machine. The first transmitter to check is in the Presidium-Wards corridor (quest Jahleed's Fears).

The second transmitter can be found in Information Trader Barla Vaughn's office. The third is in the warehouse of the shopping arcade (next to the hanar merchant).

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

Doctor michel

We already know Dr. Michelle in the story. After we deal with the bandits offending her, she will offer Shepard to hand over the medicine to the prescription and inform that she is being blackmailed by Morlan, a salarian merchant from the commercial districts.

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

Family matter

Condition: completed at least one story planet.

Near the shopping district of the Presidium, the Petrovsky family is standing and arguing - pregnant Rebecca and her brother-in-law Mikhail. Rebecca's husband died of a rare hereditary heart disease, and Michael is pushing for gene therapy for the baby. Rebecca fears side effects and refuses to undergo therapy, relying on traditional treatment.

Shepard will be able to resolve the family dispute at his own discretion. Alignment points are awarded for using conversational skills - persuasion or threat.

Homecoming

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

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

It's up to you whether to force Bosker to give the body to his inconsolable husband or convince Samet to back down, appealing to his sense of duty. In both cases, speaking skills are required.

The fan

On the poisonous planet of the apes, the mirror ball holds the legacy of the forerunners. It's so good that Shepard just had the key to him!

Condition: Shepard is a spectrum.

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

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

Our Own Worst Enemy

Condition: completed the planet Wyrmire.

Near the Potok club, where Captain Andersen called you for a private conversation, the protesters crowd. Charles Sarocino, an activist for the political organization Terra Firma, which stands on the positions of great human chauvinism, will ask Shepard to support his platform in the upcoming elections. The path of goodness is rejection. Consent is the path of evil.

Negotiator "s Request

Condition: completed the planet Wyrmire.

At the entrance to the Stream, there is the diplomat Elias Keeler, suffering from severe withdrawal symptoms. He will ask Shepard to procure a mental stimulant for him to negotiate with the naturally savvy Salarians.

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

Old, Unhappy, Far-Off Things

Condition: Shepard grew up in space.

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

In the communications hall of the Normandy, Shepard can contact his mother and find out more about Zabaleta. The mother will tell you that this is a veteran suffering from PTSD and that he must be handed over to the appropriate services. Returning to the old man, Shepard can give him money for a drink or persuade him to contact the veteran assistance service.

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

I remember me

Condition: Shepard is a descendant of the colonists.

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

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

Old friends

Condition: Shepard is an Earthling.

After returning to the Citadel from the story planet, Shepard will meet Finch, a former accomplice from the earthly gang. He will ask to release the familiar bandit, captured by the Tuarian, and will threaten to reveal “ family secrets».

It’s dangerous to threaten Shepard. After all, he can both agree to talk with the law enforcement officer in Cora's Den, or betray Finch's plans, and, without saying a bad word, neutralize him.



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

For your information: meeting with Rear Admiral Mikhailovich on the dock after the first story planet is not a quest, but just a funny conversation. Talking to an angry military man can give Shepard a few points of "good" or "evil" depending on the answers he chooses.

Noveria

Smuggling

Jellyfish-looking merchant Opold will offer Shepard to smuggle the smuggled goods (illegal weapon modifications) through customs, taking advantage of the exceptional position of the spectrum. The package will be put right next to the boarding bridge.

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

    Just assign the item.

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

    Talk to Inamorda and transfer the goods to him - after bargaining, Shepard can earn up to 750 credits. This will not please Opold, who was going to get his gesheft out of the deal.

    Hand over the smugglers to the administrator Anoley and get a plot pass to the garage, saving the goods if desired. Opold will be sad, Inamorda will go to deal with him.

Espionage

Asari Mullen Callis will invite Shepard to take part in industrial espionage for the Double Helix Corporation. All that is needed is to approach employee Rafael Vargas and distract him with a conversation while spyware is being downloaded to the network. The moments when Raphael thinks are easy to recognize - he rubs his neck thoughtfully.

Good Shepard either will not agree to the dirty task, or will hand over the asari with giblets to Raphael. In this case, Mullen will hasten to leave the planet.

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

Feros

Data recovery

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

In a small hideout for Exo-Jeni employees (halfway between Hope Zhu and the corporation building), scientist Gavin Hossl will ask Shepard to download files from a computer in a building occupied by droids.

This room is located next to a passageway closed by a protective field. When you find yourself on the other side, turn right and fight with several krogan mercenaries. The data is at the end of the room, you read it from the computer terminal.

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

Geth in the tunnels

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

Fi Dan will ask Shepard to eliminate the geth who installed the transmitter in the basement. Go down there and move along the corridors, shooting robots from afar. Droids will lie in wait for you on your way back, so be careful.

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

Varren meat

Carnivorous varren, similar to a cross between wolves and killer whales, are a valuable source of nutritious meat, but the colony is starving due to the fact that the warren are guarded by the alpha male, and the ghethas are found in the basements. The task will be given to you by David Reynolds.

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

Power cells

This quest will be given by May O'Connell. She needs batteries for the generator, and they can also be found in the basement. You will remove them from the broken armored car in the same section of the tunnel where the predatory warren attacked you.

Water restoration

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

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



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

But a couple of quests await Commander Shepard on his ship.

"Normandy"

Family armor

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

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

Vrex will thank us heartily, but he will hide the armor.

Tali's Pilgrimage

The quarian Tali-Zora accompanies Shepard after the Citadel, but she is technically in a state of pilgrimage. Young kvariant are always sent on a pilgrimage so that they grow up far from their native fleet and, along the way, bring something valuable with them. You will find out if you have a few heart-to-heart talks with Tali.

You will learn the secret information in the process of completing the quest. Geth Incursions on the Solcrum planet (Grissom system, Armstrong Nebula) by downloading them from the terminal. Tali will want to lay her hands on them, and Shepard, if he's a good Shepard, will give her a copy of the data.

Find Dr. Saleon

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

One can imagine Garrus' joy when Dr. Saleon's footprints show up in the Herschel system (Kepler Verge). Saleon jumped - he was locked in a room by his own experimental zombies. Take Garrus with you on a mission, equip the group in a suitable way - take stopping ammunition, biotics, shotguns and all that.

The doctor will not want to give up, so he will have to issue it under the item "expenses". Back on the ship, do not forget to go down to the hangar and make a suggestion to Garrus.

Love line

Nothing brings the commander and subordinates together more than mutual romantic aspirations. Against the background of Shepard's love affairs on the Normandy, even the famous Citadel pales, where, as you know, there are all sorts of entertainment - from blackjack to asari.

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

The first germs of feeling will begin to break through in Ashley or Kaidan after Shepard, saving her / him on Eden Prime, blows up his brain with the prophecy about the Reapers. At the exit from the room, he / she will wait for Shepard with a question about well-being.

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

The idea to light up right away with Liara and Ashley is tempting, but the writers have their own plans. We'll have to choose between them, since both (both) will start to be interested in: "What do you have with that / that?"

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

It remains only to embrace sweetheart, when the "Normandy" is locked in the Citadel, and then hospitably to meet in his cabin before visiting Ilos.

Galactic missions

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

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

Asari Diplomacy

A diplomat with the dissonant name of Nassana Dantius asks Shepard to find her sister Dahlia, kidnapped by a group of mercenaries and held in the Macedon system (Artemis Tau).

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

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

With a hanging tongue, you can squeeze a rare Armali license out of Nassana for your ship merchant.

Besieged base

"My-I-it's clear!" - the varren rejoice. Poor...

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

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

Now scientists are wandering around the base, getting underfoot and muttering all sorts of nonsense - they are so distraught that sometimes they freely pass through boxes and electronic consoles. The station is packed with explosive containers, so be careful with mines, conventional and technical.

Cerberus

Condition: task completed Missing marines.

Admiral Kahoku will unexpectedly get in touch and report that he came across the trail of the group that destroyed his infantrymen. The gang calling itself "Cerberus" is located on the planet Binthu of the Yangtze system of the Voyager cluster in three underground laboratories at once. All three must be destroyed.

The base in the south is protected by stationary cannons. The Cerberus group is experimenting on the rakni, and one of the insect-like race cokes behind a protective field, surrounded by bandits. If Shepard suddenly runs into the room and turns off the field, the Rakni will rush at everyone - there is a high probability that the bandits will suffer.

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

You will find Admiral Kahoku in the last laboratory.

Asari, as you can see more than once, species biases are completely alien.

Colony of the dead

You will get this task from one of the Feros terminals (this is where the Cerberus took the Rakni!) Or on the planet Chasca itself (Matano, Maroon Sea), which will appear on the map after visiting this story planet.

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

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

Dead Scientists

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

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

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

Depot Sigma-23

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

The ship must be blown up. After activating the self-destruction system, in the best traditions of the "Alien", the path to salvation will be blocked by flocks of insects with which you will have to fight.

Derelict freighter

"Which one of you little scoundrels stole secret data?"

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

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

Distress Call

Information about the distress signal from the disaster medical ship Shepard will pick up as soon as he first appears on the Citadel, without leaving the first room in the embassy.

Traces lead to the planet Metgos of the Hydra system of the Argos Rho cluster. Indeed, there is a lighthouse near the wrecked ship, but the team is restless - something in everything that happens does not like Shepard's partners. Indeed, as soon as the Mako approaches the lighthouse, an anti-tank mine pops up along the course, and a crowd of Geths jumps out from around the corner in an open field.

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

Espionage probe

This mission is especially favored by snipers. Command discovered the remains of an ancient spy probe in the Voyager cluster. And everything would be fine, but the probe is equipped with a nuclear charge that protects human secrets from enemies who decided to lay their paws on the equipment. Since in the current political situation it would be wrong to make it clear to the Citadels that people are launching atomic bombs into space, Shepard must defuse the bomb and take the probe with him.

The target is the Agebinium planet of the Amazon Voyager cluster. The trail of the lighthouse leads into the mine, which is very suspicious - the probe itself did not fly there. Inside it is completely empty, and in the corner lies the probe itself, as if it should be. Of course, this is a trap - the entrance to the mines will collapse, and the bandit Elanos Haliat, a one-of-a-kind man with a turian name and voice, will jump out of the holoprojector. He is very angry with Shepard for disrupting the attack on Terminus and now wants to detonate the atomic bomb. The hero will have only a few seconds to neutralize three detonators by playing three mini-games.

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

ExoGeni Facility

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

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

Geth Incursions

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

    Antibaar (Tereshkova). You don't have to leave the Mako here. Clear the Geth outpost of robots and shoot everyone who arrives at the noise.

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

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

    Rayingri (Gagarin). Here you will be greeted by electrozombies and the first laboratory that you have to storm on foot. As you exit, you will again be warmly greeted by a landing craft of robots, so try to keep the Mako closer to the entrance.

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

Hades "Dogs

Condition: task completed Cerberus.

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

Hostage

Biotic terrorists want someone to pay the price for their everlasting migraines.

Bioterrorists have taken Chairman Burns of the Transhumanist Research Agency hostage and are threatening to kill him for voting against indemnification for victims of substandard implants. We learn about this from the admiral or from the news on the radio.

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

It will be possible to dock to the ship unnoticed, but as soon as the alarm is raised, Shepard will have only three minutes while the biotics will gather their courage to shoot Burns. There is no time for strategies - we just run and shoot, trying to hide behind the backs of our partners whenever possible.

In the back room, the terrorists are holding Burns at gunpoint. You can persuade them to lay down their weapons, but only if the hero has a well-hung tongue. If not, the shooting is inevitable.

Hostile takeover

Condition: Shepard is a spectrum.

This curious task will be given to Shepard by the woman Helena Blake. Information about her can be found in the reports of the Citadel police. When Shepard gets the title of super agent, Helena will fish him out in the Presidium's trading district, announce that she represents a criminal organization, and offer an "order" for two bosses from rival gangs. At this place, you can calmly podartanyat, stuffing points of "good" - the hero will receive the quest in any case.

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

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

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

Inside you will find a standard layout: a left turn and a large hall filled with boxes and bandits. Best tactic here is enticement.

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

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

    Pick up your reward and leave. We won't meet Helena again and won't be able to visit her.

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

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

Listening Post Alpha

Condition: passed Noveria.

Soldiers from outpost "Alpha" request help - they are attacked by unknown creatures. Shepard will land on the Erebus planet of the Styx Theta cluster. Before leaving, take your Rakni equipment. There you will find still alive, but orderly frightened infantrymen, who need to be protected from the attack of beetles.

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

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

Listening Post Theta

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

Lost Freighter

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

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

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

Lost Module

These - will steal anything!

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

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

On the way back, the heroes will be trapped by gethi - you already know what to do with them.

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

Major kyle

The cultists do not yet know that Shepard is determined to arrest "Father Kyle".

And this is where Coppola and Apocalypse Now begin. You can find out about Major Kyle from a compromised computer at the embassies or simply by being in the Century system (Hawking Eta cluster) - there you will be brought up to date in the old fashioned way by the admiral.

Retired Marine Major Kyle (in some cases Shepard's acquaintance) went mad and organized a sinister cult on the distant planet Presrop. And all would be fine, but the officers of the Alliance sent for reconnaissance disappeared and, probably, died.

There are two ways to complete the task - with the help of guns or kind words. The first problem is getting to "Kyle's father". If Shepard served with him, it will pass without problems. If not, you will have to use eloquence or machine guns, breaking open doors on the way.

"Father Kyle" admits that the officers have been killed, but he clearly does not understand what this could lead to. The impatient Shepard will simply shoot him, the patient will explain to Kyle how he set up his entire flock. Imbued with the importance of the moment, Kyle will ask for an hour to get ready. You can trust him. In any case, just taking him away with you in front of the entire cult is an impossible task.

Later, you will hear about the Major on the radio.

Missing marines

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

When Kahoku finds out about the fate of the missing soldiers, Shepard will receive new questCerberus.

Missing Survey Team

In the Antaeus system (Hades Gamma) on the planet Trebin, a team of researchers has disappeared. Shepard learns about this, being in those parts or riding the elevator.

Equip a team of zombie fighters before landing. Search the temporary huts and go down into the mine, where you will find crowds of zombies in ambush and, the strangest thing, "thorns" for transformation. Have archaeologists actually excavated them? What happened to them? Maybe the Geths attacked the base, because the thorns are their handwriting!

We will never find out the answer to this mystery.

Privateers

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

Traces lead to the planet, and we have to go down, take the pirate base by storm and find the body of our brother.

Rogue vi

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

I will boldly call this task the hardest and most important in the whole game. Even to the side it can be ranked only with a big stretch, because only after completing it, Shepard will open a class specialization - additional skill.

It is difficult because your enemies here are flying drones, which make most of the biotic skills useless, move quickly and spit missiles, which is especially dangerous in a cramped room.

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

On the lunar surface, the Mako will be fired upon by stationary cannons, but the real problems will begin in the bunkers. Firstly, there will be a lot of drones that are very difficult to handle. Lure tactics do not work particularly well with them, and partners tend to die quickly, so take care of them.

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

The negotiation

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

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

The meeting will take place in the Plutus system (Hades Gamma) on the planet Nonuel. Rummage the containers before speaking. Darius is clearly unhappy that a soldier, not a diplomat, was sent to the negotiations. He will claim that it was the Alliance who provided his gang with weapons to guard this area of ​​space from the batarians. However, now Darius tries on the crown of the provincial king and believes that all the local asteroids belong to him.

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

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

Everything you need to know about mining and crafting in Andromeda, as well as where to find certain materials.

V Mass Effect andromeda there are a lot of skirmishes, but there is still time for research. This will allow you to create new armor, weapons, modifications, upgrades for " Nomad" and much more.

Three types of research

V Mass effect andromeda research data is divided into three categories:

  • Milky Way Studies- data related to the colonists and their equipment
  • Chilius Research- data related to the races found in Andromeda
  • Relic Research- data related to ancient abandoned technology

How do I scan in Mass Effect Andromeda?

It’s very simple. Activate your scanner by clicking on. An object or lifeform turns orange if it can be scanned.

When you scan a new lifeform or technology, you will receive research data for one of the categories, which can then be used to purchase blueprints.

Blueprinting and crafting in Mass Effect Andromeda

Approach the research center, which you can find on the ship or a friendly location and select the item " Study". Here you can see which blueprints you have access to and which ones you can buy. Most items have levels, so you will only get access to the next level when you already have a lower level item.

After the drawing appears, go to the item " Development of»To create weapons, armor and upgrade the car, if you have the necessary materials for this. Occasionally, rare ingredients may be required.

If you have blueprints for modifications, then you can apply them to crafted items to add an improvement.

Extraction of materials

V Mass effect andromeda there is different ways extraction. Mineral rocks are the easiest to mine and can be harvested with Ryder's omni-tool.

The mining zones are much richer, but require the presence of " Nomad". When you place a forward station, all loot zones appear on general map... Go there by car, turn on search and follow the schedule. The larger the schedule before the appearance of the drone for mining, the more resources you will receive.

Orbital and system scanning

When using the Galactic Map in System / Orbit mode, you will often receive anomaly warnings from Suvi. After that, you must press / to turn on the scanner, then follow the arrow on the screen to find the anomaly. Once you have found an anomaly, press / to launch the probe. Usually there may be minerals or research data.

The fact that Mass Effect: Andromeda, so to speak, "blundered" is now being examined in some detail by just not lazy - from controversy over facial animation to the surprisingly low ratings of the latest game in the epic sci-fi franchise from Bioware.

Underneath it all, however, lies a sweet spot that can be loved, but you have to dig a little to get to it. It remains to rely on patches, updates and any additions for this game.

If you are planning to hop aboard the Hyperion Ark and head to the Andromeda galaxy, then there are some things you should know about the gameplay systems and mechanics of the latest Mass Effect. With this guide, you will make your life in a new and hostile galaxy easier, and you will also be able to smooth out some of Andromeda's rather rough corners.

Forget about side missions on Eos - leave the planet as soon as possible and come back later

Mass Effect Andromeda doesn't make any hints here, but once you're done with the Vault on Eos, you'll start clearing the atmosphere of this incredibly annoying radiation that covers most of the map. It doesn't happen right away. You will need to walk through an important mission a little to get started. But once the rad threat disappears, you can explore almost the entire map without inflicting constant radiation damage on yourself.

Don't bother battling radiation in an attempt to complete all of the side missions on Eos the first time you land on it. Radiation on the planet precisely to stop you early in the game, and not to provide some kind of test. Some of the missions are all passable, but it's best to ignore them.

There will still be additional missions on Eos in the future, so don't worry about that. Do not fly there until more missions accumulate there, and then return. And at the beginning of the game, just fly away. Moreover, the game is getting much better after Eos.

Don't worry about research and crafting in the beginning

You don't really need to do research or craft weapons and armor in Mass Effect Andromeda, but if you are going to do this, then it is better to wait a bit to understand what exactly you need.

The reason for this advice is that crafting materials and research points are fairly fast-consuming resources. So if you spend your hard-earned currency to open a dozen of some low-level items, then in the future you will have to sweat a lot to get the points that you need for high-level items at the end of the game.

This is especially true of everything on the screen of the Milky Way exploration. The goggles for these studies are the hardest to obtain, but this is where you can find the most famous weapons from the Mass universe Effect.

You can find most of the equipment from the craft menu in the form of loot or pick it up from stores, so there is simply no point in spending these points right away. The point of crafting is that you apply augmentation to the created items. A crafted, augmented tier 5 weapon will be better than the same cannon obtained in other ways, and you will decide in which aspects.

Another reason to come back to research later is that all of these menus will become much more clear to you and will not cause you resentment. Leave the crafting idea for later and come back later.

Spend your skill points wisely on matching skills and abilities

It is very important that you fully understand how the skills page generally works. If there is a round icon next to a skill, then it is an active skill. This means that it will occupy one of your power slots in any of the profiles and can be applied with the push of a button.

Triangle skills are passive skills that give you a permanent active buff. To maximize your character, it is easier to take a couple of three good skills than to start interfering with everything. Pump up the three main active skills used in the game, and then invest all the other points in passive abilities that will support your play style.

Your active forces should also be perfectly matched to each other. It is a good idea to have two skills for running a combo on an opponent and one for completing it. You can read more about this system in the skill description.

Dedicate yourself to a small number of skills and profiles

On paper, in Mass Effect Andromeda, you have the ability to change game builds (profiles) on the fly, just like in a multiplayer game, which makes it possible not to get stuck in one path. But in reality, with such a distribution, you only make yourself worse. It takes a huge amount of points to upgrade a skill from its base strength to a much more powerful version of it at the sixth level. Having two or three level six skills is a far more deadly lot than having a dozen level two skills.

As a result, if you try to unlock all the profiles, then you will spend eternity pumping each of them so that their bonus has at least some benefit for you.

We recommend that you take one of the mixed profiles, such as Vanguard or Sentinel, and invest in two of the three types of abilities (Combat, Technique and Biotics). Take three active abilities in your chosen two skill trees, buff them to the maximum, and at the same time spend the saved points on the passive abilities of your skills.

If you don't like your build, then you can go to the Discharge station on the Tempest, which is located in the Medbay on the lower floor.

Try a new weapon before selling an old one.

Mass Effect Andromeda has a huge number of weapons and they all differ from each other, even within the class. It's not even about the different weight, clip capacity or damage done. Some of these guns are actually controlled differently from each other, and yet they come from the same family.

For example, there is an assault rifle in the game that takes some time to warm up after pulling the trigger. Then she fires a short burst, after which she needs to warm up again. This isn't exactly what you'd expect from an assault rifle class weapon, is it?

Since you cannot change your equipment during a mission, you hardly want to fight the boss and heavily defended opponents only to find out that your weapon is completely useless.

Better to disassemble equipment rather than sell

While there aren't as many credits in Mass Effect Andromeda as in previous Mass Effect games, there are still quite a few thanks to the various junk items that come your way. They do not take up inventory space and can be easily sold with one click in stores. True, some hardcore fans may want to read the names and descriptions of these items first, as there may be references and Easter eggs in there.

In addition to this rubbish, there is your equipment and, perhaps, it is better to keep it with you, rather than sell it. Once you use the previous advice and decide the fate of the weapon, instead of selling it, go to your inventory and use one option to disassemble it.

Cannons, armor and upgrades to them are all disassembled items that will give you additional resources to use when crafting. And since some crafting resources are quite difficult to find, taking apart every item you find is a wise decision.

As a bonus, you can disassemble things right during the mission and resources from the disassembled item will not take up space in your inventory. So this is a great way to free up some inventory space during a mission if you run out of space for items you find.

Do not forget about the weight of the weapon when lifting it

When leveling up Ryder, you will be able to wear more equipment. You can carry a maximum of four types of weapons and four types of consumables. You may and want to load yourself to the fullest with all the guns, but it's better not to do this.

Mass Effect veterans know that weight matters. Each weapon comes with its own weight and the heavier your equipment, the longer your skills will recharge. So everything is simple here: if you want more skills, you will have fewer weapons. And vice versa.

Frankly, we don't advise you to load yourself up with guns, as it is your abilities that make the combat in Mass Effect so satisfying. So choose your weapons wisely and don't forget that some upgrades to your cannons can make them heavier or lighter.

Don't forget about melee and consumables

One of the main innovations in Andromeda is a melee weapon slot, in which this very weapon can be equipped. You start out with an omni tool, but it's best not to forget about improving this aspect of your inventory. You will find new melee weapons in the form of loot or craft items. These can be both more powerful omni-tools and elemental swords, hammers, or other weapons.

For example, the Azari Sword is the most the best weapon in Game. Andromeda has a ton of different melee weapons. For biotics, for example, it is absolutely delightful and incredibly destructive. Simply put, close combat is worth your time, especially on profiles that reward that “closeness”. Vanguard's profile grants a giant melee bonus at high levels, which will naturally make the weapon much more dangerous.

Consumables (or just consumables) have replaced many of the classic Mass Effect skills for all classes. Here you can find disintegrating, cryo and incendiary ammo, plus other useful bonuses, including a quick boost of your health and shields back to maximum if you are in a rather “hot” spot or in a life-threatening environment in which, for example , radiation reigns. They don't affect your weight, so take as many of them as possible, unlock additional Tempest slots and use them more often, as they can turn a fierce battle in your direction.

Wear something that can pierce shields

Shields are a lifesaver for you and your allies in Mass Effect Andromeda, but they are also a headache when used by opponents. Just like you, enemies can recharge their shields, and they can and will run away and hide, and quite quickly.

The game has special skills for destroying shields, so you might want to switch profiles when you encounter certain shielded bad guys. However, in general, rapid-fire weapons such as SMGs or assault rifles are the best options for fighting shields.

For the most effective destruction of "shield" we recommend that you buy relatively cheap consumable disintegrating cartridges. They just eat them alive. Destroy the shield, then switch to heavy weapons for finishing moves. Ignite the shields or apply continuous damage to them, which will cause the shields to fall.

... and don't forget to wear something against the armor

The armor is less annoying compared to the shields in Andromeda, but it's still pretty darn tough. Armor is represented in the game by a health bar yellow color, as opposed to red health and blue shield.

Armor is the opposite of shields, i.e. things that work well against shields - don't work well against armor, and vice versa. For maximum damage to armor, use weapons with a low rate of fire, such as large-caliber pistols or shotguns. Fire abilities such as a flamethrower are also good for destroying armor.

Again consumables are fine here too if everything else refuses to work. Cryo and Incendiary rounds are ideal for destroying pesky armor.

Combat is now more agile

The original Mass Effect trilogy has over time become more and more focused on shootouts behind cover. Although Mass Effect: Andromeda has cover mechanics, your main approach to combat should be more fluid, so get used to it.

The shelters here do not represent an active system in which you have to press a button to bend over something. In Andromeda, they are dynamic. As soon as you get close to the cover, Ryder will naturally duck behind him. Aiming around cover and blindfire will work as you'd expect from this position. Health, shields and biotic barriers regenerate faster when you are in cover, so they come in handy in case of falling shields and a dangerous situation.

Also, you have to be ready to move and quite often. The new jump pack and different dodging moves are all major changes to the Mass Effect formula that give you the maximum amount of mobility that was not possible in previous games. Ideally, you will have to constantly be mobile in fights, use deshi to bypass opponents and come to them from the flank. Keep in mind that some abilities help you move or they can recharge your shield without cover. So use things, skills, and profiles that support your playstyle.

Walk through the Tempest and the Nexus after completing the main story missions

This is old news for Mass Effect veterans, but is a must-do in Bioware RPGs, so make sure you check important NPCs after completing major story missions or the discovery of a new planet.

A lot of conversations with your mates are blocked during the main story, so if you want to unlock these loyalty missions or in-depth romance, then check them out regularly. Occasionally, different messages on the Tempest will indicate new developments, but not always. So visit every member of your crew between missions. No one will sleep with you if you forget to talk to them.

Also, you must go back to the Nexus and walk through the main areas of this location. Even if you think that you have completely explored the location, new side missions appear there constantly, and you will save yourself a lot of time by collecting them all at once and completing them on the first visit, rather than flying back two or three times during the missions according to your quest log later in the game.

Upgrade the Nomad and learn how to manage it correctly

The New Nomad (your SUV) has a few new tricks up its sleeves compared to the Old Nomad, but nevertheless it is still possible to get stuck in glades or get stuck on dangerous slopes if you're not careful.

If you find the Nomad tiring (or love him but want him to be even better), make sure you develop improvements in the Research Center. As in the indicated location, you can get a bunch of blueprints by talking to the Angaran Engineer NPC at the rebel base as soon as you progress through the main quest. The most useful upgrades improve acceleration and give a six-wheel drive, give the ability to change traction, as well as a bonus to the shield when exiting a vehicle.

Benefit from Nomad's advanced capabilities, learn how to switch between main and six-wheel drive, turn traction on and off, and how to use acceleration and jump. In general, check your control settings. You can even turn the headlights on and off, which is useless when driving through the mountains, but still a nice touch.

Also, always look for Nomad upgrades after you find a new store with goods. In them you can find a bunch of interesting things for your transport.

Found a typo? Select the text and press Ctrl + Enter

A very big game. Many places can be difficult even for longtime fans of this RPG. It will take 20-30 hours to plot and you might miss out on some of the great moments from the game. Well, nothing, I'll cover you and now I'll tell you about these moments. Below is a list of tips and advice to help you on your journey through Elea. Ready?

1. Scanning in space

You need to learn a few rules for scanning planets. Generally speaking, scanning individual planets is very time consuming and has little reward. You can get a negligible amount of experience or minerals from one distant planet. Do you need it? So I recommend only scanning for anomalies when warned by Suvi because they bring unique or more valuable rewards.

2. Crawling on the ground

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

It is much easier to "farm" minerals and items when you travel around the planet in the "Nomad". Placing forward stations will unlock mining areas in the area, and from there you can simply drive around the mining area with the scanner turned on. Always try to maximize your mining schedule and only then launch your drone for mining. If you are looking for any specific materials, then look at the planet in the "Galactic Map" mode to see what minerals you can mine on this planet.

3. Setting up advanced stations

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

Drawing circles around the planet can get bored over time. The best way to save you time is to set up breakout stations. Drive around the planet for a couple of minutes and set up advanced stations that will give you fast travel. Also, these forward stations will replenish your health, armor and weapons. A very useful thing.

4. Correct distribution of OPA

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

OPA - Andromeda's perspective points. You will receive these points as the planets develop and the storyline progresses. With the help of these points, you will be able to bring certain segments of the population out of stasis and immediately let them go to the development of Andromeda. I would suggest unlocking the slots that give out regular rewards first. Start with the sales department, which will give you 500 credits every 45 minutes. At the beginning of the game you will need to buy good weapons and armor and for this you will need money. Having a regular source of income will give you a great advantage.

5. Research

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

In the new part, craft is divided into two parts - research and development. Let's start with research. Here you can unlock blueprints that can then be used to craft weapons or armor. You earn research points by scanning objects, and the type of research points you receive depends on what you are scanning. There are three types of data in the game:

Milky Way

Relics

Each research area has unique weapon, armor and mods. So try to scatter your research points into different categories.

6. Development

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

After purchasing a blueprint, you can bring it to life using the Develop menu. This is where you need special materials to design each item. You can also apply mods to crafted items. But be smart about this. You don't want to put rare modifications on low-tier weapons, do you? To get more powerful guns and armor, you first need to unlock blueprints for the lower version.

7. What to research and develop?

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

This will depend on your playing style. Given the nature of the battle (people are very quick to impose close combat on you), I would suggest getting a decent shotgun (Piranha), preferably with automatic fire. You must also purchase an assault rifle and then the need for sniper rifle will disappear. I've only used it a couple of times in the entire game. I would not recommend spending too many points on the development of pistols, as they have little effect on combat, but in combination with abilities such as Pull or Singularity, it can be devastating. In terms of the choice of armor, you decide. Elea's armor will help you go on a rampage, relic armor is designed for protection, milky way armor gives a good plus to shields and biotics. You can also craft Shepard's N7 armor from the original Mass Effect.

8. Effective level up

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

Obviously your level depends on your playstyle, but best advice for efficiency in battle - increase physical characteristics... This will give you better shields, more accuracy, damage, and so on. This will make the weapon in your hands more effective. Of course, biotic and vehicle abilities are very effective, but they don't have cooldowns and they don't do much damage when they really need to. Also, do not forget about the abilities of your allies and remember that you can change your combat profile at any time.

9. Weapon weight versus ability

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

Despite the fact that weapons are more effective, you can play the game mainly as a specialist in biotics or technology, but at the same time you need to monitor the weight of your equipment. If you go overweight, your abilities will charge slower, so take the minimum set (shotgun and pistol). You can also use weapon mods that reduce weight.

10. Get an animal

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

After you first discover the location of the big bastard, Drak will inform you that someone on the Tempest is feeding on your supplies and leaving crumbs. The crumbs will lead you to the cargo hold. Use the trap to catch the creature and leave the ship. As soon as you return aboard, you will find a mouse in a trap, which you will have in your quarters. This is cute.

11. Romance with an alien (or someone else)

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

Mass Effect veterans know how this system works, but if you're new to the series or in doubt ... yes, you can sleep with just about any alien aboard your ship (and multiple people). Just choose the "heart" option every time you talk to the character you are interested in. If you do everything right, then he or she will end up in your bed.

12. Change the color of your armor

Mass Effect: Andromeda. 14 things you need to know before playing


Mass Effect: Andromeda. 14 things you need to know before playing

Want to change the color scheme of your armor? Then head to your room on the ship and use the Wardrobe terminal to change the color of your daily and combat gear.

Mass Effect: Andromeda. 14 things you need to know before playing

It's a bit of a hoax, but it will allow you to track two quests on your minimap instead of one. To do this, select one quest as the main one, and for the second, simply add a waypoint. After that, you will have two points instead of one, and you can manage the exploration of the planet a little more efficiently. This method works well in enclosed areas like the Nexus.