Mass effect where to find the guardians. Mass Effect Walkthrough

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Keepers:

Who are the Guardians?

Spoiler

Keepers are creatures created by the gods so that it would be easier for Innos, Adanos and Beliar to keep the whole world in balance. They were created after the death of Stonnos (4 God), who was killed by Beliar. And the Gods, in turn, were created by the elements that were generated in Chaos, which was a great Threat...


What is the benefit of choosing the path of the Guardians and joining them?

Spoiler

The Keepers offer the GG to join their circle, but not in order to administer justice, as they say... For the Keepers planned to destroy the Gods, people and the whole World...
Passage for the Guardians is:
- this is a chance to get a lot of experience, the best Armor in the game (If you are a Warrior),
- learn several types of magic (If you are a Mage)... For example, you will be a Necromancer who owns the magic of Fire...
In general, we get some of the best artifacts in the game.


Where to look for guardians:
1 guardian - Near the cave where firebenders are tested. It's not far from the black troll, across the suspension bridge and closer to the statue of Innos
2 guardian - At the entrance to the tower of Xardas
3rd guardian - On an elevated plateau, near Akila's farm. Entrance to the plateau from the stone circle, where they were looking for an ornament with Lares, then past the swamp collectors and forward
4 guardian - Near the hunter Nikolos. From the lighthouse up, past Nicholas and onto the upper plateau
5th guardian - At the gate to the mine valley
6 guardian - on the bridge of the monastery of fire magicians
7 guardian - on the way from the tavern to the circle of the sun
8 guardian - near the Bengara farm, by the waterfalls
9 guardian - at the crossroads of fields near Onar's farm, where at the beginning Greg stood
10 guardian - Stonnos is on the stone "circle of the sun" Thanks to Aleksey-- for the additions

Does the game freeze when you turn in the quest to the second keeper?
Read below in the description of the bugs!

Guardian quests:
To complete the quests, you need to wear the RING OF SHADOWS!
1 keeper -

Spoiler

demon in a cave, in the valley near the tower of Xardas, where at the beginning Lester sits.

2 keeper -

Spoiler

the book is in the library, on the right on the alchemy table, whatever Talamon misses, you can cast fear on him. Next, we read the recipe, brew the potion, pray to Beliar.

3 keeper -

Spoiler

The Creole Necromancer is located in the Tower of Mists. She is in Minenthal behind the orc wall, next to the beach and the orc ship, from the ship to swim to the right and past two skeletons into the cave. Important: in the tower of Xardas, read all the books on the third and second floors.
If it was not possible to answer the custodian's questions:
1.) Who are the creators? - Elements
2.) Who are the Divine Guardians? - Gods
3.) What is the way of the Guardians? - Balance
4.) What is contrary to the teachings of the Guardians? - All this together
5.) What is the most valued item by the Keepers? - Knowledge
6.) Who is the biggest threat to this world? - Chaos
7.) Who initiated the Divine opposition? - Beliar
8.) What is the true reason that you embarked on the path of the Guardian? - This is my decision.

4 keeper -

Spoiler

near the pyramids, on a small stone hill with columns, a teleport opened, in the location we jump on the islands and in turn, in any order, we kill the spirits of fire.

5 keeper -

Spoiler

Artifact in Minenthal at the orc cemetery (from the first Gothic, who does not remember, it is near the turn behind the fence). In the cemetery we reach a room with three passages, go to the left, teleport to the second floor, kill the undead orcs, and take three orc items, they need to be put on the figurines in the middle room. Then return to the hall and talk to the undead boss, of course, kill this creature and take the teleport from the body, then everything will become clear.

6 keeper -

Spoiler

Sergio is in a cave near the black troll, this cave where the firebenders are tested, the first guardian stood next to it, it is further behind the bushes.

7 keeper -

After landing at this station, you will meet an ambassador from the people, who is called Udin. It's worth noting that he's not a very nice person, but you don't have to be friends with him in Mass Effect, just be patient and listen to him. After meeting with him, go to the council tower, where you will meet him back. On the way there, you can explore the area. Then, you need to proceed with the passage of the main tasks in the game "Mass Effect".

Task 1: Expose Saren
This task, in fact, is the main quest in the Citadel location. After the conversation with Udin takes place, head to the council tower. If you want to get there quickly, then sit on one of the vehicles. After you get there, you will meet Garus, with whom you will definitely chat. Then go up the stairs to meet Andersen.

After the council reaches a verdict of Saren's innocence, it will be up to you to prove his guilt. To find evidence that can prove his guilt, you will need to complete the following quests in the game "Mass Effect": "Garus" and "Shadow Broker".

Task 2: Garus
The character after whom the quest in "Mass Effect" was named is Garus. It was he who was instructed to find out all the circumstances in the Saren case. But Saren managed to set everything up and get out so that the investigator failed to prove his guilt. After meeting with him, discuss all the main points of the investigation and compare the notes to understand what evidence is and what is not. To continue the passage of the game "Mass Effect", you should head to Chora's hideout. Be extremely careful, because on the way to the lair, killers will be waiting for you on the street, for which the task was set to kill you at any cost. To get to Chora's hideout, you need to eliminate all the killers. After the fight, go to the bar, where the next character of the game "Mass Effect" - Harkin will be waiting for you. Of course, he is not a very good assistant, but he definitely has information about the whereabouts of Garus. He will tell you that you can find Garus at Dr. Michelle.

Continuing the passage of "Mass Effect" head to the clinic, where you will have to work hard on cleaning it from enemies. To be more precise, when you go inside, you will lie in wait for four opponents who need to be destroyed. After that, go to Garus and talk to him. After talking, Garus will certainly want to join the ranks of your squad. Everything, on this passage of this quest in "Mass Effect" will be over. Also, it is worth noting that you can purchase additional armor upgrades from Dr. Michelle. If you don’t have regeneration yet, then by all means make a purchase.

Task 3: Shadow Broker
The main occupation of this character in the game "Mass Effect" is information trading. The main assistant in the Citadel location is a certain Barl Won. This is a person who works in a bank in the financial zone. You should definitely find him and talk to him, in case he has any information about Saren. You can find it at the bank. The only bonus that a conversation with him will bring is the passage of the next quest in the Mass Effect game. The main back that you get will be that you need to find the hired killer of krogan Wrex. It was he who was tasked by the Shadow Broker to find Saren. Wrex can be found in a certain academy called "C-Sec". Hurry up there and look for him. After you communicate with him, he will become your ally, joining your ranks.

Task 1 - continued
With personalities like Garus and Wrex at your disposal, it's not so scary to go to Chora's hideout. Here's a surprise - in place of the bar there is already some kind of shooting range, control over which is held by a certain "Fist". When completing this task in the game "Mass Effect", you should first eliminate the guards, after leaving your like-minded people aside. I advise you to immediately show who is the boss here, discarding all intelligence, because the "Fist" has long been notified of your visit. Quickly regroup and go inside. When you go into the room, then immediately hide behind one of the many shelters in order to effectively clear out opponents. Be vigilant, and take a good look at the alcoves on the left side and the rise in the center of the bar, as there are opponents there too, who are easy enough to miss. Eliminate them. To find the "Fist", you need to go through the very last door at the end of the corridor. But there will be another guard in front of her, which must be destroyed before entering.

When passing this test in the game "Mass Effect", you first need to decide whether you will deal with the "Fist" yourself or connect your team. It is worth noting that this is a very dangerous enemy, and besides, he is under the cover of such weapons in "Mass Effect" as turrets. So he will not particularly wait until you finish him off, but he will want to quickly deal with you. Of course, you should head to him with your team, which can be given the task of neutralizing the turrets. It is worth noting that you can get experience points for disarming the turrets, so take this task seriously. When the turrets are finished, head to the Fist.

In the further passage of the game "Mass Effect", before the death of the villain, it will become known that he was captivated by Querian Tali. If you fail to find her in time, she will die. Very little time is allocated for searching - only 4 minutes. First you need to grab the disk lying on the body of the "Fist", it will come in handy a little later, and then head to the safe. By hacking it, you will receive the long-awaited upgrades. Only then run to save the prisoner.

In this short amount of time, you should be in an alley located near Chora's lair. But back trouble - the bar is again crowded with opponents. Of course, in order to continue the passage of "Mass Effect" and break out, you will have to work a little and clear the bar. When you find yourself outside, then head to the left side until you see a ladder that you need to climb. Thus, you will find yourself in an alley. Only if you listen to all the recommendations will you be able to save Tali from the assassins who were sent to eliminate her in time.

It is worth noting that these characters in the game "Mass Effect" have one insidious feature - powerful abilities that can disable your weapons. In order to successfully complete this challenge in Mass Effect, you need to quickly take cover so that you can focus on one enemy. I advise you not to come close to them, and take on another only if the first one has been eliminated. After you eliminate two opponents, find Tali and chat with her. She will give you some details. Tali will then join you. And you, in turn, will be at the captain of the ship and the ambassador, take the opportunity and show all the collected materials. After talking with them, go to the consul.

Continuing through "Mass Effect", leaving the room, head to the left side and look for a ladder to go down. Once you're downstairs, you'll have a mount in front of you that will quickly take you to the council tower. Near it, Captain Andersen will be waiting for you, with whom you should talk. Then, accompanied by him and the ambassador, go to the consul. When you get there, there will be a long conversation. To get more experience and the title of the spectrum, you need to prioritize the first answer that will fall off the list.

Additional challenges of the Citadel

If you can pass these tests, you will receive additional experience, but they are not required. I advise you to go through them, since experience is the main requirement, without which the leveling of the hero is impossible. Let's take a closer look at these quests and their successful completion in the game "Mass Effect". Get together and pay attention, then you will succeed.

Task 4: Finding Guardians
When you find yourself in the tower building, go in search of Chorban, who will issue a task to find the keepers. There are 21 of them in total. All of them are located on the territory of the location. You will need to find them and scan them. With regards to experience, it will increase with each keeper found. Below is a numbered list with their locations. Of course, you can search for them not strictly in order, this does not affect anything, including the success of passing "Mass Effect".

So, you can find the first four guardians in these towers:
- the first one - in the eastern part of the location;
- the second - in the one that is located next to Chorban;
- third - in the north-west of the location, in the corridor, which is on the side;
- fourth - not far from the consul's reception, the southern part of the location.

The following eight guardians are on the presidium:
- the first - in the northern part of the location, behind the hall where the ambassadors sit, there is a small corridor;
- the second - in the western part, in the tower there is an elevator, in the room next to it;
- the third is waiting for you in the southeast, where the entrance to the Consort's chambers is located;
- the fourth is located near the guardianship headquarters, in the northwestern part of the location;
- fifth - in the southern part of the location, a little east of the shopping center, which is located near the stairs that lead to the bridge;
- the sixth sits in the northeastern part of the location, in an office called "Volus and Elkor";
- seventh - a little south of the shopping center, on the stairs;
- You will find the eighth in sector "C", a little northwest there is a small room.

Six more guardians are located on the territory of "Wardship":
- the first is outside, near the medical facility;
- the second is located on the northwestern alley;
- the third stands at the elevator leading to the academy;
- the fourth is waiting in the corner of the western side of the location;
- the fifth is hiding in one of the rooms of the presidium. Find the elevator and go down, so you get to the presidium;
- the sixth is inside the stream, in the room that is the first on top, if you go up the stairs.

The penultimate two guardians are waiting for you at the academy:
- the first - in the official's office;
- the second - in the transport department.

But the last guardian can only be found in the docks, which can only be entered from the academy premises.

Task 5: Zhdakhlid's fears
When completing this task in the game "Mass Effect" you will have to meet with Jahlid. It is located in the academy building, go there and chat. The relationship between the characters in "Mass Effect" is quite tense, and so is between Jahlid and Chorban. The first, during the conversation, will make a statement that the second wants to kill him. Therefore, Jahlid will ask you to go to meet Chorban and talk to him. Be sure to fulfill his request, and then return.

Task 6: Consort Asari
In order for the passage of this stage in the game "Mass Effect" to be successful, you should head to the northeastern part of the presidium, straight to the consort's apartments, where you will meet Sha "ira. Chat with her, and she will ask you to go to Chora's lair to put in place of that person who is spinning gossip about her. Head there and find that villain Septimus. He will be waiting for you at the table. I advise you to just talk to him and ask him in a human way not to spread rumors. He will listen to your instructions. With good news, return to Sha "ire, and get a bonus. There is one more moment: when you go to Septimus, then along the way you will go to the embassy, ​​at the request of Sha "ira, and take something there. It is this moment that will be the starting point for completing the task in the game "Mass Effect", called " Heltan's Complaints".

Task 7: Heltan's Complaints
It will not be difficult to find this Mass Effect character, as he is waiting for you at the presidium embassy. When you meet, talk to him about what Septimus asked for. After the conversation, you will be rewarded.

Task 8: Fan
You can find Konrad Werner in the place where the upper stores are located. So, by the way, if you reward him with your autograph, he will happily offer to treat you to a drink. To continue the passage of the quest in the game "Mass Effect" you will need to leave the Citadel location for a while. For example, you can fly off and explore the expanses of the universe, and then return back. It is worth noting that you will find Werner at the same place. After talking with him, go back from the location and come back. Upon your return to the Citadel, Werner will ask you to assign him as a Specter, but don't fall for his tricks. To quickly silence him, I advise you to use this type of weapon in "Mass Effect" as a pistol. Just wave in front of his face, and he will certainly stop insisting.

Task 9: Reporter's Request
When you rise to the top of the location, where the shops are located, you will meet Emily Wong. During the conversation, he will ask you to get her documents that will enable her to bring the case of organized crime and corruption to the end. To be more precise, she wants the disc you grabbed from the spot where you killed Fist. When she gets them, you will be rewarded. I advise you to take a moment and interview her, of course, if you have enough experience in the art of seduction. This will give you the opportunity to earn some more money.

Task 10: signal tracking
To be able to complete this task in the game "Mass Effect", first proceed to the study of the suspicious slot machine. Recently, there have been rumors that someone is cheating and is transferring other people's funds to their own account. You need to go to the presidium, use the elevator. After stopping the lift, when you get out of it, you will find the alarm relay using the map. The second relay can be found a little behind Borla Vaughn. Then go straight to the Exporium, there you will find the third, last relay. You will have to act very quickly, because the artificial intelligence will be dissatisfied with the fact of its discovery. After they launch the self-destruct mechanism, you will face a rather difficult task - to have time to hold down those buttons that can cancel self-destruction. If the passage of this task in the game "Mass Effect" is successful, then you will be rewarded with experience points and a small amount of money.

Task 11: Rita's sister
You need to go to the "Stream" and talk to Rita, who will give you the task. Since she is on good terms with her sister in Mass Effect, she cares a lot about her as she works at Chora's bar. It is worth noting that Rita's sister, Jenna, is also an informant for sector "C". When you enter the bar and look for her, she will refuse to talk to you. When you return, you will meet another Mass Effect character - a man named Chellik. He will want to meet you at the academy. You should go there and chat. Chellik will definitely ask you to find Jax, who is located on the lower level of the location, not far from the shops. You will have to pick up illegal weapons from him in "Mass Effect".

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

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

Citadel

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

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

Xeltan's Complaint

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

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

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

Asari consort

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

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

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

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

Presidium Prophet

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

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

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

Scan the Keepers

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

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

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

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

And here is the list of Guardians.

    The one that Korban tried to scan.

    To the east (next to Rear Admiral Kahoku).

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

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

    Near the elevator tower of the Citadel.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Pier at the docks, next to the Normandy.

Jahleed's Fears

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

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

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

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

Reporter's Request

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

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

Planting a Bug

Condition: completed quest Reporter's Request.

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

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

The Fourth Estate

Condition:

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

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

Shells the Gambler

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

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

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

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

Rita's Sister

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

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

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

signal tracking

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

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

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

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

Doctor Michel

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

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

Family Matter

Condition: completed at least one story planet.

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

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

homecoming

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

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

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

The Fan

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

Condition: Shepard - spectrum.

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

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

Our Own Worst Enemy

Condition: Completed the planet Virmire.

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

Negotiator's Request

Condition: Completed the planet Virmire.

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

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

Old, Unhappy, Far Off Things

Condition: Shepard grew up in space.

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

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

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

I Remember Me

Condition: Shepard is a descendant of the colonists.

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

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

old friends

Condition: Shepard is an earthling.

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

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



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

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

Noveria

smuggling

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

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

    Just assign the item.

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

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

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

Espionage

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

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

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

Feros

Data Recovery

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

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

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

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

Geth in the Tunnels

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

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

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

Varren Meat

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

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

Power Cells

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

Water Restoration

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

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



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

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

"Normandy"

Family Armor

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

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

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

Tali's Pilgrimage

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

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

Find Dr. saleon

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

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

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

love line

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

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

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

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

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

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

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

Galactic missions

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

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

Asari Diplomacy

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

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

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

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

Besieged Base

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

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

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

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

Cerberus

Condition: task completed Missing Marines.

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

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

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

You will find Admiral Kahoku in the last laboratory.

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

Colony of the Dead

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

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

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

Dead Scientists

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

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

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

Depot Sigma-23

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

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

Derelict Freighter

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

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

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

Distress Call

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

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

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

Espionage Probe

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

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

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

ExoGeni Facility

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

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

Geth Incursions

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

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

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

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

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

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

Hades" Dogs

Condition: task completed Cerberus.

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

Hostage

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

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

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

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

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

Hostile Takeover

Condition: Shepard - spectrum.

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

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

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

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

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

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

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

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

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

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

Listening Post Alpha

Condition: completed Noveria.

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

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

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

Listening Post Theta

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

Lost Freighter

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

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

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

Lost Module

These will steal anything!

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

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

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

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

Major Kyle

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

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

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

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

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

Later you will hear about the major on the radio.

Missing Marines

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

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

Missing Survey Team

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

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

We will never know the answer to this mystery.

Privateers

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

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

Rogue VI

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

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

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

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

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

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

The Negotiation

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

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

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

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

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

The Guardians are a bioengineered insectoid race found only on the Citadel. They are completely harmless and docile, and seem to exist only to maintain the Citadel and its systems. Keepers are supposed to have been created by the Protheans as station keepers and have become an integral part of the operation of the Citadel. Very little is known about them, as these creatures do not communicate with representatives of other races.

Physiology

Outwardly, the keepers resemble large aphids. Almost nothing is known about them, except what is visible to the naked eye. When trying to catch or take a creature into custody, it self-destructs, letting in some kind of acid from which the keeper melts in less than a minute, thereby preventing further exploration of his body.

Due to this, the Council passed a law forbidding any contact with the Guardians, as the Citadel cannot function properly without them. No matter how many keepers die of old age, violence or accidents, the number of these creatures does not change. No one knows where they come from, but some speculate that the Guardians are biological androids created somewhere in the inaccessible core of the Citadel.

Keepers are mute, at least in the perception of other races. Some Citadel scientists believe that they communicate with each other by telepathic images, but this is mostly just a scientific hypothesis.

One of the peculiarities of the keepers' behavior is the tendency to constantly change the rooms, decorations, wiring, and even the structure of some parts of the station, despite the wishes of the inhabitants. All attempts to contact them are usually in vain: the keepers do their job, not paying attention to the fuss around them. Unlike curious scientists and those who one day find their office or dwelling rebuilt, most of the other races on the Citadel stopped noticing the keepers shortly after arriving at the station.

Story

When the Citadel was discovered, the keepers were already there, they immediately did their best to help settle in the station. Since then, the keepers have continued to silently attend to the maintenance of the Citadel, as they have done for many centuries after the Protheans abandoned it.

As was later revealed, the Keepers, along with the Citadel, were created by the Reapers long before the Protheans. It can be assumed that the keepers, like the collectors, were once a completely different race, but then the reapers changed them so that the creatures implicitly obey their new masters and can perform certain tasks.

The main goal of the keepers was to maintain the Citadel in a state suitable for the life of other races and actively help them during the settlement of the station. However, as soon as the races that settled on the Citadel reached the required level of development, the reaper, who remained alone as the vanguard to monitor the development of organic life in the current cycle (like, for example, the Sovereign), sent a signal to the keepers to activate the station's relay, for moving it into the depths of space and the beginning of the destruction of all life. The Protheans managed to change the Guardians' reaction to this signal, but too late to prevent the Reapers from invading their cycle. Now the guardians are not under the control of the reapers and do not pose any threat to anyone.



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