Illium - Illium. Walkthrough of the DLC “Lair of the Shadow Broker Mass Effect 2” who is the observer

Name: Liara

Surname: T"Sony

Nickname:"little wing"

Race: asari

Floor: female

Date of Birth: 2077, Tessia

Death: possible in 2186 in the mission "Priority: Earth"

Location: planets Thessia and Illium, frigates "Normandy" SR1 and SR2, ship of the Shadow Broker

Occupation: xenoarchaeologist, information seller, Shadow Broker

Biotics: Yes

Occurs: Mass Effect, Mass Effect 2, Mass Effect 3, Mass Effect: Redemption, Mass Effect: Homeland, Mass Effect: Return

Biography

Liara was born in 2077 on the planet Thessia, the homeworld of the asari. She is the only child of matriarch Benezia. Her “father” is also an asari matriach Aethyta, whose name remained a secret from Liara for a long time. According to Etita, Benezia ran away from her while pregnant and raised the child alone.

Liara spent her childhood in the city of Armali. She lived with her mother near a park, where she spent a lot of time reading books and walking. One day she climbed into the old ruins and barely got out. Benezia gave her a lecture about this, but that same day she bought her a history book. Already at that time, Liara was fascinated by the Protheans, finding them amazing and mysterious.

Growing up, the asari realized that she did not like playing the role of the daughter of a high-ranking matriarch, and therefore, she possible ways shied away from this status. The position of Liara's mother in the Asari Republic was quite high. Benezia played an important role in political matters and had many devoted followers.

But Liara did not follow in her mother's footsteps. Instead, she chose a career as an archaeologist to satisfy her childhood dreams and at the same time escape the pressure from Azarian society. At 50, she is in Thessia, earning a doctorate in archaeology.

Mass Effect 1

The life of an archaeologist has accustomed Liara to loneliness. Her work eventually led her to the Knossos system, in the Tau Artemis cluster, where ancient ruins of the Prothean civilization were found on the planet Therum. When the geth landed on the planet in 2183, Liara hid in the old catacombs, activated the protective barrier and, through negligence, ended up in the stasis field herself. It was in such a helpless position that Captain Shepard discovered her.

First meeting with Liara T'Soni on Terum

Liara spent quite a long time bound in a force field, without water or food. If Shepard is in no hurry to visit Therum and postpones the mission to recruit Liara, then when she sees the captain, the asari will think that she has begun to hallucinate, and the creatures standing on the other side of the force field are just a figment of her imagination. Before the captain frees her from the trap, one of his companions warns that Liara could be dangerous, because her mother, as it turns out, works for Saren. This angers Liara. After a short dialogue with the asari, the geth, led by the krogan, appear. The battle begins. Shepard, along with two fellow party members, destroys the opponents and takes Doctor T"Sony aboard the Normandy.

Upon arrival at the frigate, Liara first had to participate in a short crew briefing, during which she learned that Shepard had made contact with a Prothean beacon. Since all asari have the unique ability to penetrate the mind, Liara immediately offered her help. In the presence of the crew, Dr. T"Soni penetrates Shepard's mind and helps him comprehend the information received from the beacon. It should be said that she perceives this information much more clearly and more orderly than Shepard. This may be due not so much to T"Sony's scientific knowledge about the Protheans, how many asari with great brain potential. However, at the end of the session, she felt dizzy and called the merging process quite tedious. Liara occupies a cabin behind the medical bay, next door to staff doctor Karin Chakwas. According to Chakwas, after the trap on Teruma, the asari were exhausted. On board the frigate, T "Soni feels out of place, as she sees the distrust of the people around her, but she tries in every possible way to prove to Shepard that she is not like Benezia, and is embarrassed at every meeting with the captain.

Communication with Shepard

Liara admits that she was very frightened by the appearance of the geth on Terum and does not understand why they needed her. She promises that her knowledge of the Protheans can be useful to the captain, and that she is ready to provide any assistance that may be required of her. While talking about the beacon and the information obtained from it, the asari does not hesitate to state that the captain could be an interesting specimen to study; however, after a moment the meaning of what was said dawned on her, and she felt ashamed. Azari blamed herself for tongue-tiedness and lack of tact. In her defense, she says that she was overcome by the curiosity of a scientist, and she did not want to say anything bad. Liara admired the captain's willpower, claiming that the Prothean beacon could easily destroy a weak mind. During dialogues, Shepard can ask Liara to tell her about herself. But she honestly admits that her life is not so interesting, since she mostly spent her time on distant excavations, and fished out of the ground artifacts that she could find among the Prothean ruins. Regarding her loneliness, the asari replied that sometimes she needs to be alone and put her thoughts in order; she prefers to work with computers and notes because she always says something stupid in front of others. As the story progresses, new lines of dialogue with Liara open up. In particular, she can tell interesting details about the asari race and her mother Benezia.

Liara's opinion about people

People seemed to Liara to be fussy creatures, and before that she had not taken them seriously, but she admitted that this was the first time she was communicating with people so closely. If you think about it, she had nowhere to meet them, unless the earthlings were part of gangs of privateers or pirates that she came across on different planets. T "Soni considers people to be creatures of action, although before meeting Shepard and his team she believed that earthlings stick their noses where they don't ask. It turns out that Liara expressed the prevailing point of view of the galactic community regarding people and their role in the galaxy. But now she understood that people have an admirable character trait - to pursue their goals with pressure and pressure. Thus, the asari admitted that everyone is afraid of people - how quickly they develop, how easily they seize new territories and spheres of influence. Liara compared people with hooligans who go to achieve what they want contrary to everyone, but she is confident that people like Shepard can change the prevailing opinion about earthlings. She noted that the Council gave the captain the title of Specter for a reason, since they saw that he (s) is the best that humanity can offer Asari was surprised at her conclusion, and perhaps her Azarian side subconsciously chose Shepard as the ideal source of new genes.

Meeting with Benezia on Noveria

Romance with Liara T'Soni

Remembering her childhood grievances associated with pureblood origin, Liara vowed that she would never connect her fate with another asari. Apparently, after this she asked if there was a mutual attraction between her and the captain. If Shepard answers in the affirmative, then Liara breathes a sigh of relief, stating that she felt it, but was surprised that she was so drawn to this person, because they had only recently known each other and also belonged to different races. She expressed concern that everything was happening so quickly; The asari is not used to this pace - she needs to get used to Shepard, to the very idea that something could work out between them. The captain agrees with her arguments and says that he is in no hurry and does not want to rush Liara.

If Shepard develops a romantic line with Liara, then this leads to an open confrontation between her and another romantic character - Ashley Williams or Kayden Alenko. The captain has to intervene in resolving the conflict, and he (s) makes it clear who he (she) cares about. After the arrest of the Normandy, Shepard was darker than a cloud, and the asari, with her characteristic frankness, stated that the captain had been treated unfairly, and was indignant at the action and motive of the Citadel Council. She does not give up hope that this is a mistake, and there is still an opportunity to appeal. Liara doesn't believe that the captain could just give up when they were at the finish line. She encourages in every possible way and calls for action. In this episode it is clear that the asari is not used to giving up herself and demands the same from others. Azari believes in Shepard and believes that the fight is not over yet. At this moment, they have a desire to merge in a kiss, but they are interrupted by the Joker.

After the Normandy managed to escape from the Citadel, she headed towards Ilos, Liara came to the captain's cabin and, without unnecessary preludes, stated that perhaps this was the last moment when they could be together, and offered to unite their bodies and minds. She admits that she's never made love to anyone before and finds the idea a little scary. After they finished, Liara admitted that she had never experienced anything like this.

Mass Effect: Redemption

After defeating Saren and the Sovereign, Liara remained aboard the Normandy until they were attacked by the Collectors. Shepard ordered the asari to evacuate and did not want to listen to any objections. As a result, the captain died. This is how our story would have ended if not for the persistence of the restless blue-skinned beauty. She cannot come to terms with the disappearance of the captain. Liara is ready to throw herself into the inferno, so badly she wanted to find Shepard in the hope of at least mourning him.

It so happened that Liara received information that someone had information about Shepard's whereabouts. Her contact is on Omega, and the asari, abandoning everything and sparing no expense, goes to the hottest place in the Terminus systems. Asari clung to any, even the most unlikely, chance, and when the opportunity presented itself, she even agreed to work with the pro-human organization Cerberus, whose members were ardent xenophobes. They know that the Shadow Broker is spending enormous amounts of money to obtain Shepard's remains, and they also know that the Shadow Broker, in turn, is going to sell the cargo to the Collectors. The Phantom personally meets with Liara and invites her to help Cerberus return the commander’s body, as well as find out why the Collectors needed it. The Phantom spares no expense and even condescended to communicate with aliens just to get Shepard's body at his disposal. Asari manages to learn that Shepard's body is in a static sarcophagus, and the Blue Suns are trying to sell it to the Shadow Broker.

Liara is hungry for action and asks Shepard to help her. She is so angry with the Shadow Broker that she promises to destroy him, after which the remains of the enemy will easily fit in a coffee cup. When the captain agrees, the asari offers to meet at her apartment and quickly leaves Shepard. When the captain and his companions arrive at Liara’s apartment, they find the police there, but Liara herself was no longer there. The Asari Spectrum - Tela Wazir - is interested in her disappearance.

Liara has a luxurious two-story apartment with a huge panoramic window through which the attacker tried to kill her, but did not take into account that the asari took into account previous mistakes and the possibility of a second attempt to eliminate her by the Shadow Broker. There is never too much security, and Liara equipped the armored glass with an additional kinetic barrier, which saved her from the assassin’s bullet. The apartment was furnished tastefully, without frills, except that her house was full of Prothean artifacts, despite the fact that the asari had long abandoned their science. She even kept parts of Shepard's old armor. On the wall in an inconspicuous corner hung a diploma from the University of Serraia on the planet Thessia, issued in the name of Liara T'Soni. Liara was careful and tried to hide the data from prying eyes and hands. In the bedroom, on the second floor, next to the bed there was a frame with a photograph of the first Normandy, and when Shepard took it in his hands, the image changed to Prothean ruins. Consequently, Liara programmed the frame to the touch of the captain, while the frame would not react to the touch of someone else. With the new image, the asari left Shepard a hint, and in one From the pedestals on which the Prothean artifact rested, the captain discovered a cache with a data disk containing information that Liara had gone to the Baria Frontiers office to meet with her informant.

Liara was scheduled to meet with an informant on the third floor when, upon the arrival of Shepard, Vasir, and the squad, a series of explosions rocked the building. Shepard and the squad fought their way up from the bottom while Vasir landed on the roof of a building and continued down. When Shepard reaches the Baria Frontiers office, Vasir is already there and Liara's informant is dead. Vasir asks if Shepard has found Liara's body, but before he can answer, Liara herself appears from the shadows and points a gun at Vasir. She says that Wazir was one of those who tried to kill her, and that Wazir has a disk with her that contains the coordinates of the location of the Shadow Broker, which she took from a dead informant. Shepard and the squad then point their weapons at the Vasir, who breaks the window and throws shards of glass with her biotic powers to distract the Captain and escape safely. Liara creates a biotic field to protect the squad, and Shepard knocks out the Vasir through a broken window. After a short battle, Liara also jumps through the window, using her biotics to slow her fall, and while Shepard and the squad fight their way through the Mall, she pursues the Vasir, eventually catching up with her on the landing pad outside the building.

When Shepard and the squad arrive, the Vasir, now outnumbered, summons her aircar, jumps into it, and attempts to escape at full speed. Liara boards another aircar and Shepard joins her. Shepard drives the vehicle while Liara and Wazir watch for obstacles. Eventually, they catch up with her, and Wazir tries to shoot them down in the air. However, Wazir collides with another vehicle, and then crashes on the roof of the Azure Hotel. Shepard lands the aircar on the roof and Liara joins Shepard in pursuit of the Vasir. They fight their way through the Shadow Broker agents who attacked them at the hotel until they eventually catch up with Wazir in the plaza.

Interesting fact: The Azure Hotel is nothing more than a brothel with asari servants, and the hotel itself is named after a place on the asari's body that is located in the "lowlands". In this regard, a funny dialogue takes place between Liara and Shepard, in which the asari tries to convey the depth of meaning to the captain.

The Vasir takes a hostage, and Shepard tries to persuade the Specter to let her go. However, words are useless and Wazir enters the fray. They fight with Wazir, then kill her near one of the walls of the plaza. Liara approaches her first, grabs the disk and leaves to analyze it while Shepard talks with Vasir before she dies. When Shepard returns and asks if this is the information they need, Liara replies that this is exactly what they need and now she can finally catch up with the Shadow Broker and destroy him for the greater good, with Shepard's help. Liara is very grateful to Shepard for helping her again. She remembers how Shepard saved her on Therum two years ago, how Shepard always does good things, and now they are together again, doing good things again. Also, Liara will mention that their plan and her desire involves the return of Feron, and tells Shepard her plan to attack the Broker.

Half the battle is done. All that remains is to fly to the coordinates indicated on the disk. Liara rejects Shepard's advances, citing the fact that the job is not done yet, and her head is filled with plans to save Feron, and she is not going to think about anything else now. However, she does not deprive the captain of hope that after the work is completed, it will be possible to try to continue the relationship (or start over?). Interestingly, if Shepard had a relationship with another character, Liara hints that she knows about it, and she does not intend to continue the affair with the captain while he is with someone else.

Liara and Shepard land on the hull of the Shadow Broker's ship, which is drifting in a dense thundercloud on the planet Halagaz, on the border of day and night. The enemy knows about their presence and is throwing all its forces into destroying them, but do not forget who they had to deal with. Liara was well prepared, and when they reached the entrance to the base, she used a hardware decryptor, which is prohibited even on Illium. This shows the seriousness of her intentions and the fact that she will stop at nothing to get inside. While the device was doing its job, the enemy made a desperate attempt to destroy them. Liara was surprised by the uncoordinated actions of the enemy and expressed the idea that it would be better for them to attack from all sides at once, to which Shepard reasonably noted that it was not worth giving the enemy lessons in tactics, otherwise they would hear and take her advice. In the end, the enemy was defeated, and the code to the lock was found.

Finishing off the remnants of the Shadow Broker's army, Liara and her companions reached the prison block where Feron was located. Azari was delighted to see her friend alive, but was horrified when she learned that electrodes had been attached to his head and that the drell had been tortured for all these years. Feron warned them not to even try to free him, as his brain would be fried immediately, and the place from which the chair could be disabled was in the Shadow Broker's command center. When they finally make it to the Shadow Broker's office, they discover that the Broker is actually a Yag, a member of a rogue race in the galaxy.

The Mediator shows his awareness of the situation, and talks about how Liara is simply fumbling around in the dark. However, Liara reveals that she knows more than the Shadow Broker thought she knew. Enraged, the Broker throws his desk and engages Shepard and Liara in battle.

After a protracted battle, Shepard's combined efforts distracted the Broker while Liara rained down the liquid that was trapped in the ceiling above the Shadow Broker. The liquid causes the Mediator's barriers to self-destruct, and he is killed in the ensuing explosion. While the team is recovering, the power goes out for a short period of time, allowing Feron to escape and he escapes from his cell.

Liara T'Soni - Shadow Broker

After the battle in the Broker's office, his agents begin asking over the radio about the interrupted signal. Liara approaches the huge computer terminals and after a few seconds contacts the agents, using the voice of the Shadow Broker and explaining that the power went out temporarily while they were updating the equipment. While this is happening, Feron bursts into the office waving his gun, but lowers it when he sees what has happened. Feron and Shepard ask if this is what Liara wanted, and she says yes. Feron leaves to check the power systems, leaving Shepard and Liara alone.

Now the Shadow Broker's base is in the hands of the asari. She does not believe that it turned out so well, because T "Soni planned only to free Feron, although she showed a desire to get even with the Shadow Broker. Liara faced a difficult choice. She could join Shepard, but lose the base with all the channels and information of the Shadow Broker . T "Sony imagined what opportunities were opening up for her. She assured Shepard that she could find something useful to fight the Reapers, she just needed time. The captain also understands that such a gift of fate cannot be let go, but he regrets that Liara cannot go with him.

What ended up in the hands of our heroine? Access to Asari, Turian, and Salarian governments. According to the asari herself, she had such information that she could start a galactic war in a few minutes. Now she has a new goal - to find a way to fight the Reapers. She managed to find out that the Shadow Broker was interested in the Protheans, as he knew about the Reapers and hoped to find some kind of backup plan for the Protheans in the hope of saving themselves from the imminent threat. Despite the knowledge of the Shadow Broker, there is no record of Liara herself in his archives, although we know that he was watching T "Sony, but in the video archives there is a recording in which Matriarch Aethyta, a bartender from the Eternity club in Nos Astra, sits with looking sad and looking at Liara's photo.

Now Feron was working with Liara. Shepard might wonder how close their relationship is, but the asari reassured the man by saying that the drell was just a friend to her, and that she had made it clear to him that she was busy, hinting to the captain that she was now open to a relationship and ready for it, if only offer him. Liara honestly admits that she missed Shepard all these two long years.

Development of a romantic line in Mass Effect 2

"I spent two years mourning you. So, if we want to be together, I have to know that you will always come back..."

For the only time in the entire game, Shepard can invite Liara to the new Normandy built by Cerberus. In the captain's cabin, she looks at the interior with interest and declares that the ship is magnificent. Before this, the asari met the Joker, and it seemed to her that he was glad to see her. She also had a conversation with Dr. Chakwas.

Liara hands the captain his army tags, and Shepard is surprised, because he did not expect to see them again, and told Liara about this. In response, T"Sony says that usually you can't get back everything you lose, but sometimes luck can smile, clearly hinting not only at the tokens, but also at Shepard's miraculous resurrection.

If they decide to continue their romance, the conversation in the subsequent cutscene will focus on Liara asking Shepard about their future. If Shepard chooses the answer “happily ever after,” Shepard says about settling down what it will be like: a wedding and “a bunch of little blue kids.” Liara says she can't live with the thought of losing Shepard again and asks him to promise her that he will always come back. Shepard teases Liara that she is asking for too much of a promise, and the Captain tells her that they need something special to return and that she should accept his offer. Liara replies that she is open to suggestions, then grabs Shepard's back. Her eyes turn black and the cutscene ends, and then Liara tells him that she will be especially glad if he returns to her on the Shadow Broker's mothership.

Mass Effect: Homeland 4

The fourth issue of the Homeland comic tells the adventures of Liara T'Sonia before the events described in the game Mass Effect 3.

Taking her place as the Shadow Broker, Liara strives to provide her allies with a strategic advantage in the face of the threat looming over the sentient inhabitants of the galaxy.

After gaining access to the Shadow Broker's resources, Liara tried to find a way to stop the Reaper invasion, but was unsuccessful. Having not received the necessary information, she goes to Thessia, hoping to find some data in the archives. But there were no answers there either, and her old friend Doctor Passante recommends that she go to Cahier.

After making a small "payment", Liara was able to get into the closed Prothean ruins. Quoyle, a drell who accompanied a hanar official who was trying to prevent Doctor T'Soni from getting to the ruins, volunteered to deliver her to the ruins.

On the way to the ruins, the ship was attacked by the temple's defense system, and all attempts to stop the shelling of the ship were in vain - the temple workers were killed by the Cerberus phantom. Having created a field around the ship, Liara and Quoyle were able to get to the ruins, but they were soon attacked by a phantom and wounded Quoyle, T'Soni survived by piercing her head with a piece of a chopped pistol.

There was no data there either, but there were coordinates of three other ruins that could contain the information she needed, but only one was available. But she is distracted by a call from the Phantom, who tried to convince the doctor that Cerberus was not involved in the attack on her and persuade her to join forces to defeat the Reapers.

However, realizing that he has nothing to offer in return for her help, Liara rejects the offer, and no threats from the Phantom could convince her.

Leaving the archive with the wounded Quoyle, Liara contacts Admiral Hackett and requests access to a top-secret Alliance facility to search for the necessary data: the Prothean archive on Mars.

Mass Effect 3

In the third part of the trilogy, we meet again with Liara T "Soni. And now the relationship can be continued again, regardless of the love decisions you made in the second part. She is again in service and flies with you on the Normandy, concurrently fulfilling the role of the Shadow Broker.

The meeting with Liara takes place on Mars, where Admiral Hackett sent her to help the Alliance research group. Together with Captain Shepard, Liara makes her way through the Martian base, engaging in battle with Cerberus fighters, and finds Prothean blueprints for an ancient weapon called the Forge, which would play a decisive role in destroying the Reapers. Since Liara has extensive experience working with Prothean data, she manages to decipher the drawings in the shortest possible time. He sends them to the Alliance forces, and then actively helps the allied forces as a Shadow Broker, allocating the necessary resources for the construction of weapons.

Throughout the game, Liara provides Shepard with useful information. Some can be learned during dialogues after completing key missions, and some can be read on the Shadow Broker's terminal, including her personal notes. In addition, Liara provides Shepard with useful upgrades, the presence of which is reported by the Glyph drone when visiting Liara's quarters.

Liara goes with Shepard to the asari home planet of Thessia to help find a mysterious artifact, which, according to the asari adviser, should answer the question of what the Catalyst is.

Since the Protheans actively participated in the life of the ancient asari, it is advisable to choose Javik as the second partner in this mission. There are many interesting dialogues and unique scenes associated with it, from which you can learn details about the history of the Azarian civilization. All this information will make Liara reconsider her views on the Protheans, on the religion and history of the Asari.

After completing the mission, Liara is in an extremely depressed state. Not only has her own inner world, which stood on a solid foundation of scientific knowledge, been significantly shaken, but at the end of it all, her home world of Tessia is captured by the Reapers and Shepard’s team has no choice but to leave the dying planet. Upon returning to Normandy, Liara goes to Javik's compartment and comes into conflict with him.

Liara: “I just lost my homeland, and all he can do is gloat!”

Shepard: "Javik, considering what happened today, you should apologize."

Javik: "Apologize for the truth?"

Liara: "For connivance! You are a Prothean! You should have known everything! How could you allow this to happen?"

Javik: "We believed that you could handle it on your own. We have long seen the potential in your people. Even then it was obvious. Wisdom. Patience. You were the main hope of this cycle. Therefore, when necessary, you were... guided."

Liara: "Well, what's the point?"

Javik: "But you're still alive? Even though your planet has fallen, but as long as at least one asari is alive, the battle is not over. Despair is the enemy's main weapon. Don't let him arm himself with it... Liara T"Sony"

After Shepard resolves the conflict, you can go to Liara's cabin and find her on the bed in tears. Azari admits that she promised help to the people of Thessia, but in the end it was her fault that so many people died. If you choose positive answers, Shepard can convince the asari that she is not to blame for what happened. “We lost Tessia, but we haven’t lost the asari yet,” the captain will say. Liara gets out of bed and decides that she can use her connections to help the refugees.

A little later, a note from Liara will appear on the Broker’s terminal:

"I can't let disappointment stop me from studying Prothean history. Perhaps I jumped to conclusions based on short conversations with the only survivor of the entire race. It is certainly not his fault that I misrepresented his people. I suggested Javik to write a book together, and he, to my surprise, said that he would think about it. Perhaps a start has been made."

Matriarch Aethyta - Liara's father

At the Apollo Cafe on the Citadel you can chat with matriarch Aethita. It turns out that she is Liara's genetic "father". When Shepard tells Liara herself about this, she admits that she is aware of everything, but still did not dare to talk with the matriarch. Shepard can convince her to do this. During the conversation with Etita, Liara learns a lot of interesting things...

Etita: "Oh, yes. My dad was a krogan."

Liara: "I know."

Etita: "That makes you a quarter krogan..."

Liara: "That's it... that's not how it works at all!"

Etita: “I am a thousand years old. I even had children from hanars. You don’t need to tell me how asari reproduce.”

Liara: "So...I have a sister who's a bit hanar?"

Etita: "That's not how it works, is it? All I'm saying is that if you want to kick someone's ass, it's genetic."

Liara: "I never wanted to kick anyone's ass."

Etita: "Really? Even just a little bit? Well, admit it!"

Liara: "I never kick anyone's ass!."

Etita: "Okay, okay, don't go on a bloody rage..."

The dialogue between Aethyta and Liara is quite interesting. The matriarch, who has no social manners, makes several vulgar comments, in particular about the "buffers" of matriarch Benezia, Liara's mother. Also, she will tell you that she was in a relationship with Nezzie (that’s what she calls Benezia) for more than a hundred years and truly loved her. They broke up due to differing views on the future of the Asari Republic. But Etita always admired Benezia and admits that her child was bound to become special in everything. “I told her: you’re treating her like a chick. Nezzie, she’ll raise such a storm with her wings!” - from this it follows that Liara received the nickname “Little Wing” from Aethyta. At the end of the conversation, Aethyta transfers a detachment of Eclipse paratroopers to Liara’s command, as a kind of gift.

Development of a romantic line in Mass Effect 3

Liara's character has undergone great changes. If in the first part we saw a naive archaeologist girl, then in the third she is already a confident information trader with extensive connections. She loves the captain, always has, regardless of whether there is a reciprocal feeling or not. So, even if you didn't have a romance with Liara in the first part, you can start one. What do we have to do:

  • Talk to Liara after every mission.
  • Talk to Liara at the Presidium in the cafe.
  • Chat with her about her project in the cabin.
  • When she starts talking about friendship, answer that you want to be more than friends.
  • After the mission to the Ardat-Yakshi Monastery, meet with Liara at the Citadel.
  • Select the "more than friends" option.
  • Characters who had an affair with Liara will be prompted to rekindle their relationship at the start of the game. But for now these are just words that do not tie you to the blue-skinned beauty.
  • If you had a relationship with anyone in Mass Effect 2, then in the mission on Mars, Shepard kisses Liara when they meet, but if there was no relationship, then no.

Liara is a romantic interest for characters of both genders. Liara's romantic line is one of the most popular passions of male Shepard among players throughout the trilogy. If Shepard developed a love relationship with Liara in the first part of the trilogy and in the Lair of the Shadow Broker expansion, the player will have access to a number of dialogues with other characters from both previous parts of the game, one way or another touching on the topic of Shepard’s relationship with Liara in a rather humorous manner (which happens 1-2 times per game, in a conversation with Rex and Javik). In a conversation between Shepard and Aethyta, you can show that you are worthy to be with Liara and you can protect her and will not offend her. Also, in the conversation between “dad” and Liara, a topic will arise about (this is) Shepard and Liara, where Aethyta will make dirty hints.

As the game progresses, situations will arise in which you can support Liara and give compliments, thereby earning her attention. In the romantic scene before the attack on the Illusive Man, Liara says “I love you Shepard” and you can and even should answer “I love you too.” She says this if you went through “Lair of the Shadow Broker” and continued the relationship. If there was no SP, then Shepard says in a “good” answer “I love you Liara”, and Liara hesitantly replies “I... I love you too Shepard”.

Before the final push, Liara gives a gift in the form of a memory, but before that she says, “If I don’t give a speech, then a bunch of little blue kids will be upset.”

After the Battle of Earth, when Shepard is forced to make a final decision regarding the Reapers, Liara will be present in the final video, associated with Shepard's memories of the people dearest to him.

Talents and skills of Liara T "Sony

Liara has the Asari Scientist class, which is similar in characteristics to the Adept class.

List of Liara's messages from Mass Effect 3 Datapad

  • All right, I've moved my equipment to the first mate's quarters. I hope it's useful.
  • I hope you liked the way I decorated the room. Come back if you want to change anything else... Note: The message only appears when you are in an affair with Liara.
  • I hope you liked the way I decorated the room. I'll let you know when I have new information on the Gorn.
  • This is not at all what I imagined when I tried to imagine a Prothean. He's fascinating, but... Okay, we'll see.
  • It was nice to sit and have a glass in the Presidium, despite the fact that I was busy.
  • I discovered some impressive secret technology on Sur'Kesh. I hope no one noticed how I copied them. Note:
  • The message appears if Liara was in your group on the mission "Priority: Sur'kesh".
  • I hope that after many centuries, only half-forgotten memories will remain of the Reapers. Thank you for your visit.
  • Message sent. Maybe in 50,000 years the hanar will erect monuments to you...
  • It was nice to spend time and look at the water. Thank you, Shepard.
  • It's terrible to see the Ardat-Yakshi like this. Thank you for destroying the monastery. Note: The message appears if Liara was in the team during the mission "Kallini: Ardat-Yaksha Monastery".
  • Thank you for talking. I feel better.
  • It's not difficult to complete the companion achievement in Liara's case, but you should avoid completing assignments on the Citadel until you find her and become your permanent companion. If Liara is not rescued before the very last mission before - Ilos, her dialogue on Therum changes. When Shepard finds her, a small comic scene unfolds in which Liara believes that Shepard and his squad are hallucinations.
  • When Shepard first meets Liara in Mass Effect 2, she is talking to a client and says to him, “Have you met an Asari Marine before? Few people have met.” In Mass Effect, Liara's mother, Matriarch Benezia, says exactly the same thing when the Captain finds her on Noveria.
  • BioWare revealed at GDC 2009 that Liara T'Soni was originally going to be on the mining planet Caleston in addition to several side quests in a section of the game comparable to the size of Feros. Due to re-planning and programming changes, Caleston was greatly cut during the development of Mass Effect, until all of its functions were completely transferred to Therum. Originally, it housed a human mining station, serving as a hub (like the Citadel); most of this station's architecture was carried over to the final battle location of the DLC Bring Down the Sky.
  • Like all squad members, Liara has unique dialogue that can be heard in various locations, throughout missions or assignments, or if a special squad member is chosen to team with her.
  • Prothean Javik does not take her seriously and takes her for a fool. He also claims that “this expert of yours” on the Protheans knows too little to be him.
  • In ME3 videos, he sometimes carries the M-8 Avenger weapon, which goes against the grain of the game.
  • Liara's gift and farewell takes place in two variants: Renegade/Hero. If the Hero is all blue and there is a light wave of light, if the villain is then red sparks and a wave of red are falling.
  • Liara is the only asari in the game with eyebrows besides her mother Benezia.
  • In appearance and character, Liara resembles Mission Vao from Star wars Knights of the Old Republic.

Discussion about Liara on the forum: liara/forum

characters, Liara,

") is an additional set of missions (DLC) for Mass Effect 2. The add-on introduces the quest of the same name into the game, in which Liara T'Soni and Captain Shepard will team up to confront the mysterious Shadow Broker. In addition to the quest, the player will also have access to several blueprints for research, two items for the cabin, several achievements and a new biotic skill “Stasis”.

“Lair of the Shadow Broker” (or “Lair of the Shadow Broker”) is an additional set of missions (DLC) for Mass Effect 2. The add-on introduces the quest of the same name into the game, in which Liara T'Soni and Captain Shepard will team up to confront the mysterious Shadow Broker. In addition to the quest, the player will also have access to several blueprints for research, two items for the cabin, several achievements and a new biotic skill “Stasis”.
The mission is available after meeting Liara on Illium, which can only be reached in the second half of the game, after completing the mission "".

Part 1: Investigation

It all starts out quite civilly. Cerberus provides Shepard with information regarding the Shadow Broker and asks Shepard to pass it on to Liara. The information gives Liara a chance to find the Shadow Broker and proves that Feron, Liara's friend captured by the Broker, is alive. Liara asks Shepard to meet her at the apartment to discuss plans for the Shadow Broker, but when Shepard arrives, the apartment is sealed off by the police, and the Specter (!) Body Vasir is investigating Liara's disappearance. Wazir orders the police to leave, and with the help of Shepard, conducts an investigation of the apartment. To find out where Liara disappeared to, you need to examine the framed photograph on the second floor, and then all the Prothean relics in the house. It turns out that Liara went to the Baria Frontiers office to meet with her informant. Vazir, Shepard and the squad follow there.

Liara meets with her contact on the third floor. When Shepard, Vasir and the team arrive, someone blows up the building. Shepard and the team decide to break through to the third floor from the bottom up, while Wazir climbs to the roof of the building. When Shepard breaks through the Shadow Broker's mercenary squads and reaches the Baria Frontiers office, Vasir is already there and Liara's contact is dead. The Vasir asks if Liara's body has been found, but before Shepard can answer, Liara herself appears and takes aim at Tela. She says that the asari Specter was the one who tried to kill her, and that Vazir has a disk with the location of the Shadow Broker, picked up from the informant's corpse. Wazir runs away. Liara gives chase, and Shepard and the team again encounter the Broker's mercenaries. When Shepard finally catches up with the two asari, Vasir flies away in his transport. Liara and Shepard get into a taxi and continue the chase. Here you will have to leave one of your partners. If there is a biotic among them, leave the last one. Liara will take his place.

During the chase you will need to drive a taxi. Just follow the Wazir (yellow stripe) and dodge obstacles like mines and trucks. You should also beware of the burning taxi that will appear towards the end of the chase. Finally, Wazir has an accident and falls near the Lazur Hotel.

Shepard and Liara continue to fight against the Shadow Broker's mercenaries, and then try to catch up with Tela (now following the bloody trail).

The trail leads them to the square, where Wazir takes a woman hostage. With the help of rhetoric, you can convince Wazir to release the hostage, but you will still have to fight with her. The battle is divided into three parts - first we fight with Tela, then with her henchmen, then again with her. The Stasis skill works best against Wazir, because while the asari is motionless, you can get close to her, and after the defense drops, shoot her at point-blank range. Eventually Tela will be defeated. A dying conversation with her will make it clear why she worked for the Mediator. After this there will be a long dialogue with Liara.

Part 2: Lair of the Shadow Broker

Liara joins Shepard during a raid on the Shadow Broker's base. There will be a long battle with the Mediator's mercenaries, robots and missile drones. Distinctive feature This mission will be capacitors - after shooting at them, they generously reward everyone who stands nearby with electricity, so the tactics are quite simple - take cover and when the enemies run past the capacitors, shoot at the latter. After a long battle, you have to defend the door inside the base while a hacker device (banned even on Illium) opens it. Many enemies will gather near the team, but fortunately they are not too smart in matters of tactics and attack in waves, not en masse. In addition, there are four capacitors around the door.

Inside the base, you will have to demolish several outposts of the Shadow Broker, thus making your way to the prison cells of the ship. There, Liara finds Feron, but he cannot be freed because he is connected to a torture device. The device will fry his brain if the system is tampered with, so Drell suggests the only way disable it - get into the command post of the Shadow Broker and give him a fight.

When the team reaches the command post, it turns out that the Mediator is a yag - a representative of a little-known race that is locked on their home planet under quarantine. After a long dialogue, the Shadow Broker will neutralize your partner (only you and Liara will remain) and the battle will begin. It is necessary to remove the Mediator’s protection three times and engage him hand-to-hand three times (approach and press the “F” key). After the death of the Yaga, Feron is freed, and Liara becomes the new Shadow Broker.

Part 3: Liara on the Normandy

After completing the mission during the dialogue, if a romantic relationship was developed with Liara in the first part, she can be invited aboard the Normandy.


List of the Mediator's phrases about party members before the battle

Garrus- And thank you for bringing me the Archangel, the reward on his head has not yet been paid.
Grant- You brought Okir's heritage with you, we will open it for study.
Jacob- Thank you for bringing me both Shepard and Mr. Taylor, T'Soni. Their death will paralyze Cerberus.
Jack- Thank you for bringing Subject Zero. Her body will be paid almost as generously as yours.
Zayed- Zaid Massani! The price on your head set by the Blue Luminaries is still in effect...
Kasumi- Miss Kasumi? Her gray box will be very useful to me. (if you kept the gray box) / Oh, you brought Miss Kasumi with you. I've heard a lot about her skill (if you deleted the gray box).
Legion- Shepard, you brought a geth with you, Cerberus doesn’t even represent its real value.
Miranda- Well, at least you brought me Shepard and Miss Lawson, T "Sony. Their death will paralyze Cerberus."
Mordin- I'm glad you brought me a salarian. The krogan will pay well for a former member of the special forces.
Morinth- It’s funny that you brought the justicar with you, T’Soni, considering... her secret plans.
Samara- Justicar is wonderful, T "Soni. Her daughter could not be compared with her.
Tali- I’m surprised that you took a quarian with you, Doctor T’Soni. After all, it was her decision that led to the death of the group on Hestrom.
Thane-You did the right thing by bringing the killer with you, T'Soni. I will take care of Mr. Krios' son.

Enemies in the mission

  • Robot LOKI;
  • Rocket Drone;
  • Shadow Broker (Boss);
  • Mercenary of the Shadow Broker;
  • Shadow Broker Engineer;
  • Shadow Broker heavy infantryman;
  • Shadow Broker Stormtrooper;
  • Tela Wazir (Mid-Boss).

Mission results

  • Experience: 1000 (1248);
  • Improvements:
    • Damage protection;
    • Damage from a large caliber pistol.
  • Credits: 112500;
  • Resources:
    • Zero element: 1000;
    • Palladium: 4000.

List of achievements

Attention to detail- use all terminals based on the Intermediary;
The most dangerous game - kill Tela Wazir;
heart of Darkness- kill the Shadow Broker;
Hard way- Complete the expansion on Expert or Insanity difficulty level;
Catch up and overtake- remember the past with Liara on the Normandy

  1. After completing the mission, you can visit the Shadow Broker's command center. There is:
  • Advanced Training: the ability to redistribute ability points of team members for 1000 Zero Element;
  • Supplies: between missions, it is possible to obtain resources and upgrades for weapons;
  • Dossier: personal information of almost all crew members and other characters.
  • Investments: opportunities to sponsor certain missions. Each mission ends after the next mission. these missions provide profit;
  • Information about resources: it will be possible to learn about a planet rich in certain resources. After the planet is depleted, you can again come to this terminal, pay and again fly to the “resource” planet;
  • Video: here you can watch video clips about some of the characters, including both the crew of the Normandy and side characters (for example Anderson, Kalissa al-Jilani, Jack, etc.);
  • Research Terminal: opportunity to conduct research. No different from the terminal in the Normandy laboratory;
  • Armor cabinet: you can change the type and parameters of armor. Similar to the wardrobe in the captain's cabin on the Normandy.
  • After the mission, you can continue your romance with Liara, started in Mass Effect 1, talk to Feron and listen to music next to him
  • The famous alliance shuttle Normandy was attacked by an unknown cruiser, and you start the game (and someone continues) as the famous hero of the entire galaxy, John Shepard. For a hero who is a war veteran, a man who defeated the reaper and, in general, the hope of the entire human race. Your ship is almost completely destroyed, so you gave the order to your team to evacuate, and in the meantime you went to the central control in order to help your friend Joker get out to the rescue capsules.

    Project "Lazarus"

    Your dead body was found by a terrorist organization called Cerberus. You are informed that your recovery took more than two years. In general, the goals, as always, are quite simple and clear. Shepard must raise people to fight the reapers, whose existence is denied by the Alliance Council. But there is another problem: the inhabitants of 2 colonies disappeared without any trace. Therefore, the Phantom (Leader of Cerberus) decided to work independently.

    You wake up on one space base and it turns out your recovery is not completely over, but there is no more time to chill out - the station is under attack.

    You awaken to the voice of Miranda Lawson (director of the Lazarus Project). She warns you that the station is under attack. Miranda will coordinate and command your movements. Take the pistol and move to the point before the cover. And then, go to the doors that opened - here take the cartridges. Move further and along the way go to the office, where you crack the safe and get loans. Don't forget to shoot any enemies you come across. You need to move forward until you reach the mercenary Jacob Taylor. After a short conversation, you will begin to advance in the company. In battles, it is better to place your allies in cover. In the pharmacy compartment you will find a seriously wounded Wilson; take Panacelin on the wall. Now take this medicine and aim it at the wounded Wilson. Once you cure him, then move to the shuttle to get out of here. When you get to the ship, you will meet Miranda (the one who coordinated you). She'll shoot Wilson on the spot. He will justify his actions by the fact that he is allegedly the culprit that the station was attacked.

    After talking with Jacob and Miranda, move to a meeting with the head of Cerberus himself - the Phantom.

    Cerberus

    Follow the indicated corridor until you find yourself indoors. You won’t be able to meet him in person; you will come to him as a hologram. Here you can ask him a huge number of questions. After the conversation, you will need to go to the colony called " New way"You need to find evidence of the reaper attack so that people will open their eyes.

    Before you go, talk to Miranda and Jacob and get a couple of points as a hero.

    Colony "New Path"

    When you arrive at the colony, disembark and move into the very depths of this station. After you go through a couple of doors, you will immediately come under fire from unknown robots. Destroy the walking metal and move on. There will be safes in the premises - crack them and get loans. In the end, you will stumble upon a group of quarians, they will tell you about their fellow tribesman named Victor. He went on a pilgrimage to one of the settlements, seeing there some benefit from his work.

    During a conversation with a former member of your team, the result will be the same - you will go with two different groups to the very end of the settlement and see Victor for the last time. As you move further, you will find yourself under fire from defensive mechanical droids. You destroy a pack of defensive weapons, and suddenly you receive very alarming news from Tali. It turns out that Tali’s squad was the first to reach Victor and they are already planning to take him away, while not allowing you to talk to the surviving witness, but Tali is ready to help you too. Move to the cargo hangar bay and shoot the enemies who come out there. Here a good massacre will unfold, in which a huge robot will smash a group of quarians to smithereens. Afterwards, the robot will reach you. Hide behind cover and use the “voltage” ability. When the robot’s shield weakens, quickly shoot it. Once you finish the battle, collect all the useful things and move to Victor, who, in turn, will tell you about the attack of enemies called “collectors”. Victor recorded all the most useful information on the device that Tali gave you. As a result, you will find yourself at the Phantom with a report. From him you can find out some more interesting details.

    The ghost will give you a brand new ship, which is an analogue of the legendary Normandy. And apparently, as a small bonus, you will get back a talented pilot - Joker. Your next task is to assemble a new team. You will be given a list of necessary people; first of all, you are advised to visit Mordin Solus. This person will greatly help you in developing weapons against mysterious collectors.

    Zaid Massani

    When you arrive at Omega, your team will be immediately greeted and advised (strongly) to visit the local head of Aria T'Loak. Walking further down the corridor you will meet Zaid. He's on your list to come on board. You need to talk to him and send him to the brand new Normandy. Once you arrive at Aria, you will learn quite a lot useful information, about the right people from the list.

    Archangel

    Aria T'Loak will tell Captain Shepard that three local groups of bandits are going to attack the Archangel. The Archangel, supposedly, because of his idealistic inclinations, greatly prevents the bandits from conducting their dirty business. They are recruiting more soldiers into their ranks in order to attack the base Archangel. To get to him, you need to go and sign up for those same mercenaries. After receiving instructions, go to the shuttles. The blue driver needs to be told that you are a free shooter, and he will then transport you to the battlefield. Upon arrival. you receive task, find Sergeant Kafka. Don't forget to talk with all the gang leaders along the way. In Jaroth's premises, take a rather interesting note and then you will need to give it to Aria T'Loak. Now inspect all the rooms, take everything you can carry and in the next room next to Jarot there will be a robot, it needs to be reprogrammed. Near the soldier, in front of whom there is still a note, it is best to stay safe, since there will be a safe and there will be 6000 credits in it, and there will be only one attempt to break into it. After finishing collecting trophies and chatting with the gang leaders, move to the indicated Sergeant Kafka. When he talks with the sergeant, a picture with a blinking mouse button will soon light up on the screen; quickly click on the left mouse button and Shepard will quietly knock out Kafka. When the long-awaited attack on the Archangel's base begins, immediately shoot all the mercenaries from behind. Move to the Archangel and it turns out that it’s actually yours old friend Garrus. After talking with him, you will need to repel the attacks of approaching enemies. Next, a huge explosion will occur, after which it turns out that the opponents were able to break through the lower floor of this base. You have to go to the bottom floor and block the three indicated gateways. Go to the first floor and go into the open room, the first gateway will be right in front of you and you won’t have any problems closing it. The second gateway is on the left side. Here everything will not work out as easily as with the first gateway - here you will meet groups of enemies. You have to shoot fighters from the “Bloody Pack” until you get to the required panel. And now, after another closed gateway, you can go to the third one. At this stage you will have to tinker. In addition to the enemy who throws something at his feet, there will be bots in good armor - so you shouldn’t stand still or linger for long. After closing the third gateway, you will need to return with a report to Garrus. Your conversation will be interrupted by Garm, the Leader of the “Bloody Pack”. First kill his guards, and then himself. Tarok will arrive next. Shoot at the cabin, he will throw a couple of soldiers at the windows. Once you deal with all the other enemies, you will find yourself on the brand new Normandy.

    Chief Okir

    Another person on your list who provided a ghost. This is Krogan Okir. At the moment, its location is the planet Corlus, which is in the Ymir system. Go exactly there. Once you find yourself on the indicated planet, then move to the shelter of the “Blue Luminaries”. On your way you will meet a couple of opponents and an incubator krogan, who will show the way to the shelter. It will also be necessary to fight your way to the shelter. When you get to Okir, ask him if he agrees to join your team. He agrees, but first you must destroy Jedora, who wants to destroy all of Okir's hard work. And by the way, Jedor controls all the Blue Lights on this planet. You must go and kill the designated target while Okir protects the genetically bred Krogan. You need to work extremely carefully. Krogans will emerge from the incubators that are here, and their most vulnerable spot is the head, so aim at this place. After the work done, return to Okir. But you will see that he is dead, and in return he was left with the genetically bred super soldier Krogan. Whether or not to open this incubator is up to you to decide.

    Criminal

    You will need to fly to the Clock Nebula, to a ship called Purgatory. There it is necessary to pick up the prisoner Jack, nothing is indicated about her last name. She is a very strong biotic person. Everyone on the ship will be commanded by a turian named Kurila. After docking with the Purgatory, we explain to him quite clearly why you cannot give him your weapon. After the dialogue, follow the indicated path and pick up Jack. But they decided to ambush you and leave you here as a prisoner, but that was not the case, Shepard is not so easy to take. The battle is unfolding - destroy the local guards. Move to the compartment with cryostasis control. Hack the control panel and free Jack. She will immediately show all her power and after that, run after her following all the destruction that he has done. Soon you will come across Kuril, which is hidden by a shield. To disable a shield, first disable the installations that keep the shield operational. Afterwards, feel free to shoot the skull of the vile turian. Next, talk to Jack. In a dialogue with her, you can either promise or lie, telling her to let her look at your dossier from Cerberus.

    Collectors attack

    After gathering people, the Phantom's secretary asks to contact him at the planning center. Go to the indicated room and talk to him. It turns out that the Collectors are going to attack a settlement called “Horizon” and by some chance a member of your former team, Ashley Williams, ends up there. After talking with the Ghost, you will immediately find yourself in the indicated settlement. Move forward while shooting beetles and huskies. In the basement you can find a mechanic. He, in turn, will tell you how to get to the artillery complex. Go further until you reach the square. Here, hack the antenna panel and contact EDI. While she sets up the defense of the complex, you will have to hold the defense. After reconfiguring, the artillery will immediately treat the Collectors' shuttle well and they will immediately fly away. A former team member, Ashley, will appear here and you will have a very difficult conversation.

    Hitman

    On a planet called “Illium”, Liara T "Soni will advise you to contact Serina. She is a liaison with Thane Krios. Well, after already talking with Serina, it turns out that Thane Krios has gone on a mission. The object is Nassena. She is a fairly large businessman. Serina will take you to Dantius's tower, where you can meet Thane along with Nassena. Moving along Dantius' tower, destroy all the enemies you encounter along the way and free the captive workers. In one corridor there will be a sniper weapon called “Viper”. How When you get to Nasenna's room, talk to her, your conversation will suddenly be interrupted by Krios, who will jump from the ceiling. Once the cutscene is over, talk to Thane Krios and you will have a new team member.

    Collectors Ship

    The ghost calls you to talk face to face. From the conversation you learn that he intercepted the encryption. This is a very rare opportunity to learn a little more deeply about collector technology. One of the shuttles will be adrift and damaged by a Turian army patrol. When you arrive at the wreck of the ship, look through everything you can. Once you find yourself near the first control system, you will have the opportunity to choose one of three types of unique weapons. The first is the Ghost (this is a heavy machine gun with a lot of ammunition), the second is the Claymore (this is a heavy shotgun) and the third is the M-98 Widow (this is a sniper rifle). You can only choose one thing. Afterwards, you need to move to the next control panel. Here contact EDI and start hacking the necessary data. During this hack, enemies will appear. You need to destroy all the enemies and go back to the indicated panel so that EDI can complete the hack. As it turns out, it was all a trap and the Phantom knew about it in the first place. Once you collect all the necessary data, you will need to get off this cruiser as soon as possible, otherwise there will be big problems. Move to your ship and simultaneously destroy all the insects that you encounter. When you find yourself on the ship, quickly get out of the way. Next there will be a conversation with the Phantom, who will not even have anything to hide, much less make excuses. But as a result of this special operation, you obtained information about the Omega-4 relay, so the risk was completely justified.

    Dossier: Justiciar

    Fly to the planet “Illium”, which is in the Tazale system. And find out from Liara T "Sonya about Samara. Liara, in turn, will send you to the senior caretaker Dare. Find Dara and find out from her as much as possible about Samara. She will tell you the location of the justiciar. You can call the necessary taxi on the spot and go to crime scene. A detective named Anaya is investigating here. First, talk to Pitne For. After all the details, you can go to the detective. The detective will give you a pass to a closed area. Go to the crime scene and find the Eclipse group there. Kill all the enemies and go further, after which you will meet Samara herself. Talk to her and conclude a certain agreement with her, in which she will sit under the attention of the detective, and in the meantime you will find traces of Ardat-Yaksha. Go back to Pitna Foru and again find out about what was done murder, if you put a little pressure on the volus, then it will immediately split, and moreover, he will give you a key that will help you get to the Eclipse station. At the base, go down using the elevator. In one room you will meet an asari named Elnora. She will repent to you that she has not yet gotten dirty with blood, but in fact, she is to blame for the murder. It's up to you to decide what to do with it. Make your way further through the boxes and destroy the mercenaries from “Eclipse” along the way. Soon you will reach the leader and by killing him, you will receive the necessary information. Now go back to the detective and take the lady Samara with you.

    Dossier: Tali'Zorah vas Nima

    The quarian you need is located on a planet called Hestrom, in the Dolen system. When you arrive at the indicated place, try to move in the shade, as the sun will simply destroy you. The path to Tali will be delayed by the Geats. After you finally get to the group of quarians, the Geth technique will begin to strike Tali’s group and subsequently collapse the entire column, so in order to continue moving inside, you must first clear the passage from these rubbles. To clean it, take the explosives that lie in the utility rooms. We'll have to break through the Geth groups again. But still, as soon as you can clear your way and get inside the complex, move quickly to help Tali’s quarians. Of Tali's entire group, only a quarian named Kal'Regan will survive. He will be eager to fight, so whether to allow him into the battle or not is up to you to decide. The entrance to the laboratory complex will be attacked by the Geats, and all approaches will be covered by Kolos. You can destroy him only by going to his flank and thereby preventing him from restoring his shield. After you have dealt with all the enemies, go inside the laboratory complex. Inside, talk with Tali and your crew will be replenished with a wonderful engineer.

    Zayed: The Price of Revenge

    You need to go to the planet “Zorya” in order to help repay an old debt to Zaid. The leader of the Blue Lights lives here, named Vido Santiago (also an old enemy of Massani). Once you land, go to the plant and kill all the sentinels along the way. Vido Santiago will have a conversation near the plant, but Zaid will interrupt the conversation. He will explode gas cylinders and the entire plant will begin to burn with bright fire, and here you have to choose between saving the plant workers and chasing the traitor. If you show up as a hero and save the workers, then expect a less than friendly conversation with Zaeed, but you will get 17 points as a Hero.

    If you decide to abandon the factory workers, then you will help Zaeed kill the specified target, but will receive 16 points in Quality of Renegades and Loyalty from Zaeed.

    Jacob: Gift of Greatness

    The sergeant will ask you in one rather delicate matter. Jacob will tell you that about ten years ago his father disappeared from the Hugo Gernsback shuttle. On the ship he served as one of the senior mates. A week ago, he received a signal about a shuttle crash on the planet Eya. You need to fly to a system called "Alpha Dragon", which is located in the Rosette system. Once you arrive, go into orbit and scan the planet for the existence of anomalies. Next, land and try to figure out what happened here in general. It turns out that the shuttle suffered a fairly large loss of crew during the crash and its beacon failed. Food on this planet has a very bad mental effect on people. Food completely destroys the entire functioning of the brain. Since the captain of the ship has died, Jacob's father takes full command. But instead of calling for help, he drove out all the stupid men and took advantage of the stupidity of all the women, thereby setting up a harem for himself; on the way to Jacob’s father, destroy all the enemies standing in the way. Once you get to it, it’s up to you to decide what to do with it. You can either leave him here, shoot him, or bring him to justice.

    Garus: An eye for an eye

    Go to the Citadel and find the Shadow there. It will be located in a warehouse, not far from the Neon market. Garrus must be on your team. Press on the volus and immediately receive information about the location of Harkin. Kharkin is the leader of a gangster organization. Take a taxi and go to the work area. On the way to Kharkin you will meet quite a few robots and a crowd of mercenaries. Please note that these are not all enemies; you will also be greeted by three heavy robots. When you get to Kharkin, knock out all the information on the location of the said traitor from him. Once you receive the necessary information, then move to Sidonis and assist Garrus so that he will avenge his fallen friends.

    Thane: Sins of the Father

    Thane has a son and by the way he received an order from the Citadel. It turns out that Thane does not want his son to become a killer like him. Go to the Citadel and talk to Captain Bailey about the former Drells. Now go talk to the gang contact. It will be located on a higher level, not far from the dances. After talking with the connected mouse, you will find out the custom name. Go to Capital Bailey and he will arrange a confidential meeting for you. Before the conversation begins, you will have a choice of what kind of cop you will be: bad or good. You should choose based on who you put more emphasis on: a hero or an apostate. Once you know the purpose of this order, then follow it. You will move along the upper floors. You will tell Thane the location of Joram and his guard. In the end, a dialogue will take place between Thain and Kolyat.

    Jack: Subject Zero

    Jack will tell you that she grew up in one of the special complexes of the Cerberus organization. There she was subjected to terrible torture and humiliation, so she seeks revenge. You need to go to a planet called "Pragya", which is in the Dhaka system. The system, in turn, is located in the Nubian expanse. When you arrive on the indicated planet, move inside this special complex and inspect all the rooms along the way. In one room you will come across the Blood Pack team. Demolish them and move on. In the room where Jack was once held, you will meet another prisoner. Once again, only you can decide his fate. After choosing, you fly away from here and Jack, with his power, destroys his terrible and difficult past.

    Grunt: A Rite of Passage

    You need to fly to the Krogan's home planet - Tuchanka. There you must talk with the leader of the krogan clan. Next, you need to talk with the Krogan shaman about initiation. As a protest, one of the krogans, Uvenk, will be against the initiation. You need to talk to him and preferably as brazenly as possible, Krogans do not respect weakness too much. The ritual consists of three battles. In the first battle, the Varennas come out to fight (a shotgun will help you here). The second wave consists of Klyxen (they attack with fire at close range, so take a rifle). The last battle is that you need to defeat a huge worm called "Hammer". Your assignment will say that you need to hold for about four minutes. Personally, it only took me three minutes and a full supply of a heavy particle emitter from the Collectors. Thus, I quickly failed him. At the end, Uvenk arrived, who will have to be killed in the same way.

    Mordin: Old Blood

    The Doctor received information that mercenaries from the Blood Pack had captured his student and were holding him on a planet called Tuchanka. Talk to the Intelligence Captain and he will give you transport. As soon as you find yourself near the medical station, quickly get inside and start shooting mercenaries from the “Bloody Pack”. In the end, you will need to destroy Captain Weyrlock Gald, immediately behind him will be that student Mordin's laboratory. In the laboratory it turns out that he is developing drugs against the genophage. Do a favor to Mordin and he will take advantage of it by shooting the former student.

    Miranda: Miracle Child

    Miranda will ask you to hide her little sister from her sick father. So fly to Illium, in the Tazale system. There will be a messenger in the disco bar, so contact her and move to help your sister. It turns out that Niket, who is also Miranda’s friend and assistant, betrayed her and decided to personally take her sister to her sick father. When you talk with Niket, he will be shot by Miranda or a mercenary. Afterwards, in any case, you will have to kill the mercenary and her henchmen.

    Samara: Ardat-Yakshi

    You need to find Samara's daughter Maureen. It is located at a station called Omega in the Sarbarik system. When you arrive at the indicated station, then move to Aria in order to find out at least some information from her. From Aria you learn that you recently killed a girl. You should go to the apartment of the deceased. Move towards the Residential area. When you approach the required door, do not rush to enter and go through the next door on the left side - the mother of the murdered girl will be there. You need to convince her that you want to inspect the apartment only to find the killer. In the apartment you will find out a password that will allow you to access the VIP area. Go to the guard and tell him the name "Dzharut" and he will let you in. Immediately near the entrance, before dancing, you need to talk to the guy who is standing next to you. He will tell you that he is looking for a ticket to the famous concert "Exile-10". He will say that an extremely unusual girl from the Asari race would not mind going with him. Next, go to the krogan that stands near the bar and run into him. Afterwards, you need to give the two bandits a hard time, and soon Morinth himself will come out. In the dialogue it is necessary to mention “the artist Frodo”. It’s also worth saying about drugs and the group “Exile-10”. You will immediately be invited to Morinth's apartment. In the room, first immediately look at the rifle that hangs on the wall and only after that can you talk with Ardat. Samara will appear soon. Next, the Justicar will overwhelm Azari and your task will be over.

    Illium: Liara T'Soni

    When you arrive at Illium, you will be immediately greeted by the concierge. You will be informed that the parking has already been paid for and Liara T "Soni (a member of the former team) wants to see you. Go up to her office and talk with her. Liara will ask you to help her. The task is for you to hack three servers using the nearest access points and after that, download the necessary information. The servers are found in the trading floor. Once you hack one, you will be given a minute to find the access point. For this task, a sound buzzer and a given pedometer will help you. The buzzer will sound signal when approaching, and the pedometer will display the distance to the target. Once you have done everything that is necessary, then go back to Liara and talk to her again. She will now tell you that you need to find an observer. You will again need to use the hack, on this time you need to hack five access points. Four hacking points will be located immediately near Liara’s office, but the fifth point is located at the disco. Immediately after hacking, contact Liara back and it turns out that none of the submitted candidates are suitable. Soon Liara will realize that this is actually her secretary - Nyxeris. Now you can simply return for your reward.

    Tali: Treason

    It turns out that Tali was accused of treason, namely that she transported the included geth onto the ship. These intelligent robots eventually killed the entire crew of the shuttle Alareus and now proved to be a great threat to the migrating flotilla. At the court hearing, you will act as Tali's lawyer. After the preliminary hearing, you need to fly on the same shuttle "Alarey". Your task is very simple: get evidence of Tali’s innocence and recapture the ship from a group of geth. First, get to the center console to knock out the geth on the shuttle. The corpse of Tali's father will lie near the console - here you will find out the whole truth. It turns out that Tali’s father and the team were very afraid of political claims and thus, bypassing the Council, they decided to collect and activate the geth, whom Tali (from Hestrom) sent for details. The goal was to conduct a couple of experiments. But everything went wrong and the situation got out of control. Tali begs you not to tell the Council about your father - by expelling him from the flotilla. When you arrive at the Council, try to persuade or intimidate the admirals. If you don’t do this, then you will be forced to either condemn Tali to eternal exile or disgrace the pure name of Tali’s father.

    Legion: A House Divided

    The Getae were now divided into two camps. The first camp is the gethes, the second is the heretical gethes. The heretics decided to use a virus to rewrite the codes of absolutely all geth, so that they, in turn, would begin to obey the reapers and open a war against all organic life. You need to fly to the Phoenix Cluster, to the station where the geth heretics live. Move to the core of the ship so that the Legion can launch its own virus. On your way you will have to destroy quite a few robots, and the Legion itself has a very useful skill called “Hacking AI” (for some time the robot will begin to attack its own). Once you get to the required core, you will need to make a choice, rewrite the code of the heretical geths or destroy them altogether. Then you can return back to your ship.

    Normandy's grave

    The Alliance still found the remains of the old Normandy. They are on a planet called Alkera. You have to go to the crash site and erect a monument, and then find the surviving members of the former team. As soon as you arrive on the planet, you will immediately need to scan the planet. Subsequently you will find the stain. Point at this anomaly and you can land. The wreckage of the former shuttle is scattered here. Here you can find sparkling tokens, some will be located on fairly fragile containers, but one shot is enough to remove the obstacle. Walk around the area and find twenty tokens, then look through Shepard’s memories and take the “zero element” from the boxes. Next, we erect a monument and you can get out of here.

    Missing Cerberus operative

    On the planet Lorak, in the Fatara Nebula, the Eclipse station is located. Cerberus learned that it was at this base that their agent named Tylar Rawlings was being held. As soon as you arrive on the planet, immediately scan it for the presence of anomalies. When you find a spot, land immediately. Go to the torture complex, simultaneously destroying all the Eclipse soldiers. Entering the torture chambers, you will find Taylar's corpse. Rumble around the premises and you will find the information that Eclipse tried to decode with the help of the tortured Taylar. Here you have to choose who to transfer this information to: terrorists from Cerberus, the Alliance, or just keep it for yourself.

    Reaper System: Friend or Foe

    In order to get to the Reaper Citadel without any problems, the Illusive Man sends you to the collectors' shuttle to find the recognition module there. When you arrive at the destroyed ship (on which, by the way, a pack of Cerberus soldiers disappeared), you will meet a bunch of huskies. They are not too strong, but their number is simply off the charts. Joker will soon tell you that the Reaper shuttle has turned on its kinetic shields, so until you turn them off, the Normandy will not be able to break through. Continue your way deeper and shoot all the Husks and renegades along the way. In front of the core itself there is a recognition module. As you enter the core room, you will see a robot that is trying to destroy the core, but suddenly one of the huskies destroys the robot. In this situation, you need to shoot the huskies and periodically shoot at the opening cannonball. As soon as the core destabilizes, quickly take Geth and leave for Normandy.

    You can bring Geta to Cerberus or talk with him and he will join you as another member of the team.

    Stop the collectors

    EDI has added a recognition system to your shuttle. While the remaining setup is going on, you, Miranda and the rest of the team leave the Normandy on the shuttle. Along with the recognition system came a virus that sent a signal to the collectors and therefore they recognized the location of Normandy. An enemy ship will immediately appear. Here the game turns to the Joker. EDI gives you the task of activating her absolutely full access to the shuttle control services. To activate hidden protocols, you need to move to the AI ​​Core, which is located right in the medical block. You just follow the marked path. Nothing will happen to the Joker, but collectors will still take the members of your team. Once EDI's access is fully activated, you will need to move to the core of the shuttle - then open the airlocks and immediately after that, EDI will make a breakthrough, all opponents on board the ship will die.

    Collectors Base: Invasion

    And here is the final push. On the way to the Omega-4 relay. If you can, then take better armor. As soon as you arrive at the black hole, you will immediately begin to be attacked by the collectors' security systems. The “eye” will break through the casing and you will need to stop it, after which you will have to stop another one. As a result, the shuttle will be severely damaged and you will be forced to get to the indicated base on your own two feet. First, you need to choose an engineer (I recommend you take Tali’Zorah), then you need to appoint a captain of the distraction group (I recommend Miranda). Once you find yourself inside, you will need to move forward at a pace while opening the ventilation hatches so that the engineer can get through further. There will be eight hatches in total, and at the very last one you will connect with your entire group. It turns out that some of your group members were kidnapped by collectors. And in order to save them, you will need to immediately rush in pursuit of the collectors. Among those kidnapped will be Doc Chakwas and Secretary Chambers.

    Collectors Base: Long Walk

    Your fireteam will need to split into two again. The first will go under the cover of a bio-shield and will have to move through halls full of enemies, and the second will need to be sent to distract attention. One person will also need to be sent with the survivors. At this stage, it is best to place the squad leader Miranda, place Samara as the biotic, and send Grunt with the survivors. Samara will slowly walk and hide you behind her shield. You only need to kill the Husks and Collectors you come across. When you reach the end of the path, Samaru will throw everyone away with his shield and here you will reunite with the rest of the squad. Now you have to move only the three of you. Using the panels that fly, you can reach the core from the Prothean ship. Now, first you need to repel the attacks of the collectors, then move to the panel, press the button on it and fly away to the core. And here you will meet the reaper. It is a mixture of metal and biological material. It becomes clear why exactly the collectors were now kidnapping people. In order to destroy this monster, you need to destroy the hoses, but only when they open. Please note that during breaks you will be attacked by bugs. When you destroy all the monster's hoses, the Ghost will immediately get in touch and beg you not to destroy the ship. He will tell you that supposedly Cerberus has developed a new virus, which, when placed in the core, will produce a strong emission of radiation, which will subsequently destroy the beetles. And the technologies that you capture can be used in the war against the reapers. It's up to you to decide. After introducing the virus into the core, a very young reaper will immediately emerge. He needs to shoot in the eyes. The Widow sniper will be very effective against him. Once you destroy this Reaper, the final cutscene will open. In the cutscene there will be a conversation with the Phantom.

    If you want the entire team to survive, then it is necessary that they are all loyal, the shuttle is as improved as possible, and the entire team does not have any disagreements among themselves.

    Once you finish the game, you can make a choice again: continue your adventures in order to complete unfinished tasks and further explore the galaxy, or import the main character for a new game.

    This is the finale, dear friends. Good luck to all.

    In those days, hearts were brave and the stakes were high, men were real men, women were real women, and the little furries from Alpha Centauri were the little furries from Alpha Centauri.

    Douglas Adams, The Hitchhiker's Guide to the Galaxy

    It's time to go on a journey through the plot of Mass Effect 2 - from Commander Shepard's first timid steps across the decks of space stations to the final battles with vile bug-eyed alien villains! This guide covers the entire game, as follows:

    • Story missions
    • Side missions for all planets
    • Quests on “unexplored planets”
    • Quests from ten fellow combat squad members and even from some ordinary crew members

    Ready? Then forward to new victories!

    The story begins with an unforeseen trip among distant systems. Frightened by the prophecies, politicians exiled Shepard to the outskirts under the pretext of fighting the geth.

    However, it will not be the geth ship that will reveal the disguise of our frigate, and then tear it to pieces, but the cruiser of the mysterious race of Gatherers. The Normandy can no longer be saved, but the Joker refuses to leave the control room. And that's where Shepard comes in.

    To help the Joker out, you need to go through the burning corridor, go through the diaphragm door into outer space and, looking at the planet hanging overhead along the way, get to the control room. The pilot is saved, but an explosion throws Commander Shepard from the wreckage of the ship towards an unknown planet. Death is inevitable!

    This is interesting: try, after starting the game, do not touch the screen with red clouds for a couple of minutes and see what happens.

    Operation Lazarus

    - Stop sulking, private. Are you really starting a squabble over being revived?

    - The way it is. According to military law, even a simple soldier has rights.

    R. Sheckley, “The Right to Die”

    It took the secret laboratory of the Cerberus organization two years to restore the commander from... what was left of him. In the meantime, scientists are putting the finishing touches on the resurrected Shepard, you can choose the class, name and appearance of the new character.

    After a quick introduction to Miranda and the unknown bald individual, Shepard will be sent to combat training. The space station-laboratory is attacked, and Shepard urgently needs to move to the evacuation zone, despite his incompletely healed wounds.

    So, rising from the operating table, the commander, under the wise guidance of Miranda, already familiar to him, will take a pistol from the drawer. He will find the cartridges (or, strictly speaking, thermocouples for cooling) behind the door after he hides from the explosion that knocked out that very door.

    After this, we will be taught how to jump over obstacles and will be faced with the first enemy - an enraged medical droid. Around the corner you will have to deal with several more droids. Take a look at the warehouse and move on.

    They will show us the first example of heavy weapons and teach us how to use them. Then, after descending on the platform, Shepard will have to use a sprint to run through the stream of fire.

    When the connection with Miranda is lost, look into the room with the crawling robots to find out some details about the resurrection of the commander and the technologies that were used. Apparently, a certain Wilson, Miranda’s colleague, has been feeling uneasy towards her for a long time, but is not unreasonably jealous of the still deceased Shepard.

    By the way: do you remember to read all the magazines, crack all the safes and computers along the way? I'm sure you won't forget.

    The meeting with Jacob Taylor will be crumpled, but the black man will tell us something about the station, Miranda and our resurrection. After this, the training will continue: the droids will be revived until Shepard gives Jacob the order to use the biotic ability. Only after this will you be able to move on to Miranda's supposed location. After a couple of meetings with droids, you will come across the third survivor - Wilson, the same suspicious character whom you saw next to Miranda during the first, unsuccessful attempt to revive.

    In order for Wilson to speak, it is necessary to complete one more training point - take the medigel and use the Unity skill. Jacob will suspect Wilson as a traitor, but due to lack of evidence, he will tell Shepard that the hexagonal sign of Cerberus is everywhere for a reason.

    When robots burst into the room, you will be asked to blow up the boxes standing in the center of the room. After this, there will be a battle in a more or less open space, where well-aimed shots from afar will be very useful.

    When there are no more robots in the room, the door will lead you to Miranda. After the scene and dialogue, Shepard will be safely evacuated from the laboratory.

    For your information: at this point you will be given the opportunity to independently determine who will be in charge of the Citadel council: Anderson or Udina. The choice will be provided in any case - even if Shepard was imported from Mass Effect.

    Colony "Progress of Freedom"

    — Do you three, by any chance, want to become members of my new space team?

    - New? What happened to the old one?

    - Oh, these poor things... It doesn’t matter. The important thing is that I need a new space team. Anyone interested?

    "Futurama"

    At the station, no one will be interested in Shepard until he talks with the head of Cerberus, the mysterious Illusive Man. Let's go to the "meeting room"!

    For your information: On the way to the “meeting room” you can choose clothes and color the spacesuit to your liking. The selection of spacesuit parts is still very scarce, but this disgrace will only last until the first visit to the stores.

    Shepard is puzzled - which of these cocoons is his ex-girlfriend in?

    Although the ghost will not appear in person, in his holographic form he will tell us about what is happening in the galaxy.

    Remote human colonies began to disappear. It smells like the Reapers, but the Citadel Council, as usual, sticks its head in the sand and blames pirates and bandits for everything. The hero, the symbol, must understand this situation! And there he is, Shepard!

    The last colony to disappear was Progress of Freedom. It’s worth going there and inspecting everything on the spot, looking for evidence and survivors.

    Advice: In this mission you will have to fight with robots, so take this into account when choosing when increasing your skill level.

    Before you go, you will need to talk with Miranda and Jacob.



    Not a colony, but just some kind of “Maria Celeste”. Everything is intact, but there is not a soul around. There are no signs of battle, and even breakfasts are left half-eaten.

    For your information: I will not remind you that every safe and lock along the way must be opened, every computer must be hacked, and ownerless resources must be appropriated. From now on, only new types of weapons and blueprints for future research will be highlighted.

    The colony is truly empty, and only lonely guard droids howl sadly in the night. But a group of quarians cuckooing in one of the containers will incur the suspicions of Shepard and his partners. Fortunately, Tali'Zorah, our old friend, will settle the conflict and tell us what the matter is: the quarians flew to visit one of their pilgrims, named Vitor, and even found him, but they cannot get through to him - the poor fellow has gone crazy and surrounded himself with military droids. There will be a proposal to try to storm the witness’s hideout together. Let's do so.

    When guard droids fly over the heads of Shepard and his colleagues, you should be on your guard and wait for fierce shelling behind the next container house. Keep colleagues in hiding. Having lost the protective field, hide in cover yourself. The most dangerous ones are droids with missiles. Their weakness is that they do not move when shooting.

    On the stairs, do not rush to jump out into the open space: the droids shoot accurately. Use Biotic Overload on Rocket Droids first.

    For your information: It is not necessary for your teammates to see your target. They can use biotic skills “from around the corner,” blindly, at Shepard’s direction.

    In front of the large door, place your partners on the left and right. The first difficult battle with a large battle droid awaits.

    “So, we really got lost.”

    It is necessary to remove his shields as quickly as possible, using all the biotic skills that are at hand. The droid fires heavily and removes the shields of Shepard and his partners instantly. Don't rely too much on cover - many of the boxes on the site are marked with a destructible symbol, and indeed they are easy to demolish. Don't let this quality of theirs take you by surprise.

    Our witness will be found in one of the containers on the square - the crazy quarian Vitor. Due to an unsanitary hole in his suit, he became ill with something and became delirious, not responding to Shepard. Here you will have the first opportunity in the game to interrupt the character’s speech - in a good or bad way, depending on what Shepard is strong at.

    One way or another, the quarian will wake up and show his notes. The inhabitants of the colony were indeed kidnapped, and it was done by the Gatherers, a mysterious and little-known insectoid race. Their miniature beetle robots previously plunged all people into a stasis field - this explains the fact that not a single colony offered resistance.

    Before returning to the Cerberus station, all that remains is to make one last moral choice: either meet Tali halfway and give the sick quarian to his relatives, or take him with him for experiments.

    "Normandy"

    The Illusive Man will tell Shepard a couple of interesting things about the Gatherers. He will also give out a list of the best of the best fighters throughout the Galaxy, who would be very nice to have on the team. He will especially mention one of them - Professor Mordin Solus. We need a salarian scientist for research and to develop a countermeasure against the stasis poison of the Gatherers.

    "I have a ship!" - “It turns out that it’s profitable to work with you!” - "Well done!"

    And then you will be met by an old acquaintance - the pilot Joker. He will escort Shepard to the new ship, built by Cerberus personally for the commander. The ship will traditionally be called the Normandy.


    We are about to get acquainted with the frigate and its crew. First, Shepard will be introduced to the ship's artificial intelligence Edie, and then to the commander's personal secretary, red-haired Kelly. After this, Shepard will be given freedom of movement, and he will be able to personally sniff the corners of the new ship. First of all, you should go to the bridge to the Joker to talk with him and Eddie.

    This is interesting: try to visit the Joker after each mission. You don’t have to talk to him - just stand next to him and listen to his stream of consciousness, which is sometimes very funny and “Easter.”

    Visit Jacob in the armory. After examining the entire deck, you can take the elevator up to the captain’s cabin, although Shepard has nothing to do there yet, except perhaps visit the commander’s personal latrine.

    Down on the living deck, on the other hand, there is plenty to do.

    This is interesting: The elevator on the living deck has an interesting update - restrooms. If Shepard goes into the bathroom of a different gender, Edie will gently remind you of this. Alas, there is nothing you can do there - not even wash your hands. This is probably why no one uses it. Not once in the game will the common latrine be occupied.

    Many of the rooms in the story are still locked. However, Shepard can go into the medical unit and talk with an old friend, Dr. Chakwas. She will puzzle him with a mini-quest to find a bottle of brandy - to replace the one that crumbled into dust along with the stash on the old Normandy.

    In the canteen, Sergeant Gardner, the plumber's cook, will complain about the army rations, from which nothing tasty can be made. He will ask you to get decent food for the team (they can be found in the markets of the Citadel).

    This is interesting: in the cockpit, two crew members are discussing a certain family unknown to you from a colony that is under threat of attack by the Gatherers. Shepard cannot intervene in the conversation, but he should look into the cockpit after each mission to be aware of what is happening with this family.

    There's not much to do on the lowest deck yet - except maybe look into the hangar and not see the Mako there. Instead, there is a strange-looking landing bot, which in flight most resembles a horse galloping backwards.

    Two cheerful engineers, Daniels and Donnelly, are on duty in the engine compartment. They will ask you to get rare parts for them that would make it easier for them to maintain the Normandy.

    Citadel

    - Frau Martha, we have a problem: the baron has risen! There will be trouble!

    Film “The Same Munchausen”

    Soon after Shepard begins to appear in public, he will receive a letter from the Citadel. Our old friend Anderson wants to see us in the flesh. There are no quests here other than “grocery” yet (there won’t be any story ones at all), but you should check out the station at least for the local shops.

    After landing, listen to the armorer explain to the soldiers the basics of Newtonian combat in space. At the entrance, the turian guard will announce to Shepard that he is dead and send him to “revive” to Commander Hayley. The commander will solve the problem (it’s up to you to decide how) and offer to talk to the consul.

    Chat with the holographic guide. He will tell you how things are at the station now, two years after the attack.

    You are on level 27. There are a lot of shops around where you can get a discount - in an amicable way or with a scandal. Outside Delea Sanassi's gift shop, two krogan are arguing about whether there are fish in the Praesidium pools. At a pillar on the opposite side of the square, you can listen to a customized advertisement (“Shepard, you died a long time ago. Would you like to purchase shrouds and coffins at a discount?”)

    But the Citadel has hardly changed over the years!

    At Zaker's café nearby you can buy two historical novels and provisions for the Normandy cook.

    Climb the stairs to level 28. There is also a lot of interesting things here. Etarn Tyrone sells blueprints. The game seller praises his product. According to him, Galaxy of Fantasy, based on turian mythology, is now popular. It is played by 11 billion humanoids.

    At the far end of the hall, a journalist you already know is lying in wait for you. Give her an interview if you wish.

    Behind the double doors on the same level is a bar " Dark Star", cozy and not as aggressively crazy as Aria's establishment on Omega. Try asking the bartender about the news for a laugh.

    There is a turian standing by the wall here, whom you can ask about the fish in the reservoirs. Pass on the information received to the arguing krogans. You can, however, lie.

    Now all that remains is to go down two levels, to floor 26. There you will immediately discover a mess: a certain volus accuses a quarian of stealing a credit card, she denies it, and a security officer tries to get to the bottom of the matter. Shepard might intervene. The fate of the credit card will become clear after visiting the store of the salarian Marab. Return to the volus and explain to him exactly what he is doing wrong.

    Opposite Maraba's store, asari Kian Louros will sell you a couple more good things. There's nothing more you can do here, so all you have to do is go to the Presidium and talk to Anderson, Udina (and the Citadel Council, if he survived the battle with the "Overlord").

    After this, you can return to the Normandy and clear out the mailbox littered with letters.



    Since we desperately need a scientist on our team, we will choose the Omega station as our first visit, a semi-bandit freemen based on an old asteroid ore station. Both the professor and the mysterious Archangel live here, whom we should also hire.

    Let's start with the professor, since the Normandy laboratory is idle without him.

    Omega: Mordin Solus

    “We’re coming to you, professor, and this is what we’re talking about!”

    “It’s in vain, gentlemen, to walk around without galoshes: firstly, you’ll catch a cold, and secondly, you’ll leave a footprint on my carpets.”

    M. Bulgakov, “Heart of a Dog”

    After a scene in which it turns out that even two years after being dead, Shepard still enjoys some authority among the bandits, he will be sent to Aria T'Loak, the owner of the entire station.

    On the main square, the entrance to the Posmertie club stands out. If you want, listen to the conversation between the man and the Elcor bouncer. Pay attention to the silent turian with a weapon. This is Captain Gavorn, the menace of the local Vorcha aliens.

    This is interesting: The radio at the station will give Shepard the opportunity to learn about the news over the past couple of years and what problems are currently troubling the Galaxy.

    Come to the club. They will let you through in silence and won’t even look at your weapon. In a dark corridor, a group of criminal-looking batarians will roll a barrel towards Shepard. We face a moral choice, but a rather one-sided one. You can threaten the hooligans in a relaxed, kind way, or sharply, angrily - but the essence in both cases is the same: Shepard explains to the batarians that they made a mistake by running into him.

    The club itself is noisy, spacious, beautiful. Music plays, asari dance around the poles. Drink local drinks. Don't forget to buy brandy for Dr. Chakwas.

    Aria T'Loak's guards will try to search Shepard. For fun, you can promise them to push the scanner where the sun doesn't shine (if Shepard is evil enough). This will amuse Aria, but she will have to undergo scanning - you never know who could pretend to be Shepard.

    Aria is the “godmother” of all Omega. It's interesting to talk to her. She shows off a little, but will tell you what she knows about the professor and the Archangel.

      Dr. Mordin Solus is trying to save victims of an epidemic of an unknown deadly disease on the lower residential levels of Omega. There is a quarantine there.

      Archangel has angered the local bandits so much that the three largest gangs have teamed up and are trying to dig him out of his hideout. Archangel holds such a strong defense that the bandits arranged for an additional recruitment of volunteers, promising a generous fee.

    We are still interested in Dr. Mordin. But before you go to his quarantine zone, it’s worth inspecting the entire Omega.


    Later, the guard Grizz, standing by the stairs leading to Aria's box, will offer you a task. The Bloody Pack mercenaries planned to assassinate the Patriarch. They need to be stopped. The problem is that the Patriarch himself does not really want Shepard's protection. However, he can be persuaded to accept help.

    The mercenaries themselves - a couple of krogans - are waiting for you outside the door (to the left of the Patriarch's room). Talk to him and then return to Aria for your reward.


    Go down to the lower level of the club. You may run into an old friend, Helena Blake, depending on how you left her in the first Mass Effect.

    Once below, Shepard can appreciate the dancer up close. The asari squirming on the table, although she smiles for a tip, is as silent as a fish. Go down to the nook and talk to the krogan nicknamed the Patriarch. He was once the leader of Omega. Aria overthrew him, severely maimed him in battle personally, but left him alive as a warning to everyone. We will meet with the Patriarch again, but now it’s time to have a drink at the bar opposite the door.

    The batarian bartender looks unfriendly, and the drink will have a strange effect on Shepard. They will tell us that this is not the first time that the bartender has poisoned people, taking revenge on them for what they did to him in the distant pirate past. Shepard is the first to survive. It seems that very soon one bartender will be very unlucky. Remember the corridor in which you woke up. Go to the bartender and deal with him as you see fit. Both paths - the good and the bad - end in the death of the bad batarian.

    Return to the corridor that you remembered a couple of lines above. Strange “Vorcha” creatures, as if stepped out of the pages of an alien encyclopedia, are either bandits, or savages, in a word, pests. At the corner of the corridor, one of the grunts will catch Shepard and say a few kind words about Captain Gavorn. If you want, return to the captain - he will tell you about who the vorcha are and how they harm honest humanoids.

    Around the corner is the shop of a young junk dealer, the quarian Kenna. The guy has a serious problem - he is stuck on Omega with no money, and business is going extremely poorly, since a local elcor merchant named Harrot forbids him to reduce prices. We face a simple moral choice. You can give Kenn money to return to the Traveling Fleet. You can put pressure on the merchant Harrot so that he does not pester the guy, or you can offer him to take the store away from the poor guy altogether. Either way, be sure to take a look at what the junk dealer has for sale.

    Up the stairs is the market. To the left is the entrance to the hall for important people, where we have no access. For now, we are interested in local merchants and their assortment.

    Before you go to the quarantine zone, look at the mad batarian prophet proclaiming the imminent end of the world and declaring people an infection on the body of the Galaxy. He has his reasons, as a mysterious disease that has infected the lower floors is mysteriously killing all races except humans and Vorcha. And since few people believe that the Vorcha are capable of creating such a biological weapon, naturally, everyone looks askance at people. We need to check what's going on there.

    Convincing the guard to let Shepard into the quarantine zone will be easy.



    After searching the nook behind the boxes, move along the corridor to the barricades. The guards who jumped out from cover would not shoot - they were warned that Shepard was coming.

    Ahead are signs of desolation and a dying batarian greeting you with the words: “You not only unleashed a plague on us, but are also looting without waiting for us to die?” The poor fellow can be helped if there are germs of goodness in Shepard's soul. However, if you want to save the batarian, act quickly.

    If in doubt, let your partners go ahead. They can be resurrected several times, but we only have one Shepard.

    On the left is the door to the warehouse, where the batarians, locked several days ago, lie. They are dead, and their diaries make Jacob sad. On the right side behind the corridor is an apartment blocked from the outside. Again the body, again the gloomy diary.

    And then a battle awaits us, a rather unpleasant one. The easiest way to get through it is with a sniper. Place your partners in cover at the door to the apartment, and you yourself will alarm the bandits, retreat and keep your sights on the exit to the hall. The bandit who flashes by gets a bullet in the forehead. Reliable and safe.

    Don't forget to climb the stairs on the left to the balcony and collect valuables. Go around the barricade to the right. Look into the apartment where people are hiding, not unreasonably afraid of batarian terror. They can be promised protection.

    Immediately behind the barricade are blueprints for a machine gun, which will provide increased damage in the long term. Grab them - you'll have something to study in the laboratory.

    The next battle will also be difficult. The situation is like this: the batarian bandits in these quarters were greatly pushed back by the Vorcha. In general, they are no match for bandits, but the epidemic has greatly shifted the balance of power. Before your eyes, the Blue Suns fight off the Vorcha and Varren. The main rule is not to stick your head out (unless, of course, you are playing a “stick-out” class). Go up the stairs to the balcony, from where better review. Try to help the bandits first without attracting attention to yourself. And only then fight off the vorcha, since the bandits won’t hold out for long.

    Advice: if the enemy is somewhere nearby, but you are not sure where exactly, look where your teammates are aiming. They are able to smell an enemy through many walls.

    Try to shoot the vorcha from afar. Hide your partners. Don't let flamethrowers get close. If necessary, jump out for cartridges in the middle of the room and run back like a bullet.

    There are a couple of marauders operating in the apartment on the left. Here the developers have prepared a rather entertaining moral dilemma. Looting is bad, and good Shepard should sort of stop it. But in neighborhoods where aliens are shooting at people, should Shepard shoot at members of his own race? The looters reason quite convincingly: “Then the apartments will be robbed by grumbling anyway, but at least it will be of some benefit to us...” And Shepard himself, let’s be honest, has always been a looter.

    At the end of the square around the corner is Mordin's hospital, filled with sick and recovering aliens. Listen to the doctor's conversations on the intercom. They will, to some extent, prepare you for a meeting with the professor himself - a brilliant doctor, an inquisitive scientist, a cold-blooded killer and a former salarian special forces soldier.

    After talking with Mordin Solus, Shepard will have two new tasks. First, you need to get into the ventilation control center. The grumbling has turned it off, and the entire block is in danger of suffocating. If you take away their ventilation control center and use it to spray the antidote, the epidemic will end.

    Bloody patterns along the edges of the screen are a hint that it’s time to hide. Shelter, however, does not always save.

    Secondly, we need to find a man, a student of Mordin, who went with the medicine to the neighborhoods, but disappeared.

    The Doctor will open the locked door for Shepard and give him an improved pistol. In addition, it is worth searching the hospital for useful things and technologies, including increasing the amount of wearable medigel.


    Once in a hall with columns, quickly find cover. The fight will be long. First, the enemies will trample from behind the door on the right, then from the stairs on the left.

    In the next large hall, the Vorcha will fire rockets from their shelters. Eliminate them, take a position on the balcony and destroy the enemies, taking advantage of the height advantage.

    Behind one of the locked doors there is also a student of Mordin. He is still alive, but a group of batarian bandits want to lynch him for the suspicious substances he was carrying with him. Shepard will have the opportunity to show his qualities - good or bad.

    And then, at the entrance to the ventilation control center, they grumble and rashly admit that they are working for the Gatherers, who created the plague. Immediately after a sincere confession, the battle will begin.

    Being in an open space here is very dangerous: literally after every sneeze, a horde of enemies pours out from somewhere. The worst ones are the ones that launch rockets from balconies. Eliminate them first. You will be protected to some extent by powerful columns - try not to go too far from them.

    After the first battle, hide your partners behind the nearest columns, and try to start the ventilation system from the remote control. The enemies that appear will be a little puzzled by the fact that the player is at one end of the hall, and his partners are at the other.

    Now you need to turn on two generators - behind the doors in the left and right corners of the hall. Under no circumstances should you rush ahead at random. Hide your partners, and move carefully, one step at a time, towards the doors and do not hesitate to retreat, luring enemies into the crossfire. Remember that you will have to fight not only on the way to each generator, but also on the way back - and extreme caution is also required there.

    Once the cure hits the vents and the epidemic is stopped, Mordin will be ready to join his team.



    Returning to the Normandy, check your mail, deliver the quest items to the recipients, stand next to the Joker - and generally run around the ship, pestering everyone, starting with Kelly.

    Make it a habit to do this after every task.

    This is interesting: in the letters you will also come across those who have been waiting for you for two years. Remember, for example, Talita, the girl with a pistol from the Citadel docks? Even if not, she remembers you.

    And of course, take a look at the newly opened laboratory, where Mordin Solus is a shaman and where you can grind together the found drawings and rare metals to get all sorts of improvements. If there are not enough rare metals, it makes sense to hunt for them in nearby systems.

    And, since we are in the same system with the Archangel, let's try to save him from the mercenaries and take him on the team. To do this, we return to Omega.

    "Omega": Archangel

    - Citizens! When there are bandits around and you don't have a firearm, at least try to die with dignity! Not like him!

    film "Aibolit-66"

    Wow, what a mischief I am! This droid will not come to visit the Archangel.

    An attempt to save the Archangel from the wrath of the three largest Omega gangs will result in a series of battles - simple, but intense. And compared to what happened in the previous mission, the battles will be more difficult. Waiting for a long time, retreating at the first sign of danger, maneuvering, luring enemies under fire is no longer possible here, because the time of each battle is strictly limited.

    To get to the Archangel, Shepard needs to return to the Afterlife club and talk to the batarian who is hiring fighters for the battle. After this, Shepard will have the opportunity to dissuade the local youth from signing up for the fight.

    We will be taken to the battlefield by car (talk to the driver to the left of the main entrance to the club). A gloomy batarian will meet us on the spot and send us to a certain Sergeant Kafka. At the same time, we will learn the disposition. The Archangel has fortified himself behind a well-shot bridge, and the bandits do not expect that free mercenaries will be able to overcome it. The task of the newly recruited fighters is to divert the attention of the Archangel while the main forces are preparing a strike from the rear.

    Eddie will offer to sabotage if possible, while the bandits still do not know that Shepard is not at all interested in the death of the Archangel.

    Salarian Jaroth, the leader of the Eclipse gang, will honor us with a conversation and tell us about the droids that will help him in the attack. On the table next to him is a message that Aria might be interested in. Around the corner is a droid warehouse. A heavy robot is simply begging to be disrupted in its “friend or foe” recognition setting.

    Krogan Garm is the head of the international Krogan-Vorchan gang "Bloody Pack". He also has a grudge against the Archangel, which he will tell us about.

    From the last barricade in front of the bridge, the Archangel himself is visible - from his hiding place he is directing harassing fire at the positions of the bandits. Behind the door on the right is the batarian Terek, the head of the Blue Suns gang and, formally, the entire military operation. He is so upset about the breakdown of his stormtrooper that he won’t even talk to us.

    Kafka, the very sergeant we need, is repairing this aircraft. He will look up from repairing Terek's personal assault vehicle and fill us in on the details of the attack plan. The conversation will be interrupted by a signal to attack, and the evil Shepards will have the opportunity to make the battle much easier for themselves by knocking out Kafka and leaving the stormtrooper without repair.


    The droids are warming up before making their final journey across the Bridge of Death.

    When Shepard starts shooting in the backs of the bandits, they will quickly realize who the hus are and open fire. Make your way to the Archangel and pay attention to his health bar. It is she who limits the time of battle. I won’t say that the framework is too draconian, but slowing down in battle is contraindicated.

    On the ground floor in one of the lockers there are drawings for strengthening the omni-tool. And the Archangel himself, when you get to him, will provide you with a magnificent machine gun, capable of conducting accurate and very dense fire in short bursts.

    Soon the Eclipse bandits will attack from the side of the bridge. Our cover is excellent, and our enemies are in full view. Ammunition on the nightstand, borscht on the stove. When the big robot comes out, guard it, helping the piece of iron shoot the bandits.

    The last to go is Jaroth himself.

    This is interesting: when the battle subsides, Archangel will call Shepard over the radio to come to him. This will sound somewhat comical if the commander is standing a couple of meters away from him.

    After a short respite, the sounds of explosions will signal an attack from the rear. The Archangel will remain to cover the bridge, and you need to go down the stairs, go through the door under the stairs and find a fork with three doors.

    The task is to block three entrances from the inside, making it so that ten seconds after the blocking starts, enemies do not reach the doors. With the first entrance, this is relatively easy to do - run to the button, press, drive away the bandits. The hangar (door on the right) will be more difficult. However, there is no choice - the Archangel’s health is quickly disappearing, and enemies are storming the hangar in an endless stream. You need to break through the entire hangar, close the doors and prevent enemies from breaking the blockade.

    The door on the left is completely gloomy. The bandits have shelters there, grunt flamethrowers are waiting for us around the corner, and there we will have to get over several obstacles. You can use cover, but do it without fanaticism - time is running out. I would even advise you to uncover the rocket launcher in order to make your way to the treasured button. But be sure to leave at least a dozen missiles for later. It’s good that the corridor immediately outside the door is narrow and it’s very easy to defend it for ten seconds.

    When the blocking is over, you will have to fight Garoth, a krogan from the Blood Pack. Here it is important to get on his tail very quickly and not leave him alone with the Archangel.

    Remote metal cutting is only part of what cannons made using Gatherer technology are capable of.

    Then it will be the turn of the third gang, the Blue Suns, to enter the battle. First you will need to repel the attack of the bandits landing from the window. Then we will have to defend the already familiar balcony, but on the other hand, this is no longer so difficult, since the Archangel himself is with us. But after the scene you will have to deal with the “wizard in the blue helicopter”, and here it is worth learning a good rule: a big enemy needs a big gun. Bombard the Terek assault vehicle with missiles. How many of them will be needed depends on whether Kafka managed to complete the repairs, or whether his work was interrupted by Shepard.

    When the stormtrooper loses all its armor and explodes, the mission will be completed.


    Now we have an old friend on our team - the turian Garrus. He has changed a lot since the first meeting with him in the Citadel, and not only in appearance. Where did his law-abiding nature go? Why did he organize a free hunt for bandits at one particular station? The life of the once brave policeman has been severely battered.



    The next stop is the prison ship Purgatory, where Cerberus has bought for us a certain Jack, a hardened criminal, but an exceptionally strong biotic.

    "Purgatory": Jack

    - What is this?

    - Arrested.

    - Why with an orchestra?

    - Your Highness, first there were celebrations planned. Then the arrests. Then they decided to combine.

    film “The Same Munchausen”

    Upon arrival at the prison ship, the first thing the guards will do for security reasons is to take away weapons from Shepard and his crew. There is no wide choice of dialogue options here, since the commander will be stubborn and refuse to give up his guns even without you.

    After having a heart-to-heart talk with the head of the prison, a turian named Kuril, move along the corridor past the cells where the prisoners are sitting. One of them is beaten by a guard - Shepard can stop the process. Another prisoner will ask him to ransom, but when he hears about Jack, he will immediately take his words back.

    “Shall we dance, beauty?”

    Go straight without turning, and soon the situation will change dramatically. You will have to fight your way through humanoid and droid enemies. There are enough shelters. After leaving the hall that turns out to be a dead end, turn left into the “pipe” and you will find yourself in the control room of the locks of the entire prison. Naturally, Shepard will want to release all the prisoners at once. And he will release it.

    Subject Zero will also be freed before our eyes. She will immediately take the bull by the horns and begin to wreak havoc throughout the ship, breaking through wall after wall. And we should follow in her footsteps. Don't forget to pick up the technology from the droid.

    Then everything is standard: enemies jump out, you shoot at them. In the first large room, try to gain a foothold on the balcony passage - this will make it easier to get rid of the heavy droid. At the end of the hall, don't miss the upgraded shotgun technology. Move on carefully and do not hesitate to retreat - fortunately there is somewhere to go. Another heavy droid will come after the crowd of mechs and mercenaries, and soon, after a small scene, you will have to deal with Kuril. He sealed himself in an impenetrable power bubble, but left the generators outside. A few shots will disable the generator. Be less distracted by enemies. Mercenaries jumping out from behind doors and boxes can be destroyed with rockets, and a sniper rifle can be used on generators. Rockets can also smoke out the Kuril Islands from behind cover.

    When the turian problem is resolved, Shepard will only have to meet Subject Zero and return to the ship with her.



    What is life without a krogan? Urdnot Wrex was a fun character in the first game, and Ghost has another krogan in mind, Professor Okeer, who is trying to cure his race of the "genophage" - an artificial mutation that limits reproduction.

    Okir is found on a landfill planet, where among the rusting spaceships Mercenaries from the Blue Suns gang set up a training ground for themselves.

    Corlus: Okir

    — Some people think that I am a very strange person. But I just dream of creating a race of atomic robot monsters, superhumans with octagonal bodies that will suck blood!

    "Futurama"

    Corlus is a very interesting planet. It resembles a dock with abandoned steamships, but only on a cosmic scale. After admiring the silhouette of something huge floating in the sky, start conquering the landfill. At first, there will be nothing difficult in the battles - ordinary mercenaries are against you, and there are large spaces around, and there is a lot of cover.

    The wounded mercenary will tell you that Okir is really doing something strange: he takes crowds of stupid, but very aggressive krogans from somewhere and calmly gives them to the bosses of the Blue Suns as cannon fodder for training. Ordinary mercenaries are not very happy about this, since krogans are dangerous targets and can easily rip off a shooter’s head themselves.

    Someone has already thoroughly put a crowbar to these decommissioned starships.

    The interlocutor will open the passage to the laboratory for Shepard, and there will be a very difficult battle. Yes, yes, a crowd of krogans, armored from head to toe, armed with rocket launchers and shotguns! Here you can use heavy weapons without much reflexion - a little further you will be given a chance to replenish your ammunition. Don't sit in one place - smoothly but steadily make your way forward.

    Break open the door and throw the mercenary standing on the edge into the abyss. The “blue suns,” urged on by their leader by radio, will increase their pressure, but big problem they won't. If you beat a crowd of krogans, then you will somehow cope with the people and batarians.

    Don't forget to pick up a blueprint along the way for improved sniper rifle damage. Behind the stairs and door you will probably meet the familiar Rana Tanoptis. Or maybe you won’t - it depends on how your meeting with her ended in the first part of the game.

    And behind the next door is Okir himself. He will agree to join Shepard's squad if he can deal with the leader of the mercenaries, with whom his relationship has soured. The battle will not be difficult if neither Shepard nor his partners stick their nose out of the room into the hall with the vats. In addition to the mercenary, a couple of stupid krogans and a heavy droid will oppose you.

    Alas, Okir himself, for objective reasons, will not be able to keep his promise. But instead of himself, he will fuse Shepard with one of his “test tube krogans” - the best of the best, an ideal fighter.



    It will be an amusing debate on board the Normandy about whether to remove the krogan from the vat or throw it into an open vacuum. One way or another, the “autoclave” with pickled krogan is in the warehouse above the hangar on the starboard side. Shepard can “unpack” a fighter and explain to him who is in charge on the ship at any time.

    Colony "Horizon"

    - Cannon... They are loading a cannon... Why? A! They will shoot! Speed ​​up!

    m/f "Treasure Island"

    Around this point in the plot, Kelly must tell the commander that the Phantom wants to see him. The holographic boss will say that communication with the human colony in the Terminus system has literally just disappeared, and the Normandy may still have time to catch the Gatherers in the act. And - what a coincidence! — our onboard scientist managed to create camouflage technology from swarms of cyberbugs. Now Shepard's team won't be frozen in a stasis field like the poor colonists. So we fly to Terminus, save the colonists and personally Ashley Williams (or Kaidan Alenko), who (or whom) the Alliance recently sent to the planet, set up defensive guns.


    Incendiary rounds are the best way to confuse the electrozombies.

    I’ll say right away that it won’t be easy here, especially towards the end. So if there is something you haven’t learned yet about combat technologies, study it. Your enemies will be the Collectors themselves and the electrozombies they created - all of them fall under the “organic” category. You will also have to knock down the shields - how could we not do this - but there will be no droids.

    After landing on the planet and a funny dialogue with Mordin, a not at all funny battle with the Gatherers awaits. Notice their death rays. Soon you will have the same ones. You can use heavy weapons - there is ammunition for them in the yard.

    Our team will meet electric zombies near the block houses - for now they are quite harmless. They are the first evidence that the Gatherers are related to the Reapers. However, the zombies do not appear to be "made" from local residents. The victims of the attack on the colony are hidden in transport cocoons, and we have a chance to save at least some.

    Take a drawing from the Collector's body for improved protection. After another small fight, we will meet colonists who have already been bitten and frozen, but have not yet been put into cocoons. They look rather unhappy.

    Don't forget to take the stairs to the block house. At the next house, grab a new super gun - the best in the game. This is a death ray generator - convenient and deadly.

    He will have to be tested very soon, when a new flock of Gatherers arrives. From now on, from time to time, the Chief Collector will move into one or the other with the words: “I’m taking control.” It is easy to distinguish such a “possessed” enemy - it glows orange from the inside. A strengthened Gatherer becomes stronger and more dangerous, so it must be destroyed first. With a certain amount of luck (and slow time, to be honest), you can get rid of the “possessed” Collectors without waiting for the Main One to finish moving into the body.

    In this battle, your main friend is the block house and its closing doors. My home, as they say, is my castle. The battle algorithm is simple: you approach the diaphragm door, open it, shoot, and when you smell kerosene, you retreat deeper into the house - the door closes and isolates you from your enemies. You can and should use death rays in moderation - the ammunition is in the house opposite, you can pick it up after the battle.

    Then, having broken open the door to the workshop, Shepard will meet the only non-frozen inhabitant of Horizon - a local technician. He will tell you about the defensive cannons in the space port and will open a passage for you in the right direction. However, he himself will flatly refuse to go with Shepard - as if he guessed what a warm welcome the Gatherers would give us there.

    Search the warehouse, change weapons if you want, and move out. Just outside the gate you will meet scions - big-headed biotic zombies. They hit from afar and very painfully, ignoring all cover. When you see their silhouettes, transfer fire to them immediately and get ready to leave the affected area. Here you can use heavy artillery - behind the house on the left there is ammunition for it.

    Knock down the Praetorian's shields, and after that he can even pick through his armor with his finger.

    Take blueprints for increased biotic damage from the dead Gatherer. Be sure to climb the stairs and clear out the house before breaking down the door.

    A large area with an antenna and a bunch of boxes around the perimeter will be a clear hint that it will soon be very hot here. Having gotten rid of a couple of super-zombie scions and a crowd of ordinary electric zombies, pick up all the available ammunition (here they are updated), take charges for the super-guns on the threshold of the house on the right, and turn on the connection with the Normandy through the remote control near the antenna.

    While Joker and Eddie are setting up their cannons to fire on the Gatherer's ship, you will need to fend off several attacks. I advise you to hide your partners behind a low “L”-shaped fence at the end of the square. Sit there yourself and shoot back, unless, of course, you are playing as a melee class. Use pauses in battles to collect thermoelements.

    Don't unsheath your heavy weapons. It will be useful to you for the boss fight - the Praetorian. This is a very dangerous character. You need to hide from his death rays very quickly and efficiently and hit him with a laser in response. The rule here is this: first, we remove the Praetorian’s shields in any way, and then we hit with everything we can until the shields are recharged.

    And then there will be a conversation with Ashley/Kaidan, and it will be strange:

    - Shepard, you radish, abandoned us and disappeared for about two years.

    - Wow... Actually, I was in a coma, they were putting me back together piece by piece!

    - You are now with Cerberus, and all Cerberus are assholes. And in general, we suspect that it is you who are attacking the colonies.

    - Hello, we saved you from the Gatherers, just in case you didn’t notice.

    - I don’t care, you’re still assholes.

    And Ashley/Kaidan leaves with his head held high.



    The journey to Terminus will mark a new stage in the plot - preparation for the “suicide mission”, for the journey beyond the Omega 4 gate, into the unexplored area where the Gatherers live. The ghost will give us a bunch of new dossiers, and all your companions will be imbued with the desire to settle their affairs and will begin to issue side quests - one per character.

    We will go on these tasks later - first we need to get a team. Let's start, perhaps, with the quarian Tali - after all, she was once our faithful companion.

    Prepare to fight droids, and only them.

    Haystrom: Tali

    “Did they really blow up the sun?”

    - As I understand it, sir, yes, it was blown up.

    “It probably looks good on their resume, huh?”

    "Star Gates"

    Haystrom is a planet in geth-controlled space. It is unknown what the quarian expedition needed there, especially since the star in the system turns into a red giant and burns so much that even energy shields cannot withstand it. Any exit from the shadows is fraught with slow roasting, so you will have to move around Haystrom in dashes, hiding from the sun.

    We will land on the outskirts of an ancient stone complex, in which, judging by the abandoned equipment, archaeologists have already rummaged. In the gate control booth we will see the first quarian. He is dead - died defending the expedition from the geth. Therefore, the robots are here and Tali is in danger! Take the money from the broken geth and open the gate.

    Robots will attack you in the yard. Shoot them from behind cover and remember the sunlight. It’s best to go to the gate along the fence along the ledge on the right: there’s a lot of cover there, somewhere to hide from the sun, and it’s convenient to shoot robots.

    If you don’t push your reluctant partners behind the boxes in time, the prime droid will tear them to pieces in no time.

    For your information: Even if you prefer to sit in the rear and let your teammates do all the work, keep in mind that your colleagues are powerless against hunter droids masquerading as a Predator, since they cannot see them at point-blank range.

    Behind the doors lies a geth with a new submachine gun (an excellent one, I must say). Take the radio from the quarian's body and contact the soldiers protecting the entrance to the stone complex from robots. You will no longer be able to help them, and you will soon be puzzled by a new problem - where to get two explosive devices in order to move the fallen column that blocked the entrance.

    I’m warning you right away: in this place, after every sneeze you make, a squad of droids will start jumping out from somewhere. First you will have to storm the building opposite the column. When you take the first explosive device, the geth will trample from the side of the bridges to the left of the exit from the building. Secure yourself in the shelters, as among the robots there will be a prime droid - all in white. You can spend some heavy weapon ammunition on it.

    After this, you will need to go to the doors behind the bridge and pick up the second explosive device there. At the exit, of course, you will be greeted again by robots. Prime will be with them again, and rocket launchers are on duty on the bridge, so immediately hide behind the concrete blocks and then eliminate the most annoying shooters.

    When the column is blown up, take the drawings from the destroyed geth. Tali calls her colleagues via holographic communication. She will be happy with Shepard too. It turns out that Tali'Zorah flew to the once quarian planet to study the problems of dark energy and its possible connection with the abnormally rapid aging of the sun. Now Tali is barricaded in the observatory, soldiers are covering her, but the geth are breaking in, and the soldiers cannot lift the siege. Let's hurry to help!

    There's a long battle ahead. Place your partners in the doorway and let them shoot the drones that fly in flocks in your direction. This will save you the thermocouples that you will need to cope with the Prime roaming among the stones.

    When the flow of drones dries up, carefully take new positions in the passage between the blocks along the right wall. The enemies will trample with renewed vigor, so try to keep your partners behind cover and, as always, beware of the sun. At the far doors you will need to destroy another prime.

    And then you will have a joyful meeting with an old acquaintance - a walking giraffe-like droid tank of the Colossus system. But without Mako guns it’s impossible to fight him. Don’t even try to open fire on it - the droid will hide and repair itself, and you will only waste ammunition.

    “Quarian special forces? What were you thinking when you dressed in red? Take my example – classic protective paint!”

    The only surviving quarian will tell you that you can get rid of the colossus if you get closer to it. If she wants, Shepard can persuade him not to get into a fight, so as not to upset Tali with the death of her last colleague.

    The Quarian will tell you that there are three ways to get to the colossus. I advise you to seriously consider only the road along the right flank, along the ledge, under the reliable cover of a strong fence that can withstand the explosions of the colossus’ energy projectiles. After shooting all the droids wandering nearby from behind the nearest fence, carefully run across the fence along the stairs to the ledge. The droids, of course, will attack, but the main thing is that you will be covered from the colossus. The ledge ends in a great position for shooting at the colossus. Grab the heavy cannon and destroy it. It's not as difficult as it seemed at first!

    Search the courtyard and meet Tali. She is so upset that almost her entire group died for the sake of extracting data of dubious usefulness that in the heat of the moment, without hesitation, she agrees to join Shepard’s team again.



    Now that Tali is with us, we can go to Illium to hire two people there - an asari named Samara and a reptilian assassin named Thane.

    Illium: Thane

    I'm tired of warriors and their unnecessary ideals. I need a killer, a cold-blooded killer. A real killer, picking up the ZF-1, will definitely ask what that red button is at the bottom.

    film "The Fifth Element"

    Illium is a trading planet owned by the Asari. Everything is bought and everything is sold here, and the biggest danger on Illium is signing the wrong contract, for all contractual obligations on a trading planet must be respected.

    The most delicious thing is the nose!

    The greeting asari will kindly warn you about this. She will tell you that a certain Liara T "Soni has paid all the fees for Shepard and asks him to come see her.

    Step out onto the shopping level and admire the views from the balconies. Illium is wonderful in calm weather. Perhaps an asari messenger will lie in wait for the commander at the balcony and convey greetings from their mutual friend. Whether she will be there or not depends on how Shepard treated this acquaintance two years ago.

    It is also possible that a little further on he will be caught by the sleeve by the well-known Gianna Parasini, a fighter against corporate corruption from Noveria. She needs help again - she will ask Shepard to make a test purchase from an asari who sells contraband. The moral choice here is not entirely clear. By the way, this asari’s store sells useful technologies.

    You will find Liara in the office, going up the stairs marked with the “Administration” sign. How stormy the meeting will be depends on who Shepard was/was friends with on the old Normandy. Liara will have the necessary information, and she will share it with someone she knows for free:

      Samara checked in with an officer named Dana upon arrival.

      A representative of the rare “drell” race, named Thane, flew to Ilium to finish off a certain Nassana Dantius, and a certain Serina knows about his whereabouts... Yes, not all asari have euphonious names. However, we already crossed paths with Nassana Dantius and her sister a couple of years ago.

    By the way, Liara has a couple of quests for us. In the first, Shepard must hack several terminals in a parking lot - and after each hack, he only has a minute to get to another terminal and download the data. The location of the data is unknown - we only have an indicator showing the number of meters to the terminal - using it we must find the target.

      The first target is the screen to the right of the entrance, next to two asari talking. Having hacked it, quickly download the data from the terminal opposite, under a large tree in a tub.

      The second target is the news terminal to the left of the entrance. After hacking it, run to another terminal past the weapons and souvenir shops.

      The third target is next to the weapons store. After hacking it, quickly send data from the terminal next to Officer Dara.

    Return to Liara for your reward and take on the next quest. To deal with the Dark Broker, she needs the head of his local Observer. But to find out the identity of the Observer, Liara needs information from local terminals.

      The first terminal - under the stairs of Liara's office - will tell us the following: “The vorcha merchant does not want to mess with a salarian who is more trouble than he is worth. The Observer recommends that it be removed, but she could be harboring a grudge.”

      The second terminal is next to the large blue screen. Data: “The turian liaison works well with the merchant. The Observer canceled the order to kill him because otherwise it would have been too difficult to establish contact with the merchant.”

      Another terminal is at the stairs leading to the Eternity bar. “The Turian is too curious. The Observer recommends killing him by framing an assassin or a salarian liaison.”

      The last terminal is in the bar. “The smuggler and murderer refused to work with the vorcha, saying they didn’t trust him. It’s strange to see such scrupulousness.”

    We are primarily interested in the words “she could harbor a grudge.” Call Liara and find out if any of the suspects are female. Then return to her and collect the reward.

    Liara predictably refuses to fly with Shepard to save the world. Leave her office, go down the stairs and, remembering the round door under the stairs, go out to the shopping area. Your path lies to the Eternity bar.

    Perhaps along the way you will find out that a certain brawler of human appearance is causing mischief in a bar and demanding that the owner transfer the establishment to him.


    I must say that the Eternity bar is delightful primarily for its dialogues. Only here can you inadvertently overhear such details about the structure of quarian spacesuits that would make even a krogan blush. And if you visit the bachelor party that a human and a turian threw for their salarian colleague, you can learn not only the views of representatives of alien races on the marriage traditions of people, but also the answer to the sacramental question that has worried everyone since the time of the first Mass Effect: why are the asari so similar? on people?

    Meeting your loyal fan Konrad Werner will also be amazing. In Shepard’s absence, the guy decided to fight evil: “I’m doing the same thing you did! I talk to people (everyone is waiting to talk to them), I solve their problems. Sometimes I open containers to grab a coin or two.”

    This is interesting: when Conrad answers a question about his wife, pay attention to the gesture of the Asari bartender behind him.

    But why did Conrad suddenly take up extortion? He was persuaded to do this by an arms dealer from a car dock. We’ll deal with it later, but for now the main thing is to distract the stupid but pure-minded fan from the bartender.

    The asari on Illium even have a stock market.

    Note the asari, perhaps standing in a nook opposite the bar, looking independent. We will return to it when we do Miranda's task.

    At the entrance to the bar, you will later meet a quarian who has fallen into many years of slavery to the local “pereiro”. But it would be a mistake to think that you can ride up to her on a white horse, ransom her and set her free. The quarian does not need freedom; she is quite happy with a slave contract for several years. All she will ask is to speak with a representative of Synthetic Insights standing at a distance about a contract in her specialty. At first, the asari from Synthetic insists that her image will suffer if we buy slaves, but she can be convinced.


    Return to Liara's office and go through the round doors under the stairs. Around the corner, in a small hall, you will come across a concerned salarian who is on the phone complaining about the loss of important data. Remember it.

    Across the street, Serina works in a small glass office. We need it, but a little later. Let's finish the local quests first.

    Through another round door you will get to the flying car pier.

    This is interesting: This location breaks all records for the number of overheard dialogues. Just outside the entrance, two asari discuss drugs and moral responsibility. On the right side, another couple is talking about Asari purebreds. And on the left, near the shops, two interracial married couples loudly select weapons and souvenirs.

    Note the lone asari in the parking lot. She talks to someone about the goods and the crime scene. You will visit this place later when you follow the trail of Samara.

    Perhaps, to the right of the entrance on a bench you will see a strange asari - with green skin. This is Shiala, your old friend from Ferosa. She has a big problem - a certain harmful Asari doctor, promising the colonists of Nadezhda Zhu to save them from neurological problems, forced them to sign an enslaving contract. The culprit of the problems walks away. To persuade her to rewrite the contract, you will have to bring her to frankness and understand why she hates everything non-Asarian so much.

    Don’t forget to then buy maps of four star clusters in the store: Chain of Hades, Wasteland of the Minotaurs, Pylos Nebula, Shrike’s Chasm.

    On way back Pay attention to Officer Daru: she will later direct you to Samara's tracks.

    On the opposite side of the parking lot are shops. The arms seller is the same asari who brainwashed poor Conrad. You can take revenge on her in the same way and send her to “Eternity” for a deed of gift. By sending the seller to the bar, you will receive a discount on her goods. Just don’t forget to look there yourself later, see how it ended, and reassure Werner.

    Outside the souvenir shop “Memory of Illium,” a madly in love krogan reads his own poems to a certain asari (“And let our three hearts beat like two”). He looks inspired. If you wish, help the Asari saleswoman decide on her feelings. If you persuade her to yield to the krogan's advances, then technically you will have done a good deed. But then, when you later meet both of them on Tuchanka, you will have a chance to reflect on whether you did as well as it seemed.

    When managing your personal life as an asari, don’t forget about souvenirs in her shop.



    Well, now let's start with Thane, the alien killer. It’s easier to get close to him (you just need to shoot long and accurately at the mercenaries), and from a romantic point of view he’s more interesting for female Shepards. Take long-range classes with you. Some kind of anti-droid-shield-breaking skill wouldn't hurt either - there will be a lot of droids and shielded humanoids among the enemies.

    Serina will tell you that Nassana Dantius, a big shot in town, has been asking for trouble for a long time. She has many victims to her name. When she learned that Thane had gone to kill her herself, she barricaded herself on the top floor of her skyscraper and surrounded herself with Eclipse mercenaries.

    There are many sights in the Galaxy that can distract Shepard from contemplating the figure of Miranda.

    Thane is already in the tower, and we first need to cross halfway along its unfinished “twin”, and then cross the bridge connecting the two towers.


    It will quickly become clear that the mercenaries and their droids have begun to exterminate civilian builders so as not to leave unnecessary witnesses. The half-shot salarian will tell you about this. Patch it up with medigel if your Shepard has a kind soul.

    Then you have to play Bruce Willis, making your way through an unfinished skyscraper to the elevator and every ten meters exterminating the droids and mercenaries hatched in front. Fortunately, there are also shelters here every ten meters - as if they were laid out especially for us. Although...

    At the elevator doors, turn left. Open the locked nook with the workers - they will tell you that they were saved and locked away from the mercenaries by a strange drell. Who could it be?

    Be sure to pick up a fast-firing sniper rifle in the dead end nearby - a real miracle of engineering. Before calling the elevator, hide your partners behind the stack of plastic panels opposite.


    Taking the elevator to the upper floors of the unfinished tower, interrogate the mercenary (kindly or like Bruce Willis). Pick up the documents from the elevator that the salarian talking on the phone was so lamenting about.

    Repel the attack at the exit to the large hall and unlock another nook with salarian builders (this time very nervous). They will tell you what happened to them and warn about strong winds on the bridge.

    In front of the ramp, pick up blueprints that can be used to improve submachine guns.

    The wind is really strong. It throws off Shepard's aim (not bad for soldiers), but helps those who like to throw enemies into the air. The battle on the bridge is not too dangerous. There are too many shelters behind which you can hide from both mercenaries and a couple of missile sentry droids.

    Already at the end of the bridge, beware - enemies will jump out onto the balcony, and you will have to either hide or run into the blind spot under the balcony. Behind the stairs at the round doors, cool biotics are waiting for you, and there is no one else between you and Nassana.

    The conversation with Nassana will not go well right away. Luckily, he is quickly interrupted by Thane. Having learned that Shepard was going to go on a “suicide mission,” Thane suspiciously quickly agreed to join the team.

    Illium: Samara

    “I’m certainly not a cherub.” I don't have wings, but I respect the Criminal Code. This is my weakness.

    Justiciar matriarchs have their own ways of obtaining information.

    You will find Officer Daru in the flying car parking lot. She is noticeably nervous. At the first mention of Samara, she will exclaim: “Has she already killed someone?” - but then he will calm down a little and send you to the spaceport. You can get there by taxi.

    Samara is the matriarch of the Asari and at the same time a justiciar, a member of the ancient monastic order of “free judges”. In Asari territory, she has the right to conduct investigations, pronounce sentences and execute on the spot. But on Illium, such speedy justice can lead to problems if the defendant is a member of a different race. It is not surprising that the entire local police is on their ears.


    At the spaceport, you will see Detective Anaya forbid a volus named Pitne For from leaving the planet. His partner, another Volus, was killed by someone and the investigation is still ongoing.

    Volus will complain to Shepard about his life and say that the justiciar is inspecting the cordoned off crime scene. To get there, you need Anaya's permission. Let's go to her. The detective will complain that she may be ordered to arrest Samara, and this will be certain death.

    Go to the crime scene. The police will tell you that there are mercenaries operating there and you need to be careful. Just past the police tape, you will find a terminal with information about the stolen goods that the unknown asari spoke about in the parking lot. You can pass on the information to the owner of the goods, a certain Tax.

    A group of mercenaries around the corner can be taken by surprise. You will find Samara behind the round door at the end of the corridor. She has fun as best she can, interrogating the mercenary lieutenant for the name of the ship on which a dangerous criminal left the planet.

    Detective Anaya will come running at the noise and detain Samara. The Justiciar will comply, but only for one day. Now the problem of finding out the name of the ship is on Shepard's shoulders. If he picks up the trail, Samara will join him. The clue is the shy volus Pitne For.

    Interrogate the volus, and under pressure he admits that he sold a drug that enhances biotic abilities to the Eclipse mercenaries, but “forgot” to tell about its toxicity. Delighted that Shepard wants to deal with the Eclipse, he will give you a copy of the pass to their base and warn that each of these mercenaries is a dangerous, cold-blooded killer.

    Change weapons if you wish at the police station. Enter the elevator and the battle begins!


    Avoid poisonous clouds from broken drug canisters. If you have biotic abilities, you can enter these clouds to power up, but keep an eye on the toxicity indicator.

    After passing through the pier, take the new model shotgun from the table - an excellent rapid-fire weapon. You can immediately distribute it to your partners.

    The mercenary Elnora is hiding behind the door, and she will claim that she ended up here by chance, that she is good and kind... But remember what Volus said about the “Eclipse”? Will you believe Elnora's words? In any case, there are other interesting things in the room besides it: biotic drawings and ammunition for heavy guns.

    Continue clearing - fight through the next pier and offices. The enemies will be ordinary bandits, biotics, and droids. Occasionally - rocket launchers.

    The shining edges of skyscrapers, the lights of flying cars... Every space opera should have such a planet!

    Going out to the conveyor belt, drive away the assault vehicle with a couple of shots. If possible, shoot enemies from afar. In the next office, at one of the terminals, you will have the opportunity to evaluate the sincerity of Elnora’s words. Looks like we now know who killed the volus. Don't forget to give the information to Detective Anaya later.

    Now get the big guns ready - the wizard will arrive in a blue helicopter, and you must give him gifts faster than he can give you gifts. Before going out onto the bridge, hide your partners behind fragile boxes (alas, there are no others here). Take a heavy cannon - the beam gun is best, jump out onto the bridge, and then rush back like a hog under the cover of the boxes. Experience shows that it is quite possible to destroy a helicopter with a death ray before it destroys all the boxes with missiles.

    Break open the door and take incriminating evidence on Pitna Fora. Behind the next door, a delightful scene awaits you - a volus who has completely cleared himself of drugs, imagining himself as a biotic superman, wants to fight the leader of the mercenaries alone.

    One way or another, we will have to fight the leader of the local mercenaries, and here I advise you to get a heavy cannon, since the aunt is well packed with shields and is very dangerous. In addition, she is covered by a rocket launcher, so immediately send your partners behind the boxes.

    When the fight is over, hack the terminal. You will learn the name of the ship, and Samara, whom you will later find at the police station, will swear an oath to you.

    Before you go to the police to free the Justiciar, decide what to do with Pitne For. He can pay a good sum for incriminating evidence. Don't forget to return to the trading floor afterwards to finish up dealing with Dachshund's stolen goods.



    At this point, the Phantom will probably want to talk to you. He will give out a story quest, and it cannot be postponed. The matter is urgent: the turians managed to immobilize the Gatherers' cruiser, and the Normandy flies to board. What interesting things does the ship contain? Is there information about the Omega 4 Gate inside? We'll find out soon enough.

    Your enemies will be zombies, Gatherers, as well as their armor and shields. In general, gear up for “organic” enemies.

    Gatherer Ship

    - Friends! Guinea pig She deceived me!

    "Futurama"

    The ship is quite picturesque from the inside and looks empty for now. Eddie will tell you that this is the same ship that we fired at with cannons on the Horizon.

    Examine the dumped bodies of the kidnapped colonists. Save before approaching the terminal next to the two containers. Shepard will be told interesting things about the Gatherers and at the same time will be offered a choice of one of three weapons.

      Submachine gun. It shoots very quickly and powerfully, but the spread of bullets is large, and the barrel quickly moves up and to the side. This option is for classes that cannot carry other weapons (a soldier can take it, but then a submachine gun will take the place of a machine gun, which is not good).

      Shotgun. Powerful, but single-shot and can only take ten rounds. Only effective at close range. It is completely clear which classes will prefer it - those that use these weapons. It’s also not the worst choice for a soldier - close-range combat is rarely imposed by the game, but such cases do occur.

      Sniper rifle. It deals extremely high damage, but it also has a serious drawback - the number of charges that you are allowed to carry with you can be counted on the fingers of one hand. Another bad thing about it is that it will replace a rapid-fire sniper. If you take it, you will lose the Viper!

    In such an interior, all you can talk about is kings and cabbage.

    The choice is yours! Just keep in mind that the weapon exists in a single copy and you will not be able to distribute the same to your partners.

    Hack two terminals - one will give out money, and the other will give out security technology. A long climb in the tunnel will lead you to a huge room filled with “shells” for storing kidnapped people.

    Enemies, as you might guess, will attack the team immediately after activating the command console and talking with the Normandy. It’s good that the flying panel is simply lined with “coffins” shelters. Carefully hide your partners and eliminate the super zombies first, since shelter is not a hindrance for them. When the battle is over, Edie will ask you to contact her through the command console and tell you interesting things about the ship of the Gatherers and the Ghost.

    Now that we have information about the gate, it’s time to get off the ship. After exiting through the opened door and a simple first fight, go down the ramp and securely hide your partners behind the large “trunk” on the left. This is important - the barrel will cover them from the crowd of heavily armed Gatherers coming from the left flank.

    Shoot fire zombies from afar. Don't forget to pick up heavy weapon items and valuables. A level below you will be greeted by an already familiar Praetorian. Before breaking through his armor with heavy weapons, eliminate the shields. Replenish the charges of heavy guns.

    When the door on your way closes and Eddie opens another, grab the money, take the technology and prepare for the final battles on the path to freedom. Behind the door, take a defensive position, carefully move forward from cover to cover and watch out for the scion around the corner. The last test is a fight with a crowd of zombies.

    The boarding party returns to the ship, and on this optimistic note, the Normandy sets sail from the reviving Gatherer cruiser.



    Now the Illusive Man knows that both the Gatherers and the Reapers use a complex identification system to pass through the gates. You can get a sample from an abandoned Reaper ship drifting in the upper atmosphere of the brown dwarf gas planet Klendagon.

    Cerberus scientists had already boarded the ship, but the entire crew disappeared without a trace, and the Illusive Man then decided not to send any more scientists. However, Shepard is a completely different matter! He will get the Friend or Foe microcircuit and find out what happened to the scientists.

    Eddie will occasionally drop new and rather unexpected information about where the Gatherers' main base is located. So the road is known, and all we have to do is find the magic sesame that opens the Omega 4 gate.

    It is important: try to complete as many tasks as possible from your partners before the next mission, otherwise you may later face a very unpleasant dilemma.

    Abandoned Reaper

    - Everything is taken into account by the mighty hurricane.

    I. Ilf, E. Petrov, “The Golden Calf”

    If our partners have endless ammo, why don’t we save ours?

    So, we need to get into the abandoned Reaper ship, find the Friend or Foe identification chip there, and at the same time find out what happened to the previous Cerberus expedition. What usually happens to people who interact too closely with Reaper technology? That's right - they become zombies! So let's equip ourselves accordingly.

    It is important: Before starting the task, make sure that all missions from your partners have been completed. Only Tali can be left disloyal.

    Go through the scientists' base, watching all the video diaries. Upon entering the ship itself, it turns out that Shepard is locked in it and can only leave it by turning off the force field that keeps him in orbit.

    The first zombies will jump out at the same place where the first shelters for Shepard and company begin. The dead will crawl from under the bridges. Feel free to retreat if necessary and lure the electric zombies into the fire bag. And use exploding barrels - they are placed here for you. In general, the “tactical retreat” method makes all battles trivial, and for now the main problem is your partners, who after every minor combat episode will break out of cover and run to you.

    Soon you will find out that there is someone else on the ship besides you who is shooting at zombies. Take the sniper blueprint and get ready to face the Scions. They will crawl out at the farthest boxes. For safety, you should again take your colleagues away and lure enemies towards them yourself. Use heavy weapons - you can replenish your ammunition in the box behind.

    Take the security technology from the terminal. Open the door in the nook on the right. After meeting with the talkative geth, you will have to make your way along the deck for a long and rather tedious time, fighting off zombies and scions.

    Don't miss the shotgun technology and heavy weapon ammunition in the nook on the right. Closer to the turn of the deck, you will be met by two scions at once, and here it is better to retreat away from their vile biotic techniques. Around the bend, two more Scions lie in wait for the team.

    Let your partners shoot a couple of dozen zombies climbing from behind the railing in pairs (in the same place), grab the Friend or Foe chip and meet the already familiar geth sniper.

    The battle will go like this: first we fire something lethal at the reactor core (a blue iridescent ball), and then we shoot a bunch of zombies. And so on until complete satisfaction.

    Returning to the ship, meet the Legion - you will find him behind the medical bay, in the AI ​​compartment.

    Buddy missions

    And now, on the eve of the last tasks, it’s worth running through the quests that the squad members give you. There are ten tasks - one for each.

    It is important: a short story mission can pop up at any moment, and you won’t be able to get away from it. Before the final mission, you will have the opportunity to return to winning the hearts of the squad, but the cost of delay will be high: the longer you delay rescuing the crew of the Normandy, the fewer of them will be left alive when you come to their aid.

    The companion whose problem you solved becomes loyal, and a new ability is “unlocked” for him. In addition, the loyalty of the team also affects the outcome of the last, “suicide” mission.

    This is interesting: Another consequence of a character's "loyalty" is the ability to change his costume. Winning Jack's loyalty, for example, is the only way to cover up the tattoos on her... torso.

    Thane

    Our on-board killer has a problem - his unlucky son wanted to follow his father's path, and we need to stop him before he does something stupid. We're flying to the Citadel!

    Captain Bailey will say that Thane's supposed son (there are not many representatives of the Drell race on the Citadel) communicated with a petty bandit named Mouse, who can be found near the Dark Star bar on level 28.

    Be kind to the Mouse, and he will tell you the name of the customer - Ellayas Kellem. Captain Bailey won't like this name, but he will agree to bring Kellem in for questioning.

    After Thane and Shepard play “good cop – bad cop”, Kellem will tell you the name of the victim - the turian Joram Talith. The captain will send you to the future crime scene, in the 800 block.

    Actually, all you have to do is follow Talit along the bridges and regularly “interact” with him, telling Thane where the future victim is. Don't forget to pick up the technology from your computer that increases the damage of pistols.

    When father and son meet, it will not be difficult to understand the situation, especially since Captain Bailey sympathizes with Thane.

    Garrus

    Garrus wants to deal with the traitor who framed his squad. A dealer in counterfeit documents, a man named Fade, will lead us to the traitor.

    Captain Bailey from the Citadel will direct you to the warehouse, which is on level 26. There we will actually meet Fade’s contact - a small but impudent volus, accompanied by two krogan guards. Left without "closets", he will quickly tell you where Fade is hiding - in a factory under the protection of a crowd of mercenaries from the Blue Suns.

    Take a taxi to the factory and start fighting banditry. It makes sense to take a robot specialist with you - there will be a lot of them, especially at the end of the battle. The ideal group is Garrus + Legion, two snipers.

    Please note that low boxes can be climbed on. On the ledge along the long wall, your enemies will be droids (you can use heavy guns against them). When you lower the bridge, the mercenaries will attack, and then a heavy robot will fly in. Again, you can spend part of the ammunition of heavy guns on it.

    Take a pack of fake IDs and open the window in the control room. Harkin/Fade is waiting for you at the other end of the warehouse, and yes, he has surprises in store for you.

    Take the sniper damage technology behind the door and go out to the warehouse. There will be a battle with several droids and strong mercenaries. However, the worst thing is the two heavy droids, which you need to run away from as quickly as possible in order to shoot them from afar or, if you have a good eye, try to drop boxes of explosives on them.

    Kharkin will make an appointment for us to meet with Sidonis. And then do as your heart tells you!


    Return through customs to the Citadel. In Level 27, an asari named Kalara Tomi complains about the arbitrariness of human authorities who have labeled her as "potentially associated with the geth." Fake IDs will save the giant of thought. There is another way to help the asari - talk to the customs officer.

    Samara

    Samara is looking for "Ardat-Yakshi" - a dangerous criminal who is hiding at Omega Station under the name Morinth.

    “Ardat-Yakshi” are famous for frying the brains of their partners in moments of love. Aria T'Loak will send you to the house of Morinth's last victim. Talk to the inconsolable mother and examine the crime scene.

    “Black eyes - I remember, I die”... When it comes to Morinth’s eyes, the meaning of these lines becomes literal.

    Shepard will serve as "bait" for Morinth, going unarmed into the club through the VIP entrance (password: "I'm from Jorinth"). Samara will give final instructions. Morinth loves daredevilry, dancing, deadly hobbies, murder, art, a sculptor named Forta, the drug Hellex, and the movie Venia. Be wary of displaying modesty or chivalrous behavior—Morinth doesn't like that.

    Don't give money to a man named Vij, but remember the name of the group so you can show off to Morinth later. Don't get involved in a fight on the dance floor. Dance, buy everyone a drink, provoke two talking turians into a fight. This should be enough for Morinth to invite you to the table. And you already know what to mention “casually” in a conversation with her: Forta, “Venia”, dangerous places to travel, power, “Hellex”. Soon Morinth will realize that Shepard is the one she needs and will call her to her to fry his brain.

    Inspect the apartment, take measurements from the machine on the wall (even here we get new technologies!) and entertain Morinth with conversation until Samara appears.

    You will be able to make important game choices if you show Morinth the dark or light side of your soul (“bad” or “good” answers).

    Jack

    Our tattooed friend has a very easy task - to smash into pieces the abandoned building where she was made into a superbiotic as a child. There are no serious enemies there - just a flock of Varren and several mercenaries from the Bloody Pack. Their leader is well protected, but shoots Shepard with a shotgun from afar. Big mistake.

    At the end of the journey, help Jack and a local resident named Aresh sort out their feelings.

    Explore her room with Jack before blowing up the building.

    This is interesting: Jack is the only possible passion who will not demand eternal love from Shepard in exchange for favor. You just have to be honest with her. However, you can have a serious romance with her - everything is in your hands.

    Grant

    Before us is the sweetest and most playful varren on this side of the Milky Way.

    Our krogan is restless and flutters against the glass in the warehouse like a butterfly. The voice of blood has spoken within him, and only other krogans can help him. We're flying to Tuchanka!

    On the throne of the Vrex clan sits our old friend Urdnot... or his successor, if Urdnot did not survive the events on Virmire. The general attitude of the krogans towards Shepard depends on the outcome of those events.

    The leader of the clan will say that our Grant is simply growing up and he needs to pass the test - the Initiation Ritual. To start it, you need to talk to the shaman. But take your time. Go shopping, place a couple of bets in warren battles. Pet the warren. Punch the monkey in the lab. Help Varren breeder Ratch exterminate several vermin monkeys with rocket weapons.

    You will find the shaman by going up the stairs to the floor. Talk to him, clarify the test conditions and begin.


    The Ritual of Initiation is quite a difficult battle. First with packs of Varren and Rakni. Then with an underground worm, already familiar from the first part of the game. The worm is dangerous. Save heavy weapons for him and try not to hide behind the “cardboard” shelters that are closer to you. The worm's spitting will destroy them in no time.

    Advice: Before summoning waves of enemies, search everything around - scrap metal, the bodies of unlucky krogans... Once you summon the worm, you will no longer have the opportunity to maraud in the arena.

    The following tactics work against the guest from Arrakis: hide your partners behind two strong columns in front, and start running around the battlefield, dodging the worm’s spitting and showering it with rays of hatred. There won't be enough ammunition, so prepare in advance to pick up energy cells from the boxes lying nearby.

    When the worm dies, you will have to endure another battle - with several krogans.

    Mordin

    Professor Solus is concerned about the fate of his student, who was captured by the krogans, mercenaries of the Blood Pack. He will ask Shepard to release his former protégé, who is being held on Tuchanka. It’s very convenient that we are already hanging out on this planet.

    Talk to the krogan mechanic who is tinkering with the tank's wheel and promise him to look for the exhaust pipe. To get to the mercenary base, talk to the chief intelligence officer, standing modestly behind the screen.

    “I think we were attacked by red pepper pods!”

    First you will have to overcome the approaches to the base in open areas, and the most dangerous enemy here is the grunt rocket launchers. Using cover, move towards the laboratory. Don't forget to remove the exhaust pipe from the broken tank right at the door.

    The Blood Pack is located in a former Krogan hospital. When a representative of a rival clan comes out to meet you, use a “bad” interruption of the conversation - you still won’t be able to come to an agreement with him.

    At the krogank's body, talk to Mordin and hack the terminal to get the drawings for the enhancing technology. Behind one of the doors on the right side of the corridor sits a krogan, a victim of the experiment. Persuade him to return to the clan (don't forget to talk to the chief scout later).

    The next door will take you to the interior, where you will meet a bunch of krogan, varren and vorcha. Since the distances are long here, and the krogan prefer shotguns to all types of weapons, you have an advantage.

    At the bottom of the stairs, the science terminal will give you technology that allows you to carry more heavy cannon charges.

    When Mordin and the student discuss their affairs (decisions, decisions!) with your help, give the exhaust pipe to the engineer, discuss saving his krogan with the chief scout and return to the Normandy.

    Miranda

    Miranda wants to save her sister on Illium from the unwanted attention of her shared biological father.

    Returning to Illium, pay attention to the asari at the balcony - she is talking on the phone about some thing lost at the transport terminal.

    The mercenary definitely needs to kill someone. “Because it’s paid.”

    Asari liaison Lantea is waiting for us at the Eternity bar. She will say that Oriana, Miranda's sister, is already being escorted to the spaceport by Niket, Miranda's old friend. The plan is this: Shepard’s team distracts their father’s mercenaries, and Niket, meanwhile, puts her sister on the ship.

    However, the mercenary commander will warn that Niket will not help us, and will accuse Miranda of hiding the truth from Shepard. Alas, you won’t be able to break up with him peacefully, so you will make the battle easier for yourself if you interrupt his words “in a bad way.”

    The usual “battle-in-the-warehouse” is coming. Under the cover of the boxes, get to the elevator. It is better to fight near a working conveyor belt while hiding inside an empty transport container.

    Behind the conveyor line, take the blueprints for the technology that enhances submachine guns and switch to anti-droid ammo. Behind the next conveyor, grab the medi-gel technology from the body and move further to the elevator.

    And here is Niket and Enyala. For once, Miranda will understand that hiding the truth from everyone is not the best way to gain trust. It will not be possible to separate peacefully.

    Before entering the elevator, take the medallion that lies to the left of the door. Remember the asari who complained to someone on the phone that she had lost a valuable item? Take the medallion to her after you deal with Miranda's family problems.

    Jacob

    The droid's right arm was shot off - now he is harmless and even a little touching.

    A distress signal was received from a distant planet from the ship on which Jacob's father served. But why did the emergency buoy only work nine years after the crash?

    Examine the wrecked ship, listen to the diaries and talk to the holographic assistant. It seems the local food is poisonous and causes dementia. Talk to the frightened girl - if you want to save her from the oncoming gang of “wild hunters”, interrupt her outpouring quickly.

    There are a lot of “hunters”, but dealing with them won’t be a problem. Go up to the village, where the women, clearly stupid for ten years, will say that it was Jacob’s father, who became the new captain after the crash, forced them to eat poisonous food.

    After getting rid of several droids, talk to the ship's doctor - by virtue of her understanding, she will try to explain what exactly happened and give us ship records exposing the crimes of Jacob's father.

    To get to the hero of the occasion, you will need to overcome barriers of droids (one of them is heavy) and several living guards.

    Jacob's conversation with the prodigal father will not be easy.

    Tali

    Tali was accused in absentia of sending a living geth to the Wandering Fleet, who staged a commotion and pancakes on the laboratory ship.

    Now Shepard must protect her from accusations on the territory of her home fleet... and it is unlikely that many will deny themselves the pleasure of watching the reaction of the quarians when the Legion descends onto the deck of the ship along with the commander and Tali. It’s also worth taking him with you because he’s a specialist in fighting droids.

    Advice: For some plot reasons that I can’t reveal here, it’s advisable to do Tali’s mission last. Let at least the Legion's mission remain after her.

    Too late, Shepard realized that taking the Legion with him on the Quarian ship was not a good idea.

    “Help me, Tali'Zorah you Normandy. You are my only hope."

    After the stormy scene of Tali’s meeting with the captain of her home ship (“You were accused of sending us a geta... And here, by the way, is the second one!”) go to court. There the essence of the matter will become a little clearer. There is a way to justify Tali - you just need to go to the laboratory ship captured by the geth and recapture it from the robots, simultaneously finding evidence of the quarian’s innocence.

    Before you go, chat with the people (some of whom you already know) in the hall - you will learn a lot of new things about the quarian culture.

    There's not much to say about the ship itself: there's plenty to loot, dark video diaries, and, of course, a bunch of geth. Don't miss the security room - hack the tracking system and get an interesting drawing of the security system. When Tali finds her father, calm her down. And in the next room, be sure to pick up the ship model from the table.

    Tali will ask you not to present evidence of her father's irresponsibility to the court, risking being expelled. With sufficient advancement in the field of good or evil, you can win a case on rhetoric alone. There is a third way - to attract familiar quarians to Tali's side. And, as usual, there is one more decision to be made that will resonate in Mass Effect 3.

    Legion

    Geth is concerned that the “heretics” (Reaper-worshipping Geth) have created a “missionary” virus that converts robots to a new faith. The virus is on the space station, and we should visit it.

    It is important: If you have Legion on your team, it means you've already been to the Reaper, and the final missions can break out at any moment. If by that time not all squad members are loyal, delay can lead to complications in the final mission.

    Our enemies, naturally, will be the geth. The Legion will say that the virus can not destroy the “heretics”, but rewrite it in order to convert them to the true faith. The decision is yours.

    “And now - disco!” Jokes aside, some droids are really no strangers to dancing in the “electric boogie” style.

    Another unusual concept will be green “data stripes” on the floor. As long as we don’t step on them, the alarm won’t be raised, and we get the opportunity to deal the first blow to the geth by blowing up the “communication centers” around which they stand.

    In addition, there will be defensive cannons at the station that the Legion will be able to hack from a distance - after such hacking, the cannon shoots at enemies for some time (sometimes very well), and then self-destructs.

    When a fifteen-kilometer hall appears through the windows, hack the terminal under one of the windows - excellent security technology is hidden there.

    By activating the reading of the virus, Shepard will have to protect the terminal from several waves of attacking droids pressing from both sides. Hide your partners behind a convenient shelter at the entrance to the hall. Try to activate the protective cannons one by one - several below, behind the railing, and two next to you. Only two guns can operate at the same time. You will make the battle much easier for yourself if you launch them on time. In this battle, I advise you to use heavy weapons, since there will really be a lot of robots.

    After this, you have to make a difficult decision, and then get to the station exit in three minutes. Demolish the geth you meet - they are not very dangerous. Much worse is the prime who hangs out at the very exit. In the cramped conditions of the station, he is very dangerous, so if possible, reprogram him, disabling him for a few seconds.

    For your information: Don't forget to talk to characters who have become "loyal" to learn more about them. Be wise and far-sighted when dealing with the conflicts "Tali vs. Legion" and "Jack vs. Miranda" (they will break out after the tasks of both participants are completed).

    "Normandy": Joker

    The lame Joker won't fit into the elevator. However, the Collectors and their victims are cramped there even without him.

    This story mission will pop up some time after you obtain Friend or Foe recognition technology. As a result of studying the microcircuit picked up on the Reaper ship, the situation on the Normandy quickly gets out of control. Shepard and his entire squad are away, so the Joker has to take the rap.

    Walk along the path of flashing lights into the laboratory and go down into the ventilation hatch there. Once on the living deck, follow the same path through the medical bay to the AI ​​room. Give Eddie control of the ship and go down into the air ducts again.

    Now comes the most dangerous place: the lower deck. Don't rush up the stairs - wait until the horizon clears (if in doubt, listen to Edie, she'll tell you so). Turn left through the door into the engine compartment and quickly activate the remote control where Tali usually stood.

    The job is done, and Shepard again needs to make a serious decision.

    For your information: After this mission, Edie's behavioral blocks will be removed, and you will be able to ask her in detail about Cerberus on the bridge.

    Suicide mission

    - You know, the only thing I like about alien threats is the lack of immunity to bullets.

    "Doctor Who"

    I’ll say the main thing again: the outcome of the mission and the number of surviving characters depend primarily on the loyalty of our partners and on the “stuffing” of our frigate. For fun, I even advise you to first try to complete the mission without Normandy improvements and see what happens.

    “With you you will inevitably smoke...”

    While the Joker is leading the ship to the Gatherer station, Shepard (finally!) will be allowed into the cargo compartment to repel the attack of the “Eye” throwing death rays. First, the persistent robot must be driven out of the cargo compartment, and then beaten to death with a heavy weapon.

    After landing, you will have to decide which squad member will sneak through the ventilation to open the doors for the team, and who will lead the distracting squad. You need to choose in such a way that you don’t accidentally send a favorite and convenient fighter for you personally to the ventilation or to another detachment.

    Make a speech and go ahead!


    There is a speed challenge ahead. The specialist will move through the pipes, and Shepard must open the valves (green hexagons) on his way in a limited time. This means that you need to take down the Gatherers, especially the possessed ones, as quickly as possible in order to get to the main gate in time. In general, there is enough time. Only the last two dampers are problematic, but they are close to each other.


    After this there will be an important choice: the one you choose as the boss of the sabotage group may die. There is a way to help him out by sacrificing the rescued members of the Normandy crew, sending them to the ship unaccompanied. But this will change little, since in this case one of your partners may die.

    Select a biotic who will cover your group with a field, and the commander of a sabotage group separate from Shepard. After this, you need to, accompanied by a biotic, move towards the main entrance, exterminating the Gatherers and zombies. Get rid of the Scion that comes around the corner as quickly as possible - after that it will not be so difficult to get to the entrance.

    The biotic shield is the best defense against insects. “That’s why they don’t bite!”

    This time around, the Reaper has distinctly Terminator-like features.


    After the solemn speech, all you have to do is take two experienced fighters and go to the last battle. Your enemies will be zombies flying in on Gatherer platforms, possessed Harbingers and two scions that can be shot from afar.

    When you get to the Reaper and repel another attack from the platforms, you will need to make an important choice, and then kill the boss. The fight, in general, is not very difficult. Shoot for the eyes. When the boss demolishes cover, move Shepard behind another one.

    The monster fell into the abyss with a howl, which means you've completed Mass Effect 2. Congratulations!

    Unexplored planets

    When Eddie reports an anomaly while flying around another planet, you have a chance to land on the planet and complete a task related to it, sometimes a chain of missions. Some will not appear immediately. Some will appear only after Shepard buys the necessary cards. Some will be pointed out to you during the game's story.

    The complexity of the tasks will also be different: on some planets you will only need to solve a puzzle or run from point A to point B. On others, you will have to seriously fight to get a portion of experience, metals, technology and other pleasant little things.

    Lorek, Fathar system (Omega Nebula)

    In this green world, the Eclipse mercenary base was discovered. Somewhere out there is a dead Cerberus agent who had dangerous information on him.

    The battle ahead is simple and short. The compact base needs to be cleared of Eclipse fighters, and convenient shelters at the entrance will help you with this. Along the way, you will open a couple of doors, take everything that is bad, and in the back room you will find a fallen agent.

    The information he has on him poses a threat to Cerberus's image, and Shepard will have three options: send the information to the Alliance (good), send it to the Illusive Man (neutral), or keep it for himself (bad).

    Taius, Talawa system (Caleston Fault)

    A signal from a non-functioning heavy mech has been detected on the planet. Upon arrival, it will be discovered that the droid is really broken - it is leaking energy, so the elements (they are scattered everywhere) do not last long.

    The situation with Dorothy and Tiktok from Frank Baum’s book will repeat: the robot takes a few steps and stalls, and we “start it up” again, changing the elements. There are no enemies in the area, except for a couple of shabby warrens. The goal of your journey with the droid is a mountain, behind which a considerable supply of metal is hidden.

    Sinmara, Solveig system (Caleston Fault)

    Saving the celestial cities from the scorching sun is also within Shepard's competence.

    And here is a pure puzzle. A floating city on a Mercury-type planet has lost its magnetic shields and the sun is threatening to burn it down. Shepard needs to repair the shields, and since he will not meet a single living soul, he will land on the flying platform alone.

    The puzzle is very simple. It was actually inserted here “for show” to justify the beautiful landscape. But if you still find it difficult, here is the solution:

      Use the switch in the center of the platform to release energy to the cooling block.

      Start the refrigerator.

      Transfer energy to the generator.

      Start the generator.

      Transfer energy to the computer that controls the shield.

      Hack it and the shield will work again.

    Zanetu, Ploitari system (Hourglass Nebula)

    The Estevanico truck, which disappeared a year ago, sends a distress signal from the surface of the planet. The broken ship lies on a ledge and can fall into the abyss at any moment. Shepard needs to have time to make his way through the wreckage to the ship's computer in order to leak information.

    Here, in general, there are no enemies or puzzles - just an atmospheric walk through the wreck of a ship collapsing before our eyes. Grab the iridium along the way and slowly walk along the inclined floors to the red beacon. The computer is there.

    Darathar, Fariar system (Hourglass Nebula)

    A base of smugglers from Eclipse was discovered on the planet, and judging by the voice of the salarian on the radio, they also found us. Now they are going to destroy their base so that it does not fall to the enemy, and we need to have time to stop them.

    This is a speed task: you will need to destroy three heavy robots that are smashing boxes. Initially there are twenty of these boxes, and this number decreases quite quickly. You can distract the mechs by yourself, but it’s not easy to survive.

    I think there is no need to remind you that you need to take those squad members who have proven themselves in battles with droids.

    Don't forget to search the area when you're done.

    Neith, Amun system (Eagle Nebula)

    A truck recently crashed onto this planet, but what’s strange is that someone is moving at the crash site, but there are no traces of organic matter.

    The task is very difficult. When Shepard, having found out the details of the “rebellion of the machines,” tries to turn off the beacon, crowds of robots will arrive, and at the same time the weather will begin to worsen. The team will have to do an unnatural and very dangerous thing - quickly fight their way through the entire quest area back to the landing bot.

    Visibility will immediately begin to fade. Hurry up! Choose a path and stick to it. Keep your medigel ready, as protecting your colleagues from death is extremely difficult here. Try to save a few missiles for the heavy mech, which will meet you at the bot itself. Don't try to "outsit" the droids, they won't run out. To win, run up to the side of the bot and activate the ship.

    Planet Jarrah, Strabo system (Eagle Nebula)

    Why would the droids go berserk and cause a disaster for the truck from the previous mission? The tracks will lead you to the Strabo system, where the paranoid AI of a space research station destroyed its entire population.

    I’ll say right away: you don’t have to be afraid of your enemies. The station is completely empty, and only its artificial intelligence is trying to stop the uninvited guests (us). Our task is to re-energize the three de-energized compartments of the station, and then go to the server room and turn off the artificial intelligence.

    So, you are in the hall, in the center of which there is an AI control panel. But the doors leading to it are locked and will open only after visiting three compartments.

    To the left is the laboratory. Here, to turn it on, you need to rotate the reflective plates so that the beam hits the sample against the wall opposite you. Compared to the pyramids from Mass Effect, the task is kindergarten level.

    The next door is opposite the entrance, behind the server booth. The plasma jets escaping from the pipes are dangerous here. Having chosen the moment, run along the corridors and take care of your partners: the plasma may well kill them.

    Finally, the door on the right side is an apartment complex. The AI ​​will let you in, but will lock the door and suggest you commit suicide so as not to die of hunger. Opening the doors is easy - you just need to activate three terminals in the following order: 2, 1, 2, 3.

    Only after this will we be allowed to the artificial intelligence terminal, and Shepard will be able to knock it out.

    Capek, Haskins system (Titan Nebula)

    We will also get here thanks to evidence in the case of a strange virus infecting droids. Our goal is the factory that produces these same droids. It is closed by the Henn-Kedar Corporation for quarantine because the robots have gone berserk. To stop them, you need to deactivate the main conveyor.

    A few droids will greet you as you enter, but there are many more inside. The path through the warehouse to the control room will be long, and robots will be reborn in large numbers literally around every corner, wave after wave. Be patient - there is nothing particularly difficult in this mission, but there are so many robots here that there will be enough for many tasks ahead.

    Tarit, Lusan system (Crescent Nebula)

    A Blood Pack mercenary station has been found on the planet. Let's pay them a courtesy visit.

    The surrounding area of ​​the mercenary base is a foggy labyrinth. Move through the labyrinth, turning on beacon after beacon. Their signals will keep you from getting lost. Oncoming rakni will not be a big problem, so don’t be afraid to collect everything that is lying around and read the abandoned diaries, absentmindedly looking at the jabberwocky flying in the fog.

    At the end there will be a battle with the mercenaries and their leader Salamul, a rather strong krogan. Don't miss the pair of vorcha guarding the resource - to find them, from Salamul's base, return along the path into the foggy labyrinth and go along the left rock.

    Elaim, Zelene system (Crescent Nebula)

    Sometimes droids explode merrily after they break down.

    Another mercenary base. When her radars spotted the Normandy, a general flight began. However, there is still someone to fight there.

    After reading the computer data about the probable new destination, enter the base. There will be a battle with mercenaries, among whom there are biotics (Eclipse is generally famous for its biotics). Before opening the door, do not forget to turn left and pick up a supply of metal.

    Under the cover of the doorway, repel the attack of the mercenaries and pay attention to the edge of the balcony far ahead - rocket launcher fighters are hiding there, who can pretty much beat up the unwary Shepard.

    Before hacking the terminal, go around the entire room, pull out the bridge and take the palladium from the nook. Only after getting ready for battle and hiding your partners, open the computer and start decrypting.

    While decoding is going on, mercenaries will trample in large numbers from behind the door through which you came. There are many biotics among them. The strongest of all is the leader, the salarian Vorleon.

    Zada Ban, Ze Cha system (Shrike's Chasm)

    Evidence from previous Blood Pack bases led us here. The task is not very difficult. After passing through the abyss along the stone arch, hide behind conveniently placed shelters and shoot the Vorcha below, behind the iron bars, with impunity.

    At the next arch, take cover behind the boxes and repel another not too dangerous attack.

    A strong krogan, Chief Kalusk, is waiting for you behind the door. But these krogans are only strong when death rays are not used against them.

    Clear the grotto of valuables, blow up the containers next to the two large tanks - and run away.

    Equitas, Fortis system (Minos Wasteland)

    Distress signal from an ore processing plant. Signs of abnormal life were recorded. The location of the workers is unknown.

    In short: zombies. Many electric zombies, biting and fast, will meet you. Equip yourself accordingly.

    When the endless attack of hordes of zombies begins, turn left and make your way through the tunnel to the alien machine that the miners unearthed here on their own account. Blow up the two bombs lying nearby and the task will be completed.

    Gay Hinnom, Shekate system (Chain of Hades)

    The wreckage of a quarian ship has been discovered on the planet. There are signs of life, including local life.

    The wounded quarian needs to be healed and then protected from the Varren hordes. This will be easy to do if you are armed with fire ammunition.

    Ionus, Narif system (Pylos Nebula)

    Compared to other enemies, the Varren in Mass Effect are cute and harmless fluffballs.

    The Broken Arrow truck is in distress near the planet Ionus. There is a recorded presence of geth on board, so you know how to equip the crew.

    You only have five minutes to take control of the ship and steer it off course to collide with a human colony. There is enough time.

    Capture the room, open the door from one of the remote controls on the right. Don't forget to clean it out and look through the diaries. Outside the window is a hall with an engine. To activate it, you first need to start two gears at the bottom - one on the left, one on the right. The problem will be the geth - they jump out onto the balcony behind and shoot very painfully, sometimes even with rockets. Hide your partners behind the metal plates and kill the droids as quickly as possible. Take advantage of the pause to start one transmission.

    After this, go around the hall along the bridges and pipes (behind the metal plates), fight the droids again and start the second gear. Don't rush, don't take unnecessary risks - you can calmly fiddle around almost until the end of the countdown. The main thing is that you have enough time to then run up the stairs to your left and activate the engine with one click.

    It is done!

    Canalus, Dyrad system (Pylos Nebula)

    Geth activity has been detected on the planet. Grab Tali and other “anti-Geth” characters and disembark.

    This task is problematic. Because of the thick fog, the geth can see you better than you can see them. You will have to fire almost blindly, focusing on enemy routes and the target designation of the interface. Take care of your partners and keep them under the protection of flat rocks. Tali will be very useful in this mission with her drone and AI hacking.

    Don't forget to collect native palladium. The way to the weather installation that needs to be turned off will be shown by signal lights scattered on the ground.

    Joab, Enoch system (Rosetta Nebula)

    An illegal base of archaeologists and bandits from the Blue Suns have been discovered on the planet.

    First, a crowd of enemies will fall out from behind the doors. When the bandits are gone, clear the area and enter the station. Inside, oddly enough, another crowd of mercenaries will attack you. They will come from the stairs on the right and from the doors on the left.

    There will be another small fight behind the long tunnel leading down and the doors. It is easier to deal with Lieutenant Loke and his henchmen if you hide on the balcony behind a transparent fence.

    View information on pocket computer(it will open access to the mission to capture the ship) and examine the Prothean pyramid in the next room.

    It is done!

    Ship "Strontium Mule", Arinlarkan system (Omega Nebula)

    This is a continuation of the previous mission. The truck has been captured by the Blue Suns and must be boarded.

    The task is very difficult, since it’s a bit cramped inside the truck, and there are a lot of enemies, and they fire heavily, not disdaining rockets. Therefore, take care of yourself and your partners, do not hesitate to retreat.

    Survive the battle in the first hall. Climb the stairs and ramps to the next level. Survive another battle and hack the console.

    Go through the middle door, clear the room with engines from enemies (among them there is a strong biotic). Come back.

    Turn left three times and fight through the corridor with balconies in the center. Go past the lightning sign along the corridor and clear the room with the bodies. Return through the balcony room and corridor to the locked door to the captain's bridge. Turn right and hack the security console. Now you can take the captain's cabin. Be careful: when the battle is over, a horde of mercenaries will trample from the rear, through the hall with a balcony.

    When you win this battle, inspect the wheelhouse. The cargo you need to find is located opposite the dining room with the bodies (opposite the captain's cabin to the left). Before grabbing him, break into the locker that contains the defense drawings.

    Sanctum, Decoris system (Sigurd's Cradle)

    Continuation of the previous task. It is necessary to capture the base of the Blue Suns, from where they send fake distress signals, luring peaceful ships to them.

    Traditionally, the battle will begin immediately after landing - fortunately there is somewhere to hide. Inside, take cover behind the railing and repel the attack. Look into the living room to the right and move out into the rock-filled dining room. Another party of bandits will appear.

    Through an underground tunnel filled with iridium, you will find yourself in a hangar, where you will first be warmly greeted by two heavy droids (you can hide from them behind the boxes near the door, luring you towards barrels of explosives), and then by traditional bandits.

    After this, all that remains is to clear the hall and adjacent rooms of valuables, open the door to the lighthouse control room and turn it off.

    Franklin, Skepsis system (Sigurd's Cradle)

    Dilemmas, dilemmas...

    And one more continuation. Batarian bandits fired two missiles at the Alliance colony. Having broken into the base from which the missiles flew away, Shepard must neutralize them in five minutes.

    The task is quite difficult, since the batarians are persistent guys and there are many of them here. Use the death ray generator to take down your enemies quickly.

    The first batch of bandits will jump out from behind the boxes on the left, the second will be waiting for you in the room with the rocket behind the door on the right. You have two to three minutes to destroy the enemies around the rocket. Then you need to quickly break open the door below under the rocket, destroy the last batarian and make a decision - one of those that will come back to haunt you in Mass Effect 3.

    Orbit altitude: 1.3 a.u.

    Treatment period: 1.5 Earth years

    Kepler coefficient: 0,976

    Radius: 7431 km

    Length of day: 25 earth hours

    Atmosphere pressure: 1.15 Earth atmospheres

    Surface temperature: 63°C

    Gravity: 1.2g

    Satellites: not known

    Race: asari

    Founding date of the colony: 1617

    Population (surface): 84.9 million (2185), 84.95 million (2186)

    Population (at stations L4 and L5): 80.3 thousand

    Capital: Nose Astra

    Illium is a classic garden planet that serves as a transit point between the Terminus and . To encourage trade, the rules regarding the transport of prohibited materials, weapons, and sentient beings on Illium have been made less stringent.

    Officially, Illium is not an asari world; it is colonized and run for the benefit of Azarian corporations. This gives Illium the same legislative freedom as corporate enclaves of people on .

    Illium is one of the youngest asari colonies, founded during the 7th wave of relocation. The first of the children born here barely reached middle age.

    The planet is hot and heavy; free settlement is possible only at the poles. Closer to the equator, the population lives in arcological skyscrapers to escape the heat radiated from the surface.

    Description of Illium in the Codex

    Illium, a luxurious local center of Azarian commerce, is notorious for having actually legalized slavery on its territory (and much else, with the possible exception of murder). Illium is home to many factories producing weapons and drugs that would be outlawed on most other planets. Legalized slavery reduces the cost of labor to a minimum and makes this planet a very profitable place for organizing production. Among the biotic drug manufacturers, the Dantius Corporation stands out, a rising star in galactic commerce.

    Despite the dangers posed by the products produced there, Illium attracts tourists with its luxury, beauty and security (which is ensured by almost total surveillance). Countless celebrities maintain luxurious mansions on Illium and its capital, Nos Astra. The only thing that hinders business there is a hyperdeveloped bureaucracy, which is tolerated only as long as it ensures security.

    Despite the dubiousness of Illium's methods of enriching itself, its ecstatic media are running a massive advertising campaign in which they extol "new money", "the sexiest board chairmen" and "the ten richest people on the planet."

    Missions on Illium in Mass Effect 2

    • Dossier: Hitman
    • Dossier: Justiciar
    • Lair of the Shadow Broker
    • Miranda: Miracle Child
    • Illium: Liara: System Hacking → Illium: Liara: Observer
    • Illium: Conrad Werner
    • Illium: Blue Rose of Illium
    • Illium: Gianna Parasini
    • Illium: Voluntary Slavery
    • Illium: Medical Research
    • Lium: Assassin: data from the salarian family
    • Illium: Justicar: evidence
    • Illium: Justicar: Stolen Goods Found
    • Illium: The Prodigal Daughter: Lost Medallion Found

    Illium in Mass Effect 3

    The Reaper forces met stiff resistance on Illium. In an attempt to preserve their accumulated fortunes, the colony's leaders threw the full might of their fleet at the invaders, and in doing so made a significant contribution to the resistance in the Terminus systems and throughout Citadel Space. Thanks to short space battles and targeted attacks on transport ships, the Illium fleet managed to significantly slow down the landing of the reapers on the surface of the planet.

    When scanning the planet, you can find “liquid funds” that give +40 to military resources.

    Liquid funds

    It is impossible to win a war without financial support, as experts from Illium know well. The Gang of Five, having avoided a collision with the Reapers, is now using the remainder of their funds to attract the best specialists to the construction of the Prothean device and obtain the best materials. At the same time, they believe that they are financing the construction of a new reactor, since the existence of the device is kept in the strictest confidence.