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

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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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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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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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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.
 

AD-Stu

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I think that pretty much settles it then, we're off to Noveria next! Will hopefully start recording the footage tonight.

woodaba said:
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.
Yeah, I think it's my favourite too. And I've only ever had one playthrough where I didn't do Virmire last - it worked, mostly, but it just didn't feel right. Still, figured it'd be good to give people the option :)
 

Joseph Harrison

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Noveria I guess I've never left Virmire for last and I want to see how it plays out. I'm super excited for the nest part!
 

AD-Stu

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[HEADING=2]CHAPTER 5, PART 1 (Noveria) - Oh no, not protectionists and communists![/HEADING]

Previously, on Lets Play Mass Effect: we killed a bunch of criminals of questionable intelligence and disrupted the operations of Cerberus, an organisation of questionable morality.

By unanimous vote, we're off to Noveria now to rejoin the main plot. For anyone who can't remember back that far, this is the official justification for us coming to Noveria:

"We had reports of geth in the Feros system shortly before our colony there dropped out of contact. And there have been sightings around Noveria."

Pretty tenuous, if you ask me. Still, in the absence of any better leads we'll go check it out.



















Before leaving, BTW, Grunka made a quick trip downstairs to the quartermaster to sell all the useless crap we accumulated over the past few updates. The resulting profit? 2,679,374 credits. All from selling stuff we'd picked up that was worse than the gear our squad was already using/wearing. We're well on our way to breaking the in-game economy.



By popular request we're bringing Liara with us (for reasons that will become apparent momentarily). Been a little while since I've done a squad stats update, so here we go for our current companions:







We've maxed out Liara's offensive biotic powers (Throw, Warp) as well as a couple of defensive / crowd control ones (Barrier, Singularity). Stasis is pretty much useless in this game so I'll probably pump up Lift next, then Electronics. I don't tend to use Lift much in this game - not because it's not useful, but because clipping issues mean it has a bad habit of trapping enemies inside walls and whatnot. Throw and Singularity have similar issues, but they're too useful to ignore ;)

Kaidan also has the useless Statis ability, which I've all but ignored along with Lift for the above reasons. Medicine has been maxed to get the highest level Neural Shock ability (disables organic enemies), so has biotic Throw. At the moment I'm finishing running up his defensive abilities (Barrier) then I'll finish off the last few spots on Decryption / Electronics.

As for Grunka herself, we've maxed out our Commando/Spectre bars for the ability etc bonuses and we've got enough in Electronics/Decryption to open any door on our own. I'm planning to max out Fitness to get the highest level Immunity ability, take more Charm/Intimidate as they become available, then probably plow the rest into the weapons we're going to be using most (Assault and Sniper Rifles).











"We're the law here. Show some respect."

"Whoa, easy there Judge Dredd..."



*stifles a laugh, then turns to Kaidan and Liara* "Am I the only one that finds it cute when mercenaries give themselves military ranks?" *turns back to the 'captain' and becomes deadly serious* "All you need to know is I have more credentials than you."

*gulps uncomfortably* "I can't let you enter the port area without confirmation of your identity. Sergeant Stirling, secure their weapons."



I like how Liara doesn't even bother to draw a gun :)



"You've already made me do my duckface. But nobody takes my weapon."



Full credit, Matsuo is staring us down without even bothering to draw a gun either - and I'm pretty sure she doesn't have awesome biotic powers like Liara to fall back on...





"We confirmed their identity. Spectres are authorised to carry weapons here, Captain.

*sotto voce* "Fucking beaurocrats - they couldn't have worked that out before the Mexican standoff?!? You may proceed, Spectre. I hope the rest of your visit will be less confrontational. Parasini-san will meet you upstairs."



Drawing down on the local fuzz only got us two Renegade points... *sigh*







"It's no problem - we would have won."

"I'm going to regret letting you keep the guns, aren't I?"

"Lady, you don't know how right you are..."

*sighs* "I knew it. Moving on, one of my duties is orientation of new arrivals. Do you have any questions?"





DUN DUN DUN!!!!!



"Can my gun *ahem* I mean I, speak with her?"

"Benezia left for the Peak 15 research complex a few days ago. To the best of my knowledge, she's still there."

She goes on to explain that we can't go to Peak 15 until we get clearance from Administrator Anoleis, whose office is in the main port. With that, we're allowed to continue on our way.



"I assume you want to speak with me about this, Shepard?"





Incidentally, if you don't have Liara with you when you enter Port Hanshan, one of your squadmates will suggest going back to get her. Which I usually ignore, because this is how the conversation plays out in my head:

"Benezia is here? We should go back and get Liara!"

"Um... why?"

"Because Benezia is her mother!"

"So... you think it'd be a good thing for her to be there when, in all likelihood, we're going to have to kill her mother? That's pretty twisted, Lieutenant."

Anywho, back to what's actually happening. Port Hanshan has undoubtedly the most expensive-looking overdesigned lifts in the game:



Inside the port there are a bunch of people standing around, who will all say variations on this if you try to speak with them:



There's a big stupid jellyfish hanar merchant nearby that Grunka decides to engage in polite conversation.





"Indeed, esteemed Spectre. Your arrival was not greeted with any joy by the companies here. This one has a burden that you could ease. If an arrangement could be made, it would compensate you. This one has procured a special item for a customer. The item is not permitted within the station. But you could bring it through customs."

*to Liara* "Hundred credits says the Commander respects the law and refuses."

"I've never really gambled before, though I have researched the social concept. What is it I'm meant to say here... oh, yes - you're on."





Grunka demands a bit more information before deciding - the BSG hanar assures us the contents of the package "pose no threat to anyone within this port" and, after a little prying, we discover it's meant for a krogan bounty hunter called Inamorda. He also asks that not a word of this gets mentioned to Administrator Anoleis, as he would levy "fees"

Figuring there's all kinds of amusing stuff she could do with the package and this information, Grunka accepts the job. The package is slated for delivery to the dock near the Normandy.

"What is it I'm supposed to say at this point?" *consults omni-tool for a moment* "Oh, yes, how could I have forgotten!" *turns to Kaidan, grinning* "Pay up, sucker!"

*mutters under breath and transfers credits* "Dammit Commander, sometimes I think you set me up to lose deliberately..."





We'll hang onto the hanar's package for a moment...

"Ooh ooh ooh! I know this one too!" *looks back at omni tool* "That's what she said!"

...and go meet with this Anoleis guy to see if we can get clearance to visit the Peak 15 facility. Gianna is in the outer office and gets us an appointment.









That was a jibe specific to our Colonist background, BTW - I don't think you get it if you choose one of the other backgrounds.

"This greeting is a courtesy. I will only cooperate as required by the Executive Board."

"I'll cut to the chase then - do you do business with Saren?"

"Agent Saren? One of your Spectre compatriots? He is a major investor in Binary Helix corporation, which is one of Noveria's backers."

"Is Binary Helix developing weapons for him?"

"It's possible, given his interests. What our clients do in their labs is their business."

Huh. That wasn't the least bit reassuring. Grunka changes tack:





Turns out "personal escort" means "asari commandos" and nobody knows anything about the cargo other than it was large, heavy, sealed and passed weapons screening. Grunka gets her serious on:





"Regardless, there is a blizzard in the area. Shuttles are grounded, and surface access has been cut off."

"Surface access, you say?"

"Cut off, I said. The roads are not suitable for travel."



Personally I think Bioware missed an opportunity by giving this guy the intials BA (<a href=http://masseffect.wikia.com/wiki/Administrator_Anoleis>technically RGSFKNEBA, but whatever). You can bet your bottom dollar that if Richard Garriott had written this game instead of Drew Karpyshyn, then an amoral capitalist bell end like this would definitely have had the initials "EA" :p

Anywho, there's only one other conversation option left with Anoleis, and it's marked "Opold asked me to smuggle". We'll keep that one in our back pocket for the moment, and take our leave.

On the way out...







"Yep, definitely going to regret letting you keep those guns. Talk to Lorik Qui'in. You should be able to find him at the hotel bar."

That was... unprompted and interesting. We can also ask Parasini for more information about the companies that do business on Noveria. There are apparently over 250 of them, but the big ones include Elanus Risk Control Services, Binary Helix and Synthetic Insights.

ERCS is a weapons developer - weapons which are universally crap - and they also provide all the Port Hanshan security personnel. Who are also crap, if our experience so far is anything to go on. They must have one hell of a marketing department or something.

Synthetic Insights is apparently one of only four corporations licensed by the Citadel Council to develop artificial intelligence. That's a weird bit of lore that's never explained any further or discussed again, and at all other times the Council always takes the view that all AI research is an evil on roughly the same scale as baking kindly old grandmothers into pies. The existence of 'licensed' AI research corporations is never mentioned again, ever, at any other point to date in the series or its extended books and comics. So... writing mistake?

Lastly Saren's company, Binary Helix, work in genetics, biotechnology and biotic modifications.

Let's go meet this Lorik Qui'in guy in the bar.





But as soon as we walk in...







"Everyone here knows who you are, dull stone."

*whispers to Liara* "Dull stone? What the hell kind of insult is that?"

*shrugs then whispers back* "Not a very good one."

Anywho, the asari thinks the fact that everyone knows who Shepard is makes us perfect for the job she has in mind. She's a representative on of the Aramali City Council on the asari homeworld of Thessia, and she's concerned that Binary Helix might be violating asari copyrights in its work. She wants Shepard to pose as a potential buyer on behalf of the Alliance or the Spectres, and upload some monitoring viruses to his personal network while he's distracted.





That's a piddling amount for someone like Grunka, who has about four million in loose change at the moment, but we'll do it anyway for the lulz and experience points.







"Actually, I was just going to compliment you on your sweet 'fro. But now that you mention it... I might be. That depends on what sort of offer your company can make."

The actual conversation is quite dull, with Vargas talking about percentage increases in adrenal response and reductions in zero-g muscle degeneracy and stuff. There are also options to tip the guy off, or even better, tip him off but still pretend to the asari that you actually did the job, but like a boring bastard I just played it straight, kept him talking until the asari's virus implanting bug beeped, then left to collect the reward because I wasn't thinking at the time :p

*beep*













Aaahhh, the old Bioware "lean on the side quest giver for a bigger reward" bit. Except in this case, there are Paragon and Renegade options for getting it (the above was the Paragon one, IIRC) whereas in a game like KOTOR, it would only have been the Dark Side option. The Light Side option would probably have been to use the money you got paid to buy them a kitten or something.



We'll have a quick look around the hotel now. Upstairs this krogan is just standing around...



Yes, according to the HUD he's the intended recipient of the package we smuggled in for the hanar. Again, we'll just sit on that information for a moment.

Hacking a computer in an upstairs lounge gives us this side quest for later:



Hacking this server node in the same room makes this happen:



And now, with nothing much else left to do, we'll finally get around to talking to this Qui'in guy. He's downstairs in the bar, and it turns out he's a turian. Makes me wonder what the game is trying to say about turians when it seems that every time one faces some kind of adversity, we have to go to a bar to find them...





"I'm trying to find a way into the garage. I have places to go... and I just put two and two together. Garage pass? They're gonna make us drive around in the Mako again, aren't they!

"That's a bingo, Grunka."

Anywho, Qui'in tells us he's the manager of the local Synthetic Insights branch, but his office has been shut down by Anoleis, who claims to be investigating reports of Qui'in's corruption.





"I suspect your goal lies outside this port. Mr Anoleis would be disinclined to let you wander. If you recover the evidence from my office, I will give you my garage pass, as well as a sum of credits."





"Violence against Mr Anoleis' thugs may be necessary. He has members of Hanshan's security team searching my offices. He is paying them under the table. Ms Matsuo is unaware of their outside employment."

"Sounds like they really will reget letting us keep our guns, huh ma'am..."

Qui'in gives us a pass to the Synthetic Insights elevator, as well as an encryption key to download the data from his computer in the office.















Note that Liara pulls off the stone cold badass thing quite nicely when she has to :)



"...and I'll pretend I can't smell that you both just soiled your uniforms in fear. Deal. Now get the hell out."

The fun part is that as soon as they leave, we get to have a firefight with a bunch of other guards anyway.





This map is almost an exact copy-paste of the hotel we were just in - Qui'in's office is on the top floor in the back corner.



We download the evidence and loot his safe, then walk back out to find this scene has developed in the (literally) 10 seconds we had our back turned.







"Oh, now you're going to show some respect?"

"Uh... not really lady. She met you earlier, and she can read your name just fine on the magic HUD thingumy, and she's still pretending not to know your name."





"Plus as we've established already, you're not actually cops. And as a Spectre, I can kill not-cops..."



What she means by that is she's also a biotic. Which could be problematic, if we didn't make hitting her with Damping the first thing we do. After that it's a pretty straightforward matter of just staying clear of the snipers:









Grunka leaves with the evidence, only to find someone waiting outside the elevator:









"Heh - I can't work out if she's trying to chat you up or arrest you, Commander!"

*mutters* "And it's because of that kind of ignorance that I'm angling to hop into bed with an asari instead of you, Lieutenant..."

Sure enough, we find Parasini again in the hotel bar.







"You've been undercover for six months... using your real name? That doesn't seem logical. I'm afraid I do not understand."

"Don't think about it too hard. I suspect the writers didn't."

"Moving on, I want you to convince Qui'in to testify before the Board. With his evidence, this planet can run profitably again."

"Why don't you ask Qui'in directly?"



*fondles pistol* "And what you're asking of me is different... how exactly? Besides, I thought corruption was the rule on Noveria."

"The rule is 'don't rock the boat'. Self-interest is tolerated if it doesn't interfere with business. Anoleis is driving customers away."

The rest of the conversation is spent hammering out details. Parasini promises to give us a garage pass if we convince Qui'in to testify.

She also explains that Benezia only arrived after a 'Code Omega' automated warning of a containment breach was received. Benezia went up there with her squad of asari commandos and her heavy crates and nobody has made contact since. She won't tell us exactly what a 'containment breach' might constitute, but apparently if the situation isn't resolved the planet's Executive Board will seriously consider dropping an antimatter warhead on the facility from orbit.

"Good plan. It's the only way to be sure."


So it seems we have a few different options open to us. We have Lorik Qui'in's evidence in our possession, so we could...

1 - Do exactly as Parasini suggests, and convince Qui'in to testify in return for a garage pass, or
2 - Honour our original agreement with Qui'in and give him the evidence in return for his pass

Or we could...

3 - Hang them both out to dry and see if Anoleis would like to take the evidence off our hands

But wait, there's more! We could also try to trade some information for a garage pass, by...

4 - Going back to Anoleis and see where the "Opold asked me to smuggle" dialog choice goes, or
5 - Seeing if Anoleis is interested in the fact that his secretary works for Internal Affairs (probably the most Renegade option)

Which should we go with? Place bets now! And as always, thanks for reading :)
 

Vuliev

Senior Member
Jul 19, 2011
570
0
21
Oh noooooo, you didn't bring Wrex along for the single best line in the game! Quick, run back to the ship and get him! D:

I figure go with #1 or #2. I'm really partial to the Renegade choice for #1 (and Wrex's dialogue in the conversation), but I've never seen #2 (and I always hated Anoleis, so not #3.)

Yeah, either #1 or #2.