Lets Play: Mass Effect (Updated - Ch 6 Part 2 - Virmire)

AD-Stu

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[HEADING=2]CHAPTER 4, PART 6 (Citadel) - Adventures in media relations and amateur psychiatry[/HEADING]

Previously, on Lets Play Mass Effect: We did the inevitable post-Feros wall of words debrief, then got told by the Council that they had an urgent lead on the possible whereabouts of Saren. So naturally we rushed off to a completely different part of the galaxy to help Garrus track down a minor bad guy from his C-Sec days.

When we left off, we were deciding whether we were going to kill the evil doctor or arrest him, and in the process deciding what kind of example we are going to set for Garrus. The overwhelming majority voted to kill him:









"That was... satisfying. Anyone got a smoke?"

"Sorry, nope. Stupid Alliance regs say only legit bad guys are allowed to smoke, and we're just Renegades. But anywho. Remember that feeling. That's how it should be."

"I will, Commander."

We do a quick bit of looting from the various lockers on the ship, then head back to the Normandy. I went down to the hold to try having another word with the crew, but nobody had anything new to say at this stage. So instead, we're going to head back to the Citadel to do a little shopping and knock off a few more side quests.







As soon as we exit the docking tube, this guy is waiting for us:







"Rear Admiral Mikhailovich, Fifth Fleet."

*snorts with laughter* "Rear Admiral?!? You humans sure give your soldiers stupid titles!"

"Yeah, I know. Between some of the rank names and the mere existence of the poop deck it's hard for me to keep a straight face around here sometimes. But let's humour the poor guy..."





*mutters under breath* "I wouldn't get your hopes up on that count Admiral,"

*glares at Kaidan but says nothing* "I command the 63rd Scout Flotilla. You and the Normandy were slated for my unit after shakedown. Then the Council got their paws, claws, tentacles... whatever. They got them on our ship. And you."

*cracks knuckles menacingly*

"Easy there Wrex - hundred credits says the Commander will do that for you before this conversation is over."

"It's a bet!" *turns back to the Rear Admiral*





"I don't begrudge the politicians' decision to throw you to the Council. It's an opportunity. I do begrudge this overdesigned piece of tin though. This experiment diverted billions from our appropriations bills. For the same price, we could've had a heavy cruiser! But no, we had to make nice with the turians. Throw money at a co-developed boondoggle."

This, of course, suggests that a billion credits is still a huge sum of money in this universe and that a million is nothing to be sneezed at either. Remember that when we run ourselves up to the 9,999,999 credit cap for the second or third time later in the game :p

Anywho, turns out the Rear Admiral is here to make an inspection of the Normandy. We can refuse him, but we get to make more snide remarks afterwards if we humour him so we let him aboard. He returns soon enough:







*slides hand towards pistol grip but says nothing*

The Rear Admiral has a few complaints, which we can address if we have a high enough Charm/Intimidate ranking (we do). He complains that the CIC (where we access the universe map) is too far away from the bow operators (like Joker). We tell him duh, that's what comms are for and besides, Grunka can yell pretty loud. He also belabours the point about the 120 billion it cost to build the Normandy's drive core.





"The bet still counts if the Admiral swings first, by the way..."

*kicks Kaidan in the shin*

The Rear Admiral's final complaint is about the crew makeup:







With that, he says he's off to make a report that won't be as negative as he initially planned, Kaidan pays us another hundred credits and we're finally on our way. We get into the elevator, but as soon as we get to the bottom we get this message:



"There's a woman here. She was rescued from batarian slavers a few weeks ago. She's from Mindoir. I guess she was taken in the raid on your town."



"Not really. She's a little messed up. She got free somehow. Grabbed a gun from one of my guys. Now she's holed up here in the docking bay. She says she wants to die. I hoped you'd talk to her. It's a long shot, but you went through the same thing. The raid. I figured maybe you could talk her out of her tree."

The docking bay he's talking about is the one we just left - how exactly this situation developed there between us leaving the empty hangar bay in the only elevator that connects to it and us getting out of said elevator right here is beyond me. We'll go deal with it in a second though. First, there's this iconic little scene...







"People back home have heard a lot about you, Commander. I can give you the chance to set the record straight. What do you say?"

"So long as you understand that I may not be able to answer all questions..."



"Humans have been trying to get the respect of the galactic community for 26 years. With that in mind, what are your feelings on becoming the first human Spectre?"

"Unofficially, I've only met one other one so far and he had some seriously questionable personal hygiene issues. But that aside, to be asked to join them is an honour."

"Some have said your appointment is the Citadel 'throwing humans a bone'. Have you encountered any situations where the Citadel asked you to place its needs before the needs of Earth?"

"Well, despite Ambassador Udina's most strident requests they did refuse to start a war with the Terminus systems. But I think they know not to ask me to work against my own people."

"You've been given command of an advanced human warship for your missions. Is there anything you'd like to say about it?"

"Yeah, I'd like to know how it suddenly became public knowledge that I'm commanding the Normandy, given my mission is supposed to be secret? And following on from that, if everyone does know it's my ship and I'm a Spectre, why don't I get more respect when I land?!? Aside from that, the Normandy was actually co-developed by human and turian engineers. Its design incorporates many innovations. All of which are classified, I'm afraid."

"At risk of getting punched in the face... do you think it was appropriate to hand Earth's most advanced warship over to the Citadel?"











"Heh - I doubt it. This headcase pulls guns on generals. Punching a reporter on camera is nothing."



No, I don't know why we got 2900 credits for that either - maybe we stole Khalisah's lunch money after we punched her? Anywho, that was the infamous punching-a-reporter scene that lead rise to the myth that Shepard punches all reporters. How quickly people forget Emily Wong even exists. FWIW it's completely possible to end this discussion civilly... but where would the fun be in that?

Now, back up the elevator to deal with that hostage drama:













He's got a sedative that he'd like the girl to take but she hasn't let anyone even talk to her, let alone give her drugs. We decide to give it a crack.







Huh. Of course, once again the subtitles have given the game away here and we know her name is Talitha. There's a few ways to approach this situation, but we're going to follow the Paragon one where we get her to tell her story, slowly talking her down in the process. The batarian slavers have obviously made a mess of her head...





Quick refresher on the Colonist background we chose at the start of the game: Shepard was 16 and living on Mindoir when batarian slavers raided the place. Shepard's friends and relatives were all killed, but Shepard survived and was rescued by an Alliance patrol and went on to become the super-badass we know and love today.

Talitha, on the other hand, watched her parents get killed - pretty brutally, by the sounds of it:







This is the basic progression - we talk for a bit, then take a step forwards until we're close enough to resolve the situation. Grunka's degree in amateur psychiatry tells her that the best thing to do now would be to make the discussion about herself:









We take another step and go back to talking about Talitha. She tried to play dead but the batarians didn't buy it. It's also hinted that the batarians fitted the colonists they took as slaves with cranial implants to control them. Why all the xenophobes in the game are still hung up about the First Contact War and not batarians/this I have no idea.

Anywho, many years later Alliance marines rescued the slaves:





Wow. Just... wow. With that we're close enough to end this. We offer her the sedatives so she can be taken away to get better. Talitha takes them voluntarily.









That was the side quest specific to our Colonist background. For anyone who's interested in how the other ones play out:

Spacer: you run into a bum who claims to know Shepard's mother (who is still alive, and serving on a starship - something unique to this background) and shakes Shepard down for some loose change. You can give him the money, or not. Later you can go back to the Normandy and call your mother, who will confirm that the bum is actually a war hero suffering from PTSD because he was at Mindoir during the batarian raid. Shepard can then go back and give the bum more help... or not.

On a side note, you meet the guy in the Wards access corridoor of the Citadel and since there's almost no reason to go there, it's entirely possible you can miss out on this quest altogether.

Earthborn: outside Chora's Den you run into someone from a gang that Shepard used to be a member of back on Earth. He wants Shepard to use his/her influence to get another member of the gang released from a turian prison - otherwise they'll go public with details of Shepard's less-than-noble past. You can negotiate the prisoner's release, or not. If you don't, the guy from the gang will get uppity and say he's going to make good on his threat to reveal Shepard's past. You can either kill him, or Charm/Intimidate him into keeping his mouth shut.

There's a few more things to do on the Citadel before we continue on:





Stone. Cold. Badass. I did mention we'd come here to go shopping, so we stop in at the C-Sec armory.



These Spectre Master Gear weapons are easily the best in the game, and they're about the only ones that you won't get as part of random item drops. The quartermaster on the Normandy sells them as well but we're here, so we'll pick up a few. How much better than the regular garbage, you ask? Let's have a look.



We also pick up a new suit of armour for Grunka before getting on our way. Remember that asari slaver we killed a while back, the one with the sister on the Citadel? Let's go talk to the sister. She's at the Worst Bar In The Citadel, near the embassies.









"Hmm. And I was all set to try to manipulate you into hunting her down for me. But I guess that won't be necessary now, will it?"

"Wait... you wanted your sister dead?"

"If people found out my sister was a criminal, I'd be considered a security risk. They'd revoke my clearance, or place me on administrative leave until she was apprehended."

"Oh, well when you put it THAT way..."

Nassana offers to give us some money for our trouble. We lean on her a little bit and she then gives us access to buy prototype asari weapon mods as well.

On the other side of the Presidium lake we find another headcase with a job for us:





"Word travels. Your name comes up in certain circles. Plus you look exactly like the person in that 'Spectre punches reporter' video that just went viral on the extranet."

"Oh. I should have punched the camera out first, right? Well, let's get this over with - what menial task would you like me to perform?"



"They're hiding on remote worlds, and I have the coordinates. You could do the galaxy a favour..."

Obviously there's more to this. Helena explains that she and the criminals used to "share interests in certain cooperative ventures", but her former partners have gone off the reservation and started doing stuff like selling red sand (a drug that gives the user a high AND temporary biotic powers) and slaves. We say we'll look into it, so she gives us coordinates for both of them, plus a third set to meet her at for a reward once her former partners are dead.

Next up we're going to settle a few arguments. The premise of the first one is so stupid that the developers actually poked fun at it in following games, and it begins when we walk past this couple and overhear them saying the following...





They're arguing over whether or not she should give her baby gene therapy, which has pros and cons. The stupid part is that if you talk to them, they'll basically let Shepard, a random passer-by, make the choice for them. FWIW I told them to just do whatever the mother wants to do, and that somehow netted me +9 Renegade points. Go figure.

Just across the bridge is a similar situation. But this one's a lot more fun:





"Why won't the hanar just do what it's told?"



Long story short, nobody is allowed to preach on behalf of a religion on the Citadel unless they buy a permit and do their preaching in certain designated zones. The Big Stupid Jellyfish / hanar basically revere the Protheans as gods, and refer to them as the Enkindlers. Naturally the BSJ doesn't think it needs a permit because it's not preaching, it's just "spreading the truth". Grunka decides to help the C-Sec officer out:





"The C-Sec officer requests that this one purchase an evangelical permit to spread the truth of then Enkindlers. The truth of the Enkindlers is universal. This one humbly believes that the truth should not be suppressed. Exacting payment as a means of imposing limits upon the truth is an abrogation of this one's religious freedom."

There's a whole background as to why the hanar talk funny and refer to themselves as 'this one' which you can read about <a href=http://masseffect.wikia.com/wiki/Hanar>here if you're so inclined. Anywho, there's a bunch of ways we can handle this, with getting the C-Sec officer to back down at one end of the Spectrum and threatening the hanar to shut it up at the other end. Grunka shoots for somewhere in the middle:





"If I want people's respect, I just point my sidearm at them. But I guess that's not really an option for you, with your tentacles and stuff. So if you want people's respect, you have to follow the rules. Buy the permit, and stay out of here."



That clocked us up another +9 Renegade points. The C-Sec officer also gives us a small amount of omni-gel for some reason.







"Since you helped me get information on the crime syndicate, I've gotten a lot more backing from my publishers. I'm investigating traffic controller conditions now, and I wondered if you could help."



It turns out she's actually talking about Citadel air traffic controllers, who are required to work dangerously long hours or something. She wants us to plant a bug inside the control room, which is inside C-Sec headquarters. This is apparently something a civilian can't do.





That's Wrex's disembodied eyeball sitting on our shoulder, BTW. It was there for the entire second half of this conversation, and it was kind of disconcerting :p His NPC model is bigger than everyone else's and it causes him to get in the way of the camera from time to time.

Anywho, we agree to help her because it's either help her or get nothing. So it's off to C-Sec!





"Huh, here we are. Guys, do you remember walking through any metal detectors or guard checkpoints or anything on the way here?"

"No ma'am."

"Nope."

"And there's civilians wandering around all through C-Sec, right?"

"Yes ma'am."

"Uh huh."

*shakes head in dismay*



Easy as that, bug planted. On our way out we come across this rotund little fellow complaining to a C-Sec officer about something.









"My colleague is trying to kill me. And I thought we were friends."

"How do you know he wants you dead?"

"He's changed. He won't talk to me at work any more, and... he started following me. Yesterday, he followed me all the way home. Just waiting for a chance."

"Well that doesn't prove anything! Maybe he's planning a surprise party for you. Or maybe he's interested in you for other... *shudders* reasons that I can't believe I just contemplated. Whatever the case, I can see where this is headed so is there something I can do? Talk to your friend, maybe?"

Fun fact - by 2183, nine out of ten murders can apparently be prevented by simply asking the perpetrator nicely to please not do it. Grunka is smart and knows this, so she agrees to give it a try.







So it is. There's probably more to this story, and we'll find out what it is in a bit. First let's go get our reward from Emily Wong.









Decent loot for all of five seconds' work. Now remember way back several updates ago where we investigated that missing squad of marines who'd been lured into a thresher maw nest by a distress beacon? Let's pick that story back up:





This pose got Shepard nominated for Derpiest Spectre of the Year, BTW.







While we're resurrecting old plot threads with the Rear Admiral...





Surprise surprise, it was the same team that wound up dead in the thresher nest. That's where the conversation thread ends though.

Meeting with Chorban in the markets is next cab off the rank.











Long story short, Chorban and Jahleed work for a company that developed technology for medical scanners, and they stole it to develop the keeper scanner. The data was going to Jahleed to analyse, but he kept it for himself for reasons that aren't really explained. We say we'll talk to Jahleed about it.

Of course, it wouldn't be a visit to the Citadel if we didn't stop past this fruit loop:



*facepalm* "I straight out admit it on camera, then punch a reporter for it, and it's still just a rumour? Geez, Conrad, what's a girl gotta do..."



"Hey, could I get your picture?"

*mutters to Wrex and Kaidan* "Well this just took an express train to Creepyville... *turns back* Sure. No problem."





"What the hell is wrong with that guy?!?"

"I honestly don't know - they're probably just trying to set up a joke for later in the series that won't quite work and will break continuity for lots of players as a result of a coding bug."

Alright, let's wrap this up. Jahleed is our last loose end before we can take off again.







I like how Wrex takes on the menacing badass role so naturally in these conversations :)



Jahleed maintains he was afraid Chorban was going to kill him to get the data, for reasons that aren't really explained. But when he finds out Grunka is doing the scanning he decides everything is OK again... again, for reasns that aren't really explained. This whole side quest is a bit of a pile of dumb, really. It plays out a bit differently if you talk to Jahleed before Chorban, and you can choose to end it a few different ways (killing Chorban and extorting Jahleed, for example) but the whole Chorban/Jahleed disagreement still doesn't make any sense.

And with that, our second visit to the Citadel is over. Grunka heads back to the Normandy to fly off towards the next update, which I'm thinking will be one of the two DLC packs for the game.

Just FYI, updates will continue to be sporadic for a while as my wife is due to give birth to our first child any day now. If you guys are happy with a bit of a gap between each update though, we'll get there eventually. As always, thanks for reading :)
 

AD-Stu

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TopazFusion said:
Yeah, this miniquest is a bit silly, how they give the decision to a random passer-by.
It doesn't matter what you choose either, since the child turns out alright either way.
Yeah. I'm pretty sure the reason they included this side quest at all was to give us a bit more information about how humans are using genetic manipulation in this universe (as we've discussed previously, quite a lot of quests and characters are here largely to teach us about the universe or flesh its background out more). But there should have been a dozen other ways to give us that information without tacking a stupid "you choose for us" bit onto the end, something which Bioware obviously realised between ME1 and 2.

TopazFusion said:
On my first playthrough I assumed we'd need to make use of charm or intimidate to access the area, but weirdly you don't. I guess it explains why the security is so overboard in the next game - they've gone from one extreme to another!
Indeed - I know we're a Spectre and everything but seriously, does nobody even ask us what we're doing? Is there no video surveillance in here?

TopazFusion said:
Very creepy. And I still have no idea what he uses to take the picture, since it doesn't actually show it.
Good point. I assume he's supposed to have taken the picture with his omni-tool, because anytime anyone needs to do anything ranging from opening a door to stabbing someone in the guts in this universe they seem to use their omni-tool for it :p

TopazFusion said:
I'm glad I'm not the only one that thought that. The whole Chorban / Jahleed sidequest didn't make any sense to me at all.
Funny thing is, this was another one of those problems that I never actually noticed until I did this LP. I've played that side quest half a dozen times before this and never really stopped to think about it beyond the completely superficial "LOL stupid aliens had a misunderstanding" level.

Does anyone actually understand what Jahleed's motivations are supposed to be here?!?

TopazFusion said:
Take as long as you need. And congratulations! I hope the birth goes smoothly :D
Thanks heaps, we've got our fingers crossed for the same :)
 

AD-Stu

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Thanks :)

Yeah, that whole encounter is a good few shades darker than I ever really expected from Bioware and the child-like language she uses throughout only heightens the impact. It was the line about the "reds and purples" in particular that got me.

What I find interesting though is that this whole thing is, I think, intended to build up just what an evil bunch of bastards the batarians are. But Bioware never really went for the payoff on that buildup. By the time ME2/ME3 roll around they're pretty much just another race. Nothing's black and white and there are bigger evils in the galaxy, I guess...
 

woodaba

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Caramel Frappe has already articulated why that Side-Quest is so damn good, but I'll just say that I have played Mass Effect many times, and only once have I ever picked the Spacer or Earthborn backgrounds respectively. This one measly sidequest has caused me to pick Colonist time after time, and it's the reason why...

...i've never been able to let Balak walk. Ever.

Anyway, good stuff, take as much time as you need, the birth of your firstborn is a teensy more important than an internet thread :)
 

AD-Stu

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I guess we know where at least one vote is going when we get to Bring Down the Sky then :)

Interestingly, that BDtS was probably the last time they really tried to play the race as evil. In the (admittedly minimal) marketing for it they made kind of a deal of introducing the "vile batarians"... then they pretty much threw the whole idea by the wayside after that.

I guess killing a few hundred thousand of them at the end of the ME2 Arrival DLC wouldn't have had the same impact if the entire race was still being portrayed as pure evil :p

Anywho, it'll still be a little while until we get to that - it's Pinnacle Station that's coming in the next update :p
 

Joseph Harrison

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AD-Stu said:
I guess we know where at least one vote is going when we get to Bring Down the Sky then :)

Interestingly, that BDtS was probably the last time they really tried to play the race as evil. In the (admittedly minimal) marketing for it they made kind of a deal of introducing the "vile batarians"... then they pretty much threw the whole idea by the wayside after that.

I guess killing a few hundred thousand of them at the end of the ME2 Arrival DLC wouldn't have had the same impact if the entire race was still being portrayed as pure evil :p

Anywho, it'll still be a little while until we get to that - it's Pinnacle Station that's coming in the next update :p
I'm pretty sure that I've read somewhere that the batarians were originally going to be the primary antagonists of the first game before they switched it over to the Geth. I bet thats why they were portrayed as so evil, because it was a hold over from when they were the main bad guys.

Good LP though, looking forward to more stuff
 

AD-Stu

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[HEADING=2]CHAPTER 4, PART 7 (Pinnacle Station) - If you can't spot the sucker at the table...[/HEADING]

Previously, on Lets Play Mass Effect: We went back to the Citadel to faff about some more, punched a reporter, racially vilified a jellyfish and tried our hand at psychotherapy.

What we didn't do was shoot anybody. That'll change this time out though (after a fashion), because we're off to the gun range! Before we can do that though, Admiral Hackett has to fill Grunka in on the fallout from Khalisah Al-Jilani's story:



"The brass isn't happy with the way you treated her. This comes straight from the Joint Military Command."

"Sir, she was going to make me look bad no matter what I said."

"Agreed, but I think you're missing my point. The brass aren't disappointed you hit her. They're just disappointed that you only went with a boring right cross, after all the time and money they've sunk into training you. They thought you could at least have got a bit of ground and pound in."

"Noted, Sir. Next time I'll go for a kimura if the opportunity presents itself."

"Attagirl! Hackett out."

We're headed to Pinnacle Station in the Argos Rho cluster now, to tackle one of the two DLC packs this game has to offer.



When we arrive in the cluster we get a high-priority message come in over the secure channel. It's Admiral Kahoku, who we spoke to in the Council chambers last update.



"It was a group called Cerberus. An Alliance black ops organisation. Top secret, highest-level security clearance. They vanished a few months ago. Dropped right off the grid. Nobody knew where they went to or what they were up to. They've gone completely rogue, Shepard. They're conducting illegal genetic experiments, trying to create some kind of super soldier. I don't have any proof, but I found the coordinates for one of their research worlds. I'm uploading them with this message. They're completely out of control. Somebody needs to stop them. I've done my part. Now it's up to you. This is... this is probably the last you'll hear from me. Cerberus is after me now. I need to disappear before they find me."

And that's it, our proper introduction to Cerberus. We'll catch up with that thread again a little later on - though we will pause to wonder why Kahoku is running and hiding when surely all he should have to do to ensure his safety is go back to standing around in the Council chambers like he has been for the first half of the game :p

Now back on track:











*mutters under breath* "Great - I've found a cliche military macho arsehole and I'm not even through the front door yet..."

The macho arsehole turian directs us to "go pester Ahern" because he has more important things to do. Like stand around guarding a door.









"How does the simulator work?"

"Talk to Tech Specialist Ochren if you want the technical explanation. Basically, it creates combat scenarios that allow our operatives to build their skills in a safe, but realistic, environment."

"So this whole update is going to focus on combat, what most people consider to be the worst aspect of this game?"

"That, macho military cliches and one-liners that would even make Schwarzenegger turn up his nose in disgust, yeah."

"Right, I guess we'll get to it then" *turns direct to camera* "You've all been warned!"





I think this is a bit of lazy writing because Alliance = humans and there's a whole heap of non-humans here competing. We've already met some turians, and we'll see asari, salarians and krogan too when we go into the next room.

Just to be complete, we go talk to Tech Specialist Ochren. But not before stopping to admire the view.



Asari, salarians and krogan, as promised...







"I'm tech specialist Alud Ochren, lead programmer on the combat simulator."



"And the single camera angle, now that I think about it?"

"I'm a technical genius on a station full of soldiers who only respect battlefield prowess. It's more than a little frustrating, and I live in constant fear of wedgies and wet willies. As for this unflattering camera angle, I think they just tried to make this whole DLC package on the cheap."

He goes on to explain that the simulator works using holograms and kinetic barriers to make stuff look and feel real.





Unfortunately he's joking. And with that, it's time to have a crack at one of these simulations. There are four modes: Capture, Time Trial, Surival and Hunt. Grunka opts for Survival first, where the goal is straightforward - just stay alive for as long as possible. To start with there are two courses to choose from, and we try tropical first.

Like a regular mission you get to choose two squadmates to train with you. I pick Ash and Wrex as my two biggest damage-soaks and we're dropped into the scenario:



The tropical course is a bunch of walkways and platforms over shallow water and rocks - recycled visual assets from a world we haven't been to yet. Anywho, there's two basic strategies to beating this mode. One is to pick a reasonably defensible position, bunker down and just hold out for as long as we can. There's a platform at the end of this walkway that offers that option:





The enemies eventually get harder - about the 2:30 mark we start to get swamped by Geth Destroyers and they eventually overrun us.





Huh - we beat the best previous time by more than a minute... on Hardcore combat difficulty, to boot.





"Oh good, the macho arsehole from the entryway..."













*laughs uproariously for five minutes straight*

"What's so damned funny, human?"

"It's just that's one of the stupidest propositions I've ever heard of! If I beat your records then I save this kid, who I've never met and don't particularly care about, from the stockade and I get a trophy weapon. It's only a simulator so there's no physical danger, and you haven't even bothered to put a limit on the number of attempts I can have to beat your records. There's literally no downside to this for me."

"Oh c'mon, don't be so harsh! We needed to find some way to work some kind of story into this DLC and it's at least plausible, right? Soldiers make bets amongst themselves all the time, or so I've heard..."

*sighs* "Casey, one day when this is all over I'm taking you to a casino so you can learn a thing or two about gambling. Seriously, my mother could have come up with a dozen better ideas for implementing a 'beat the records, get a reward' scenario than this one, and she died years ago in a batarian slave raid."

*wanders off with a look of total confusion on face*

Right... the point of all that was the macho turian arsehole holds most of the records on the simulator and if we beat them, we get to take his gun. Most of them are pretty easy to beat. We'll continue on with the other Survival course, on the Volcanic level. Ash and Wrex join us again:



As you can probably see, this level recycles assets from Therum, where we recruited Liara. This DLC really was done on the cheap, methinks :p

Anywho, this time we'll try the other basic strategy for winning at Survival mode - running away from the enemy! Pretty much every level is set up so you can run a great big loop of the perimeter. I find this is best done while singing Yakety Sax to yourself:








After about five minutes I get bored, figure we've beaten the record and stop so the bad guys can kill us.





A full four minutes better than Macho Arsehole's time. LOL.

Oh, here's what you get after successfully completing a mission:



If you use any medi-gel or grenades, you get replenished when you exit. And the XP gain is a one-time thing, you only get it the first time you top the leaderboard on each level. So you can't use the simulator to grind XP and levels. You can use it to grind achievements though, if you're interested in such things (this game had some obnoxious ones that did require grinding, like use X power so many times, or get Y sniper rifle kills).

Onto another mode - Capture. In this one there's various points on the map you need to stand in for a certain amount of time to 'capture' them. You have to capture all the points in the quickest time possible. Grunka opts for Volcanic first and chooses Ash and Wrex again because again, damage soaking is still the most useful attribute here.



That's the first capture point you can see through the window. Here it us up close:





When the bar fills, the point turns blue and you can move on to the next one.







Knock this one off and one more to go, on the top of the back walkway.







Tropical Capture is next.



There's really not much strategy to these, BTW. Just don't linger at a point any longer than you have to, and don't faff about on the way to the next point. Using the sprint function between points can help, though it's not 100% essential.









Next up we're doing Hunt mode. Again, this one has a simple premise - kill as many enemies as you can before the clock counts down to zero. Every kill you make adds time back onto the clock. Grunka starts with the Subterranean map because we haven't seen that yet:



Oh. It's more recycled Therum assets. We've got Kaidan and Liara along for the ride on this one, BTW, because high-level biotics (particularly Throw) can actually be handy as an insta-kill in these missions. The main key with these missions is just not running out of things to shoot at - occasionally you find a dead spot where no more enemies spawn so you've got to go running to find more of them. Fortunately, there's a platform in this level that just seems to spaw them endlessly in front of you:







Note this was one of the maps where a human had already beaten Macho Turian Arsehole. We more than tripled his score. The other Hunt mission is on the Volcanic map, same team as last time.





In this one I ended up just sitting halfway up this walkway to get the endless spawning happening right in front of my gunsights.







Huh. Pretty straightforward. That just leaves the Time Trial missions, where the objective is to kill all the enemies on the map in the shortest time possible. Tropical first:



Same team again. These are by far the most difficult missions... at first, anyway. You have to learn the correct route through them because the enemies only spawn in a set order, and you need to manage your sprinting between each point so you don't get fatigued. Also, biotics can be a double-edged sword because if they don't instantly kill the target, they can end up flinging them to some difficult-to-reach part of the map and hold you up for ages. Anywho, the route for this one is basically following the perimeter clockwise:











Not too shabby. Last up is the Warehouse Time Trial. Same deal as last time, except the correct path isn't an easy circle.











With that, we've broken all of the turian's records. He's waiting to confront us when we exit the last mission.







We can choose his pistol, shotgun, assault rifle or sniper rifle. We're short on decent shotguns at the moment, so we choose that. We get given a Tornado IX - OK, but not great.



Well that was an underwhelming response.

Four more "advanced" missions are now available to us, one of each type. None are especially taxing. In Subterranean Survival we do the Benny Hill thing long enough to beat the record, then stand around.











Most of Ahern's commentary and one-liners are stupid and/or irritating, but I enjoyed this one :p

Subterranean Capture next:











Wow, that one was actually a bit close. On to Tropical Hunt:











Volcanic Time Trial is the last course available:







Personally I think including a krogan (with the immunity ability to boot) is a little cheap, but whatever.













"Look kid - you've done well. But I've been through a lot worse. And it wasn't a simulation. But I could make it one... if you're interested. It's a reenactment of one of my missions. We held off an ambush of turian assault troops, back during the Contact War. Just me and a small squad. I haven't finished programming it yet, but it's close enough. You can try it if you like."

"The rules are simple - survive until you're picked up. If you can. You'll be ridiculously outnumbered. No real cover to speak of. It's the ultimate worst-case scenario. Of course, it'll only be a simulation."

Grunka sees this as her last chance to get in on the cliche macho bullshit, and grabs it with both hands.





"Then turn off the safeties."

"No safeties? Highest level of difficulty? You'll never do it. And then I'll have to explain how a Spectre died on my station."

"Have either of you idiots stopped to consider the fact that there isn't a 'safeties off' button on this thing? I mean, why would a simulator even have such a feature?!? How exactly do you think you're going to get holograms to fire real live ammunition... and how do you think said real live ammunition isn't going to break the simulator?!?"

"I was just trying to sound like a badass... I didn't think it was actually possible."

"I did!" *furrows brow and glares balefully at Ochren*

*sigh* "I'll get started finding a way to make it happen... *under breath* macho arseholes."

Grunka also senses it's her last chance to make a +EV gamble with these idiots, so she goads Ahern into making a bet. And because Bioware still haven't learned anything about gambling, it's a completely retarded bet.







"And what are you wagering?"



That's apparently enough for Ahern and he agrees to the bet. Which is stupid, because either Shepard dies and he gets nothing but dead-Spectre paperwork, or Shepard wins and takes his holiday home. There's literally nothing but downside in it for Ahern, but he agrees anyway. I'm starting to get a pretty good idea of what the Friday-night poker game at Bioware's offices must be like:

"Hooray, everyone got the royal sampler again! And we've finally finished all the red, blue and green cupcakes! Let's call it a night and go out for ice cream!"

Boy howdy, what I wouldn't give for a seat in that game. Anywho, we boot up the special mission:



It comes in two stages. First, we have to defeat a set number of enemies to retrieve said data bank. It's fairly straightforward:





Once they're all dead nobody else respawns until we download the data, so we can take this opportunity to recon the area. There are two missle towers that we can turn on - I'm still not certain if they help us or not, but we activate them anyway.







On one side there's these elevated platforms that don't offer much in the way of cover... at least, not for three people.





That roller door opens to let bad guys through. You can shut it using the switch next to it, but it just opens again so I typically leave it alone.



Just like the other side, not enough cover for any more than one person. So my preferred spot for trying to ride out the endless wave of enemies that's about to come is actually on the opposide side of the map. Let's do this.





See those crates over our left shoulder? I'll set one of our squadmates there, and the other behind some crates guarding the bridge on the other side. We can then hide behind these crates in the middle...



...and get a clear shot at both entry points. Oh, full disclosure - I've turned the difficulty right down for this one. Snipers have a really bad habit of one-shotting you on this map and you can't save at any point, so you've got to go all the way back to the start if you die. We need to survive for five minutes.











Done and done. On low difficulty this isn't too much of a challenge, but on the higher levels it's probably the most difficult fight in the game (after a dozen attempts during a different playthrough I simply gave up trying to beat it on Insanity).











And that's it. The planet with the apartment is just next door.





Huh. Not much of a holiday spot...



There's lockers here for replenishing our grenades and medi-gel for free, which is nice I guess. There's a nice enough view...



...and there's a console, where we can order random weapons shipments. Because what holiday home would be complete without one of those? :p





Grunka chooses the 75,000 option and is rewarded with...



That's right - 75 grand and all we got was a level eight ammo upgrade. We actually don't have much cash right now, and there's only two options available at the moment anyway. We can come back whenever we like though, and later on there'll be a third option that will let us spend 220,000 credits a pop on level ten items like weapons, armour and biotic amps.

Of course it's all random what you get, so you can burn through millions of credits and still not something you want. The stupid randomised item purchasing system from the Mass Effect 3 multiplayer wasn't without precedent.

And on that note, we'll leave this sucker until next update :)

Out of interest, did anyone else find the bets (and therefore pretty much the whole story) in this DLC pack stupid too? Or is the real-life gambler in me just taking it all a bit seriously? :p

Also, if you've actually played Pinnacle Station yourself, what's your favourite tactic for beating the final mission? I've done it a few different ways, but the one shown in this update is the most reliable I've found so far.
 

Zen Toombs

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I personally HATED the Pinnacle Station DLC. Terrible writing, terrible everything. The bets were pretty bad too.

As for beating the final mission, I tended towards using the cover by the far turret. Although I never learned that the enemies stop spawning until you press the button, I tended to charge towards it to get the mission over ASAP.
 

AD-Stu

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Yeah, it's really not great - which is why I figured we'd get it out of the way early. It's a damn shame because Bring Down the Sky (which we'll definitely get to later) was awesome.

On the upside, Bioware were giving Pinnacle Station away for free at the time that I downloaded it, so at least it didn't cost me anything :p And while the randomly-generated expensive loot purchasing system is infuriating when all you want is that one Level X biotic amp or suit of quarian armour to give your squad all the perfect gear, it does at least give you something to spend your bajillions of otherwise useless credits on. So for the less than an hour it takes to complete I suppose it's got some OK in-game rewards.
 

woodaba

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I always assumed that the "safeties off" thing was like the "your mind makes it real" handwave from the Matrix.

I really dislike Pinnacle Station. All its good for is XP, and it's not even that good for that, either. It's just a bunch of boring missions slapped together from reused assets to con a few more quid/dollars/regional equivalent out of the Mass Effect fanbase. It reeks of greed, and EA.

I've only done Pinnacle Station once, so I've only done the Ahern mission once. It's pretty damn brutal though, you think Ahern would move a couple of crates to get more effective cover, but I guess that thought never occured to Admiral Macho McNeverappearingintheseriesagainandthankgodforthat. As for my tactic, I pretty much just camped in a corner and cried, taking potshots at whenever I could muster the courage. And all for an apartment that I went to once and NEVER EVER AGAIN.

Top-Notch content there, Bioware. Though they did give us Lair of the Shadow Broker, so I suppose I can give a by-ball on this one.
 

AD-Stu

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TopazFusion said:
Hmmmm, well at least that part stays consistent throughout the series.
From Cerberus obtaining Shepard's body in 2, to the creepy husk solders we meet in the Mars Archives in 3.
Finally culminating in Kei Leng, one of the most annoying antagonists in the entire series
Yeah, absolutely. Without wanting to spoil anything for those that haven't played the game (or those who skipped the side quests) we'll be catching up with some of what they've been doing shortly.

Renegade Shepard said:
I'm Commander Shepard and I approve of this reporter punching Let's Play.
Cheers - I'll try to highlight a few more of your finer renegade moments in the coming updates! I've got one of my personal favourites planned for Noveria, when we get there...

woodaba said:
I've only done Pinnacle Station once, so I've only done the Ahern mission once. It's pretty damn brutal though, you think Ahern would move a couple of crates to get more effective cover, but I guess that thought never occured to Admiral Macho McNeverappearingintheseriesagainandthankgodforthat. As for my tactic, I pretty much just camped in a corner and cried, taking potshots at whenever I could muster the courage. And all for an apartment that I went to once and NEVER EVER AGAIN.
The first time I did the mission I actually survived by hiding out right outside the room you start in (the door to the room itself closes and locks you out once the timer starts). On lower difficulties I found it was viable, but on the higher ones you just get swamped. I think it does mean there's one less sniper that can get at you though.

Agree absolutely though, the rewards for getting through no matter which strategy you employ aren't really worth the effort. I tend to do it these days just because I'm a completist.
 

AD-Stu

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I don't normally take her along for that mission, but I was planning to on this playthrough for that exact reason :)

I've got the next update in the can (wrapping up the Cerberus / residual Feros side quests), I've just gotta finish writing all the words around it (hoping to get it done this weekend, though my four-week-old son may have something to say about that! ;), then we'll have a vote on which main mission to do next (Noveria or Virmire).
 

AD-Stu

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[HEADING=2]CHAPTER 4, PART 8 (various) - Hades' dogs and ExoGeni's morons[/HEADING]

Previously, on Lets Play Mass Effect: We shot at holograms and won goods of dubious value from idiots who had no idea how to gamble.

Since the main plot will just sit there and wait for us to rejoin it when we're good and ready, we're going to spend one more update tying up a few loose ends.

First up is the crime syndicate side quest that some random old woman on the Citadel gave us. There are two crime bosses she wanted Grunka to eliminate, and the first one is in the Gemini Sigma system.







Well that's pretty straightforward. Grunka piles a squad into the Mako and drives off to the hideout, which naturally has a bunch of rocket launchers mounted on its roof:



Being a badass, Grunka figures the best thing to do would be to take them out on foot - even though there's a level two cold weather hazard outside.



This actually isn't all that hard, since rockets are slow moving and as long as you don't stop moving yourself they'll only ever fire at where you were, not where you are now. The silly part is having to pile back into the Mako every now and then to reset the hazardous environment-o-meter. There's ways around that, BTW, but I didn't get around to using them this time. Anywho, inside is the standard science facility with a bunch of bad guys to kill.



"Uh... Commander, how do we know which one is the actual 'crime lord'? Did the old woman give us a photo or anything?"

"Does it matter? It's not like we're going to leave anyone alive anyway."

"True, but how do we know when we've killed the actual crime lord? Maybe he's got a day off today, or maybe he's out defying the laws of physics in a bouncy six-wheeled vehicle?"

"Good point. It's actually pretty easy though - even though he'll have the same character model as everyone else in the room, the HUD will magically say 'crime boss' when we target him."

"Oh. I didn't think of that. Cheapskates at C-Sec never wanted to shell out the extra money for that HUD upgrade - think of how much time it could have saved if we could have cruised the Wards just looking at people instead of actually investigating crimes!"







That wasn't particularly difficult. The other one is found next door in the Hades Gamma cluster.





The same system contains this planet, which has this interesting (and relevant, given the latest ME3 DLC release at the time of writing) little bit of lore:



The planet we actually want is this one though:





For the lulz, Grunka decides to try some sniping when we approach the hideout.





Unfortunately, sniping in ME1 is nowhere near as powerful as it is in later games in the series - in particular, it lacks the focus on headshots. So with this rifle, against these not-particularly-powerful enemies, it still takes several shots to kill them. Eventually though we get the job done and roll up on the hideout - a mine, in this case.







"They really do make it easy by putting it above their heads in flashing lights, don't they..."

*a few shots later*



Grunka loots the place, then heads for the rendezvous point with Helena Blake in the Horse Head Nebula.









Unlike the previous two planets, the hideout here has no guards outside so Grunka and her squadmates can wander right in.





"With my former partners dead, this syndicate is now mine. I could not have done it without you."





"Under my leadership, this organisation will restrict itself to gambling and smuggling illegal technologies. Why, just last week while I was on the Citadel I signed a deal with a nice young salarian to distribute his technology for beating quasar machines..."

"Who, Schells? He was an idiot"

"Agreed, but so are the people who can't work out for themselves that you don't need special technology to win money on quasar. Doesn't stop them buying. My point is, these crimes are hardly worth your time. If you press the issue, my assistants are very well-equipped to deal with you."

"Heh. Heh heh heh. Bwaaaaaahahahahaha! She thinks... I'll hand it to you Shepard, your species sure does have a knack for suicidal idiocy!" *strokes shotgun* "Even the quarian in her silly pink armour here..."

*mutters under breath* "He's just trying to get a rise out of you. He's just trying to get a rise out of you. Sure the armour isn't really your colour, but you're a quarian, you've been raised to do the best you can with what you can find. And it'll be you laughing later when you upload the virus to his omni-tool."

"...could take down this bunch."



Helena concedes that Shepard has a point, and offers to disband the gang for good if you let her walk away. Grunka doesn't roll that way though:





She immediately raises a force field across the entry door, but as we've established in previous chapters, force fields are no match for assault rifles with unlimited ammo. Ms Blake seems oblivious to this though, and remains standing close to the door so she's the first to die when the barrier comes down. The rest of her mooks follow pretty quickly.





One more whinge about the sniper rifles in this game - the following shot, even using the Assassination special ability, did not kill this guy:



Despite that, soon enough everyone is dead.



Grunka loots the crates and safes then leaves. What I like about this side quest is that it reinforces the difference between the morality system in this game and other Bioware titles (particularly the likes of KOTOR).

Y'see... a lot of people have the idea that in the Mass Effect universe, Paragon = good and Renegade = bad and it's not really the case.

If this were KOTOR, for example, the dark side choice here would have been extorting Helena for a cut of the profits from her crimes, or killing her to take over yourself. As Shepard though, there's no question of what you're going to do - you're going to do the good and right thing, and shut the gang down. It's just a question of whether you manage to do it peacefully or not.

With that situation dealt with, let's move onto the next matter at hand - Cerberus.

At the start of the previous update, Admiral Kahoku left us a message saying he'd discovered it was Cerberus, a top-secret Alliance Black Ops organisation that's gone rogue, that killed his men by luring them into a thresher maw nest.

As an organisation, Cerberus actually dates all the way back to the First Contact War (26 years before the events of this game) with the turians, when a mercenary by the name of Jack Harper ran a black-ops squad under the command of General First-Name-Not-Recorded Williams on Shanxi.

If the Williams name sounds familiar, it's because it's Ashley's grandfather. If the Harper name doesn't sound familiar to people who aren't big enough nerds to have read the comic books (or the entire wiki), it's because he went on to be better known by a different name - The Illusive Man. Given her reaction to Cerberus now and in ME2, it's probably for the best that Ashley doesn't seem to know any of this.

Anywho, by this point in history Cerberus have branched out from simply doing black bag military ops, and they're involved in stuff like researching human biotic potential and creating 'super soldiers'. Which segues nicely back into where we're at in the game...

They'd since started chasing Kahoku and he was afraid for his life, but he sent Grunka the coordinates for a planet where Cerberus was conducting some of its research. It's in the Voyager cluster.







According to the map, there are three research facilities on this world. Let's check them out one at a time.



Some Grunka-patented cheapshotting will take care of those rocket launchers...



...leaving us free to go inside.





There's a few bad guys to kill on the outside of the force field before we can investigae what's on the inside.







The screenshot didn't capture it right, but the HUD identifies the brown lobster creature as a rachni. Which is disturbing, since they were supposed to have been hunted to extinction by the krogan centuries ago. Here's what we're told after shooting it repeatedly in the face:



Skipping off to the next bunker and repeating the same rocket launcher cheapshotting routine, we find:









Huh. Thorian Creepers. Those we do recognise from Feros. Nothing else here though, so Grunka moves onto the third base and applies the same formula.













Sad music plays, suggesting we're supposed to care deeply about the Admiral by this point, and your squadmates give generic "OMG I can't believe he's dead" comments. Given we've only met him briefly and otherwise don't really know him from a bar of soap, I've always thought these particular attempts at emotional engagement fell flat on their face.

It doesn't matter what order you got to the bunkers in, BTW - Kahoku's body is always in the last one you enter. Only other thing we find here are the coordinates to another Cerberus facility in another nearby system:







There's just the one secret base on the map this time:









After killing all the mooks, we get to loot the back rooms.





...and that's it, Cerberus is apparently dealt with for the time being. Grunka and her squad head back to the Normandy, where the following greets us.

"Transmission coming in, Commander. I think you're going to want to hear this one. Incidentally, how exactly did I become your personal secretary and comm officer when I'm supposed to be your pilot?"

"C'mon Joker, they hired a name-brand voice actor to do all your lines - they were always going to get their money's worth, even if it didn't make sense."

The call is from a representative of the Shadow Broker, who apparently sold Kahoku the information on the whereabouts of Cerberus facilities, on the understanding that he would turn over any files that he found. Somehow the Shadow Broker already knows that Kahoku is dead and Shepard has the files, and the representative offers to pay us if we turn the information over.

Poor choice on the Broker's part, as we already has a scheme for making all the credits we'll ever need and then some - it's called selling all the useless crap in our inventory. So we turn the Broker down, and get a few Paragon points in the process:



 

AD-Stu

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The last things to wrap up are the side quests we picked up while we were on Feros:



Yep, there's another Cerberus connection. The same files gave us a location to investigate:









A few moments of bouncing around hills defying the laws of physics later...





"That's... not a good sign, is it?"

"Whaddaya mean?!? I think it's a great sign! Finding a bunch of scientists doing science stuff and then searching through all their crates to steal their third-rate mods was going to be boring. Maybe now we'll get to kill some stuff!"



"Looks like you're going to get your wish, Wrex!"

It's at this point that the in-game journal spoilers you with the following update:



Sure enough, we go inside and find a warehouse full of husks.







We loot the crates, take the third-rate mods and move on to the next building. This one actually has husks outside it.













More looting without any answers on what happened here before we move on to the final building on the map.







Husks are great to fight in these science-bunkers, because they're idiots and they almost always just run straight to the entrance corridoor as soon as they hear gunshots - which allows you and your squad to just stand at the other end of the corridoor and wipe them all out in an endless stream of unlimited-ammo death.

"Enjoy it while it lasts, suckers. Ow! You shot me in the leg!"

"Well you did say..."



In a back room, after some more looting, we find this terminal.







"Wait wait wait... I'm no fan of Cerberus, but just because someone from the organisation passed through here recently, it's automatically their fault? That sets a disturbing legal precedent."

"Indeed - I dare say it would lead to you being arrested any time a reporter on the Citadel shows up with a black eye..."

Anywho, that's where the quest ends. Our next Feros-related side quest was this one:







No sooner have we arrived than Hackett gives us a call.

"Commander Shepard. Something uncomfortable has just come up. *brief pause* Hmm. I expected a dick joke to be inserted here. Inserted? Not even now? Oh well. In the First Contact War, we fired a lot of espionage probes into turian space. We've just received a 'mission complete' burst from one of them."



"No idea. Lost in transit. These probes were built in a hurry after first contact. When these probes were launched, we didn't have any idea who we were fighting. We didn't want to risk aliens examining our technology. The probe has a demo nuke built in. A 20-kiloton tactical fusion warhead. About equal to the bomb dropped on Hiroshima back in the 20th. If somebody finds that probe, tampers with it... the Council would call fusion-bomb booby traps 'dangerous and irresponsible. The Alliance would face censure if they find this probe. I'm asking you because the Normandy can get on-site quickly and quietly. It's in the Voyager Cluster."



Somehow this is the same quest that we picked up on Feros. Agebinium is the world we apparently want:





Interesting little find on the way:

















Inside there's... nothing. Which is creepy. There's usually bad guys to kill in these places. And only one of the doors at the back works - the other one is locked. So Grunka takes the only working door and finds this:



*big crashing sound*







"You don't remember me. No matter. I remember you. I never forget anyone I've fought. My name is Elanos Haliat. I doubt you know it."

"Actually, the subtitles told me that a moment ago. But go on, I feel like you're building to something."



"I was lead to believe it was large mercenary groups like the Blue Suns and Eclipse, and even they were shit-scared of that crazy asari from Omega, Aria T'loak. Is this conversation something that's going to have to be retconned in the next game, or are you just straight up lying to me?"

*looks confused for a moment, then carries on warily* "The strongest leads. The one who kills the most men. Seizes the most ships. Pillages the most colonies. Three years ago, I was the strongest. I used my influence to assemble a fleet. We would drive your kind out of the Verge."





"The one blamed when it failed. Failed because of you. Your damnable holding action."

"Wow. You've practiced this speech a lot, haven't you? Tell me, is it going as well in real life as it did in the mirror all those times?"

The idiot decides he's had enough and arms the nuke.





There are three hardpoints on the device that need to be defused in under 10 seconds - you can either spend 100 omnigel on each one, or play the decryption minigame three times.



I played the minigame, because the countdown pauses while you do and it's not that hard. Sure enough, about eight seconds later:



When we head back out, the main cave has collapsed but the previously-locked second door at the back is now somehow unlocked. We take it and it leads us out to the surface.



Down the hill we see a mercenary camp...



"Hang on... their genius plan was they were going to lure you here with an ancient probe beacon and hope it was actually you the Alliance sent rather than, say, a qualified bomb disposal team. Then they were going to stand right outside while they set it off?!? Commander, it almost feels cruel to kill beings this stupid!"

"Agreed, Commander. We... can still kill them though, right?"

"Oh totally - fire at will."



Hilariously, these clowns have even moved the Mako from the mine entrance to their camp. So if you don't want to snipe them from the top of the hill you can simply run down the hill, jump in the Mako and either destroy them all with the main gun or just run over them.







One to go:











"Looks like we've got an active distress beacon on the planet below, Commander. No message, just a locator signal. Have scientists been doing dumb shit again, ma'am?"

"Seems that way, Joker. Seems that way."



On the way there, we come across this little scene:





Yep, Thorian Creepers. They die even easier than they did on Feros in a big open environment like this - the question, obviously, is what the hell they're doing here?

*turns directly to camera* "We already said - scientists did dumb shit. It's not like it's a recurring plot device in this series or anything..."

Good point Grunka. Good point. Moving on to the science facility proper, we find more Creepers outside.









"Oh gawd..." *faints*

*rolls eyes* "Sometimes, Lieutenant, I really wonder how you made it through basic training. Wake him up Tali, we've got work to do."

Once again, in this context, work means funnelling stupid melee-only enemies into a cone of death:





With all the creepers dead we can go to the back room to find out what's going on here - because it's always the back room that you need to go to in order to find out what's going on here.





"See? I told you someone would be stupid enough to come to investigate that signal. My name is Doctor Ross, chief ExoGeni researcher at this facility. We've been trapped in this room for days. We're almost out of food and water. You got here just in time!"



*maintains withering stare for a full minute* "You idiots have guns. You seriously couldn't fend off half a dozen Thorian Creepers on your own without calling for intergalactic aid?"





"Our secret's out, then. No point in my lying. You already know the worst. The creepers were created using altered samples from the specimens on Feros. We discovered a way to turn them into docile, obedient servants. Everything was going fine until a few days ago. Then allthe creepers suddenly went berserk. Only a handful of us made it back to the safety of this room."

"Wait... you were trying to genetically engineer a race of docile, obedient servants?"

"That's what I said, yes."

"Right. I know this is going to sound a little nuts coming from a quarian, but why go to the hassle and expense when you could mechanically engineer them instead? Why not just use mechs?"

"Because she's a scientist, Tali. A human scientist. And as we discussed earlier, that's a guarantee they're on a crash course with doing dumb shit. Plus look at her employer - ExoGeni is the company that tried to found a colony on the tops of 50,000-year-old structurally unsound skyscrapers. They practically make Electronic Arts and their 'everything must have multiplayer' policy from back in the 21st century look like geniuses. Kaidan, you owe me a hundred credits by the way."

"what? Why's that Commander?"

"Didn't you bet me a hundred credits it wouldn't be scientists doing dumb shit, even though I told you that's always what this is?"

"Erm, not that I remember ma'am..."

"Huh. Sounds just like the kind of thing you'd do though. Maybe I just assumed..."

"Can I interrupt?"

"I sense you're going to regardless..."







"...because you didn't want anyone stealing your brilliant idea for massively overpriced slave labour - right."

"We have no direct communication with the outside. Only the emergency beacon. It sends a general distress signal to the ExoGeni site on Feros. They're supposed to send a team to respond inside of 24 hours, but it sounds like they had problems of their own. Look... I know what we did here was wrong. I'll admit that. But it's over now. There's no sense in reporting this to the authorities, right?"











That doesn't go down well with these guys, who figure there's still time left to make one last bad decision and draw their guns:







And with that, we're good to rejoin the main plot again - place your votes below on where we go next!

We've got two options for our next main quest planet, so let me know if you'd like to go to:

- Noveria, for some vague reason that's slipped my mind, or
- Virmire, origin point of an uninformative burst of static from a Salarian STG team

Place bets now! And as always, thanks for reading :)
 

Yokillernick

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May 11, 2012
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Definitely Noveria. Oh and please take Liara with you for that mission. Could you also add me to your PM list so I know when the next update is up? Thanks.
 

AD-Stu

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Oct 13, 2011
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OK, we're 2-0 for Noveria so far!

yokillernick said:
Definitely Noveria. Oh and please take Liara with you for that mission. Could you also add me to your PM list so I know when the next update is up? Thanks.
No probs, you're on the list. And yep, the plan is to take Liara with us to Noveria when we go there :)

Caramel Frappe said:
OT: Yeah I felt disappointed by the fact we're supposed to care about Admiral Kohaku's death when we got like no real time with him. Sure it sucked seeing him dead but.. .. it's kind of silly to have everyone all upset.

See, Mass Effect did amazing on getting us attached and to care about characters even on minor characters but this was a fail (harsh to say but true). Anyways I liked this LP, loved reading the blue font and just happy to see you keep doing these. Keep at it!
Thanks :)

Now that I think about it some more, the Kahoku-Cerberus subplot actually fails on a few levels. As discussed, it fails in having us really care about Kahoku's death (was this the same for everyone, or did people's mileage vary?). But as a result, it also sort of fails in its main goal, which is establishing just what an evil bunch of bastards Cerberus actually are.

I don't want to sound like some kind of book-reading weirdo but if you read the books and the stuff that they've done up to this point in galactic history holy crap, they're evil. In the games though, they're played much more grey (maybe a necessity, given the plot of ME2?) and it's not until ME3 that Cerberus shows its true colours.
 

AD-Stu

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3-0 for Noveria now, will leave it open for another day or so before going on.

TopazFusion said:
"You don't remember me. No matter. I remember you. I never forget anyone I've fought. My name is Elanos Haliat. I doubt you know it."
This guy's dialogue changes slightly depending on what background your Shepard has.
I forget what changes exactly, but I'm sure the wiki explains it well enough.
Yeah, the wiki explains a few interesting things about this guy:

- Apparently Haliat was supposed to be a turian, which would have made his reference to "driving your kind out" make a lot more sense. No idea why he's actually a human in-game
- His timing is also out, since he says he assembled his fleet three years ago, but the Skyllian Blitz actually happened seven years ago
- The dialog in this update is the version that's specific to Grunka's "war hero" background (ie: she was actually there during the Blitz and helped save the day, hence the reference to "your damnable holding action"). With either the "sole survivor" or "ruthless" backgrounds, he just says some generic stuff about wanting revenge on the Alliance - there's not so much about Shepard personally

Combine the above with the almost non-sensical link between the quest acquisition on Feros (which only references sending large amounts of supplies to the area... which doesn't really make sense for a small pirate band), not to mention the complete lack of consistency with what we learn about how the Terminus systems work in ME2, and I think this quest was probably one of the last things that was rushed out before shipping the game.

Either that or he's an escaped mental patient or something and he's just making all this stuff up. Since he always dies at the end of this quest he's never mentioned again in any of the following games, though the Wiki <a href=http://masseffect.wikia.com/wiki/Skyllian_Blitz>does seem to credit his version of events as being canon, despite the errors in his story...
 

woodaba

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May 31, 2011
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Yeah, I'm going to throw my lot in to Noveria. It's my favourite planet, aside Virmire, but that is definitely better saved for last.

In terms of our nuke-loving friend, it reeks of content shoved in at the last minute. He's still an idiot in the other updates (why the fuck would you leave the bomb RIGHT THERE, and not at least attempt to conceal it, hell, why even have a COUNTDOWN), but he doesn't have any of the canon inconsistensies presented here. My guess is that the War Hero background originally had another mission associated with it, like Cerberus' experiments on Akuze were to the Sole Survivor, but was cut, and had to hastily alter this in order to create it. I just sorta get that vibe from it.

In terms of the scientists, I assumed, back when I first played, that the reason they didn't use mechs and that was because the Geth were orignally just slave labor, and they sorta got a bit pissy about that and started shooting. With the reveal in ME2 that Mechs are pretty commonmplace, yeah, I think we can toss these guys into the idiot camp too.