NOTE NPCs who trigger optional assignments often have proper names or titles, as opposed to random and nameless civilians who wander the various worlds. NOTE CODEX Agents who travel widely across the galaxy and readily investigate their surroundings collect a vast array of new knowledge on topics ranging from extinct alien races to FTL drives to distant planetary systems. Each time the agent encounters a new subject, the Codex icon flashes briefly on the right side of the HUD, indicating that a new entry is now viewable in the Codex.
Agents interested in accumulating mind-bending amounts of galactic knowledge are encouraged to review the Galactic Codex. Primary in-game Codex entries are also equipped with automatic audio playback. There are two main parts to this screen: the Equipped Item box and the Selected Item box.
The latter is linked directly to the list of available items currently displayed. The Equipped Item Box shows context-sensitive attributes of the item currently on the agent. Agents inevitably amass a collection of weapons and equipment through their missions and assignments.
Only the main character has the Paragon and Renegade bars but the rest of the display is the same. But most importantly, this screen is where Talent Points are assigned their slots in the Talent tree. Each time a character levels up, points are awarded to improve the class-specific talents.
Note that each locked Talent bar is unlocked by spending enough points in the talent right above it in the list.
Initially only the first few ranks in each talent will be available; the rest will be grayed out. Every time you gain a level, one more rank becomes available. The Load screen tracks a maximum of 10 of your previously saved games from the current career. When selected, each save file displays the physical location the squad was in, game time played so far at that save point, plus a last played date to track your progress.
You may then allocate it elsewhere. For more information on the starting and unlockable specialization talents, flip ahead to the Military Specialization section. The Options screen provides the ability to change the settings or career options as discussed in a previous section.
Read through the following sections to get a feel for what you can expect from the six character specializations in Mass Effect. Each of the Specialist bonus talents are covered in the following chapter: Warfare. NOTE Each career has a limited number of save slots and any additional saves you make will prompt you to overwrite previous files. You only have ten save slots but each subsequent save gets a higher number. Eventually, you could have an assortment of saves from across a career that are not necessarily sequential Save 1, Save 10, Save 60, for example.
Always have a backup save right before important events as outlined in the walkthrough chapters so you can go back to that load point should anything undesirable happen, or you miss a chance to cue a certain mission, etc. TIP in relation to sound effect volume, increasing the sensitivity of camera and sighting movement for experienced FPS gamers, even adjusting graphic effects such as film grain to change the way the video looks on your monitor.
If so, you should be a Soldier. If you prefer hanging back, playing defensively, and managing the squad in a support role, or prefer fighting from a distance, you may want to play an Infiltrator. For a full breakdown of all the talents, including specialization-specific talents, flip ahead to the comprehensive chapter on Warfare. Soldiers begin the game with skills in pistols and assault rifles; they have improved health and the ability to wear medium combat armor. Fitness Soldiers are generally the easiest class with which to get through the game.
TIP 5th point in Assault Training Talent For descriptions of the talents and abilities, flip to the relevant sections in the Combat chapter. They use biotic abilities and advanced healing skills to defend allies, though they also can disrupt opponents with biotic or tech attacks.
They are more efficient at tech and biotics than other classes, but these skills come at the expense of combat. Sentinels can use only light armor and receive less advanced weapon training in pistols, and only through their Sentinel talent..
Adepts are biotic specialists. They start out equipped with pistols and light armor, but the true strength of the Adept lies in the upgradeable implants that give them their biotic powers.
These powers can be used to lift or throw objects, boost their shields and disable or destroy enemies. Infiltrators are trained to use Omni-tools, but their focus is decryption and offensive abilities rather than healing. They can train with pistols or sniper rifles, and can wear medium armor. Vanguards are biotic warriors. They combine offensive biotic abilities and weapons training to quickly take down opponents.
They are especially deadly at short range. They can train with pistols and shotguns, and can learn to wear medium armor. You can then start over. Part of the enjoyment of customizing your squad is the strategic assignment of Talent points.
Often when dealing with civilians, squad mates, and various NPCs, general dialogue options may not quite get your meaning across. If your persuasion ability scores are high enough, you can choose extra ways to direct the conversation: through Charm or Intimidation. Paragons charm people into seeing things their way. Renegades prefer to intimidate to get their point across.
The choice is yours, but here is the simplest generalization: Paragons do the right thing in the right way. Renegades get the job done by whatever means necessary. Shepard is ultimately trying to save humanity. Regardless of your actions during the story, that goal stays the same.
The morality system of Paragon and Renegade is the evolution of the typical good versus evil alignment spectrum into two independent scales. Essentially, while the goal stays the same, the methods used to reach that goal differ: hence Paragon vs. The tradeoff between the two morality scales is that there are a limited number of opportunities to increase either scale found throughout the story to percent. As each morality scale increases, new options open up in dialogue and various additional subplot assignments occur.
You have several options to divide up the available morality points between the two scales. You might strive to be percent Paragon, percent Renegade or somewhere in between, possibly trying to distribute points equally and achieve a balance.
However, given this relationship and certain Xbox Live achievements! Filling each of the five points or sections unlocks new subplot assignments or Talents and their respective abilities.
It is only possible to get six out of the ten total morality rewards during a single playthrough of the game. NOTE Protected by copyright. You must have a talent score equal or greater to the difficulty level of the persuasion opportunity. The numerical scoring system that drives persuasion opportunities is invisible to players, but generally if you see a red or blue option during a conversation, your Charm or Intimidate talents are sufficiently developed.
Alternatively, if you see grayed-out options, that means the persuasion options were too difficult and you must improve your associated talent score from its current level. Each of those points on both scales has an associated reward. Additional spaces for further point allocation are unlocked by filling the Paragon or Renegade bars through your decisions made in conversations. Below is a summary of the bonuses achieved by filling each bar.
Verbal options and sometimes actions speak louder than words! You choose one after you have weighed the options with the careful use of the g. Dialogue choices on the right side of the dialogue wheel steer the conversation towards a quick conclusion. Dialogue options on the left side of the wheel draw out a conversation and possibly yield more information.
In rare instances, an action which speaks louder than words replaces one of the dialogue options and makes the scene more intriguing and enjoyable for some. Dramatic instances like the one above can readily be appraised by considering your immediate choices in a conversation and recognizing where the options are positioned around the middle of the dialogue wheel. NOTE 14 Protected by copyright. That said, the Alliance Command is a very busy organization.
Romantic subplots considered sidequests are controlled by creative dialogue choices with key characters, and as romances are kindled, they can also be abruptly cancelled by saying the wrong thing to the wrong person at the wrong time.
As such, agents who show generosity and compassion toward their squad members may be more successful in pursuing romances. Agents who are rash and rude to their squad may be very lonely indeed. Each time you finish a world in the main storyline, check in with the object of your affection on the Normandy to begin the next stage in the romance.
You are commanding officer of the prototype Systems Alliance starship SSV Normandy, with unique stealth technology to allow the ship to disappear from scanners against the deep cold of space. Developed in cooperation with the turians, the Normandy is equipped with state-of-the-art navigation systems and mass effect FTL drives. Using the mass relays, it can travel to far-reaching sectors of Citadel Space in mere moments.
All levels of galactic navigation information are available from this deck, including separate views for galaxy, cluster, system, and orbital. Cluster View—Displays all currently known solar systems within the selected star cluster. Sometimes objects are hidden in orbits within asteroid belts.
System View—Displays an overview of an entire star solar system and all the orbiting planetary bodies, asteroid belts, or vessels. After the stations have been located, you can quickly travel between them, thus decreasing wear and tear on Alliance standardissue footwear. To ease ground transportation and expedite planetary exploration, your squad is given access to the M35 Mako, a highly advanced all-terrain troop transport armed with both a long-range Gatling gun and a scoped, high-velocity cannon for eliminating opposition from a distance.
Its inherent self-righting capability is also improved by the addition of six booster rockets that deploy limited bursts of high intensity-short duration blasts to lift the Mako up to approximately 20 feet off the ground.
When the squad arrives at its destination—be it enemy outposts, alien artifacts, or survey locations—press 2 to exit the Mako and continue toward your objectives. When ground operations are completed, the squad must re-enter the Mako by pressing 1 to prepare for extraction by the Normandy. To signal for extraction while inside the Mako, press 3 to have Joker touch down and pick you up. Beware of planets with environmental hazards. Scanners indicate the level and type of hazard on the HUD i.
Any time the squad leaves the Mako while exploring alien worlds they risk taking environmental damage. TIP All armor manufactured by Devlon protect against environmental hazards. When exploring planets with extreme environmental hazards, it would be wise to equip Shepard and the squad with this armor. With such protection, the hazard timer will not count down. TIP The Mako is capable of navigating even the most difficult terrain, but the path of least resistance is always faster.
The flatter the better! If you must move through rough terrain, keep to the lowest and flattest paths through the area to keep all six wheels on the ground and providing traction. In rough terrain, use the booster rockets to launch the Mako off high points to clear small gaps. The Mako can slowly crawl on incredibly steep, sheer rock faces with angles of up to 60 degrees if you choose your routes carefully and traverse cross-slope.
But keep the wheels on dirt or vegetation to maintain higher traction. Your credit account is easily accessible by those wishing to provide payment for services rendered, such as helping them find someone important to them or protecting them in times of crisis.
COM There are always people looking for hired help, in exchange for a few easy credits, of course. Protected by copyright. Large deposits of rare ore can bring in of thousands of credits per survey! You gain 4 omni-gel with each salvaging. TIP All excess gear can be liquidated into small quantities of Omni-Gel by selecting the item in the Equipment screen and pressing 4 to convert it.
Try to liquidate low-level items first, since they are worth fewer credits. Omni-Gel is a multipurpose resource specific to synthetic or technologybased objectives. It can be used in a wide variety of situations where credits are useless, such as repairing the Mako during ground missions, overloading a security system, or rebooting a mainframe. TIP STORES Every major spaceport is complete with a store or two where you can purchase new weapons, upgrades, licenses, and more to outfit the squad appropriately for its next mission.
Make it a habit to visit all the local stores to learn about the latest gear releases from various manufacturers. Hence, as the agent reaches higher levels, increasingly advanced weaponry and gear become available refer to the next section on manufacturer licenses. Sell price is typically 15 percent of the buying price, but intimidating agents can often bully a better deal from the shopkeepers. Common items are cheap, but limited-edition items are expensive, and unique items are worth their weight in gold, as they only show up in stores once.
Some licenses are quite common but some are from highly secretive or hard-to-find manufacturers located across the galaxy. Agents should make the collection of all licenses a high priority so they may equip themselves and their squad with the best gear available. Agents should visit all shops regularly to find and purchase any available manufacturer licenses, which can range from credits for A complete list of manufacturers can be common licenses to 30, credits for rare viewed in an upcoming section of this guide: or hard-to-get licenses.
If you fail to complete the task, you can usually gain a second chance by overriding the system with Omni-Gel. The second chance is only available if you have enough Omni-Gel in your possession. This is why you should be saving it for a rainy day.
Always attempt to complete the mini-game on the first try. If you find yourself short of Omni-Gel, enter the Equipment menu, liquidate some undesirable gear into Omni-Gel and come back to the minitask to collect the reward by overriding the system.
Keep track of all mini-game locations. You must first be familiar with all aspects of combat intel before you are fully qualified to understand the causality of conflict situations.
Given the strengths of your individual squad members in either combat, biotics, or tech, you can easily see how a squad can become biased toward one skill set.
As you select team members, the Current Squad HUD at the bottom of the selection screen lights in up in real time to indicate the cumulative squad strength across the three skill sets. Every action taken in battle could result in the loss of a squad member.
Every carelessly chosen response could cost you and your team tens of thousands of credits and fleeting opportunities to follow valuable leads. Any further change in the squad summary HUD is purely due to additional squad member choices. An informed Commanding Officer CO will undoubtedly have a long and productive career.
The selection screen displays pictures of each squad member. If any of their pictures are blacked out, that member is either dead or not currently a part of the crew. Multiclass squad members Kaidan, Wrex, Garrus possess talents from two different skill sets instead of having all the talents from one skill set, as specialists like Ash, Liara, and Tali do. During a conflict, be aware of your surroundings and present resistance in order to give the most effective squad orders.
Battles are won with patience and by using the correct tactics against specific targets. The targets are covered later in this chapter. Right now, we focus on the role of a CO: giving field combat orders. Being caught in the middle of a crossfire situation is pretty much the worst-case scenario every soldier hopes to avoid. Employing this tactic often leads to victory. Strive to create a crossfire situation between Shepard and squad members during battles to achieve decisive victories.
In other words, enemies hiding behind cover can be taken out easily when the team is firing from two different positions and angles.
TIP Storming Your Fatigue meter takes a long time to refill, and once you are fatigued, you must wait until the bar is fully replenished before you can Storm again. Try Storming by pressing 1 while running until you are just short of being fully fatigued. That way, you can still Storm a short distance in case of an emergency.
NOTE Using these basic commands creatively can evolve into more complicated tactics in open areas. Shepard can send the squad anywhere in LOS line of sight , even hundreds of meters away out in the open, planetary surfaces, which gives the snipers in the squad a dramatic advantage over your enemies.
As CO in this instance, Shepard can take point and selectively engage enemy forces to drawn them into the chokepoint where the squad can engage at will and decimate the enemy ranks with weapons and talents. Have the squad rally back to Shepard as soon as enemy forces are engaged, drawing in a few at a time. Highly skilled snipers especially Infiltrators should be able to make shot after shot as the enemy units line up like varren in a barrel.
Flank and Crossfire: Creating a crossfire situation is often the easiest way to distract and destroy enemy ranks with minimum effort. The point team is ordered into a flanking side position off to the left or right of enemy forces, close enough to draw their fire and engage the forces, all while Shepard attacks from the front, or, ideally, the opposite side. This can cause you to waste a lot of your weapon-specific abilities including Overkill or Marksman. Opponents roughly the same size like geth troopers, husks, and creepers are knocked down by melee attacks.
However, anything bigger than Shepard, such as krogan, geth destroyers, etc. Knock down your enemies and the squad will keep shooting. Remember, you squad members always come back after being killed. However, Shepard is completely indispensable. Remember, retreat is always an option. Re-evaluate your tactics and decide on a different course of action to deal with your opposition. Note that just like using talents and abilities, there is a timed recharge period for healing using Medi-Gels.
The weapon selection wheel is split into three segments: one each for Shepard and the two squad members. By highlighting any of their weapons with g, the HUD display changes to indicate whether the individual is trained with that weapon. Select the desired weapon and hit 1 to give the order to switch. In doing so, you effectively take them out of the battle while they try to figure out what end shoots and what end is the stock. You can still aim at targets while the game is paused, which is a sneaky way to take a break, or target fast-moving enemies at your leisure.
TIP Check your weapons after every major encounter. Your squad members occasionally switch their weapons without your permission. You can now tap P quickly to alternate between weapons without having to go back to the wheel.
This can be handy for switching from the sniper rifle to the shotgun when enemies get close. TIP When sniping, send your squad to stand a bit farther away so enemies can be kept busy fighting them and do not come in close to you while you are sniping. This is an excellent way to strategically eliminate opposition—a sound tactic especially in the case of countersniping enemy marksmen such as geth snipers or rocket troopers. Fastest Career Formula For a quick and exhilarating combat-oriented career, use the following formula: 1.
Choose any non-Soldier specialization for Shepard an Engineer with Decryption and Electronics is a solid choice. Maintain a primary mission squad with Ashley and Wrex.
This maximizes their attack damage, damage resistance, health, endurance, and healing capabilities, and makes them into formidable tanks in battle. Your only imperative is to preserve the safety of civilized life in the galaxy — at any cost. The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons.
Experience the evolution of the aliens, planets, ships, and technology that define this iconic science fiction universe, as the developers who brought BioWare's masterpiece to life take you from the earliest design sketches through to the meticulous final renders. Brimming with concept art and commentary, this expanded edition is the ultimate companion to one of the greatest series in the history of gaming!
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