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Insanity Mode Guide by infernalshadow5

Updated: 08/04/13

	              written by Jay Cotton © 2013

29-3-2013 ~ Started writing up my notes into another handy comphrehensive 
13-4-2013 ~ Guide was finished
4-8-2013  ~ Guide checked for typing errors and such


(For fast navigation; Ctrl & F then enter the search code)

	 * Introduction	-------------------------- 1INT
	 * Preparations -------------------------- 2PRP
		~ Class Set-Up ------------------- 2CLS
		~ Skill Set-Up ------------------- 2SKL
	 * Squad Members ------------------------- 3SQD

	 * Walkthrough --------------------------- 4WLK

		~ Normandy ----------------------- 5NRM
		~ Cerberus Base ------------------ 6CER
		~ Freedom's Progress ------------- 7FRD
		~ Normandy ----------------------- 8NRM
		~ Citadel     Recruit Thief ------ 9THF
		~ Bekenstein  Kasumi Loyalty ----- 10KAS
		~ Omega       Recruit Veteran ---- 11VET
			      Recruit Professor -- 11PRF
		~ Zorya       Zaeed Loyalty ------ 12ZAE
		~ Korlus      Recruit Warlord ---- 13WAR
		~ Purgatory   Recruit Convict ---- 14CON
		~ Omega       Recruit Archangel -- 15ARC
		~ Horizon ------------------------ 16HRZ
		~ Illium      Miranda Loyalty ---- 17MIR
			      Recruit Assassin --- 17ASN
			      Recruit Justicar --- 17JUS
		~ Aeia        Jacob Loyalty ------ 18JCB
		~ Tuchanka    Mordin Loyalty ----- 19MOR
		~ Collector Vessel --------------- 20COL
		~ Haestrom    Recruit Tali ------- 21TAL
		~ Tuchanka    Grunt Loyalty ------ 22GRU
		~ Citadel     Garrus Loyalty ----- 23GAR
			      Thane Loyalty ------ 24THN
		~ Omega       Samara Loyalty ----- 25SAM
		~ Migrant Ft. Tali Loyalty ------- 26TLI
		~ Pragia      Jack Loyalty ------- 27JAC
		~ Derelict Reaper ---------------- 28REA
		~ Heretic St. Legion Loyalty ----- 29LGN
		~ Normandy ----------------------- 30NRM

	* The Suicide Mission
		~ Oculus ------------------------- 31OCU
		~ Infiltration ------------------- 31INF
		~ Seeker Tunnel ------------------ 31SKR
		~ Platform ----------------------- 31PLT
		~ Reaper-Human Larva ------------- 31LAR

	* Achievement/Trophy List ---------------- 32BNS

	* Credits -------------------------------- 33CRD

***/ INTRODUCTION /*** 			| Search Code: 1INT |
	Welcome to my second guide ...

The second game in the Mass Effect series is without doubt my favourite of
the trilogy (not to mention difficult to fight Insanity on). From the
dramatically destructive opening to the incredibly tense finalé, the game
still lingers in my memory as one of my most memorable experiences - and
playing the aptly named Suicide Mission on Insanity is an incredible, very
painful yet strangely satisfying achievement.

The second game also introduces some of the best characters of the Mass
Effect universe (Jack, Mordin and Kasumi to name a few) and even better is
that I don't have to suffer Kaiden's irritating derpyness (because in my
story, he went boom on Virmire). The game even treats obsessive people such
as myself with returning characters from the game; Wrex, Garrus, Tali and
Liara (because games are ten times better with blue women involved)
Being the extremely obsessive asari loving fan I am, I decided two things;
I'd try and build a real-life Afterlife and also get every single trophy
achievement for this game. Stuggling with convincing Carrie-Anne Moss to
"act" as Aria for me, the latter idea seemed easier. The problem was trying
to get the Insanity achievement. Just like with the first game, everywhere
I looked for advice it was basically "Insanity is hard. Use cover and
shoot" .... wonderful.

I realised that this game would require a lot more tactical thinking than
just "Cover and shoot", so like my first Mass Effect guide I've set this
up to also serve as a fully detailed walkthrough explaining all the best
methods of problem solving and Reaper butt-kicking. I also realised my
comment on Swindon from my first guide could be seen as offensive or even
(perhaps slightly) insulting. Rest assured there shall be no jokes based on
Swindon's stupidly high pregnancy rate, or the fact that the word
"contraception" doesn't exist in Swindonese (I think it's actually seen as
a swear-word there. I'm unfortunate enough to know a Swindonite, so maybe
I'll ask? Better wear protection if I do ...)

So anyway I set out alone, creating my own stategies and techniques to
overcome the odds - and it was surprisingly ........ hard. I can't lie,
Mass Effect 2 Insanity is just ... well, insane. The first Mass Effect on
Insanity was like walking through a sunny field. The second rips the field
in half, rains fire everywhere and then questions you if you want to start
writing your will in advance. I died once in the original Mass Effect
Insanity. Once. In Mass Effect 2? I lost count. My PlayStation3 controller
is scarred by many deep bite marks (and would've been smashed if it weren't
for my sub-conscious reminding me how absurdly expensive controllers are)

So if like me your looking for a fully detailed survival walkthrough of
the main storyline on the hardest difficulty (and want to try to preserve
your console controllers), you have just discovered the holy grail my
friend (... again)

***/ PREPARATIONS /***			| Search Code: 2PRP  |
	Setting up the ideal Shepard and game save (again) ...

Basically here's a quick run-down of how best to prepare 
(this is the exact method I used):

(NOTE: Unlike the original Mass Effect, Insanity is available from the
       beginning and doesn't require a Hardcore difficulty completion)
**** FIRST PLAYTHROUGH (Casual/Normal difficulty)    ****
* Start a new game on a casual difficulty with a Soldier Shepard 

  ~ Aim to set-up Shepard's skills as explained below (as this becomes 
    permanent even after importing - squad skills reset every time however)
    Although it is possible to "retrain" Shepard's skills on the Normandy
    if you really need to, but it will waste resources that could be better
    used for other research projects (such as the required research needed
    to survive the Suicide Mission)

  ~ Optionally unlock character based achievements, these grant bonuses 
    such as added abilities Shepard can use. The abilities become
    available to use in every new game after unlocking, even if the game
    is an imported save. To unlock specific abilities, you must complete
    each character's "loyalty" mission.
    (each achievement is explained; search code 2BNS)  

  ~ During a playthrough, aim to reach the highest level possible. On the
    PlayStation3 the highest level is 30, but I've read the PC version can
    go even higher (hacks maybe?). Complete as many missions possible to
    quickly gather experience to level up.

  ~ Try to collect as many of the weapons found in the game, as these will
    carry over if the game is imported. It's a lot more useful to take on
    a particulary hard mission when you have a powerful weapon readily
    available from the start. Researched Heavy Weapons will be kept
    permanently if imported and will not require researching again.
    (each weapon location will be explained in the walkthrough)
**** OPTIONAL PLAYTHROUGH (Casual/Normal difficulty)   ****
* After completing the first playthrough, import the save to another game:

  ~ Completing the game and starting any new game (even imported) will
    grant you an extra boost in experience, making levelling up faster if
    you haven't quite reached the maximum yet. You'll also receive 50,000
    of each resource (helpful for research upgrades) and 200,000 to spend
    (preferably on useful upgrades found in shops)
**** INSANITY PLAYTHROUGH (Insanity difficulty)      ****
* Import your save and begin an Insanity playthrough ...

|	SHEPARD CLASS SET-UP		| Search Code: 2CLS  |

As with the original Mass Effect, I strongly recommended creating a Soldier
class Shepard. Only the Soldier class can use every single weapon
effectively and thus open up a better range of combat options instead of
being restricted to two weapon types (a good example being a class that
can only use handguns and sniper rifles).Unlike the first game, you now
have actual ammunition for your guns. Which is bad as it makes Insanity a
lot harder, having a wide selection of weapons will prevent you from
running out of ammunition as quickly. The ammunition is universal, meaning
the handgun can fire the same rounds as the sniper rifle, this is actually
a hinderance than a help. Use up all the ammunition in your assault rifle
for example, you'll only have a few shots for the handgun. Whereas if you
use the handgun, you potentially have more ammunition to play with. Every
shot in Insanity counts, if you miss a shot it could cause a lot of
problems as ammunition isn't as abundant as it is on other difficulties.
Try to use accurate fire weapons like the sniper rifle or handguns. The
assault rifle will usually eat through your ammunition, it's good on large
bosses - but otherwise the ammunition is wasted on smaller minions. However
the Mattock Rifle is a good assault rifle choice as it has a controlled
"one shot" trigger mechanism wich can be switched to rapid fire when
needed. As for your squad, they actually have infinite ammunition so don't
worry too much about them. In most cases you'll likely be relying on them
to kill most things as your ammo depletes.

In terms of health and shields, the Soldier stands stronger than most 
biotic classes. On Insanity, Biotic class Shepards will struggle due to 
lower health and defences - however, biotic abilites are a lot more useful
in this game. Mainly because you will face a lot of melee type enemies, a
basic Pull or Slam biotic can clear the swarm and potentially save you. On
that note, a Vanguard class is also a good choice as it combines Soldier
abilities with biotics. The only drawback is the weapon restrictions and
the slightly lower health values. Engineer classes are capable of having a
good shield defence, but once the shield is gone (which happens
surprisingly quickly on Insanity) the low health of the Engineer is fatal.
Plus the Engineer abilities are rendered virtually useless on this game,
the easy AI Hacking Geth fight tactic from the original game will not work
here except on a select few missions.

Compared to the original game, the abilities of all the classes seem to be
cut-back. There is no Shield Boost or Immunity abilities this time (which
kinda destroys my old life-saving move) and the Adrenaline Burst, now
called Adrenaline Rush, doesn't restore all of the ability charging but
instead slows time and temporarily increases your weapon damage. It's
vaguely useful in certain fights, but your better to conserve your ability
use for defensive purposes (such as restoring your shields and preventing
death). The best defensive abilities include Barrier, Geth Shielding and
Fortification, use these when your nearly defeated to allow a better chance
of survival. Fortification is the best choice as it has increased duration
and damage protection compared to the others, it saved my life many times
during my Insanity play. To improve your chances even more, set the ability
to a "hot-key" which will enable you to instantly use the ability. If you
prefer more offence over defence, then Dominate is a great ability choice.
It works like a human version of AI Hacking, forcing your enemies to fight
each other. To get the ability however, you'll need high paragon or
renegade skills in order to convince Morinth to replace Samara on your team
(also note that Dominate will not work on the tougher or shielded enemies)

Before starting your insane adventure, it's recommended that you take 
various preparations beforehand. Or you know, you could just dive straight
in and ignore this guide - your funeral. It should take about 2 plays on
a casual difficulty using the same Shepard to get the best preparation, 
remember it's still basically an RPG game so time and patience is required
to get the best results. Although it isn't nearly as deeply complex as the
first game was; there are no longer armour types for your team (essentially
weakening a lot of characters including Shepard) and you can't modify your
weapons to kill everything in one shot.

Importing a saved game will give you a lot of resources to use for research
upgrades (50,000 for each). These are best spent on upgrading the Normandy
to survive the Suicide Mission, then upgrading Shepard's health, shields
and weapon damage. Finally upgrade the squad biotics (tech is not necessary)
and squad weapon damage (mainly assault rifles and SMG as the majority of
the squad use these weapons). Research upgrades will NOT transfer over to
new games even if you import a previous save. Every game will force you to
research everything (except Heavy Weapons) from the beginning, so avoid
wasting valuable resources on pointless upgrades such as Legion's sniper
rifle or Shepard's melee power (you'll die before you even get a chance to
melee on Insanity). The only research that does stay permanent if you import
a save are the Heavy Weapons, so try to unlock those during a preparation
playthrough so that you have easy access to them during your Insanity
playthrough (and save some resources in the process)

Research upgrades can be found during missions or bought from shops, I'll
point out the important and most useful upgrades and where to find them
in the walkthrough.

Also note that Medi-gel and Unity have changed since the original game.
The two are now combined, which actually makes the game more difficult as
you will be unable to simply heal yourself during combat and Unity will use
a Medi-gel on each use. The use is limited too, it can only be performed
if one or both of your squad members have "died" and you'll only have a set
amount of uses (depending on the difficulty). Research upgrades can
increase the maximum amount of Medi-Gel however.

|	SHEPARD SKILL SET-UP		| Search Code: 2SKL  |
(This is the set-up for a Soldier Class Shepard):

* Maximise the Combat Mastery skill to improve Shepard's health, weapon
  damage, running speed and Paragon/Renegade bonuses. Evolve the skill
  to Commando for better improved health.

* Unlock all the Ammo upgrades; Disrupter (which breaks shields),
  Incendiary (which breaks armour and burns the target) and Cryo (which
  has a chance of freezing the target, especially useful on Husks).
  Try to fully upgrade the Cryo Ammo and evolve it to Squad Cryo Ammo.
  This will allow the entire squad to equip the ability; Cryo is the
  most useful ammo type on Insanity. Anything frozen will die instantly
  if struck by a melee attack and it works really well on melee enemies.
  (Also note that Ammo abilities remain active throughout the entire
  duration of the mission, switch them accordingly when necessary)

* Maximise the additional bonus ability. Preferably Fortification or
  Dominate are the best choices for an Insanity playthrough. Evolve them;
  for Fortification, make it Improved Fortification to increase the time
  duration. For Dominate, avoid the Multiple Domination. It'll backfire
  as the enemies will still occassionally attack you.

* Use remaining skill points on Adrenaline Rush, this skill will only be
  useful in certain moments though (If you chose a Vanguard Class,
  maximise the biotic skill and evolve it)


(Here is a list of the recommended weapons to use in Insanity):

  Either equip the Mattock Heavy Rifle (which I think is
  a downloadable item) as it can fire without using up all your ammo in
  one go. Otherwise the Collector Rifle (another downloadable) or Geth
  Rifle are decent choices.

  Either the Eviscerator (a downloadable weapon) or the Scimitar
  are the best choices. The Geth Plasma Shotgun is alright, but I found it
  very awkward and slow to use.

  The Viper is the best sniper rifle for Insanity. The Widow
  is powerful but too slow and awkward, the Mantis can only fire a single
  shot before it needs reloading and the Incisor (download) acts like an
  assault rifle - effectively wasting ammo.

  The Phalanx (a downloadable) has good power and even comes with
  a laser aiming sight for accurate shots. Otherwise the Carnifex is a good
  choice. (NOTE: the handguns have significantly improved since the first
  game and with the right upgrades they can cause a lot of damage)

  The best heavy weapon in my opinion is the Cain. It fires
  a nuclear explosion that virtually destroys everything within radius,
  extremely useful on the harder parts of the game. I notice a lot of
  people like to use the Collector Particle Beam, but it doesn't do enough
  damage for my liking and just seems like a glorified assault rifle.


Here is a list of the recommended armour to use in Insanity, note that
unlike the original game the armour is extremely basic, you can't modify
the armour to have an extra 200+ shields here unfortunately. To be honest,
the armour in Mass Effect 2 barely seems to make any noticeable difference,
but it's at least worth wearing anyway right?:

  I never used a helmet during my game (stupid as it may sound,
  I just never liked the look of it) but any helmet seems useful.

  I chose the Capacitor Chestplate as it gives a 10% on the shield
  regeneration. The Aegis Vest is a good choice for a 5% health boost.
  (Both I think are downloads) Otherwise I guess the N7 Chest will have to
  suffice for now.

  I used the Kestrel Shoulders to increase my shields by 8%
  (however this armour is downloadable only) otherwise the N7 Shoulders
  are a good choice, they increase weapon damage by 3%

* ARMS: 
  The Off-Hand Ammo Pack increases spare ammo capacity by 10%, which
  is very useful for a game difficulty that has limited ammo. Otherwise
  the N7 or Stabilization Gauntlets are good choices.

  The Kestrel Power Pack (downloaded) increases shields by 8% and
  spare heavy weapon ammo by 5%. Otherwise the Ordnance Packs works well,
  increasing heavy weapon ammo by 10%.

(NOTE: Dispite setting your N7 Armour to bright pink, it has no effect on
how good the armour is sadly enough)

***/ THE SQUAD MEMBERS /***		| Search Code: 3SQD  |
	Selecting the good from the bad and the downright ugly ...
The selected misfits from the crew will greatly alter your chances for a 
successful Insanity run. Naturally it all depends on the current mission
your about to undertake and who will provide the best performance for
support during that particular mission. Sadly you can only take two members
at one time. Below, the possible team recruits are listed in order of their
appearance (listed alphabetically if there multiple appearances) with
unbiased descriptions of their usefulness or lack of:

(NOTE: Team combinations and the recommended teams for each mission will be
explained during the walkthrough, as will better detailed explainations of
the recommended equipment and weapons for each)


  The Cerberus operative
  * Available:		Cerberus Base
  * Weapon Training: 	Handguns and Shotguns
  * Biotics: 		Pull
  * Technical:		Incendiary Ammo
  * Loyalty Ability:	Barrier

Jacob is essentially Kaiden for Mass Effect 2. Same biotic set-up, same
annoying and slightly devoid personality (although Jacob seems slightly
creepier in my opinion)

Jacob's usefulness for Insanity is barely minimal. I never selected him
purely because there are better biotics to choose from (such as Jack or
Miranda). His Pull biotic will only work if the enemy has no shields and
the Barrier ability (which has to be unlocked through his loyalty mission)
isn't nearly as effective during Insanity. Essentially, once you've
recruited Grunt or Jack - Jacob can be easily replaced and left to guard
the Normandy.

Asking Jacob for Normandy upgrades will unlock an Armour Upgrade which will
cost 15,000 in Palladium. This is necessary if you want everyone to survive
the Suicide Mission.


  The Cerberus cheerleader
  * Available:		Freedom's Progress
  * Weapon Training: 	Handguns and SMGs
  * Biotics: 		Warp
  * Technical:		Overload
  * Loyalty Ability:	Slam

Surprisingly, Miranda is one of the best squad members for Insanity runs.
Her combination of Warp and Overload is extremely useful as every enemy in
the game has a shield which requires either ability to destroy. Miranda is
unique in that she has both abilities, and one of the only squad members
to have Warp. The other being Thane, who you won't actually recruit until
near the end of the game. Miranda's Slam ability is good on standard
difficulties but almost pointless on Insanity.

Her downfall is low health and her strange obsession for charging into the
enemy and getting gunned down as a result. When in your squad, keep Miranda
in good cover out of the enemy range of fire. Keep checking on her and
ensure she remains in cover to prevent her dying too much.

Miranda remained useful for my entire Insanity game and was even part of my
final team during the Suicide Mission.


  The vigilante Archangel
  * Available:		Omega (after Freedom's Progress)
  * Weapon Training: 	Sniper Rifles and Assault Rifles
  * Biotics: 		None
  * Technical:		Overload, Concussive Shot
  * Unlocked Abilities: Armour-Piercing Ammo

Garrus can be found in Omega after you've completed Freedom's Progress.

During the original game on Insanity, Garrus was virtually useless. The
same can be said for this game too (which makes his recruitment mission
seem even more painfully unrewarding on Insanity). Like before, Garrus has
a weakness to being swarmed by melee creatures - unfortunately in this game
there are lot more melee creatures.

While his Overload is good for disabling enemy shields, it isn't very
useful otherwise. It's better to use Miranda instead who not only has the
Overload ability, but can use Warp to severely damage the enemy health too.
Concussive Shot is a skill that was rendered almost pointless during
Insanity, regardless of which character uses it.

And although the Armour-Piercing Ammo seems a tempting offer, Garrus's
loyalty mission on Insanity is actually surprisingly hard. Personally it
didn't seem worth the effort.

That said, Garrus still has an awesome voice.

Asking Garrus for Normandy upgrades will unlock a Thanix Cannon which will
cost 15,000 in Platinum. This is necessary if you want everyone to survive
the Suicide Mission.


  The Krogan super-soldier
  * Available:		Korlus (after Freedom's Progress)
  * Weapon Training: 	Shotguns and Assault Rifles
  * Biotics: 		None
  * Technical:		Incendiary Ammo, Concussive Shot
  * Loyalty Ability:	Fortification

Grunt can be found in Korlus after you've completed Freedom's Progress.

Out of all the team members, Grunt has the best health and shields of the
squad. This works well for using him as a tank character, especially when
against melee creatures. He also has health regeneration which can be
greatly improved by evolving his Krogan Berserker to Krogan Pureblood
(however it is sometimes barely noticeable on Insanity).

Essentially he is the equivalent of Wrex from the original game, except
unlike Wrex - Grunt doesn't have any biotics, making him slightly less
useful for a support role. His Concussive Shot is barely useful and only
works on unprotected enemies.

Grunt's unlockable ability Fortification is one of the best abilities to
give Shepard for an Insanity play and is unlocked by completing Grunt's
loyalty mission. However I would advise ignoring the loyalty mission
during an Insanity playthrough unless you like fighting a super-powered
Thresher Maw ... (Regardless, I've included it in the guide for those of
you who are seeking the ultimate Insanity mode challenge)


  The biotic psychotic
  * Available:		Purgatory (after Freedom's Progress)
  * Weapon Training: 	Shotguns and Handguns
  * Biotics: 		Shockwave, Pull
  * Technical:		None
  * Loyalty Ability: 	Warp Ammo

Jack can be found in Purgatory after you've completed Freedom's Progress.

One of my favourite squad members of this game (and unlike Kasumi, Jack is
very useful on Insanity). Shockwave is a devastating biotic attack that
hits multiple targets and sends them flying (useful for knocking enemies
off ledges for instant kills) plus it ignores obstacles such as walls,
meaning it will hit regardless. With Jack's Subject Zero skill evolved to
Primal Adept - her recharge time decreases a lot, making her the fastest
biotic in the west. This naturally makes her very useful. Shockwave doesn't
work on protected enemies, but it will momentarily stun them, useful for
when your surrounded by a swarm of Husks for example.

However like most biotics in the Mass Effect series, Jack has low health
and must be managed accordingly, she's best keep behind Shepard to fully
exploit her Shockwave ability. Her Warp Ammo is good if unlocked, but not
exactly necessary.

NOTE: Shockwave deals more damage at closer range, it weakens as it
travels. Plus enemies that are sent flying by Shockwave will receive more
damage if shot by a very well timed and accurate bullet.


  The singing scientist
  * Available:		Omega (after Freedom's Progress)
  * Weapon Training: 	Handguns and SMGs
  * Biotics: 		None
  * Technical:		Incinerate, Cryo Blast
  * Loyalty Ability:	Neural Shock

Mordin is unique because he is the only one on the team who has the
Incinerate, Cryo Blast and Neural Shock abilities (Neural Shock is unlocked
after completing his loyalty mission). Incinerate is really useful when
used on Krogan and Vorcha as it completely stops their health regeneration.
Cryo Blast is good against melee enemies such as Husks. Neural Shock is
only good at certain moments and isn't quite as useful when compared to the
other abilities (in fact, I never used it).

Unfortunately (and expectedly) Mordin has low health, meaning he should be
kept safely in cover away from the enemy.

During the Suicide Mission, always send Mordin as the escort for the
Normandy crew. Otherwise he always seems to die - even if he's loyal. 


  The Asari justicar
  * Available:		Illium (after Horizon)
  * Weapon Training: 	Assault Rifles and SMGs
  * Biotics: 		Throw, Pull
  * Technical:		None
  * Loyalty Ability:	Reave

Samara is able to use both Throw and Pull biotics, which is good but on
Insanity it doesn't become useful unless another team member (such as Thane
or Miranda) is able to disable the enemy shields to allow Samara to attack.

Reave is an interesting ability because it prevents the enemy from healing
(such as Krogan and Vorcha) and heals Samara slightly. It would be more
useful during the Warlord recruitment and Mordin's loyalty mission, but
unfortunately Samara only becomes available until later in the game.

Essentially, she just isn't Liara ...


  The Quarian engineer
  * Available:		Haestrom (after Horizon)
  * Weapon Training: 	Shotguns and Handguns
  * Biotics: 		None
  * Technical:		AI Hacking, Combat Drone
  * Loyalty Ability:	Energy Drain

Tali makes a welcome return from the original game (being one of the main
characters who helped a lot in the original Insanity), sadly however Tali
isn't as useful during this game. Her AI Hacking is only good for a couple
of missions (and those are optional on Insanity), not only that but the
AI Hacking works differently in this game. It now gives the hacked Mech a
shield (to make it survive longer while it fights for you) which is fine,
but it prevents easy kills that were possible during the first game. Also
note that setting the hacking to wide-range is a risky choice as the Mechs
will still attack you if there are only two to begin with.

The Combat Drone is good for setting up a distraction and luring enemies
out of cover. Energy Drain works in similar way to Samara's Reave. It drops
the shields of enemies and restores the shields of Tali, but by the time
you unlock this ability it hardly seems useful.

Unfortunately this time, Insanity sees Tali set as a non-essential member.

(Note her name has changed since the original. In the first game, Tali was
still on her pilgrimage and had her child name of Nar Rayya. Now after
completing her pilgrimage she has earned her adult name of Vas Neema)


  The Drell assassin
  * Available:		Illium (after Horizon)
  * Weapon Training: 	Sniper Rifles and SMGs
  * Biotics: 		Throw, Warp
  * Technical:		None
  * Loyalty Ability:	Shredder Ammo

Thane is one of two team members able to use Warp (the other being Miranda)
in Insanity, Warp is an incredibly useful ability. A team of Miranda and
Thane create a very good combination, but unfortunately it takes a while
until Thane is available to recruit. Also note that Thane is one of two
people capable of Throw in this game (the other being Samara)

In comparison to Miranda (his main rival equivalent) Thane has better
health but lacks the Overload ability (making him less effective against
robotic enemies). His Shredder Ammo (unlocked by his loyalty mission) isn't
useful for Insanity runs.

If Thane had shown up a lot earlier in the game, I would've likely used
him more often. His abilities would've been useful for Horizon and the
Archangel mission. Instead, he's easily replaced by Miranda.


* LEGION (optional)
  The Geth infiltrator
  * Available:		After the Derelict Reaper
  * Weapon Training: 	Sniper Rifles and Handguns
  * Biotics: 		None
  * Technical:		AI Hacking, Combat Drone
  * Loyalty Ability:	Geth Shield Boost

Legion is basically an evil version of Tali, same skills and basic set-up.
It's really a matter of who you like more that decides who you should

Legion's unlockable ability, Geth Shields, work in similar way to
Jacob's Barrier and Grunt's Fortification. Otherwise it has no other
outstanding differences.

For Insanity, Legion was never used - purely because he was literally
moments away from the game's ending (and to be honest I prefer Tali)

Funnily enough, walking around the Citadel with him attracts no attention.
He even argues with C-Sec claiming Geth do not infiltrate (regardless of
his skills naming him as a Geth Infiltrator)


* MORINTH (optional)
  The Asari ardat-yakshi
  * Available:		Omega (Samara's loyalty mission)
  * Weapon Training: 	Assault Rifles and SMGs
  * Biotics: 		Throw, Pull
  * Technical:		None
  * Loyalty Ability:	Dominate

During Samara's loyalty mission, if you have high enough Paragon or
Renegade you can side with the deadly serial killer who replaces Samara on
your team. Morinth fights exactly the same and even has both Throw and Pull
biotics, which is good but on Insanity it doesn't become useful unless
another team member (such as Thane or Miranda) is able to disable the enemy
shields to allow Morinth to attack.

Dominate is an interesting ability because it acts like AI Hacking does on
Mechs. Using Dominate, you can set the Collectors to fight each other. If
Morinth was readily available from the start of the game, she would've been
incredibly useful. As it stands, she only appears near the end and has
limited use. Choosing her over Samara is essentially a case of personal

Essentially, she isn't Liara either ...


  The japanese kleptomaniac
  * Available:		Citadel (after Freedom's Progress)
  * Weapon Training: 	Handguns and SMGs
  * Biotics: 		None
  * Technical:		Shadow Strike, Overload
  * Unlocked Abilities: Flashbang Grenade

Kasumi is only available if you have the Kasumi: Stolen Memories downloaded
(although most copies of Mass Effect 2 include this), she can be recruited
after Freedom's Progress by reading the letter on Shepard's private
terminal and talking to her in the Citadel.

On basic game difficulties, Kasumi is a good squad member. However on
Insanity she struggles a lot. Her low health means she will die very often,
and her Shadow Strike move will allow the enemy to swarm and kill her very
quickly. Plus the Flashbang works just like Concussive Blast with a fancier
name, but equally as pointless on unprotected enemies. So sadly she
isn't a useful choice.

Beware if you decide to take her loyalty mission on Insanity, you will be
fighting on your own and swearing at her for the majority.


  The mercenary veteran
  * Available:		Omega (after Freedom's Progress)
  * Weapon Training: 	Assault Rifles and Sniper Rifles
  * Biotics: 		None
  * Technical:		Concussive Blast, Disruptor Ammo
  * Unlocked Abilities: Inferno Grenade

Zaeed is recruitable if you have the Cerberus Pack downloaded, he can be
found in Omega after Freedom's Progress after reading the letter on
Shepard's private terminal.

Zaeed essentially acts like a human version of Garrus, able to use both
types of rifle. For Insanity Zaeed is not useful as he has no helpful
support abilities, has average health and his Inferno Grenade can be easily
replaced by Shepard's Incendiary Ammo.

But he does sound slightly like Jason Statham, so it's funny having him
about sometimes.


***/ THE WALKTHROUGH /***		| Search Code: 4WLK  |
	Are you prepared for your second battle against Insanity ...?

Okay, here we go again - this is where all the time and effort spent
playing a previous playthrough to attain lv30 and collect weapons and
abilities will make sense.

Unlike the original Mass Effect, Insanity can be selected from the start.
The differences between Normal and Insanity are drastic, however the
guide will be able to compensate for both. Differences include increased
shielding for all the enemies, a lower damage threshold for Shepard, more
aggressive enemies and limited ammunition. Thats basically it.

The tactics and techniques used will work for any difficulties
(considering I created, tested and used those tactics during my Insanity

To begin with, start a new career and import your lv30 Shepard. Ideally
you should be a Soldier class (however Vanguards are acceptable too),
when choosing your additional ability (unlocked by completing loyalty
missions on the previous playthroughs) choose either Fortification or
Dominate as these are the most useful abilities for Insanity.
Fortification (Grunt's loyalty unlockable) allows Shepard to fully
restore shields, take greater damage and lasts for a long time - which
is incredibly useful for life saving moments on particulary hard missions
(which there are a lot of in this game). Dominate (Morinth's loyalty
unlockable; you'll need high Paragon or Renegade during Samara's loyalty
mission to gain access to this) allows you to brainwash an enemy to fight
as your ally for a short duration. This is very useful for creating a
distraction, plus the new allies tend to be a lot tougher on Insanity;
likely they will end up killing most of the other enemies. It will not
work on robotic enemies (such as Geth, Loki Mechs etc) or powerful
enemies (Harbinger etc) so keep this in mind if you choose this ability.

The handgun is actually a lot better on this game than it was for the
original. A strong handgun can cause a great deal of damage if properly
upgraded through research projects. Shotguns are only useful for melee
enemies such as Husks and tend to have very limited ammo. The assault
rifle is a slight risk taker in Insanity as the ammunition disappears
very quickly, leaving you at a disadvantage. It's good for focusing on
a strong enemy, but not very practical on crowd control. Try equipping
something like the Mattock Rifle as it has a controlled firing rate
that won't eat up all of your ammo in one go. For the majority of the
game, the sniper rifle will become your best friend. It can be used
safely out of range from the enemy and inflict a good amount of damage.
Avoid using the Incisor Sniper Rifle however, you'll want accurate
shots for Insanity as every bullet counts here. The Viper is the best
recommended choice. For heavy weapons, the Cain Nuke Launcher is by
far the best option - it's capable of killing everything within a
wide radius, especially useful on the deadly Scions and powerful
bosses. Just remember to use it sparingly, ammo for heavy weapons can be
extremely rare to find on Insanity and doesn't "reload" for every
new mission you start.

As for gameplay settings, naturally you'll want set the difficulty to
Insanity. Turn auto level-up off. Set Squad power usage off, it will
allow better tactical options during fights and prevent your squad
using abilities at the worst moments. Turn auto-save on, the game is
incredibly cruel on Insanity - you will die a lot, auto-save prevents
a lot of frustration. Do not be afraid to save regulary between each
fight or before a hard battle. During my Insanity play, I reached a
total of 139 saves (I was exceptionally cautious). I'll be perfectly
honest, I died a lot during my Insanity play, so for most of
you - Insanity will be torture. For those like me, it will test your
strategic thinking to the limits.

NOTE: Do not alter the difficulty setting of Insanity once you begin
the game. Doing so voids the Insanity achievement even if you set the
game back to the difficulty, therefore you will not get the
achievement. This also applies if you start a new game or load a previous
game save, it must remain on Insanity.

The version of the game I used for this guide is for the PlayStation3,
although I've tried my best to make the guide "universal".

***/ THE NORMANDY /***			| Search Code: 5NRM  |
	"Welcome to Normandy Airlines, we personally
         guarantee your trip will be worth dying for!"

The game begins with the familiar introduction explaining current events
before your reunited with the beloved Normandy as it gracefully glides
through space and is ... suddenly torn apart from an as-of-yet unknown
assailant. The bloody vandals.

Depending if you had a romantic relationship with in the original
Mass Effect will alter who comes running to Shepard for advice. Otherwise
Liara will approach the Commander if there was no relationship. Be as
nice or understandably annoyed over the destruction of your prized vessel,
your objective here is to reach Joker and try to evacuate. Fairly easy
start to an Insanity run right? Enjoy it while it lasts ...

***/ CERBERUS BASE /***			| Search Code: 6CER  |
	"The virus we stole from Umbrella really does
                     resurrect people ..."
* Difficulty Rating:	Easy
* Recommended Team: 	Jacob and Wilson "aka Jenkins"

This mission is set-up as a basic tutorial for the game, explaining the
main mechanics and such. If you fail here then frankly there isn't much
hope of you completing the entire game on Insanity.

Remember Cerberus from the first game? Those terrorist types who liked to
clone dangerous creatures and set Reapers on innocent colonies? Yeah them.
Well they just went and resurrected you, go figure. Currently there isn't
time for questioning why heaven looks oddly like a Cerberus Base (more
likely hell right?) as God/Satan (aka Miranda) kindly informs Shepard that
the base is currently having a few technical problems. That being the
robots meant to protect the base going on a mindless bloody rampage.

Do as the voice commands (not that you have much choice) and collect your
armour and weapons before taking cover. You'll find some ammo for your
weapons behind the door. Moving along, Shepard will encounter the first
enemy of this game - a Hacked Mech (also known as Loki Mechs). In Normal
difficulties, these are very easy to destroy and take a lot of damage
through headshots. In Insanity they become very dangerous though as they
have added shields and will constantly walk towards you rather than hide.
Plus they have a tendency to blow up once defeated. Equip Disruptor Ammo
for this mission to improve your damage on the Mechs' armour.

When you enter the next room, take cover where the giant floaty arrow of
God indicates and wait for another Mech to enter through the door ahead.
Remain in cover as four more Mechs will emerge from the left. Try getting
accurate and strong shots on the Mech's heads, this should cause it to
explode and damage the other nearby Mechs in the process.

Watch as a Ymir Mech casually shoots down some nameless Cerberus workers
and enter the next room where God bestows a Grenade Launcher into your
possession. This is your first Heavy Weapon, the ammo for these is
different to your standard weapons and can be very hard to find. Usually
its best to conserve the heavy ammo for the larger, more powerful enemies.
God will command you to blow up all the Mechs with a single Grenade shot,
but it is possible to just shoot them down with normal weapons to save
heavy ammunition. It's your choice.

Take the elevator down and run past the fire (preferably on the far right
of the walkway to avoid damage). God seems to be losing his touch as he
falls out of contact with you and your left to proceed without his divine
intervention. The next area has a small room where two Loki Mechs are
crawling on the ground, if you look through the window of this room you can
watch them crawl about before exploding, it saves your ammo. The room
contains some data recorded by Miranda and Wilson, and a wall safe with
some credits (although you get 200,000 credits on imported saves. You will
need a LOT of money for research projects, so collect as much money as you

Moving on, you'll see the Ymir killing another expendable minion of
Cerberus. You can watch, listen to the nearby data log or just continue
through the next door where you will meet the first member of your new
and improved squad for Mass Effect 2; Jacob Taylor. Jacob is basically the
"Kaiden" for this game - he uses biotics and has a similar slightly bland
personality (though thankfully better voice acting). Assist him by shooting
the three Mechs that he is clearly unable to shoot and he will start
talking to you, explaining the situation and his biotic abilities. For this
moment only, Jacob has no recharge time on his Pull biotic - so spam it on
the Mechs, dragging them over the pit of oblivion for instant kills
(NOTE: Pull only works on enemies that aren't protected by shields or
armour, the ability selection menu will highlight which skills are useful.
Abilities in red will have minimal or no effect) Also note that any enemy
who is currently being Lifted, Thrown or Pulled will receive double the
normal damage if shot at. Timed correctly, an enemy hit by a biotic will
die in a single headshot with a well-aimed sniper rifle (use the ability or
weapon menu to freeze time and line up a perfect shot)

Once the Mechs are cleared and, Jacob vaguely gives information for
Shepard. Your next objective is to rescue the creepy guy you saw before
you woke up; Wilson. Take the moment to upgrade Jacob's skills, maximise
his Cerberus Operative skill and evolve it to Cerberus Veteran for better
health. Maximise his Pull and evolve it to Pull Field so it it strikes
multiple targets. You can either conserve the remaining points for his
Barrier skill (which is unlocked after completing his loyalty mission) or
put them on Incendiary Ammo (evolving to Squad Incendiary Ammo)

Follow the linear route to Wilson, taking adequate cover to tackle some
more Mechs who stand in the way. when you reach Wilson, the game will
explain how to use Medi-Gel (I miss the original version, it was more
flexible) and then instruct you to use Unity on Wilson (which thankfully
isn't as weirdly perverse as it sounds). Like Heavy Ammo, Medi-Gel can be
hard to find and doesn't restock for every mission you begin. It can only
be used as Unity (when a squad member "dies") meaning that unlike the
original, you can't heal yourself and the squad during combat. Note that if
your Medi-Gel capacity is full, any other Medi-Gel you pick up will be
converted to credits. Avoid picking them up to conserve Medi-Gel when you
need it, in the later parts of the game Medi-Gel becomes increasingly rare.

Wilson joins your squad and explains using Overload on the nearby explosive
crates, doing so will destroy most of the Mechs entering this room. Jacob
will then point out the very obvious fact that this is indeed a Cerberus
base. It doesn't matter how you reply to this, your main objective now is
to reach the escape shuttle and leave the base. While Wilson is in your
team you will be unable to access the Squad Menu (he's evil like that)

Pass the door the Mechs previously came through, then take cover next to
the door leading to a large storage area. From your cover you can easily
remove the three Loki Mechs that wait, using Jacob's Pull to draw them out
and Wilson's Overload to damage shields. Make your way right and to the top
floor of this area. Some Mechs will activate on your left, but are easily
disposed of. More Mechs will appear by the doorway at the far end, but they
will never leave their room - enabling easy targets. The Mechs guard a
datapad with some credits and a wall safe (to unlock, simply match up the
pairs of symbols. The faster you complete it, the more money you earn). 
NOTE: If you instead approached by the left of the area, more Mechs will
appear from the area's exit. By going right, the Mechs never seem to appear
(making this a better option to navigate)

Backtrack to the door opposite you to finally leave the base and meet
Miranda, who clears Wilson of his sins. You'll then enter the shuttle to
escape the base, during the journey Miranda will question your personal
history, your actions in Virmire and so forth. Eventually you'll meet with
the head of Cerberus, the Illusive Man - who explains the situation to
Shepard. Regardless of your responses, Shepard will begin an investigation
on Freedom's Progress.

Before leaving, take the chance to modify your armour if haven't already
done so. The preparations section of this guide explains some of the
decent armour choices (although it doesn't make as much of an impact like
it did in the original game)

***/ FREEDOM'S PROGRESS /***		| Search Code: 7FRD  |
	"Loki, Fenris and Ymirs - oh my!"
* Difficulty Rating:	Easy
* Recommended Team: 	Miranda and Jacob

Freedom's Progress is derelict after a recent invasion. Miranda joins you
on this mission, becoming your second permanent squad member. Upgrade and
evolve her Cerberus Officer skill to Cerberus Tactician (which will
increase the health of the entire squad while she is in your team) Evolve
Warp to Heavy Warp and Overload to Heavy Overload. These two abilities are
the most useful skills for the entire game, Warp destroys armour and a
single Heavy Warp from Miranda has the potential to kill an unarmoured
enemy in one hit. Overload will destroy shields, useful for this particular
mission. Because Miranda is the only squad member who has both of these
abilities, she actually becomes incredibly valuable for an Insanity
playthrough (just keep her in good cover and out of enemy range, she has a
drawback of low health)

Equip your gun with Disrupter Ammo and begin exploring the empty colony.
You will eventually reach a very large industrial door (there is some
salvage on the left which will reward you with credits) Be careful on
opening the door, a lot of Loki Mechs are waiting - assisted by Fenris
(which are basically robot dogs). Before opening the door, position Jacob
and Miranda on either side of the door (using the directional inputs) to
set a counter-ambush. Open the door to find three Loki, once they are
destroyed - the door located on the upper left will open, revealing more
Loki and the Fenris. The Fenris are the real threat here as they will
constantly run towards you to attack. To keep a relatively safe distance,
backtrack the way you came - shotguns work well with Disrupter Ammo on the
Fenris. Then clear out the remaining Loki who are slowly advancing towards
you. Use Miranda's Warp to remove any armour (the yellow health bars) or
Overload to remove shields (the blue health bar) and then strike with
Jacob's Pull or Miranda's Warp when the health is red.

Once cleared, enter the room the Loki emerged from to find some Medi-Gel
and a wall safe for some credits. Be careful as you leave as another
Loki with a Fenris waits by the next building. Collect the salvage for
more credits and then enter the building to reunite with an old friend
from the original Mass Effect.

The Quarians are unsurprisingly dubious of Cerberus and zombie Shepard,
but Tali recognises the Commander as a friend (dispite working with known
terrorists). If you helped Tali with her pilgrimage in the original game,
there will be extra dialogue options to confirm to her that you are in
fact the real Shepard. Ignoring Prazza's itchy trigger finger, Tali
explains her reasons for randomly appearing here and Shepard agrees to
help (regardless of your attitude or responses)

NOTE: Although it would definitely be better to have Tali's AI Hacking
skills to assist the mission (just like old times), your unfortunately
stuck with the poster children of Cerberus.

Proceed on to find another building with a wall safe (closely guarded by a
Loki Mech) the Mech won't activate if you don't approach the wall safe, so
its up to you. The safe contains a few credits for your troubles. The next
area is full of Combat Drones (the ones which Tali likely warned about),
you can use the balcony for cover but the safest area is the doorway from
where you entered. Miranda's Overload will disrupt the shields. Remember to
ensure your squad is in good cover by directly commanding them, otherwise
they tend to blindly run into the open and get gunned down like idiots.
This is a common occurance for the majority of the game, so get used to
team management during missions. Playing Insanity really makes the team
commanding and tactical thinking important.

While Tali whines on the radio, search the building on the left for some
Medi-Gel before making your way through the building on the right. Go down
the rampways and prepare for an ambush from more Combat Drones. If needed,
backtrack to the top of the ramps and use the sniper rifle for relatively
safe shots, equipping Disrupter Ammo and using Miranda's Overload will make
the fight easy.

Tali warns you about more robots, then Miranda bosses you about tactics
(basically explaining the squad position commands) and suggests doing the
same method that you did on the previous large door. Before you do, make
sure you collect the salvage and Medi-Gel scattered around the area.

See that big Ymir Mech that brutally killed six Quarians? Yeah, now
it's your turn. Miranda will explain how Overload can disrupt the shields
(but you should already be way ahead of her) assisting with shooting the
Mech with a Disrupter Ammo armed assault rifle. When the shields are gone,
the Mech will be protected by armour which can be sabotaged by Miranda's
Warp and your Incendiary Ammo. Lastly, the red health of Ymir is hurt by
most conventional attacks - Jacob's Pull even works here. If the Ymir gets
too close, use the boxes your taking cover on to keep the Ymir at bay by
circling around them (Just like old times with the Armature during the
Therum mission in the first game). The rocket launcher on Insanity is very
dangerous, capable of killing within 2-3 shots depending on your class.

After the fairly easy battle, examine a damaged Ymir Mech for a Heavy
Weapon Upgrade and the nearby container for some research resources. The
building on the left has a wall safe containing credits and some more
Heavy Weapon Ammo. Tali can be found in the building opposite along with
some Medi-Gel. The only thing left to do now is to find Veetor in the last
remaining building.

Veeter is, as aptly described by Miranda, a babbling idiot. You'll need to
use the game's new dialogue function to gain his attention. In the corner
of your screen you will see either a blue icon (for a nice Paragon option
where Shepard shuts down the tv monitors) or a red icon (where Shepard uses
a Renegade action to shoot the tv monitors) - the choices will keep
switching until you choose one (by pressing the indicated button), but this
is the only part of the game where the options will wait for you. Otherwise
you have to press the action as soon as you see them, take too long and you
will miss your chance.

Veetor explains the events that happened on Freedom's Progress and shows
you video footage of the cretins responsible; a new enemy called
Collectors. After some investigation, the mission is concluded. Here you
have the choice to allow Veetor to return with Tali or hand him over to
Cerberus, (note that Veetor will help with a later mission if allowed to
go with Tali, so personally I'd recommend you allow him to join Tali)
Sadly Tali is unable to join your squad - even if asked.

Nothing else to do here except have a another chat with Mr Illusive and
reunite with another member of the old crew. And discover that Cerberus has
revived more than just Shepard ...

***/ THE NORMANDY /***			| Search Code: 8NRM  |
	"The Normandy doesn't seem the same without an
         annoying crew member like Kaid- oh... hi Jacob"

Welcome to the Normandy, its actually slightly bigger than the original.
The main control sector is notably larger than the first Normandy, not to
mention other Cerberus additions including EDI the ships new illegal AI and
a customisable Captain's Cabin which will fill with various trophies of
your exploits. There's even a sound system which plays the music from the
original Mass Effect (including Ilos, Virmire and the Chora's Den theme
amongst others)

Take the time to explore the ship if you want. The laboratory is locked
until you recruit the professor, meaning you will be unable to research
projects and upgrade your weapons. The armory on the opposite side is
where Jacob likes to hang about. There is also a Weapons Locker, use this
to equip the best weapons for Shepard (which you should've unlocked during
a previous playthrough), my recommendations are listed in the preparations
section of this guide (search code: 2SKL)

Once the weapons are set, take the time to read all the messages on the
private terminal (this will open up the Kasumi and Zaeed recruitment
missions if they have been both downloaded - most copies of Mass Effect 2
include Kasumi at the least)

From here, the game becomes a lot more free-roaming as you can explore
the various galaxies and recruit your team members in any order you like.
For Insanity I'd recommend recruiting the members in a certain order
(because certain missions are easier with certain squad members) The order
explained through this walkthrough is the exact order I used.

***/ THE CITADEL /***
	"I'm Commander Shepard and this is my favourite
              walkthrough guide in the Citadel"

This is classed as optional if you haven't got the Kasumi: Stolen Memories
downloadable content (although most copies of Mass Effect 2 come complete
with this), otherwise you can always have a chat with the Citadel Council.
Depending on your actions from the previous game will depend on how they
react to you and whether you retain your Spectre status. Take Miranda or
Jacob with you for some controversial "who's side are you on?" soap drama.

Take the time to visit the Citadel shops as they sell various weapon
upgrades and useful research projects to strengthen your team:

The Zakera Café will sell some high-grade provisions (which makes the food
better for your Normandy crew, you have to speak to Gardner on the Crew
Quarters to have this become available) and the Revelations and Ascension
books by Drew Karpyshyn - which are available to buy in real-life too, they
are actually quite good in my opinion. Revelations explains Anderson and
Saren's connections before the original Mass Effect (explaining how
Anderson lost the chance to become a Spectre, alluded to Shepard by Harkin
in the original) Ascension is set after the events of the first game and
explains why Tali and the rest of the Quarians have a certain dislike for
Cerberus (briefly mentioned by Prazza during the Freedom's Progress

Citadel Souvenirs sell a variety of trinkets, mostly for decorating the
Captain's Cabin on the Normandy. Okay, so yeah - it won't help your
Insanity playthrough or strengthen your squad, but c'mon - its a space
hamster! By talking to the Asari, you can get a store discount if your
Charm or Intimidate is high enough (Intimidating this shop is the only
store intimidation that seems harsh, I actually feel sorry for the poor
Asari ... but perhaps I'm being too bias due to personal obsession?)

The Sirta Foundation is also susceptible to Shepard's Charm and Intimidate.
A Medi-Gel Capacity Upgrade can be bought here, very useful for Insanity.

Saronis Applications is a fan of Shepard, willing to give a discount by
either Charm or Intimidate. They sell a Tech Damage Upgrade and a Damage
Protection Upgrade. Ideally damage protection is the better choice, tech
powers weren't used much during my Insanity playthrough (but it could just
be how I tend to play)

Rodam Expeditions sells the most useful upgrades in my opinion. There is
a Sniper Rifle, Handgun and SMG Upgrade to buy here - take the Charm or
Intimidate option for some discount (a Geth-lamp sounds like a cool idea,
I wonder if something like that exists in real-life? Note to self, search
Amazon later)

Serrice Ice Brandy can be found in the Dark Star bar, available if you
have spoken to Dr Chakwas while on the Normandy.

***/ RECRUIT: THE MASTER THIEF		| Search Code: 9THF  |
* Difficulty Rating:	Easy
* Recommended Team: 	Doesn't Matter

Recruiting Kasumi is really easy. As soon as you arrive at the Citadel,
talk to the advertisement that keeps calling Shepard over. The conversation
reveals Kasumi controlling the advert as a cover for identity. Speak to
Kasumi however you like, either way she will end up joining your squad.

You can then find her in the Crew's Quarters of the Normandy by the Port
Observation Deck. She's a great squad member, but unfortunately completely
useless on Insanity as she has low health and her Shadow Strike move will
see her being swarmed and killed very often. She is however useful for the
Suicide Mission at the end of the game.

Kasumi's loyalty mission is available to start immediatedly. Completing
this will ensure she survives the Suicide Mission and unlocks the
Flashbang Grenade ability, however it's predictably difficult on Insanity
because its just you and her (she dies a lot), the ammo can be limited
(and you can't really rely on Kasumi to kill everything) and the final
fight tries to re-act the Hind D battle from Metal Gear Solid. Without a
Stinger Missile (although in all honesty I've actually beaten the Hind D
with just a Socom pistol before - but that's irrelevant right now)

That said, Kasumi's loyalty mission is purely optional on Insanity.

***/ BEKENSTEIN (optional) /***	
	"What we really need is a cardboard box ..."
***/ LOYALTY: KASUMI			| Search Code: 10KAS  |
* Difficulty Rating:	Hard
* Recommended Team: 	Kasumi only (no option)

Go to the Serpent Nebula (where the Citadel is located) and enter the
Boltzmann system to find Bekenstein where this optional mission begins. On
Insanity, this mission will be difficult - so only do it if you think your
capable. Create a separate save of the game before landing, that way if it
proves too much hassle - you can simply load the save and continue with the
rest of the game.

What makes this mission hard is the fact that (on Insanity) its basically
you versus an army of Eclipse mercenaries, Ymir Mechs and a gunship. Kasumi
tends to die frequently and her Shadow Strike sends out her out for a
suicide run, it's only useful if the enemy is very low on health and alone.

For now, set Kasumi's skills. Evolve Master Thief to Master Saboteur (to
increase weapon damage), evolve Overload to Area Overload and then spend
the remaining points on Shadow Strike.

Kasumi explains the plan to Shepard (under the cover of "Gunn") and makes
a comment on the formal wear of the Commander. On landing, you'll
immediately meet Mr Hock (who has a weird accent for somebody living so
far away in space). He will turn Kasumi away at the door, asking her to
wait outside (why Kasumi didn't use a disguise I'll never know, so much for
"Master Thief"). The problem isn't a concern however as Kasumi has a nice
stealth camouflage addition to her armour (presumably stolen from Otacon)

The party inflitration is the easiest part of the mission. Locate Hock's
vault by using either of the stairs that go down to have Kasumi assess the
situation while Shepard has a staring contest with a statue of Saren. Leave
once Kasumi has finished, on your right examine the kinetic barrier power
cable on the floor, Kasumi will enable you to see the cable through the
walls and floor. Follow the cable until you reach the small library area.
Examine the statue and Kasumi will disable the cable. From here, walk down
to the lower balcony and examine a datapad then walk back past the library
area and have Kasumi bypass a security room door.

Enter the corridor and Kasumi will join you to combat the two guards found
inside the security room. Take cover beside the doorway and try to get
Kasumi to take cover by the other side, your armed with only a handgun and
Kasumi will predictably die quickly (ignore wasting any Medi-Gel). The
Adrenaline Rush skill helped me here. The room contains some Medi-Gel and
money, examine the datapad for the vault's password while Kasumi hacks into
the communications system.

Now go to the opposite side of the main area to find an Eclipse security
guard watching over the door to Hock's quarters. Tell him your allowed in
under Roe's authority, when the guard tries to confirm this Kasumi will
use the communications system pretending to be Roe, leaving you free to
enter. The other method of breaking into Hock's quarters is harder and
involves fighting more guards in an awkward area, so this is your best
option. (You can see the guards you would've had to to fight through the
windows along the way to Hock's room)

Now you will need to find a DNA sample of Hock in his quarters. Searching
the sofa will award you with a single credit, the wine glass nearby on the
fancy glowing coffee table has a small saliva sample. The antique swords
on the wall display will give a small skin sample while the datapad will
finish off the DNA search.

Finally, go talk to Hock himself. Use a Charm or Intimidation choice to
make him start talking - allowing Kasumi enough time to get a voice
recording from him. (The dialogue choice doesn't seem to need a high level
of Paragon or Renegade, I'm unsure how you would get a voice sample
otherwise besides simply starting a normal conversation with Hock)

Return to the vault where Saren is waiting and use the DNA scanner and
microphone to open the vault door. While Kasumi sabotages the security
cameras, Shepard will equip the weapons and armour from Saren's statue.
Now you need to find Kasumi's graybox within the vault which contains
the Statue of Liberty's head, Michelangelo's David, a Prothean statue from
Ilos and a statue of the Rachni Queen amongst other things. Before picking
up the graybox, be sure to examine the rare Kassa Locust SMG (which becomes
the best SMG for the game, and the only other SMG option available)

After retrieving the graybox, Hock makes himself known. Use a Renegade
prompt to smash one of his priceless artifacts for entertainment and to
shut him up. Hock will send in an army of Eclipse mercs to fight you.
Command Kasumi to take cover by the back of the room, if possible do the
same. Equip Incendiary Ammo and hit the mercs with sniper rounds, use
Kasumi's Overload or Disrupter Ammo to disrupt their shields. This fight
will be stupidly hard to complete because Kasumi is useless on Insanity,
she will die regardless of being in cover. Roe's combat drones are more
of a nuisance if anything, they will eventually disappear after a set time.
If possible, try to remove Roe first to prevent the drones appearing.

Pick up the Medi-Gel before leaving. On the next room, take cover by the
doorway (tell Kasumi to take cover on the other side) and combat the mercs
and Ymir Mech. Once the Mech is down, enter the room and take the central
wall as cover. Use the sniper rifle armed with Incendiary Ammo on the mercs
found ahead. (Leave Kasumi where she is)

Hock seals the vault, forcing you to take a door nearby. Take cover by the
large doorframe ahead (command Kasumi to wait in the corridor away from the
mercs inside the room) and fight back using the sniper rifle. You may need
to enter the room and retreat for the mercs to appear. The rest of the
mercs will hide in the back of the room, sending Loki Mechs after you. Use
Kasumi's Overload on the Mechs before taking on the mercs.

Use the tank's cannon to blast your way through the vault. Collect all the
resources, credits and Medi-Gel. In the newly opened corridor, take cover
by the far back and prepare for more mercs and another Ymir Mech (order
Kasumi into safe cover) More mercs will wait ahead of you, backtrack to
safety if needed. When everyone has gone, collect the Medi-Gel and examine
a dead Eclipse merc for a Tech Upgrade. Take cover by the small crates in
the next area and tackle more mercs and their vanguard. Be wary of the last
merc who hides at the far back of the room, use sniper fire to avoid being
hit by missiles. Check the area for money and resources before leaving.

The next area is just torture (especially on Insanity). Hock has a gunship
that is well protected. Focus on the Loki Mechs first as they actually
prove to be the biggest threat oddly enough. The Eclipse mercs will just
keep appearing. Your current aim is to lower the gunships shields with
Disrupter Ammo or Kasumi's Overload (if she can manage to last more than
five seconds that is) - once you dropped the shields the first time it
will quickly regenerate. Kasumi will inform you (you may need to to
revive her first) of an incredibly mad plan. Get her close to the gunship.
The gunship should disappear momentarily, allowing you to combat the mercs
and try to move to the upper left area. When the gunship reappears, Kasumi
will hopefully proceed to disrupt the shields permanently.

The gunship now weakened, aim the Cain at it and blast it to hell. Then
round up the last of the mercs and Loki to complete this mission. A shuttle
will appear to return you to the Normandy. Kasumi will examine the graybox
during the journey, it is up to you whether you convince her to keep or to
destroy it (personally after all the hassle I went through to get the
stupid thing, I told her to keep it)

Completing the mission makes Kasumi loyal (ensuring she survives the
Suicide Mission) unlocks her Flashbang Grenades (basically a wide area
Concussive Shot, equally as useless on Insanity) and unlocks a new outfit
for Kasumi in the original N7 colours (it actually looks fairly good)

***/ OMEGA /***	
	"Don't F*** with Carrie-Anne Moss!"

Omega is the home to the galaxies' criminals, murderers and Han Solo types.
On arrival your greeted by a shifty looking Salarian called Fargut who is
immediately chased off by a Batarian called Moklan - who promptly orders
Shepard to meet Aria T'Loak in the Afterlife bar.

Before you do however, this is the best moment to recruit Zaeed to your
team (if you've got the Cerberus Pack downloaded)

After Zaeed has left for the Normandy, follow Moklan's order and find
Aria T'Loak in the Afterlife of Omega. This place makes the original game's
Chora's Den look like a playschool. Resist the urge to watch dancing blue
women (at least for a while) and speak to Aria who will inform you about
the Professor and Archangel locations. Our current goal is searching for
the Professor. (Note that the music in Afterlife is a slightly remixed
version of Chora's Den and the Flux from the original game)

As like in the Citadel, Omega offers a few shops to buy upgrades and such
to strengthen your team. It's worth having a look:

Kenn's Salavage is run by a Quarian stuck on Omega by an Elcor called
Harrot. You can strike a deal for some discount, then offer to talk with
the Elcor (to get discount at his store too). The shop offers a Heavy
Weapon Ammo Upgrade (very useful), a Health Upgrade for Shepard (also very
useful) and a Shotgun Upgrade (not so useful). You can also buy the FBA
couplings here if you have spoken to Ken and Gabby in the Normandy's
Engineering Deck.

Find Harrot at his emporium and convince him to let the Quarian leave, he
will let Shepard have a store discount regardless of Charm or Intimidate
options used. The Emporium sells some decorations for the Normandy's
Captain's Cabin and a Hack Module, reducing the time to bypass doors and
such. It isn't overly necessary and the money could be spent on better

Omega Market is run by a Batarian (who gives the "uppity human discount" if
you have enough Charm or Intimidate). The Market sells some decorations for
your Captain's Cabin (including a strange alien pornography book called
Fornax). The most useful item on offer is a Sniper Rifle Upgrade.

The upper level bar of Afterlife has some Serrice Ice Brandy, available if
you have spoken to Dr Chakwas while on the Normandy.

***/ RECRUIT: THE VETERAN		| Search Code: 11VET  | 
* Difficulty Rating:	Easy
* Recommended Team: 	Doesn't Matter

Zaeed is standing directly in front of you as you enter Omega. Currently
beating the crap out of a Batarian he was hired to capture. Simply talk
to him (his voice reminds me of Jason Statham, which is usually the only
reason I select him for missions, it's just funny) and he will join your
squad, it's that easy.

The mercenary will be on the Engineering Deck of the Normandy by the
garbage chute in the Cargo Hold (maybe he was too used to Omega?). On
standard playthroughs Zaeed is a fairly good character, equal to Garrus.
But on Insanity he falls like all Soldier-based squad members and has no
helpful use. Still, another member for the Suicide Mission will slightly
increase your odds of survival when the team makes a final stand.

Zaeed's loyalty mission is immediately available and I was able to finish
it on Insanity. If your interested in playing his loyalty mission on
Insanity, it will be found in the walkthrough guide after the Professor
recruitment mission (search code: 12ZAE)

***/ RECRUIT: THE PROFESSOR		| Search Code: 11PRF  | 
* Difficulty Rating:	Easy
* Recommended Team: 	Miranda and Jacob

After chatting with Aria-Anne Moss, Shepard will find out the Professor -
a Salarian named Mordin, has a clinic in the slums of Omega. But frankly
the entire city of Omega is a slum. Start by leaving Afterlife from the
same way you first entered and head left and go through the door found
on the right (to enter the market district). Turn the corner where the Mad
Batarian Prophet preaches (or listen to him, he says a few funny things)
and talk to the District Guard.

(NOTE: There also shops in this area that sell useful upgrades and research
projects for strengthening your team if you haven't already looked)

Sweet talk or intimidate the guard who allows you to pass, considering you
have a Grenade Launcher (even if you've not equipped one oddly). Your squad
which is likely Miranda and Jacob, will mention that the plague in the
slums won't affect you or them because they are human (If your team has
non-human members, they will usually give Shepard some concerned looks)

Locate some resources by a dead Turian then turn through the corner. Some
District Guards will appear, but will hold fire if you entered the slums
peacefully. Move around the barricade to continue, there's a Medi-Gel here
too and then enter the door to the Gozu District.

Descend the stairs carefully and take cover by the leftside wall. The Blue
Suns mercenaries are hostile, but shouldn't have noticed you yet. Hit them
with Miranda and Jacob's biotics (Warp and Pull) and use sniper rifle fire
to subdue them. The fight shouldn't take very long and is one of the few
moments of the game where Adrenaline Rush comes in useful and creates a
powerful ambush strike.

There is a bank terminal to hack here (basically match the code segment
displayed) for some credits, the nearby door has some Heavy Weapon Ammo
and another room which can be unlocked but holds nothing useful (unless
you think dead Turians are useful). Return to where you were and optionally
speak with the Batarian victim (who you can help or leave, if helped he
will provide some interesting information on Mordin)

Go through the corridor past the dying Batarian, the unlockable door leads
to another dead Batarian and a wall safe with some money. There will be a
big fight coming up, the best way to survive is by heading up the staircase
found on the left. This allows a better tactical vantage ideal for sniper
rifles and safe cover. A Medi-Gel is also found up here, save it for if you
need it (otherwise it just converts to 100 credits if your Medi-Gel
capacity is full) plus there is a terminal which gives more credits. Equip
the sniper, load it with Incendiary Ammo and fire on the unsuspecting Blue
Suns mercenaries - ideally aim for the explosive canister found behind the
left barricade before you begin combat, Miranda's Overload will make it
explode with far greater intensity, especially if combined with Adrenaline
Rush. As long as you stay up on this balcony, you should easily defeat the
mercenaries. When the fighting is over, head down (some ammo can be found
on the tables) and pass the fire to another unlockable door which leads to
a small apartment. Besides some refugees you can either help or ignore. The
apartment also has a wall safe with some money and a Medi-Gel (the refugees
don't seem to care that your openly robbing them)

Head back and go towards the barricade in front of you for more ammo, there
is a dead Turian around the corner who has an Assault Rifle Upgrade. The
next area introduces a new enemy, the Vorcha. These creatures can
regenerate health (on Insanity it regenerates very quickly), Incendiary
rounds and Miranda's Warp can prevent their health regeneration. Use the
cover by the entrance wall for safety, lining shots with the sniper rifle.
The varren are a nuisance, but easily defeated. Be careful if a Krogan
approaches. Their charging melee attack can deal a lot of damage and like
the Vorcha, they can regenerate health. If neccessary, backtrack through
the corridors to where you fought the Blue Suns. The Krogan will not
follow you all the way - creating an easier target.

After everything has stopped shooting, search the room on the left for
resources and to find a person looting an apartment (who you can ignore
or intimidate). Past the area that the Vorcha were guarding is Mordin's
clinic. The reception area has a Medi-Gel, the room opposite Mordin's
has some resources, a Medi-Gel and an Upgrade for the Medi-Gel capacity.
Whereas Mordin's room has some more resources, another Medi-Gel and some
Heavy Weapon Ammo.

Speak to Mordin, who is like a hamster on coffee and reacts if he notices
the two Cerberus squad members of your team (amusingly by hiding behind
the operating table). Currently he's too busy to help you until he cures
the plague that is spreading through the slums, regardless of your
response - you have to help him. Mordin will give you a new handgun, the
Carnifex and then ask if you can also find his missing assistant. At this
point you can also mention the Batarian you spoke to earlier (if you were
nice enough to stop him dying that is)

Exit the clinic through the door that was previously locked. Use the left
wall for cover, more Vorcha and Krogan will be seen around the next corner.
You should be able to get a clear shot before they even realise you are
there. Try to focus more on the Krogan when they appear as they tend to be
the greater threat, use Miranda's Warp to break through their armour. The
sniper rifle equipped with Incendiary Ammo becomes useful very often during
this mission. When all visible threats have burnt, carefully enter the
area - a single Krogan and Vorcha tend to hide toward the back and require
a "bait and retreat" tactic to lure them out. You'll know everything is
dead because the slightly dramatic battle music will stop playing and your
squad will leave cover without you telling them to. A Medi-Gel can be found
just before you head up the stairs and a bank terminal can be hacked at the
top of the stairs.

The corridor has two doors. The door on the left is where Mordin's missing
assistant can be found, along with some Batarians. Depending on your
attitude, the assistant will either go back to Mordin, or everyone will die
or the Batarians will die. Regardless, don't forget to pick up the Medi-Gel.
The door on the right leads to more Vorcha, use the balcony for the best
cover or take cover by the nearby doorway if the Vorcha hide out of view
from the balcony. Move down the stairs and take cover by the left of the
entrance here, aim the sniper rifle just a little right from the spotlight
in this room to find a Vorcha armed with a grenade launcher (which can
potentially kill you in Insanity), stay on the top right walkway of this
area and set your priority on the remaining grenade launcher armed Vorcha
along the walkway opposite you. Then remove all the Vorcha trying to shoot
you from below. If a Vorcha goes near an explosive barrel, make Miranda use
Overload on the barrel for easier kills and to avoid wasting ammo.

When the Vorcha have been permanently removed, search the lower floor for
some scattered ammo and then enter the door that was previously guarded.
Immediatedly take cover by either of the crates placed in this corridor
as a Krogan and a Vorcha will attempt an ambush. Focus everything on the
Krogan first and then deal with the Vorcha.

The room on the right has a Medi-Gel and some salvage for credits, follow
the corridor on the left to enter the last part of this mission and find
out the Vorcha are actually capable of speech, to an extent anyway. Which
ever dialogue choice you make, the result is always the same and the Vorcha
have to be fried before you can proceed.

The next part is the only part of the mission that becomes challenging in
my opinion.

Save the game before activating the console's plague cure. As soon as the
cure is activated, a group of Vorcha will attack you from behind. Use the
pillars for cover and aim the sniper rifle at the balcony above the
entrance of this area to find and remove two Vorcha with grenade launchers.
Your objective is to activate the two fans located on both sides of this
room, it doesn't matter which order you do them. I started by going to the
left fan, take cover by the pillars surrounding the walkway and steadily
move upwards when the Vorcha are shot down. A lot of people seem to think
the Vorcha will just keep appearing, but this isn't true as far as I saw.
The room at the end has some Medi-Gel, ammo and the Fan Array switch. More
Vorcha will appear in the corridor as you leave the room, so use similar
methods to before.

Be careful as you go back up the stairs, a Krogan and a lot of grenade
launcher Vorcha have set up positions around the second corridor. Backstep
down the stairs to combat the Krogan and avoid the Vorcha rockets, the
assault rifle or shotgun armed with Incendiary Ammo will work well on the
Krogan. Then use the sniper rifle to remove the Vorcha above the other
corridor, use the area's central cover for better visiblity.

Another Krogan and more Vorcha will attack from the corridor, remove the
Krogan first and then proceed through the corridor in the same way as you
did previously. Enter the room to find another Medi-Gel and activate the
second Fan Array to complete the mission.

The game will instantly take you back to Mordin (saving some tedious
backtracking) where he and his assistant Daniel (if he wasn't shot by
Batarians) will cheerfully report that the plague has been lifted, making
Omega about 5% safer. Mordin will then join your team out of pure interest
to study the Collectors. From here, return to the Normandy where Mordin
will set up a laboratory and allow you to complete research projects that
can improve your weapons and health. Asking the team members for Normandy
upgrades will add essential research projects needed to survive the
Suicide Mission.

The first vital Normandy upgrade (required for surviving the Suicide
Mission) can be obtained by asking Jacob. The others only offer basic
upgrades that won't really affect the mission, these include; Mordin's
upgraded Omni-Tool (which increases his ability damage by 10%) and Miranda
allows access to an upgraded mineral scanner used for collecting resources
from scanning planets (which to be honest didn't seem useful, but I got it
purely because I was being cautious). If Zaeed and Kasumi are part of your
team, they will not offer upgrades of any kind but instead offer idle chat.

With Mordin on the roster, recruiting the Warlord will become a lot easier
- plus the Warlord will become one of the best Insanity playthrough squad
members, helping out a lot during the tougher missions. Start the mission
by travelling to Korlus, found the Imir system of the Eagle Nebula.

(NOTE: Ignore the Archangel mission for now, it's just plain annoying on
Insanity and will be made easier when the Warlord is recruited)

***/ ZORYA (optional) /***	
	"I don't want to set the world on fire,
         I just want to set a flame in your heart"
***/ LOYALTY: ZAEED			| Search Code: 12ZAE  |
* Difficulty Rating:	Medium
* Recommended Team: 	Zaeed and Miranda

(NOTE: Recommended trying this mission when you have high Paragon)

Travel to the Ismar Frontier and enter the Faia system to find Zorya where
Zaeed's optional loyalty mission can begin. On Insanity, this mission isn't
very difficult providing you think about what your doing. The mission is
purely optional however and isn't overly needed, if your uncertain - create
a separate save file before you land on Zorya. This way you can load the
save if you find your struggling too much and just continue with the rest
of the game.

Bring Miranda along, her Overload and Warp will be useful throughout the
mission. Upgrade Zaeed's skills; evolve Mercenary Veteran to Warlord to
increase his weapon damage (the only thing he's useful for in Insanity) and
evolve Concussive Shot to Concussive Blast (making it basically the same as
Kasumi's Flashbang Grenades), spend remaining points on Disrupter Ammo.

Your objective is to reach the refinery shown during your landing, equip
Incendiary Ammo for this mission. Use Disrupter Ammo if the enemy has
shields. Proceed down the linear path to find some corpses, Zaeed comments
on it being Vido's style.

If you've played the original Mass Effect, you might recognise the odd
monkey creatures from a side-mission in that game. They can be shot and
pose no threat, but it wastes ammo and has no benefit.

Eventually you'll reach a small refinery outlet. The mercenaries here are
easily dealt with and shouldn't pose much of a problem. Use the cover
provided and ensure your team doesn't blindly run out into the open. The
mercenaries will send reinforcements, a fairly intimidating team of a
Fenris Mech, and two mercs - one with a grenade launcher, the other with
a flamethrower. Focus on the Mech (as it will keep charging at you) and
then the pyromaniac (the flamethrower can seriously hurt on Insanity)
before removing the grenadier who will hide in cover. If needed, backtrack
through the jungle. But provided you use cover and keep a good distance
from the Pyro, you should be fine. Afterwards, check this area for a PDA
which awards money and a Medi-Gel which is under the balcony.

Activate the bridge controls and Zaeed will explain his past with the
Blue Suns mercenaries and the reasons for his facial scars. Move across
the bridge and follow the path, picking up resources along the way. The
large door is the main entrance to the refinery.

Zaeed and Vido will reminisce about old times before Zaeed decides to
suddenly go gung-ho and shoot his gun everywhere, causing the very
explosive gases of the refinery to ignite. Vido doesn't like fire much
so he runs off, leaving Shepard to question Zaeed's sanity.

As the refinery begins exploding and falling apart, casually make your way
past some mercs to the next door (save before opening) (picking up some 
resources nearby). At the door your given a choice of how to continue the
mission, be nice and save the innocent refinery workers? (and greatly
irritate Zaeed) or ignore them and their burning pleas for help (which
Zaeed devilishly approves)

(NOTE: Saving the workers will require high Paragon to convince Zaeed
at the end of the mission. Otherwise, he will not be loyal to you and
the entire time spent here will be wasted)

The choice depends on your personal opinion, but for an Insanity
playthrough saving the workers is the easiest way to proceed. Simply
activate the switches in the area (there's no time limit), you will also
receive some credits, resources and a Heavy Weapon Ammo Upgrade. Ignoring
the workers will result in having to fight a small army of mercenaries and
collecting an Assault Rifle Upgrade instead (but is recommended if your
Paragon skill is low). Ignoring the workers however guarantees Zaeed's
loyalty to Shepard, regardless of your Paragon.

Either way, you will eventually reach a room where a new (and frankly
useless) Heavy Weapon lies on the floor; the Firestorm. Two mercs will
appear in the connecting room, but they won't actually leave this section,
allowing you to use the doorway as cover. Their part of the room contains
some money, resources and a Weapons Locker (so you can switch the useless
Firestorm for a better Heavy Weapon such as the Cain). Save the game.

For the next area (the only real difficult part of this mission), do not
go through the door. Instead, use the sniper rifle and team abilities to
strike the enemies from a distance (it makes combat easier and you don't
have to worry about the room hazards; the fire beams of doom, on Insanity
the hazards can kill you) if your taking too much damage, simply backstep
to recover and then continue. Make sure you command the team to stay beside
you, otherwise they will run into the area and presumably die fairly
quickly. If you walk through the door, you'll be locked in - making
avoiding the Pyros and the room hazards slightly challenging. The hazards
will hurt the enemy too however (shooting them drops the entire fuel
crate on the enemy, try to reserve the left fuel tank though).

When you think the area is fairly safe enter, do so to find a Ymir and a
grenadier at the back of the area. They should be easily taken down
without the army supporting them, plus the Ymir has a tendency to simply
walk into the room's hazards, shoot down the fuel tank as it does for an
easier kill. Once clear, check the side rooms for salvage money and then
exit via the large back door.

The result of the mission depends on your previous choice of rescuing or
ignoring the workers. If you rescued them, Vido escapes and Zaeed is
unsurprisingly angry. You'll need very high Charm to convince him,
otherwise he will not be loyal to Shepard. Alternatively, if you've already
completed the Suicide Mission, Zaeed can actually die here. Or you can
simply leave him behind (but thats one less member for the Suicide Mission)

Ignoring the workers results in a happy Zaeed who cheerfully executes Vido 
with dramatic finesse and pledges loyalty towards Shepard (and doesn't
require Charm options)

Completing the mission (with a happy Zaeed) unlocks not only his loyalty,
but his Inferno Grenade skill (which is basically a wide area Incinerate,
it seems almost pointless if you have Incendiary Ammo or Mordin with you)
Zaeed also gets an outfit, recolouring his merc armour in N7 colours to
honour the Commander (it looks better than his default in my opinion)

***/ KORLUS /***
	"... Try not to mention Virmire"
***/ RECRUIT: THE WARLORD		| Search Code: 13WAR  |  
* Difficulty Rating:	Medium
* Recommended Team: 	Miranda and Mordin

Korlus is home to the galaxy's largest recycling centre, so basically it
looks like a giant scrap yard (apparently the tourism has suffered as a
result). Bring Miranda and Mordin with you as they are the most useful team
members for this mission, as you would expect while trying to recruit a
Krogan to the team - there will be a lot of Krogan to fight through. Mordin
can use Incinerate to stop them from healing themselves while Miranda's
Warp will cause some good damage overall. Both abilities will destroy the
armour that the Krogan wear.

Firstly, upgrade Mordin's skills. Evolve his Incinerate to the Heavy
version for greater damage. Upgrade the Salarian Scientist skill to
Salarian Genius for improved shields, then add any remaining points to his
Cryo Blast technique. Don't worry about Neural Shock, it isn't overly
useful in Insanity and requires unlocking through Mordin's loyalty mission.

Once you've set-up, equip Incendiary Ammo and follow the path until you
reach some Blue Sun mercenaries. Use the cover provived and make sure your
squad remains in cover (as opposed to running at the mercenaries head-on
like idiots) - This fight shouldn't be hard at all.

Move on to find a wounded mercenary who you can have a friendly chat with.
You can either convince the guy to radio his team that everything is fine
or to tell them to go elsewhere, the result is never different. The merc
will tell you the Krogan your looking for, Dr Okeer, is in a laboratory
further ahead. Satisfied with the information, Shepard will allow the merc
to bleed out somewhere else.

More mercenaries wait around the corner, but again are easily disposed of
provided you take cover and fight. As you proceed around the debris, more
will appear on the bridge above you. Just past the bridge is a Medi-Gel
and a couple more mercenaries waiting on a balcony ahead of you. From the
balcony, take cover by a large pillar and use the sniper rifle to combat
more mercenaries in the distance. Make sure you command your squad to
stay where they are otherwise they will just run into gunfire. Move forward
when you've killed the visible threats, there should be three more mercs
hiding around the corner. Remember that no matter how far away your squad
is, their biotics and abilities will still hit a target if the aiming
cursor is lit bright red.

Past this area, a Krogan is battling more mercenaries. The Krogan isn't
hostile towards you and will actually help you fight. If left alone, he
will actually kill all of the mercenaries himself (although it takes a
long time to wait) - don't worry too much about the Krogan's health, he's
invincible. When the fight is over you can question him, finding out that
oddly he is only a week old and discovering Okeer is trying something
similar to what Saren did during Virmire on the original game. The Krogan
will clear the way for you and then walk off into the sunset. From here
the mission starts to get a little harder.

Enter the new pathway, a dead merc has generously left some money for you.
Move slowly down the slope, two mercenaries will run out and attack - your
best option here is to run back up the slope to avoid too much gunfire and
attack from relative safety. Command your team to wait on the slope and
then take cover by the corner. Use combinations of Warp and Incinerate on
the advancing Krogans, remain in cover for safety. The Krogan do not
usually wander further than this area, so the slope is a good retreat spot
if your starting to feel too pressured. If no more Krogan appear, leave
your team waiting at the slope - move slightly forwards into the area
and retreat back to the cover you were taking on the corner and repeat the
process. Many people seem to think the Krogan will constantly appear until
you reach the other side of this area, I know this isn't true however.
There just happens to be a lot of Krogan to kill thats all. Like all the
fights in the game, when the slightly dramatic music stops playing - then
all the enemies should be gone. If you prefer, you can set your team to
take positions in the area (avoid making them cover behind fragile crates
however) so that you can surround the enemy and slowy proceed forward.
Use the rightside paths for better cover as they tend to be raised higher
up (there is also a Medi-Gel on the right) Shooting a Krogan in the legs
will make him fall over, alternatively you can freeze with Mordin's Cryo

Collect the resources by the area's exit. You've pretty much beaten the
hardest part of the mission, the rest is relatively easy. Bypass the door
and head up the stairs to find more Medi-Gel, some Heavy Weapon Ammo and
a Sniper Rifle Upgrade. Before opening the door, set your team to stand on
the right hand side, then open and take cover on the left to avoid taking
damage by a group of mercenaries. Use the sniper rifle for the far away
targets, Miranda's Warp and Mordin's Incinerate should be useful (provided
they haven't ran outside and got shot down)

More mercenaries will appear around the next corner, but you will be safe
if you use the nearby cover. As you eliminate the mercenaries, more will
emerge from the door ahead of you. Just concentrate on sniper fire and
squad abilities, the mercs with shields are weakened by Miranda's Overload.
When it is safe to move on, ammo can be found at the back of the area along
with a PDA to hack for some money.

Enter the door, head up the stairs and take cover by the small ledge on the
right. This will allow good visibility of your enemies and safe cover for
you. Make sure your squad is safely positioned and repeat the similar
process of ability based combat. A Medi-Gel in the room to your left awaits

Set your team in positions to cover the next corner in a pre-emptive strike
against more mercenaries who will jump out as soon as you approach. The
mercenaries are fairly stupid and don't seem to take cover, making Warp and
Incinerate more useful as it can hit multiple targets. Inspect the nearby
corpse afterwards for another generous donation of money.

The corridor has a lot of mercenaries, but fortunately plenty of cover too.
Watch out for the missiles as they actually home in on you (making it
nearly impossible to dodge if you aren't in cover). Ensure your team is
safely covered, then retaliate with either sniper or assault rifle fire
(equip the Incendiary Ammo for better results) and use Miranda's Overload
to drop the mercenaries shields, allowing Mordin to strike with Incinerate
or (if the enemy is grouped together) Cryo Blast, if your lucky enough the
blast will freeze them all (creating easily destroyed targets)

The area previously guarded with reward you with some Heavy Weapon Ammo and
a wall safe containing a small fortune, futher along you will find another
dead mercenary with a hackable PDA for even more money.

Enter the door here and ascend another stairway (makes a change from the
constant elevators in the original I guess). More mercenaries are lined
in a large area. Squad position commanding is very important here, first
set them either close to you or behind nearby cover and strike the
mercenaries stood at the top of the slope. Once clear, turn the corner -
position your team either side of the corridor around this corner and
tackle the mercenaries approaching from the left. Focus first on the mercs
armed with missiles, sabotage any shields with Miranda's Overload and then
burn everyone else to a cinder with Mordin's Incinerate. When clear, move
ahead until the path branches left. Use the nearby L-shaped cover and
combat the mercenaries hiding above your position (keep the squad in their
positions). You should be able to spot a shielded mercenary through the
gaps of the stairs, Miranda's Overload will be unable to accurately pass
the stairs - so equip Disrupter Ammo, shot down the shield and then equip
Incendiary Ammo to finish him off.

When your able, move up the stairway and take cover by the balcony on your
right. Command your squad to join you on either side of your cover and
shoot the mercenaries below you (you can also spot some along the far right
side of this area, easily targeted by your squad's abilities). After you've
cleared the area, simply head down the slope by your right, take cover and
finish off the last two mercenaries in this place. The room exiting the
area has a hackable terminal rewarding you with money and some Medi-Gel.
(If Rana Thanopolis survived your assault on Virmire in the original game,
she will also appear here)

You will now arrive in Okeer's laboratory and meet the Warlord himself.
Okeer will recognise Shepard due to the events on Virmire, then explains
his creation of the "perfect Krogan soldier" who silently stands in a
giant pickle jar. You have the option to ask a few questions, eventually
your interrupted by the person leading the mercenaries; Jedore.

The lab will start to fill with poison and Okeers asks you fight off the
leader while he protects his specimen. As you leave the lab, bypass the
terminal for a Krogan Health Upgrade, then descend the stairs to confront
the Blue Suns leader. There is a useful tactic you can exploit at this
part, making this fight extremely easy. Position your squad by the door,
open it but do not go through it. From here you can shoot all the
enemies in the area without too much worry of taking damage (Plus get a few
easy ambush shots on Jedore who stands as an easy target). As a general
rule, all the enemies will stay inside the area and won't actually swarm
you this makes it even better considering that there is a Ymir Mech
patrolling the area. The Krogan will approach you one by one, remember to
retreat if needed. The upper stairway you came from has a good cover
retreat point.

Once the Krogan have been removed one by one, and the Ymir safely destroyed
via Disrupter Ammo sniper fire - enter the room to combat Jedore (who
will always remain at the far right area) use Miranda's Overload to remove
the shields, then hit with Incendiary Ammo, Mordin's Incinerate and
Miranda's Warp. Jedore is very easy to defeat when all alone.

EDI will cheerfully report Okeer rapidly dying from the poison, but
regardless of how fast or slow you are getting back the lab - the result
is always the same. Since it will be difficult to recruit a dead Krogan
to fight the Collectors, Shepard decides to take the super soldier Krogan
instead and the mission is complete ...

Aboard the Normandy, Miranda and Jacob argue over the safety of opening
the Krogan pickle jar. Head down to the Engineering Deck and open it
anyway. The Krogan, known as Grunt, is actually a reasonably valuable
recruit due to having the highest health and shields of any team member
you find (enhance this with the Krogan Vitality Upgrades)

When asked for Normandy upgrades, Grunt offers a unique Claymore Shotgun
(for use by only him considering the recoil would break the arm of any
other species ... apparently). It's good, but not really useful for
Insanity unless you have resources to spare.

Your next recruit should ideally be the Convict, found by travelling to
the Osun system in the Hourglass Nebula and boarding the Prison Ship

***/ PURGATORY /***
	"There was a hole here ... It's gone now"
***/ RECRUIT: THE CONVICT		| Search Code: 14CON  |  
* Difficulty Rating:	Medium
* Recommended Team: 	Miranda and Mordin

The Prison Ship Purgatory is run by the Blue Suns, yeah those mercenaries
you've been killing off throughout your adventures in Omega and Korlus.
Anyway, bring Miranda and Mordin with you again. As tempting as it is bring
Grunt, he just isn't as useful on this mission as you'll be up against a
few Mechs and shielded enemies (which Miranda and Mordin destroy easier)

Talk to the Prison Guard to start a similar exchange to one in Noveria from
the first game. Follow the Warden Kuril into the facility to pick up
Jack. He'll explain the set-up of the prison before sending you off to
collect your new powerful (and crazy according to Kuril) criminal recruit.

Optionally talk to the prison guard and nameless prisoner 780 if you want.
The main objective is to enter the Outprocessing Room located directly
ahead of you. Apparently Kuril has other motives (likely not impressed by
your earlier attacks on the Blue Suns) sending in a wave of mercenaries to
ambush you. Take cover by the desks and use the same basic methods used
during Korlus. Some Fenris Mechs will also show up, these should become
your first priority as they will cause a lot of trouble if they get too

Proceed round the left corridor and watch out for the Fenris that try to
ambush you (backtrack if needed). Along the corridor more mercenaries will
appear, the cover in this area tends to be slightly awkward but is possible
on the sides of the corridor walls.

Reach the end of the corridor to find a door, behind this is a technician
waiting to kill you (but if armoured waves of mercenaries couldn't, then
this guy seriously has no hope right?)

Pick up the Medi-Gel and resources in this room before finally activating
the security controls and releasing my favourite psychopath of the game
(who performs shoryukens on the Ymir guards)

Follow the destruction (examine one of the Ymir Mechs for a Damage Upgrade)
and enter the small corridor where some Heavy Weapon Ammo and a dead guard
is located. You should reach a large area which is literally falling apart
due to Jack's violent rampage, take cover by the bridge section - ignore
the mercenaries and focus on the Ymir (the mercenaries are shooting at the
Ymir too, use the up directional input to command your team to also focus
on the Ymir) and then try to finish off any survivors. Search the area for
a Shotgun Upgrade and a hackable PDA before leaving.

The next corridor has more Heavy Weapon Ammo and another dead body to loot.
Take cover by the nearby crates in the next room and prepare to fight off
more mercenaries (note the mercenaries hiding on the upper balcony). More
mercs will appear as you enter the main area.

Once clear, command your squad to take cover by the balcony on the stairs.
Move forward to make more mercenaries emerge from the area's exit, along
with a Ymir Mech. Allow the Ymir to slowly approach the slope and then
retreat to join your squad on the bridge. You should now have a better
advantage over the Ymir (which will probably try to go back and circle you,
but by this time you will have done a fair amount of damage to it). When
the Ymir is gone, the rest of the mercenaries are fairly easy to deal with.

Search the dead guard for spare change before leaving. The corridor will
continue tradition with more Heavy Weapon Ammo, Medi-Gel and money.

You have to finally face Kuril. Attacking him directly is pointless while
the shield generators are active. Instead, move to the low cover on your
left and remove the mercenaries in front. Miranda's Overload should easily
destroy the first generator seen in front of you.

Move to the upper left (command your squad to follow), the floor should
have "automatic" cover which lifts up at your approach. Use these to fend
off the mercenaries appearing in front of you and to destroy the second
generator. Move up the walkway until your fairly close to Kuril himself.
Equip the sniper and destroy the last generator and allow you to kill
Kuril. Regardless if there are mercenaries about, if Kuril dies the fight

After shoryukening the guards, Jack is obviously angry that there isn't a
wonderful scenic view from the window. Talk to her to negiotiate a deal
(it doesn't matter what you say) and she'll end up joining your team.

Jack will set her home in the Engineering Deck of the Normandy, away from
the Cerberus cheerleader. Asking her for Normandy Upgrades will allow an
L5 biotic implant which increases Jack's biotics by 20%. It's a useful
addition worth investing in.

Time to finally recruit Archangel ... This mission wasn't difficult as such
just incredibly annoying. But you'll see what I mean ...

***/ OMEGA /***
	"By day a simple C-Sec Officer. By night
             he is the Amazing Archangel!"
***/ RECRUIT: ARCHANGEL			| Search Code: 15ARC  |  
* Difficulty Rating:	Medium
* Recommended Team: 	Grunt and Miranda

For this mission bring Grunt (for basic tank needs) and Miranda (for decent
biotic support; although Jack is a good choice if you prefer). Set-up
Grunt by evolving his Krogan Berserker to Krogan Pureblood (which increases
his health regeneration slightly) The rest of Grunt's skills are optional
to upgrade, you will not be able to easily unlock his Fortification skill
during an Insanity run (it involves going toe to giant acid-spitting mouth
with a Thresher Maw). Miranda will be here for her usual Overload and Warp

Return to Omega and talk to our old friend Aria to begin the Archangel
mission, she will point to the merc recruiters that are literally a few
steps away from Aria herself. Speaking to the recruiter allows Shepard to
gain information on Archangel and the plan of attack from the mercenaries.
Depending on your gender, the recruiter will try to turn you away as
another one of Aria's strippers. As you leave, a kid will also try to join
the assault, you can either let him join and die or intervene and
potentially save his life (but it doesn't really change anything except
maybe your own guilty conscience)

Leave Afterlife through the main entrance and head right to find a Blue
Suns merc in front of a transit vehicle which will take you to
Archangel's base. There is no turning back once you leave, so make a
save beforehand.

On the arrival, the Batarian is impressed that the recruiter found some
freelancers who actually look tough for once (or scrutinises the kid if
you allowed him to join the mercenaries) and points out finding a person
called Cathka. Take EDI's advice and do everything you can to
sabotage the mercenaries assault plans, this will make the mission a lot
easier for you to complete. Both sabotage attempts are listed.

After passing Jaroth, the Eclipse mercs leader, enter a room found on
the left in the connecting corridor. There will be some dormant Loki Mechs
and a single Ymir in here. Bypass the Ymir's "friend or foe" systems and it
will fight for you during the mission (NOTE: you only get one attempt to
bypass otherwise you will locked out of the system. Save before Bypassing)

Leaving the Mechs, the next barricaded area past Garm and the Blood Pack
has a PDA for credit hacking. A nearby door can be bypassed to find a
Medi-Gel, some Heavy Weapon Ammo, another PDA for credits and a
SMG Upgrade. Another Medi-Gel can be found outside Tarak's and the Blue
Suns' room.

When talking to Cathka, take the Renegade prompt that appears to shock him
out of comission. This will delay the repairs to the gunship, essentially
weakening it.

After speaking to (and electrocuting) Cathka, the mercenaries assault on
Archangel's base begins. Remember the kid you allowed to join the assault?
Oh well. Anyway, strike the mercenaries ahead of you with assault rifle
fire equipped with Incendiary Ammo, utilise Miranda's biotics at every
moment and hit any unprotected merc with Grunt's Concussive Shots. The
mercs are shooting at Archangel (his health is displayed) so you have to
reach him fairly quickly.

Archangel is revealed as an old friend from Shepard's original team, our
favourite Turian sniper Garrus. When he hands you his sniper rifle, take
the Renegade prompt to get an easy early kill. A group of Loki Mechs will
attack, but are easily taken care of from your vantage point. Jack's
Shockwave will still hit from here too (if she is with you that is, the
Shockwave has potential to send enemies off the bridge edges and instantly
killing them. This is however the only part Jack becomes useful on the
mission) The Mechs are shortly followed by Eclipse mercenaries - who are
dealt in a similar fashion. They will then send out snipers, again -
easily destroyed by your own sniper rifle shots. Duck in cover to avoid
the missiles aimed at you. This wave is generally quite easy to survive.

Naturally, Jaroth is slightly upset at how his Eclipse minions are failing
so he sends in the Ymir. If you've sabotage it earlier, the Mech will turn
to attack it's fellow Eclipse comrades. Allow the Ymir to do most of the
hard work here, occasionally sprinkle with Miranda's biotics and serve the
finishing touches on the Ymir once the mercenaries have been defeated.
Finally Jaroth will try to deal with the situation himself, use Disrupter
Ammo or Miranda's Overload to break his shields then switch to Incendiary
Ammo and Warp to destroy his armour and health. Continue to pelt him with
this and he should fall easily.

Take the opportunity to go over to the bridge and collect all the dropped
ammunition from the mercs you've just killed, search the area for any
Medi-Gels and resources you may require and then regroup with Garrus
to begin the next wave of assault (Note that there is a Vindicator Rifle
placed on the sofa near Garrus and an Omni-Tool Power Upgrade downstairs)

The mercs will try an ambush in the basement of the base, forcing Shepard
to go and tackle them. Leave Grunt with Garrus (to ensure he survives
better) as Miranda's biotics will be far more useful for you.

On reaching the basement, you need to seal the shutters to prevent the
mercs from entering the base. The first is directly in front of you, on
activating the switch - take cover on the switch wall. Use biotics to
stall the approaching mercs as the timer counts down and the shutter slams
shut (Incendiary Ammo and Warp is recommended here as you'll be fighting
Blood Pack mercs; all of which are Krogan and Vorcha)

You have two options here, a shutter on the right and on the left. I
started by taking the left shutter. Equip the shotgun with Incendiary Ammo
(there will be a lot of close combat here). Beware of the Vorcha armed
with flamethrowers, they cause a lot of damage on Insanity. Try to get to
the shutter control quickly to prevent more oncoming enemies. Using
Miranda's Warp will prevent the Vorcha from healing themselves.

The right side shutter is actually harder to seal. The area you enter has
a lot of Vorcha, some Krogan and Varren. Take cover and use Warp to clear
away some of the enemies along with Incendiary fire. Try to proceed
forwards to reach the shutter, activate the control and then retreat back.
As soon as it closes, you will continue on to the next part of the mission.

Garm, the Blood Pack leader, will directly attack Garrus. So try to tackle
the Vorcha quickly with Incendiary fire and focus on the Krogan who is
walking up the stairs, when his shields have completely dropped - hit him
with Grunt's Concussive Shot and he should go flying off the balcony edge
(if your lucky) leaving you to go and rescue Garrus. Once you enter the
room, Garm will usually change his focus to you. Repeat similar procedures
as with the previous Krogan. Lowering shields and Warping his armour create
an easier fight. During my Insanity play, Garrus had half of his health
intact at this point.

This next part was the most insanely annoying part of the mission, and the
first time I actually failed during my Insanity playthrough of this game.
Not because I died, but because Garrus acts like a complete retard at this
point. He never takes proper cover and just stands idly soaking up damage.
It took several attempts to work out a solution, but I figured out that
once the mercs begin to rappel down the building (Garrus will state when)
you have to sprint to the room on the opposite side and shoot down the
sniper which is constantly shooting at our brain-dead Turian friend. From
here, tackle the rest of the mercs trying to breach Garrus's room. Biotics
will come in useful to disperse the mercs, while leaving Grunt with Garrus
will help to slightly improve his odds a little.

Thankfully the next part becomes slightly easier as Garrus is removed from
the fight. Now you have to focus on the gunship, you could try using the
Cain here to finish the fight in one single explosion (if you can survive
the gunship fire), but it is possible to take down the gunship without
using Heavy Weapons (and you might want to save the ammo for the next
mission). The gunship will move from window to window, use the two sofas
for adequate cover positions, shifting over as the gunship moves. At the
far side window - the gunship will usually drop a few mercs to make your
life harder. Allow the squad to hit the mercs while you concentrate on the
gunship. Once the gunship is destroyed, you will finally complete this
mission (and have new-found contempt against Garrus presumably)

Talk with Garrus on the Normandy (find him in the Crew's Quarters by the
the main batteries) to ask for the Thanix Cannon upgrade (which is required
to safely survive the Suicide Mission). After this, the Illusive Man will
request a chat - and the game (on Insanity) starts to get harder.

***/ HORIZON /***			| Search Code: 16HRZ  |
	"Assuming direct control of this guide"
* Difficulty Rating:	Hard
* Recommended Team: 	Grunt and Miranda

You will be forced to start this mission once all the available recruits
have been completed. Bring Grunt for tank needs again (there are a few
melee creatures on this mission) and Miranda (her Warp and Overload will
again be useful here)

The mission begins with either Ashley or Kaiden (depending who survived
Virmire in the original) doing what they do best. Being completely and
absolutely useless as they struggle to defend Horizon from the Collectors.
Nothing new then.

Dispite Mordin's ominous (and pretty hilarious) explaination of Seeker
Swarm protection, you will be safe from them for this particular mission.
Your first battle against the Collectors are fairly straight forward, on
Insanity these are the toughest enemies you'll encounter in the game. Use
the scattered crates for protection, break any Barriers with Miranda's Warp
and strike any unprotected Collector with Grunt's Concussive Shot. With
Heavy Warp, Miranda can potentially kill an unprotected Collector Drone in
a single hit. Equip Incendiary Ammo for your gun of choice, this fight is
just an easy taster of what's to come. The area contains some Heavy Weapon
Ammo and a datapad which can be hacked for credits.

Follow the set path and jump down to an area full of homes the colonists
previously inhabited. More Collectors will rain from the skies so use the
giant plant pots as cover and repeat the same methods as before. There will
also be Husks joining the fray, but it shouldn't cause much problem
here. Unlike the original game, the Husks do not have an electrical attack
(which makes things slightly easier) - a single Heavy Warp from Miranda
will remove the Husk's armour while Grunt's Concussive Shot will force it
to fall over, from this point it's easily beaten allowing you to continue
concentrating on the Collectors.

Afterwards, scan the area for a datapad giving you some more credits and
a dead Collector which will unlock a Damage Protection Upgrade for Shepard.
Inspecting the Husk will give Shepard nostalgic memories of Eden Prime.

I used the corner directly next to the Husk for safe cover on the next
part. The Collectors will not leave the area they are in, allowing some
easy sniper shots. Make sure your squad stays with you behind the corner
to avoid them being completely shot down. The last remaining Collector will
be stood in an area with explosive canisters, using Overload on these will
increase the explosion and damage. There is a wall safe and a Medi-Gel to
salvage before proceeding through the area where the Collector blew up.

You will now discover the colonists of Horizon do very good mime acts. The
upstairs building has a hackable terminal for money. Below is a new Heavy
Weapon; the Collector Particle Beam. It seems popular with a lot of people,
but personally it doesn't do enough damage and feels like a glorified
assault rifle - I prefer using the Cain which can kill everything in a wide
area with a single nuclear fallout.

Moving on, you'll meet another new enemy type; the Harbinger. On Insanity
you will learn to hate this guy, not because he's powerful - but because
he's just plain annoying. He tends to spam Hadoukens like a French Street
Fighter player, and these must be avoided at all costs to prevent a quick
death. The best way to deal with demon Ken is to eliminate all the minions
surrounding him and then destroy Ken, otherwise he will just assume direct
control of a nearby minion (giving it the exact same health and barriers as
before, effectively wasting your time and ammo) - of course this is easier
said than done (as I quickly discovered), Harbie will constantly walk
towards you and will not even bother using cover. The easiest way I found
to tackle this situation was to run up the stairway found on your right
and shoot the Collectors from a vantage point, allowing reasonable cover
to avoid the Hadoukens (Note that the slower moving Hadouken will explode,
making Shepard flinch and irritatingly jump out of cover - opening yourself
for a barrage of attacks. To avoid this, move along the cover in an attempt
to escape the blast radius) The only problem I had at this part was running
out of ammo for my weapons, you can try relying on your team (make sure
they follow you to the same cover spot) or attempt a quick suicide run to
collect the ammo the Collectors drop.

Once Harbie and the gang have buggered off, search the small building they
surrounded for some Heavy Weapon Ammo and then bypass the large door that
exits the area. You'll meet a Mechanic who is basically a total idiot
(there seriously needs to be a Renegade option to shoot him or something,
honestly here you are shooting the crap out of glowing hadouken throwing
insects and this guy is more concerned about the Alliance being to blame)
Collect the supplies and leave the coward to rot, annoyingly he will lock
the door as you leave - cutting off any safe retreat for the next area.

Honestly in all truth, there was no easy solution to this next part. The
Husks and Harbie will follow you everywhere you go, but most importantly
the Scions became my most hated enemy of the series - purely because they
were seemingly the only thing that could just easily kill me on Insanity.
Two hits from their Shockwaves and I was guaranteed a trip to heaven. More
aggravating is the fact the Shockwaves will ignore certain cover, meaning
you cannot hide perfectly. The only way I somehow managed to survive
this part was by running into the building on the upper left, using the
windows as a cover and shoot spot - occasionally jumping through the window
when the Husks and Harbie reached me, circling around the building whilst
shooting and then reclaiming my window cover before repeating the cycle.
Your squad will likely die often here (especially Miranda with her low
health) but unfortunately there isn't much you can do to prevent this.
I understand this tactic doesn't seem overly useful, but it was the best I
could do (and the only thing that seemed to work) - honestly, this entire
mission was a nightmare on Insanity (which you likely would agree by now)

If you manage to survive the madness (it only gets worse) scout the area
for Heavy Weapon Ammo, credits and a dead Collector which has a Biotic
Upgrade. If like me, you will likely be dangerously low on ammo too - so
it's worth searching for the scattered ammo in this area. Save the game.

Bypass the door leading out, but DO NOT enter the area. There is a very
useful trick you can take advantage of here. Stand by the left of the
doorframe, equip the sniper rifle. Aim the scope at the tall central pillar
and search the left, you should see the arm of a waiting Scion. Whilst in
scope aiming, Miranda and Grunt's abilities should hit the Scion (saving
you wasting ammo). It may not seem like you doing any damage, but persevere
and eventually the Scion will die, saving you from having to worry about it
when you enter the area (it will cause a lot of problems otherwise). Now
stand directly on the right side of the doorway, aim again at the central
tower and search the right to find another Scion and repeat the process.

Now you can enter the area. Usually, if you hadn't killed the Scions - an
army of Husks will attack, but with the Scions gone the Husks won't appear
(saving a lot of frustration). Search the area for Medi-Gel and Heavy
Weapon Ammo before hacking the computer on the central tower.

The first wave of Collectors will appear on the top right of the area. Use
the cover on the lower right to combat them, using previous methods as
before. The second will consist of Husks appearing on the left balcony and
Collectors attacking from the bottom left of the area, use the cover on
the upper left as the Collecters will remain here and won't approach you
(including old Harbie himself) Make sure your squad is in safe cover nearby
you (as they seem to be stupid and stand in the open a lot here)

After defeating the second wave, the Collectors send out a new beast known
as the Praetorian. This creature will focus it's attention exclusively on
Shepard and the laser it shoots is incredibly lethal. Use cover and circle
around the thing, allowing your squad to unload their guns on it (as they
have infinite ammo unlike you). The Praetorian will fall on the ground once
it's Barrier has dropped, but it will quickly recharge. It's possible to
beat this thing with usual weapons and your squad (although it will take a
long time), alternatively - try hitting it with the Cain once it falls
over for an instant kill.

The stupid mechanic will suddenly appear accusing you of letting the
Collectors escape (seriously Bioware... renegade prompt please?) and then
to make matters worse Ashley or Kaiden will show up (how did they escape
the swarms anyway ...?) seemingly upset that you hadn't contacted them
during your two year coma. Ashley/Kaiden will not join you out of mistrust
for Cerberus (frankly your better without them, they'd be useless for

Shepard will have another "tea and biscuits" meeting with Mr Illusive
(who remembers Armistan Banes from the first game? *hint*) who will explain
the events from Horizon and will forward three new possible recruits to
track down for your team.

At this point, Jacob will mention the team members trying to find closure
before the Suicide Mission (basically referring to the loyalty missions)
which will be available to take (all possible missions to complete during
Insanity are listed in this guide in the order I did them, but can be
completed whenever they are available). If you have the Arrival extra
content you'll also receive a call from General Hackett about it (but on
Insanity it's fairly difficult, besides its not even necessary for this
playthrough). The same applies with the Shadow Broker extras (as much as I
love Liara, this is also not necessary for an Insanity playthrough)

Jacob and Miranda's loyalty missions will now be available, both are
possible to complete on Insanity if you wish.

***/ ILLIUM /***
	"Famous for the Blue Man Group"

A planet that has a population majority of Asari, what's not to love? On
landing Shepard is greeted by a Concierge sent by former team member 
Liara, who insists Shepard reunites with her old friend. Liara is the point
of information for tracking down two new recruitment candidates on Illium,
but before that - take some time to browse the selection of shops for new

Serrice Technology sells a Biotic Damage Upgrade, a Medi-Gel Capacity
Upgrade and a Bypass Module for hacking. The Bypass isn't really needed,
save your money for the more important Medi-Gel and Biotic Upgrades. Like
the Citadel and Omega shops, talking to the merchant can gain discounts.

Baria Frontiers sells Star Charts, unlocking new galaxies to explore on
the world map. On Insanity, these aren't needed.

Gateway Personal Defense sells a Health Upgrade for Shepard, and two
weapon upgrades; one for the SMG and one for the Assault Rifle. All are
useful. Unfortunately, you can't barter for a discount here.

Memories of Illium basically sells decorations for your Cabin in the
Normandy. If you really want, resolve the situation with the Krogan
reciting (very bad) poetry to the nearby Asari to earn a store discount.

Once you've finishing shopping and looking at all the pretty blue ladies,
you can either go recruit a new team member or begin Miranda's loyalty
mission (which is easy even on Insanity)

***/ LOYALTY: MIRANDA			| Search Code: 17MIR  |  
* Difficulty Rating:	Easy
* Recommended Team: 	Miranda and Jack

(NOTE: Recommend caution if you have already completed Jack's loyalty
mission. After finishing Miranda's mission, the two will end up arguing
and force Shepard to take sides. With high Charm or Intimidate, you can
stop the fight and keep both loyal. Otherwise you risk losing the loyalty
of the one you didn't side with)

Loyalty missions are purely optional on Insanity (but do help later in the
Suicide Mission and new upgrades can be found during the missions) So
it's up to you if you do this. Miranda's mission is very easy though, even
on Insanity (I had to check my settings a few times just to be certain I
was still playing the game on Insanity - it was really that easy)

Even though Miranda and Jack clearly hate each other, they make a great
team combination. Miranda removes shields and armour while Jack sends
everyone flying everywhere with Shockwaves. With her Subject Zero evolved
to Primal Adept, Jack will recharge her biotics quicker than anyone else
on your team - making her Shockwaves more potent (especially if evolved
to Improved Shockwave)

Start the mission by talking to Miranda's contact in Illium, an Asari
called Lanteia (found near the Eternity bar) who with the magic of loading
screens, will take you to the cargo area. Here your welcomed by the gunfire
of Eclipse mercs and have a friendly chat with their leader, take the
Renegade prompt to kill the leader and half of his derpy team. Then clear
the rest out with combined biotics from your squad. They shouldn't be hard.

Along the next corner are more mercs waiting to be torn apart by biotics
and gunfire. Enter the elevator to proceed and Miranda will explain things
if your interested (making your elevator ride really long or short

The next area is fairly straight forward. The mercs will be on a side with
lots of explosive crates for Miranda to Overload, Jack's Shockwave will
generally scatter the mercs everywhere (if your lucky, even launch them
into the abyss of Illium). Another easy fight.

Make your way through the storage crates to find a Medi-Gel and an upgrade
for the SMG. Past the cargo are some Loki Mechs, easily swept aside by
Warp and Shockwaves. More mercenaries will appear on the right and are
fought in the same way as the previous mercs. When they have all been
thrown aside, check the area for a dead Eclipse merc for Medi-Gel Capacity
Upgrade and hack the terminal inside the storage crate for some money.

Two more mercs will try to ambush you as you move on, Shockwave usually
spoils their plan. Then around the corner, more mercs with some Loki will
try a similar ambush only to be foiled by Shockwaves again. There will be
yet another balcony side filled with mercs and explosive crates, repeat
tactics (basically spam Shockwave) and the mission remains very easy.

Check the storage crates for another dead merc who lends you money if you
hack his PDA. The other storage crate holds some resources. Check the wall
terminal for credits before leaving. Take cover by the crates in front of
you (make sure your team finds good cover) and prepare for some mercs to
barge out of the door ahead of you. Disable shields with Overload and hit
the mercs with gunfire, Warp and Shockwaves for another easy victory.

While Miranda is confused over the intercom chatter, check the area for
some Heavy Weapon Ammo and a Medi-Gel before using the door the mercs
appeared from for another chat with our favourite Cerberus cheerleader.

Miranda confronts the Eclipse leader Enalya who is being aided by former
friend called Niket (oh and an Asari gets flying lessons from Enalya). At
this point you can make Miranda kill Niket or let Enalya teach him how to
fly (either way, future prospects for Niket are bleak). Use the crates for
cover, place your squad at positions on either side to allow better
crossfire. Provided you pay attention and don't get flanked by the mercs
approaching on the right, this fight will end as easily as the rest.

Scavenge the area for a Medi-Gel before entering the elevator and finishing
the mission. Allow Miranda to actually speak with her sister or not, your
choice. Regardless, Miranda's loyalty is now ensured and her Slam ability
is unlocked (useless on Insanity however). Plus Miranda gets a nice new
outfit to mimic Catwoman (always a good thing)

***/ RECRUIT: ASSASSIN			| Search Code: 17ASN  |  
* Difficulty Rating:	Medium
* Recommended Team: 	Miranda and Jack

Of the three possible recruits to find, this is the easier of the three
(during Insanity). Bring Miranda for her usual shield breaking abilities
and Jack for violence-induced Shockwaves. There are a lot of ledges and
balconies for the enemy to fall in during this mission, Jack's Pull and
Shockwave will become very useful (if you haven't already, upgrade Jack.
the recommendation is detailed in the previous loyalty mission for
Miranda; search code 17MIR)

Locate and speak with my favourite Asari, Liara T'Soni in Illium who will
give Shepard information for the assassin's location. (Note Liara's
commando threat - its a reference to the same line used by her mother
Benezia during the original game)

Liara will point you towards Seryna who knows about the person your looking
for. Seryna will explain the assassin known as Thane Krios is currently
after her former employer Nassana Dantius (who if you may remember, was the
Asari that asked Shepard to "rescue" her sister in the original game)

Arriving at Dantius Towers, tonight's entertainment is in the form of
underpaid Salarian employees being gunned down by Loki Mechs and their
Fenris dogs. Remove the entertainers and proceed through the tower. The
room on the left has a Medi-Gel and some money to hack through.

Speak to one of the employees who somehow survived the attack. If you feel
nice, use the Paragon prompt to heal him. Otherwise let him bleed. Doesn't
matter (as long you don't get blood on your shiny N7 armour). Enter the
corridor (the glass is fun to shoot, but wastes ammo ...) Fenris, Loki and
Eclipse mercs will appear in the next room. Remain safely in the corridor,
tackle the Fenris first, then the Loki and then snipe the mercs. More will
appear as you enter the room, it's easier to backtrack to safe cover (make
sure you team follows to prevent them dying needlessly) and another wave
will appear when you near the exit (again, backtrack and keep your team
out of harm). Shockwave can travel through walls, so exploit this ability
by aiming roughly where the enemy is and striking. This will generally
force them out of cover and create easier targets to shoot down.

A metal walkway leads to the next room, which can get fairly difficult.
Here is how I fought through. Command your team to wait on the walkway.
Edge a little into the room for the Loki to appear and then back away to
the walkway. The door will shut if you move back far enough. Use this to
create "cover" between you and the Loki (two Medi-Gels are found behind
the door)

Enter the room once the Loki are gone, take cover by the connecting wall
and hit the mercs with bullets and biotics (return to the walkway if more
Loki get too close). Once clear, command your team to regroup. Take cover
by the balcony the mercs were hiding behind to get a better vantage of the
enemies in the next room. There will be a lot of enemies in this part and
Shockwave will cause a lot of needed destruction. Ensure the team and
yourself remain in good cover, the sniper rifle with Incendiary Ammo is
particulary useful here. If needed, backtrack to the previous room.

If you survive, check the area for a new Viper Sniper Rifle, some Heavy
Weapon Ammo and a terminal for credits. A nearby door can be bypassed to
reveal more Salarian employees, a Medi-Gel and some money.

Now you have to enter the elevator to leave - but be careful, a Krogan
bounty hunter and some minions will appear. Normally I'd set the team to
take positions on either side of the cover found in the room and then
I'd take cover by the central part in front of the elevator. However in
Insanity, you will struggle if you do this. Instead, while Miranda and
Jack complain about waiting for the elevator to arrive, backtrack until
your in the previous room. The Krogan will not follow you, allowing easier
sniper rifle shots and less frustration of being flanked by his minions.
Make sure the team stays with you, use Miranda's abilities to drop the
Krogan's shields and then use Jack's Pull to make him harmlessly float
and soak up all of your ammo. This fight is the only hard part of the
mission in my opinion.

The elevator ride leads to a small interrogation with an Eclipse merc. Use
the Renegade prompt and he will end up taking the express elevator down
the tower. I don't know if you can let him live on account that I always
use the Renegade prompt - it's just funny. Even Jack comments on Shepard's

Back toward the elevator is a datapad (which you can deliver to a Salarian
in Illium if you want). More mercs, Fenris and Loki wait in the next room.
The doorway can be used as a safe retreat spot. Once the Loki and Fenris
are gone, it's easy to combat the mercs by using the room cover.

Bypassing another door will introduce Shepard to a slightly paranoid
Salarian. The Renegade prompt will see Shepard casually slapping him aside.
The room contains a Medi-Gel and a PDA for money.

Some Heavy Weapon Ammo can be found by the radio terminal where Nassana is
yelling out polite orders to her minions. You can respond or ignore the
terminal, it doesn't make any real difference. The upper area has some more
Loki Mechs and some strong Asari vanguards (disabling their shields, you
can use Jack's Pull to make them fall off the ledge). Collect the Medi-Gel
and resources provided and turn the corner to find mercs and Loki. Using
Pull here will cause the enemies to go flying off the roof. Use the small
barricades for cover.

Find the dead merc ahead for lots of money (if you hack fast enough) some
Medi-Gel and a SMG Upgrade. The next area can become difficult and will
require good team management. Set the team to cover, strike the the Loki
which Miranda's Warp and launch them off the bridge with Jack's Shockwave.
From here, snipe the mercs and use biotics necessary (Shockwave and Pull
make great over-the-ledge instant kills). Move forward when clear, take
cover as soon as more mercs show up and repeat the tactic (leave the squad
in their positions for now). Then move forward, take the central cover
which is climbable (for the best vantage position) and command the team to
take positions on either side of the lower part of this cover. Ignore the
missiles for now and focus on the mercs.

When the missiles are the only remaining threat, leave cover and make your
way up the bridge, running from cover to cover (time it between the
missile shots to avoid being hit, leave the team where they are). More
mercs will appear on the balcony ahead, run so that your directly beneath
them. From here it's possible to aim a sniper rifle at the missile turrets,
use Disrupter Ammo and Overload. With the turrets gone, command your team
to join you and stay beneath the balcony. Use the stairs, walking up them
backwards, and hit the mercs with your weapon and biotics before retreating
back down the stairs. Repeat this to remove them, now you have better cover
to take out the remaining mercs and a tough vanguard. The vanguard will
always stand by the door, so focus on the mercs. Once the vanguard is alone
use the corner to strafe, hitting with Miranda's shield disabling biotics,
before returning to the corner to avoid damage. Finally enter the door once
the merc is down to reach the conclusion of this mission.

During you chat with Nassana (there's extra dialogue if you've met her in
the original) Thane performs the Mass Effect equivalent of Metal Gear Solid
CQC. Considering he's an assassin, I wonder if Thane is actually strapped
to an Animus somewhere?

Thane, a Drell (a new species introduced to the series) joins Shepard's
Suicide Mission purely because he's dying anyway. He will set up his
temporary home in the Life Support Room of the Crew's Quarters. Asking for
upgrades for the Normandy will allow a Probe Booster to be researched (it
isn't quite as shady as it sounds) which allows more planet resource
mining. Like Miranda's upgrade, it doesn't seem necessary (but I researched
it regardless)

***/ RECRUIT: JUSTICAR			| Search Code: 17JUS  |  
* Difficulty Rating:	Medium
* Recommended Team: 	Miranda and Thane

Thane and Miranda create a very devastating team with both their Warp
biotics combined. Evolve Thane's Warp to Heavy Warp to maximise this effect
and then evolve his Drell Assassin to Drell Marksman (increasing his weapon
power by 50%) finally add remaining skill points to the Throw biotic.

Speak once again to the lovely Ms T'Soni to learn about the Asari Justicar
Samara. She was being tracked by an officer called Dara who you will find
in the transport hub of Illium.

Dara will point you to the Asari police station. Talk to to locals if you
want, but it makes more sense to enter the station and speak directly to
Detective Anaya. Pick up the Medi-Gel and engage Anaya in conversation.
She will tell you Samara is dangerous (aren't all the people we're
recruiting? Be a little pointless to hire pacifists for a Suicide Mission)
and then she will direct to the crime scene where Samara can be found.

Enter the crime scene, optionally picking up the credits in the dead-end
alleyway. The fight against the Eclipse mercenaries in the small alley
can be awkward due to the space restrictions. Focus first on the Loki and
then fight off the mercs. Combined Warp from Thane and Miranda will
completely remove armour or kill an unprotected enemy.

Enter the door to see Samara dealing justice to the criminal gang. After
the short kill spree, Shepard will casually ask Samara to join the team
(as you do) just as Anaya arrives to arrest the Justicar for some retarded
Asari political reason. Leaving Shepard to complete Samara's mission in
her place and release her from custody.

Begin your investigation by interrogating the volus Pitne For, either
civilised and polite or via gunpoint. After further intimidation, Pitne
hands over a card that will allow you through the door on your right. He
also warns of the Eclipse Sisters and mentions he "accidentally" sold
poisonous merchandise to the mercs.

As soon as you arrive a Loki Mech will ambush (though Thane and Miranda
never gave it a chance). Open the nearby door to find Eclipse mercs and
discover Pitne wasn't lying about the poison. Stand near the poison clouds
for too long and you'll eventually die, it creates a new challenge of
trying to find safe cover but can also work in your favour as it poisons
the mercs (The toxidity level is represented). Stay in the area where the
Loki was for safety and snipe at the mercs. Use bait tactics to lure them
out and then retreat back to where you were to continue shooting.

When clear, wade through the toxic poisons and make your way to the next
room. There is a Scimitar Assault Shotgun to pick up here. Open the room
on the right to meet Elnora (who claims she's innocent), take no chances
and kill her. It may seem harsh, but you'll thank me later. A terminal in
this room has a Biotic Upgrade and some Heavy Weapon Ammo can be found
under the desk.

Make your way up the stairs to combat more mercs. The layout is fairly
basic here, provided you use cover and avoid staying around the poison you
should be fine. More mercs will appear as you near the far room, but should
not pose too much of a threat if you bombard them with biotics and gunfire.
The room has a Medi-Gel and some credits as your reward.

Move up the next flight of stairs to find yet another room full of mercs
(never realised how many mercs you have to fight in this game until I
started writing this guide). The stairs provide a safe retreat point as the
mercs will not leave this room. Basic tactics apply still, use biotics and
cover effectively. Try to remove the Loki before going after the mercs.

Search the Eclipse terminal at the exit of the room for credits, a nearby
Medi-Gel can also be collected. Follow some more stairs and fight more
mercs in a tight corridor, the corridor leads to an open area. Stay on the
left (collecting the resources) and take down the Loki and merc on the
upper walkway ahead of you. Use Thane's Throw to send them off the edge for
a nice easy kill (just like in the original game). Use the balcony cover
here and equip the sniper rifle, aim for the door seen in the distance and
use this vantage point to shoot the mercs that appear (send a squad member
over to bait them out if nothing is there)

Claim the Heavy Weapon Ammo and Medi-Gel in the room the mercs emerged
from. A terminal reveals that Elnora was actually the crime scene murderer
all along (see? deserved to die) and your team points out that the
Detective might be interested in hearing this.

Continue your investigation and shoot down more Loki Mechs. This next area
will see you having to fight a gunship in order to continue. This wasn't
nearly as hard as I thought it would be on Insanity. Command your team to
wait by the door you came through and use the cover near here. Warp will
damage the armour of the ship as will Incendiary Ammo. When the ship flies
towards you, return to the entrance where your team waits and fight off the
Fenris Mechs that the gunship deploys. The ship will then fly off back to
the other side and repeat this pattern until it is destroyed. Alternatively
you can always shoot it with the Cain for a quick, very easy kill. Pick up
the Medi-Gel as you leave, inside the next room is evidence incriminating
Pitne For and another Medi-Gel.

Meet Niftu Cal and fear his godly biotic powers like the lesser mortal
you are! Send this great biotic wind to fight off the mercs for you (purely
because it's just so funny) pick up the Medi-Gel along the way and witness
the volus striking a dramatic and powerful biotic onslaught against the
Eclipse leader Wasea.

The god decides to take a rest and let you handle the mission, you are his
minion afterall. Wasea will throw poison canisters at you, but this fight
was fairly easy. Stay in cover by the back of the room, command your team
to remain in safe cover on either side and hit Wasea and her mercs with
biotics, Incendiary Ammo and sheer cunning. Wasea will try to escape to the
upper level of this room, when she does - move forward and remain at the
bottom of the stairs. You can easily snipe her from here without taking
any damage. Once Wasea falls, the mercs stop constantly appearing.
Scan the area for credits and then examine Wasea's datapad to conclude
your investigation.

Shepard will return to the police station (here you can sell Pitne his
evidence for some credits, or hand it over to Anaya). Enter the station and
inform Samara of your investigation. The Justicar is suitably impressed (as
is Anaya who doesn't have to die now) and offers to join Shepard in terms
of noblity and such (Samara is alright but she just isn't Liara ...)

Samara can be found meditating in the Normandy's Starboard Observation in
the Crew's Quarters. Asking her for Normandy upgrades allows you to
increase the amount of fuel that can be held (it doesn't seem important for
surviving the Suicide Mission, but as always I researched anyway)

Before you run off to recruit more team members, it might be a good idea
to try completing a few loyalty missions. At this point, Jack and Mordin
were asking for Shepard and I still had Jacob's loyalty mission to complete
(besides, recruiting Tali is a fairly hard mission)

***/ AEIA (optional) /***	
***/ LOYALTY: JACOB			| Search Code: 18JCB  |
* Difficulty Rating:	Easy
* Recommended Team: 	Jacob and Miranda

Travel to the Rosetta Nebula and enter the Alpha Draconis system to find
Aeia where Jacob's loyalty mission begins. This is purely optional for
Insanity playthroughs, save the game before landing if you decide you are
unable to complete the mission. Jacob's loyalty mission is reasonably
easy. Bring Miranda along for her usual set-ups.

The Gernsback is easily spotted. Explore the wreckage for a few recorded
messages giving slight background information on what happened to the
crew and a datapad for hacked credits. Some salvage can be found at the
wreckage entrance, giving Shepard even more money.

The creepy radioactive man will inform Jacob of the situation. Move on to
meet a survivor, who you can save from being killed if your feeling very
generous. The hunters are basically like fighting mercs. Make sure your
team is set in good cover, otherwise they tend to run around in blind
panic and die often. Salvage some more spare parts here for credits.
The path ahead has a destroyed Loki to examine.

Shepard and the team will reach a settlement where they are seemingly
hostile towards Jacob (but I don't blame them really. Jacob is a fairly
boring character) and a few Loki Mech try to reason. With bullets.

Search the settlement for Medi-Gels and credits and then talk to the doctor
if you want. Jacob will learn some darker intentions about dear old dad
and then your free to blow up a Loki Mech to clear the path ahead (just
be away from the blast radius, explosions tend to hurt)

The path has a dead body to examine, you'll be attacked by a large group of
Loki at the top of the pathway. Use Miranda's Warp and Jacob's Pull
effectively, back down the pathway if things get too much. This will force
the Mechs to come to you one by one. Make sure the squad remains either in
good cover or at the bottom of the pathway. A lot of Loki will appear from
the area's exit, but they aren't infinite. Search the area for a Handgun
Upgrade and salvage for credits.

Continue following the path to reach a fortified area with more Loki. Some
nearby crates will also decent cover here. The final part now involves
fighting off some brainwashed guards and a Ymir Mech. Use the large central
wall directly by the entrance for better cover, try to concentrate on the
Ymir. The Mech won't actually leave this area, so you can also backtrack to
the original pathway and snipe it if you need to.

Collect some resources and examine the PDA for money. It's time to confront
Jacob's dad and end the mission, either by sending him to an Alliance
prison or by leaving him to die. No matter what your choice, Jacob doesn't
care and ends up loyal to Shepard. His Barrier ability now unlocks, along
with a better looking uniform. And they lived happily ever after.

***/ TUCHANKA /***	
	"Land of fearsome Krogan, terrifying Thresher Maws
                 ... and weird monkey things"

Welcome to the Krogan homeworld of Tuchanka, found in the Krogan DMZ of the
Aralakh system. At this point of the game, Mordin and Grunt were both
pleading for Shepard's help. Both missions take place in Tuchanka, so it
seems reasonable to do both at the same time. Be warned however, Grunt's
loyalty mission on Insanity is just that; insane. If your willing to take
the challenge, I strongly suggest creating a saved game before you start
so you can reload if the challenge exceeds your mortal capabilities.
(for a guide to playing Grunt's loyalty mission on Insanity, search 22GRU)

For time being, there are a few shops in Tuchanka where you can buy various

Ratch's Wares sells a Heavy Weapon Ammo Upgrade amongst other things. You
can get a discount if you help out with his pyjak problems.

Fortack's Database has an Assault Rifle, Handgun, Shotgun and Biotic
Upgrades on offer. You can't get a discount from the surly Krogan.

***/ LOYALTY: MORDIN			| Search Code: 19MOR |
* Difficulty Rating:	Medium
* Recommended Team: 	Mordin and Miranda

Loyalty missions are as always optional. Mordin's mission is fairly easy
(especially in comparison with Grunt's) Bring Miranda along for this one,
the mission will play out in a similar way to the Warlord recruitment.

Begin by talking to the Chief Scout on Tuchanka. He will inform Shepard
that Mordin's friend was taken by Blood Pack mercs and suggests you take
the truck. Doing so will lead you to a Krogan hospital of sorts, on arrival
you will encounter a new enemy called Klixon (basically creepy explosive
crabs) These things will constantly run at you like a Varren would, so
just move and unload your assault rifle on them. Cryo Ammo and Mordin's
Cryo Blast work fairly well on them. These things explode on death, but
freezing them before killing them prevents the explosion. Fortunately,
these are the only Klixon you'll see for this mission.

As you move on, Varren will join the fight along with some grenade launcher
armed Vorcha. The walls and nearby crates provide good cover for tackling
the Vorcha. The broken bridge ahead is slightly harder, but using the cover
provided helps with the Vorcha here. If the Krogan gets too close, you can
always backtrack to get out of harm's way. Remember that Warp and
Incinerate prevent Vorcha and Krogan regenerating health. The reward for
reaching the end of the bridge is a Medi-Gel and some resources.

Aim your sniper rifle left to take out some dangerous flamethrower Vorcha.
Now follow the linear path to find more Vorcha guarding a door. There is
an item here you can deliver to a Krogan in Tuchanka (the combustion
manifold) but for now enter the hospital facility.

Inside is a dead person who Mordin examines and questions the scientific
morals of the experiments conducted here. Some resources can be found to
the right at the bottom of the stairs.

Eventually you'll meet the very outspoken Clanspeaker (guess that's why he
is the Clanspeaker), using a Renegade prompt you can make him more of
Clanscreamer. Now all the Krogan and Vorcha in the room attack. It is
actually possible to go back through the door you came from, this makes
the mission easier on Insanity as the enemies will not leave the room.
Allowing you to snipe the Vorcha. When the Krogan reach the door, they will
just stand there waiting for you to return - essentially allowing you to
shoot them. (Just make sure you team follows to avoid having them die)
Check the room for resources and Medi-Gel afterwards.

Entering the experiment area, you can find resources and credits as well
as examine a terminal and a dead Krogan with Mordin. A nearby terminal
will award a Krogan Health Upgrade. Further along Shepard will meet a
Krogan who has been experimented on, clearly brainwashed. Beside him is a
PDA for money.

As you open the door to the next area, do not go through but instead use
the doorway as cover. Like before the enemies will not leave this room,
allowing you better vantage shots. Enter the room and the door will lock
however. Once all visible threats are gone, you will be forced to enter the
room in order to fight off the rest. Collect the resources on the far right
and then cross over the bridge to find a Medi-Gel on the wall. There are
large explosive crates here (as pre-warned by EDI), but get the timing
right and you can use them to blow up the Krogan and severely damage them.
Use Miranda's Overload when a Krogan is near one, don't waste them on the
Varren. More Krogan wait for you on the lower level, if needed you can
bracktrack and then snipe them at distance (Krogan generally walk slower
until they get close) the leader Weyrloc is also down here. His barrier
is destroyed by Warp, the armour destroyed by Incinerate. Then use Cyro
Blast and Miranda's biotics to defeat him, again backtrack if needed and
use the explosives to your advantage. Collect the credits and resources
scattered about and then finish off the mission by leaving the area.

A terminal unlocks a Heavy Weapon Ammo Upgrade. Inside the next room is
Maelon, Mordin's former assistant. His fate rests upon your Paragon prompt.
Regardless, Mordin becomes loyal and his Neural Shock ability is unlocked
(although it's of little use personally) along with a new outfit for Mordin
(which looks almost the same as his original)

***/ COLLECTOR VESSEL /***		| Search Code: 20COL  |
	"It's a Trap!"
* Difficulty Rating:	Hard
* Recommended Team: 	Miranda and Jack

After completing a set amount of missions, your forced into doing this
mission. Personally I found this to be the hardest mission to complete on
Insanity (the exception being Grunt's loyalty mission), until this point of
the game I had only died a few times in Horizon. On this mission I died a
lot (and my PlayStation3 controller has the scars to prove it)

There is no way to choose when you do this, your practically thrown into it
by the Illusive Man. Take Miranda and Jack, the Collectors have strong
defences which biotics can break through. Jack will work as a biotic tidal
wave, sending enemies of ledges and making life slightly easier. Make sure
you bring the Cain with you.

The first half of the mission is nice and peaceful (at least for a creepy
alien vessel anyway) collect some Medi-Gel (yeah Collectors use Medi-Gel,
who knew?) and examine a terminal for a rather startling revelation of the
Collectors' origins. After being suitably startled, check the nearby ground
to find a new weapon selection (only for new games however, not on import)
The choice ranges from a Widow Sniper Rifle, the Revenant Assault Rifle
and a Claymore Shotgun (all are supposedly too strong for a normal person)
You only get one choice. Depending on your class would depend on how I'd
recommend this, classes unable to use sniper rifles should take the Widow
which will allow sniper rifle use. My personal choice was the Revenant
Rifle was has since become a favourite mainstay throughout the series.
Further along are some Heavy Weapon Ammo and some resources.

Before heading straight towards the control terminal, take the corner that
branches off nearby to find a lot of credits. Then examine the terminal for
a Shield Upgrade.

Activate the command console to unleash hell. This part was a complete
nightmare on Insanity. As soon as you can, equip the Cain. allow the
platforms to land and wait for the platform with the Scion to allign with
the one in front of you, then fire to kill all the Collectors and leave
the Scion with barely any life left. Immediately move forward from the
cover spot and take cover by the platform ledge. This is the only safe spot
here (and it isn't perfect), now combat the remaining Collectors and
Harbinger (don't bother with team management here, they die regardless).
The only problem now is that you no longer have a working Heavy Weapon,
however you have just gotten past a bit that repeatedly killed me during
my playthrough (I really hate Scions). Get the timing right when shooting
the Cain to succeed (took me a few attempts). It may be possible to get
past without resorting to the Cain, although my controller was taking too
much of a beating to begin with - let alone trying to figure out how to
survive without a Heavy Weapon (my controller remains almost like a war
trophy oddly enough, reminding me how much I struggled here)

Once you've finally got past, check the platforms for dropped ammo and
some Heavy Weapon Ammo before activating the command console again. And
realising that this was a blatant trap set up by the Collectors and
possibly the Illusive Man (even though Miranda will deny this)

Follow the corridor-path-alien-thing and retrieve a Medi-Gel. The rest of
the mission is slightly easier than platform hell. Use the large doorway
for cover against a group of Collectors (they won't approach you) focus
on the minions and then kill Harbie (preventing him from controlling
another and wasting your likely depleted ammo reserves)

Further along, command your team to wait on the slope. Proceed forward to
draw the Collectors out and then hide by the left corner directly opposite
the slope. Use sniper fire (the small wall provides some cover) and
biotics. From here, the Collectors will not approach you. Occasionally you
will need to bait them out to appear and retreat to safe cover. Bear in
mind the Collector Assassin who is perched on a high vantage point at the
back right of this area, he will cause a lot of damage if ignored. Scan
the area for resouces, Medi-Gel and Heavy Weapon Ammo (not that I complain,
but why are these things on a Collector Ship?) Save before moving on.

This is the second hardest part of the mission. Like Horizon, you have to
fight off a Praetorian. use the upper balcony ledge for cover. First focus
on the Husks emerging from the door, then try to hit the Collectors that
move in (all the while avoiding the Praetorian). If you have enough Heavy
Weapon Ammo, use it to kill the Praetorian (there is Heavy Weapon Ammo
below the raised area) otherwise you'll have to play a deadly game of
tag with the Praetorian. As with Horizon the Praetorian will focus
exclusively on Shepard, move around the raised ledge to avoid it and shoot
it from cover. Moving in a circle around here provides the best cover from
it, eventually it will die (I used up my Heavy Weapon Ammo on the platforms
so unfortunately for me, I fought this thing off with low ammo assault
rifles and handguns). The door leaving the area will only open once the
Praetorian is defeated conviently (I tried running to the door before, it
didn't end well)

Go through the door EDI eventually unlocks and pick up the Tech Damage
Upgrade and some credits. The next part is another "stay back as far as
you can to avoid the enemy and snipe" set-ups. This time however, ensure
the team is safely in cover (near the door on the left corner) otherwise
Harbie will hadouken them to oblivion. More Collectors will appear on the
upper level, simply retreat and tackle like before. Then return and take
cover by the left wall to stay safely away from the Scion's stupidly
annoying Shockwave attacks. The Scion won't move, making this slightly
less stressful. Ultilise squad biotics and shoot the crap out of the thing.

The next part is very simple. Run through all the Husks, completely ignore
them (they will constantly appear and swarm you otherwise) to reach the
shuttle and finally escape this torture.

Naturally Shepard isn't too happy with Mr Illusive as he explains the
reasons behind his logic. He then explains that the Normandy needs an IFF
from a Reaper ship in order to pass through the Omega 4 Relay. After some
discussion with your team, your given a choice to either continue finding
new recruits or to go straight to the derelict Reaper. Personally I used
the opportunity to finish the recruitments and remaining loyalty missions
before I started the IFF mission.

***/ HAESTROM /***	
	"Find Tali ... Your getting warmer ..."
***/ RECRUIT: TALI			| Search Code: 21TAL |
* Difficulty Rating:	Hard
* Recommended Team: 	Miranda and Thane (or Legion)

(NOTE: This mission may be easier if you bring Legion with his AI Hacking
skills. However, you may have to forfeit Legion or Tali's loyalty missions
or be willing to sacrifice the Normandy crew. Either way, you may not get
that elusive "Nobody Left Behind" achievement. If you find yourself
struggling and don't really care about the achievement, then I would
recommend doing this mission when Legion is available, replace Thane with

Haestrom can be found in the Far Rim of the Dholen system. As demonstrated
by Mr Bug, the sun on the planet is very hot and likely to give bad sun
burn. Unfortunately Shepard doesn't have sun lotion, so try to stay out of
the sun and keep to the shaded areas. I like to call this the Vampire
Planet as a result.

Run through the first patch of sunlight to experience the effects, your
shields will drop quickly. Stay for too long and Shepard will be cremated.
Your team seem reasonably smart enough to stay out of the sun for this
mission, so you shouldn't worry too much about them (unless for some reason
you command them to a cover spot that happens to be in the sunlight)

The large locked gateway can be opened by the console in the nearby room.
There is also a Medi-Gel and a Geth who allows you to borrow his money.

Enter the new area to reunite with Shepard's old adversaries from the
original game (ironically I wished I had Tali with me, her AI Hacking was
my edge for the original Insanity game. Otherwise there is always Legion)
Geth generally have strong shields but low health, use Miranda's Overload
to remove the shielding and then they will fall easily to gunfire and
biotics. Clearing the first wave, keep left and use the balcony for cover
and to combat the Geth arriving from the door directly ahead. Use Disrupter
Ammo on your weapons.

Move to the right of the area where more Geth are hiding (and to find a
Handgun Upgrade), follow the ramp where a Medi-Gel awaits. Two more Geth
will be on the right, guarding the route you should ideally follow. Use
the shadows to move towards the large door where you annihilated an army
of Geth previously (there are resources to collect around the sunlight)

Proceed around the corner dispatching the three Geth as you do. Examine the
damaged Geth Hunter for some money. The Quarian here is holding a Tempest
SMG for you. Answer the Quarian radio to talk to Reegar who explains how
you should get to Tali.

This is where the mission starts to get hard. The Geth here will constantly
keep appearing until you manage to move forward. Beware of the Hunters and
their invisibility, dropping their shields will also disable this. Manage
your team well by placing them at cover positions to avoid be overwelmed,
move forwards when your able and take cover by the debris commanding your
team to follow. Your first target is a large warehouse found on the left of
this area. Place your team on either side of the doorway (either by the
doorframe itself or by cover in front) and prepare to take down a large
group of Geth until your safely able to enter.

The lower floor contains some Medi-Gel and one of Tali's journals (where
she references the Therum mission from the original game). Pick up the
first Demolition Charge and immediately head upstairs. Command your team
to take cover the door by using the nearby crates, then move forward to
have more Geth appear from the heavens. The back stairway can provide good
cover and a decent vantage point (it also has a Medi-Gel). The Geth Prime
is the biggest threat here, so try to focus on him before you disable his

One demolition charge isn't enough to clear the way, so you'll need to head
left from the warehouse and engage more Geth. The Destroyers are just as
dangerous as they were in original, except this time they are equipped with
flamethrowers. Remove them as piority before fighting the lesser minions.

Enter the room ahead to collect resources, Heavy Weapon Ammo and the second
demolition charge. As you as you pick it up, head out and take the ramps
to the second floor (make sure your team follows) from here you will have a
better vantage point for taking out the Geth which appear. Besides the two
Geth on the walkway outside, the rest of the Geth will not follow you up
here (so much for advanced intelligence). Use the window shutters to open
up cover and shoot positions for you and your team.

Once clear, place the demolition charges on the collapsed pillar and get
clear of the blast radius. This opens a new area with a crawling Geth
(melee it to save ammo) and a lot of items to collect including; credits,
an Assault Rifle Upgrade and another of Tali's journals to listen to.

Use the communications console to speak with Tali and update each other on
the situation. Tali will helpfully unlock the floor for you to continue on.

The next part can become fairly hard to pass. The easiest soloution I found
was to leave the team in the corridor by the stairs and then move into the
room, taking cover on the small crates ahead. Use Disrupter Ammo and
Overload on the Prime. Ignore the Drones, while the Prime is active, the
Drones will constantly appear. If you have Legion with you, you can use his
AI Hacking to hack the Drones and cause confusion. Hacking the Prime seems
pointless as the AI Hacking in this game gives the hacked enemy a shield,
so he will not take any extra damage - therefore wasting your skill use.
The Prime will move from one side the other, try to follow and keep up the
Overloads, Warps and gunfire on him. Once it falls, keep to the right of
the area to find a second Prime (who is dealt in the same way). Provided
you stay in safe cover, the Primes won't move towards you.

Use the shadows to reach the exit and the hardest (and final) part of this
mission. Activate the security console to unlock the door, and be welcomed
by the Geth Colossus. Remember fighting the Armatures on Therum in the
original game? Well this is just as hard, if not worse due to the Colossus
constantly recharging it's shields. Don't bother fighting it from here as
it's pointless. Enter the unlocked door and meet Reegar who informs
Shepard that the Colossus is basically stood in front of Tali's room. He
offers to cover you with his missile launcher, if you let him there is a
chance he will die. It's recommended that you force him to stay in cover
by using a Paragon prompt (he will become useful in a later mission if he
survives) The conversation is also quite funny if Legion is with you.

The best way to complete this part (I found anyway) was to stay in cover
near Reegar (command your team to take cover beside you) and shoot the
Geth descending from ahead of you (ignore the Colossus for now, but keep
on eye on it's attacks. The electrical cannon is capable of killing on
Insanity). When clear move forward and some more Geth and a Destroyer will
appear in front, retreat back to your original cover position and tackle
the Geth in the same way (the Destroyer will walk until it's directly in
front of you, but behind the cover it cannot hurt you). Now move along the
left side of the area once the threats are gone (avoiding the Colossus
attacks). On this side area, another Destroyer will appear. You can either
repeat the old tactic or command your team to join you and focus everything
on the Destroyer (both work well)

Make your way over the bridge (run because it's in the sunlight) and take
cover by the crates on the left (command your team to take cover by the
crates just behind you to cover the right side of the area) the Geth here
will constantly keep appearing, so try to push forward. Use the corner of
the large wall and you be directly in front of the Colossus. If Legion is
with you, use his AI Hacking on the minions to distract the Colossus while
you unload Disrupter Ammo on it's shields and Incendiary Ammo on it's
Armour. Otherwise, use Miranda's Overload on the shields and then combine
her Warp with Thane's to deal decent damage on the armour. When your this
close, the Colossus will not recharge it's shields. It may take a while,
but it is possible to destroy with normal weapons. Alternatively a shot
from the Cain would also work (but it seems more satisfying to destroy it
without Heavy Weapons, almost like a reminder to the Geth that I destroyed
them just as easily during Insanity in the first game)

With the Colossus gone, simply clear away the remaining Geth and scan the
area for Heavy Weapon Ammo, Medi-Gel and resources. You can even gloat at
Reegar if you want. Tali will unlock her door and agree to join the team
(and likely become even more dubious of Shepard if Legion is present)

Tali will tolerate Cerberus only because of Shepard. She can be found in
the Engineering Deck near Ken and Gabby. Asking Tali for Normandy upgrades
will allow a Multicore Shielding (vital for surviving the Suicide Mission)

Before I set out to the IFF Mission, I decided I'd use the time available
to complete everyone's loyalty missions and upgrade the Normandy. It's
purely optional of course, but it greatly increases your chances of success

***/ TUCHANKA (optional) /***	
	"I've beat Threshers before easily!
         ... What do you mean 'no Mako'?!"
***/ LOYALTY: GRUNT			| Search Code: 22GRU  |
* Difficulty Rating:	Hard
* Recommended Team: 	Grunt and Jack

(NOTE: This is the hardest loyalty mission to complete on Insanity. I'd
strongly suggest saving a separate game file before you begin so you have
the option of loading it if the missions proves too difficult. I would even
go as far as recommending avoiding this mission for Insanity playthroughs)

Bring Jack along as her Shockwaves are fairly useful for this mission (not
only that but her biotics recharge faster, making her a better choice)

Begin by talking to the clan chief. Depending on events from the original
game will depend who the chief is; either Wrex (your original Insanity
war veteran) or Wreav (Wrex's more aggresive but stupid brother)

Ask the chief about Grunt's condition and he'll clarify that it's basically
a Krogan form of teenage puberty. In order to become classed as an adult
(and join the ranks of Clan Urdnot) Grunt must undertake the Rite of
Passage (which in my opinion sounds too fancy for Krogan. "The Fight of
Pointlessly Random Violence" or something would sound better. Rite of
Passage sounds like something from a Bruce Lee movie)

Anyway, talk to the Shaman (... again Shaman? Krogan?) who is arguing with
Uvenk over Grunt's permission to start the Rite. With a Renegade prompt,
you can actually headbutt the Krogan (which is just funny in itself)

The Shaman will lead you the fighting arena. To begin, activate the
keystone - but before you do, take the moment to collect the scattered
credits from Krogan corpses. If your Heavy Weapon Ammo and your Medi-Gels
are full, leave the ones scattered about for when you need them later (and
you WILL need them later. Especially on Insanity)

The first wave of enemies are Varren. They appear from behind you (if your
facing the keystone) and aren't really difficult to fend off, especially
with Jack's Shockwaves. Once the beasts understand Grunt is worthy,
activate the keystone to begin the next wave.

The Rite throws Klixen at you, those strange exploding crab things. Ignore
the giant flying thing (it's just there to look atmospheric). The trick
here is to constantly keep moving. The Klixen are very dangerous up close
and can set you on fire, rapidly draining your shields. Even worse is that
their explosive death can cause a lot of damage to you, however if timed
well - it can seriously hurt any nearby Klixen too. Don't worry about ammo
either, it will keep appearing by the Krogan corpses. By using Cryo Ammo,
you might freeze the Klixon - if it dies when frozen, it won't explode.

Save the game before continuing. Activate the keystone again ... notice the
strange blue things in the ground? Remember the Thresher Maws in the
original game? Did you ever wonder what would happen if you stepped out of
the armoured Mako to fight it on foot? Well thats pretty much how it is
here. On Insanity, this thing will kill in seconds. Even worse, it can
destroy the cover your taking. Thankfully you don't have to kill it
(although it is possible) as you just set to survive it's attack for a
certain time limit (which may vary on certain difficulties) usually it is
about five minutes.

My best strategy? Run, hide, pray. The Thresher will pop up to say hello
on the left on right of the arena. Using the column for cover is pointless
as it will destroy it and leave you open to attack. Instead, use the stairs
opposite the Thresher. For example, if it rears it's ugly head on your left
then take the stairs down by the right. Take cover by the low wall and it's
attacks won't hit you. As soon as it disappears back in the ground, move
to the central area (by the keystone) then repeat the process until the
time runs out. Another alternative is to use the Cain and shoot the
Thresher, the problem here is that you need to survive long enough to shoot
it properly.

If you do manage to set the brute in radioactive nuclear fire or survive
long enough, Uvenk will show up to discuss Grunt's amazing feat (even
though you did all the hard work and shot a nuclear weapon at a giant death
monster). Fighting Uvenk and his hench-Krogan is a lot easier than fighting
the Thresher, use Shockwaves and hit them with Incendiary Ammo. If you have
managed to survive or kill the Thresher on Insanity, then a measly bunch of
Krogan have no chance.

With everything defeated, Grunt officially joins Clan Urdnot and becomes
loyal to Shepard. The Shaman gives you a Shotgun Upgrade too (not sure if
it depends on whether you killed the Thresher or not). Grunt's
Fortification ability also unlocks (an excellent choice for Shepard on
Insanity) and he receives a new outfit which looks a lot better than his
original version.

***/ CITADEL (optional) /***	
***/ LOYALTY: GARRUS			| Search Code: 23GAR  |
* Difficulty Rating:	Medium
* Recommended Team: 	Garrus and Tali (or Legion)

This mission is really easy to begin with, but the final part is difficult
as your forced to fight two Ymir Mechs at the same time. Save the game
before beginning the mission if it proves too difficult on Insanity. Bring
Tali or Legion along for their AI Hacking skills.

For Tali's skills, evolve her Quarian Machinist (I chose Quarian Mechanic,
but both seemed fine) and then evolve her AI Hacking to Improved Hacking.
Although a wide-ranged AI Hacking seems a good idea, it actually backfires.
For example, there are two Mechs - hack both and they just continue to 
attack you. Hack one and they will attack each other. Spend remaining
points on Tali's Combat Drone.

Upgrade Garrus's skills by evolving his Turian Rebel to Turian Survivor.
Upgrade Overload to Heavy Overload and spend the remaining skill on the
Concussive Shot.

Garrus's contact Fade can be found in the warehouses of the Citadel (on the
lower floors), Fade turns out to be an unlikely person. Use a Renegade
prompt to clear away Fade's lumbering mountains and find out that this
person isn't actually Fade (unsurprisingly). "Fade" will tell Garrus that
the Blue suns and Harkin (someone you may remember from the original game)
are involved. Take the Rapid Transit to the factories where you can
confront Garrus's problems.

Harkin will run off because he's a coward. The mercs are easily beaten.
Tali's Combat Drone can cause distractions, Garrus's Overload will remove
shields and his Concussive Shot will hit unprotected enemies.

Move on and collect the credits and Medi-Gel. Use Tali's AI Hacking on
the Loki (like old times). AI Hacking doesn't seem as good on this game
however as it gives the hacked enemy a shield, it seems to ruin a lot of
potential that the original game offered. Regardless, hack the Loki to
spread confusion and hit the enemies with gunfire. The crates will provide
some basic cover, use Garrus's Overload on the explosive containers to
clear away groups of Loki. The Loki will appear from the storage crates
on three sides of the area, so be careful. Collect the credits and
Medi-Gel and then continue.

On the next area, take the cover on the left. A cargo crate will descend on
the right and release some Loki Mechs. Use AI Hacking to confuse them and
hit the distant mercs with your sniper rifle. As you push forward, Loki
Mechs might drop down from the cranes. Once the mercs are defeated, the
Mechs will stop appearing. Collect the Medi-Gel, credits, Heavy Weapon Ammo
and resources before operating the bridge controls.

The next part becomes less easy due to the Ymir. Use the cover near the
opened bridge and fire at the mercs (make sure the team is in safe cover)
and use Tali's Combat Drone to distract them. Once the leader falls, the
mercs send in the Ymir. Due to shielding, the Ymir can not be hacked by
Tali, instead use the Combat Drone as a temporary distraction and hit the
Ymir with Disrupter Ammo and Garrus's Overload. Once the shields are gone,
you either hack it to attack the nearby mercs or fire Incendiary Ammo on
it. Make sure the Ymir is your primary target, it can easily kill you on
Insanity and will eventually walk directly in front of you (limiting your
options for cover). If you manage to survive, move on and collect the
Medi-Gel and credits before leaving through the nearby door. Here you can
find Heavy Weapon Ammo and more credits and Medi-Gel as well as some forged
IDs which become useful for a side-mission in the Citadel. Open the window
shutter to start a short conversation with Garrus if you like, then
continue through the next door.

Hack the terminal for a Sniper Rifle Upgrade. Use the ledges and cargo for
cover, hack one of the Loki to distact everyone and aim for the mercs
hidden behind the cargo boxes above you as they cause the most damage if
left alone. The Loki will keep appearing until they die too. Check the
right side for a datapad granting you money once the area is cleared.

Save before moving on. You now have to face two Ymir at the same time, so
in advance set your team to cover some distance away (try to set them up on
the upper platforms that you had to climb over) and then move ahead to make
the Mechs appear. Retreat back to your team once Garrus warns you about the
Ymir. Use Disrupter Ammo and Overload on one (the furthest to the back
preferably) until the shields disappear, then hack it to cause them to
fight each other. Disable the shields on the other Ymir while they fight.
When the Ymir reverts to normal, re-hack it to continue making them fight
each other. Eventually one of the Ymir will be destroyed. Use Combat Drones
to distract the final Ymir and strike with Incendiary Ammo. Provided you
were set far enough in cover, the Ymir shouldn't have reached you (due to
distractions of fighting each other). Be wary that Ymir can climb the
platforms to reach you (as I found out during my intial attempt). There is
also the option of blowing up both with the Cain, but personally it felt
like wasted Heavy Ammo.

Harkin will attempt a last minute attempt to stop you with two easily
destroyed Loki Mechs. Climb up the platforms on the left and reach the
conclusion of this mission. Garrus politely encourages Harkin to set-up a
meeting with Sidonis, the Turian who betrayed him in Omega. At this point
Garrus will leave Harkin a parting gift (unless you interrupt with a
Paragon prompt)

The meeting with Sidonis will result with the Turian gaining a third eye
or leaving unharmed (depending on your actions and use of Paragon prompts).
Allowing Garrus to act revenge on Sidonis or letting him walk alway will
guarantee his loyalty to Shepard (its basically a matter of your
preference) and unlock his Armour-Piercing Ammo, along with a new outfit
which looks slightly similar to the original.

***/ LOYALTY: THANE			| Search Code: 24THN  |
* Difficulty Rating:	Easy
* Recommended Team: 	Thane and anyone

Seeing we're in the Citadel, it makes sense to complete Thane's loyalty
mission too. Thane's mission is extremely easy, even on Insanity, because
it basically consists of talking and no combat. As such, it doesn't matter
who you bring with you as long as Thane is in your team.

Begin by talking to Captain Bailey at the C-Sec office. Bailey will point
out somebody called Mouse who you can find on the upper level outside the
Dark Star bar. After subtle interrogation or friendly persuasion, Mouse
will name Elias Kelham. Return and inform Bailey, who will set up a meeting
for Shepard and Kelham.

Thane will suggest plans for Kelham's interrogation, but if you have high
enough Charm or Intimidate - you can't really fail. If Shepard managed to
keep the Spectre status granted by the Citadel Council, you get a unique
dialogue choice which ends the interrogation within seconds. Regardless
I'm not even sure if it is possible to fail this, I've always had high
enough skill to Charm or Intimidate at this point (and on most playthroughs
I always remain a Spectre). Otherwise simply interrogating by normal means
seems to get results anyway (try using the Renegade prompts for easy

Next you have to follow the contact who Kelham kindly told you. This is
the only part of the mission where you can fail (and lose Thane's loyalty
as a result). But I've detailed the route you need to take, so it shouldn't
be a problem. From the maintainance catwalks you should be able to see the
Turian; Talid, your set to follow (he's easily spotted by his Krogan
bodyguard). Update Thane and he'll begin to move. Follow and head through
the doors in front you. Talid will walk in a straight line and begin
talking to more voters, Thane will ask for an update and you'll have a set
time limit to locate Talid and inform Thane.

Move around the corner of the catwalks and follow as your target enters the
next room. Go through the left doors and update Thane again as the two stop
to talk with each other. The Krogan bodyguard will enter a shop while Talid
waits outside (this usually seems to catch a few people out who didn't
notice Talid leaning on the wall) Update Thane again.

The two will run off after leaving the shop, follow the catwalks on the
left and enter the left doors. Turn left again to keep them in view. They
stop as the Krogan talks to a bartender as Thane asks for another update.

Enter the next set of doors and walk onto the central catwalk of this area.
Talid will meet up with more of the Krogan bodyguards and Thane will
require an update of this. Now enter the left door and you'll be stopped
by a maintainance worker, use the Renegade prompt to avoid being delayed
and exit through the next set of doors to continue the mission.

Now you get to confront Kolyat, use the Paragon prompt to disarm Koylat and
prevent him from executing Talid (Koylat's voice reminds me of Raiden from
the fourth Metal Gear game, but I don't think it's the same voice actor?)
Anyway, the two Drell will reconcile, Thane will become loyal and his new
(useless) Shredder Ammo ability will unlock. Along with a new outfit which
doesn't look any different to his original version in my opinion.

***/ OMEGA (optional) /***	
	"Afterlife has a VIP section?! and an
       Asari that kills by sex? How is that bad?"
***/ LOYALTY: SAMARA			| Search Code: 25SAM  |
* Difficulty Rating:	Easy
* Recommended Team: 	Samara and anyone

Like Thane's loyalty mission, Samara's is also incredibly easy even on
Insanity as it doesn't involve fighting, just talking. So it doesn't matter
who you have on your team as long you bring Samara along.

Omega's best source of information is Aria (and good reason to visit the
Afterlife bar). Aria will direct you to the apartment of the latest victim
from Samara's demon sprog (Its the door next to one where you started
the recruitment for Mordin). Here you can talk to Diana and examine her
daughter's room for clues (Nef's journal, her sculpture and the note under
the bed)

Find your way to the VIP area of Afterlife by going directly right of the
Omega Market and up the stairs. Tell the bouncer that Jaruut sent you and
he will let you inside. Now you'll be on your own. In order to grab the
attention of Morinth, you need to act like a complete jerk to everybody
you talk to (basically choose Renegade dialogue and prompts). If you fail
to draw Morinth's interest, the mission will fail and you will not gain
Samara's loyalty.

Speak to Vij (the first person you'll see on the left as you enter) to
learn about a particular band that Morinth likes.

Find a Turian called Meln who is harassing one of Afterlife's Asari. Tell
him to leave the Asari alone to end up beating him up.

Next find two Turians, Vertin and Huck who are sitting in a corner of the
area. With high enough Intimidate you can beat both up, or use Renegade
dialogue to incite them.

After this display of rebellious tendancies, Morinth will approach you and
ask for some time to talk in private, in the booth conviently hidden in the
shadows. During the conversation, choose the Renegade dialogue (the lower
options) to keep Morinth's interest. On the topics, select music and
mention Expel 10 (the band that Vij mentioned). Morinth will admit her
preferance for drugs, respond with Hallex. Next choose Art as a topic and
mention the Elcor artist Forta. As Morinth talks about vids, mention her
favourite show Vaenia. Lastly choose travel as a topic and claim you like
the danger, then choose either "power is strength" or "power is its own
reward" (both have the same result). Morinth is so impressed that she
invites Shepard to her apartment. (Note that if you talk about Justicars
or family, Morinth will get suspicious and you may end up failing the

When in Morinth's apartment, examine the Revenant Rifle on her wall for an
Assault Rifle Upgrade. Optionally examine the other items of interest in
the room to get comments about them from Morinth. Speak to Morinth when
ready. If you have high enough Paragon or Renegade, you can break through
Morinth's trickery and then have the opportunity to side with either her
or Samara. Otherwise, Samara will just kill Morinth. If you side with
Morinth, she will replace Samara and be loyal from the start. You can even
flirt with her and die a gruesome death if it really appeals to you.
Morinth gets the Dominate ability if you side with her and an outfit that
makes her look like Samara.

If Samara survives the outcome instead, she becomes loyal to Shepard and
her Reave ability unlocks along with a new outfit that makes her look like

(Note: For Insanity, it doesn't matter who you side with. It's basically
down to personal preference. Ability wise, Morinth's Dominate can be
more useful)

***/ MIGRANT FLEET (optional) /***	
	"Pretty sure I saw the USS Enterprise in there"
***/ LOYALTY: TALI			| Search Code: 26TLI  |
* Difficulty Rating:	Hard
* Recommended Team: 	Tali and Miranda

(NOTE: Recommend caution if you have already completed Legion's loyalty
mission. After finishing Tali's mission, the two will end up arguing
and force Shepard to take sides. With high Charm or Intimidate, you can
stop the fight and keep both loyal. Otherwise you risk losing the loyalty
of the one you didn't side with)

(Note: bringing Legion on this mission will completely change how the story
unfolds. Its worth trying just to see)

This mission can be hard due to the restricted space and cramped conditions
which cause the enemy to occasionally swarm your team. Bring Miranda for
her faithful Overload and Warp combination.

Travel to the Vallhallan Threshold and enter the Raheel-Leyya system to
find the Migrant Fleet, for the first time the series shows what life is
like in the Quarian flotilla. Tali will perform the basic security
protocols of the Fleet (explained the Ascension novel by Drew Karpyshyn)

Shepard and Tali will be greeted by Captain Kar'Danna who explains the
reasons for Tali's trial. Further along you will meet Shala'Raan, Tali's
aunt who tells Tali that her ship name of "Vas Neema" has been changed to
"Vas Normandy" by the Board conducting the trial.

The trial will begin, it's likely better to use the Charm and Intimidate
options to help Tali. After the revelations have been said, your tasked to
retake the Alarei from the Geth. From here you can talk to the Quarians if
you want (if you helped Veetor during Freedom's Progress and Reegar
survived Haestrom, they will both contribute towards Tali's innocence of
the trial) otherwise work your way through the twisting corridors from the
upper right of the area to find the shuttle and the Quarian guarding it.

Enter the Alarei and the team will be immediately attacked by Geth. Take
cover by the central crates and make sure your squad takes positions on
either side of Shepard. Use Tali's AI Hacking to cause some chaos between
the Geth and Miranda's Overload and Warp to disable shields and armour.
Equip Disrupter Ammo on your weapons for effective shield disabling. If a
Geth Hunter arrives, focus on taking them out. There will be two Hunters in
total. Search the room for a Medi-Gel, some credits and Heavy Weapon Ammo.

Enter a nearby room to find another Medi-Gel and some credits, plus a
Reaper Drone for Tali to examine. The monitor in the room opposite will
reward a Geth Shield Boost Upgrade if hacked.

In the next room, a Geth Hunter will appear alone. Use the cover on the
right or backtrack into the corridor. Use Miranda's overload and Tali's
Combat Drone while unleashing gunfire. The room has a lot of credits to
acquire. The upper level will throw more Geth at you (which emerge from
both of the doors), try to lower the shields of a Hunter and then use
Tali's AI Hacking on it to create a powerful ally to fight for you. Use
Miranda's biotics to aid combat and re-hack the Hunter when it reverts
to normal. Evenetually the Hunter will remain alone and should be easily
removed. If necessary, backtrack to the lower floor to force the Geth to
attack one by one. Collect the resources and Medi-Gel once your finished
and enter the door that remains open.

Examine the wall monitor to have Tali find out about the experiments on the
Alarei. The next area provides a nice balcony vantage cover where you can
re-use the friendly Hunter tactic on the Geth that emerge from the lower
door. Search the area for more credits and Medi-Gel afterwards.

Tali will recognise the Quarian that lies on the floor sleeping. The next
part is the really hard part. Do not go through the door as it will lock
you inside (basically trapping you in a confined space with a Geth Prime)
Instead, send out one of the squad to alert the Geth (or if your able to,
set a Combat Drone out) This will make them move toward the door and become
better target practice. Backtrack if needed, The Geth will not follow you
too far - making the fight somewhat easier. Pick up the evidence and the
team will automatically leave the Alarei to return to Tali's trial.

If you want Tali to be loyal to Shepard, do not present the evidence. The
Charm and Intimidate options allow Tali to remain as part of the fleet,
whereas not showing the evidence gets Tali exiled. Either way, Tali will
be grateful that her father wasn't incriminated and her loyalty is assured.
Her Energy Drain abilty is unlocked along with a new outfit.

(Note: presenting the evidence and proving her father was the culprit will
essentially fail the mission and lose Tali's loyalty)

***/ PRAGIA (optional) /***	
	"Break back into a prison and repeat Virmire?
                  Makes sense. Let's do it"
***/ LOYALTY: JACK			| Search Code: 27JAC  |
* Difficulty Rating:	Medium
* Recommended Team: 	Jack and Miranda

(NOTE: Recommend caution if you have already completed Miranda's loyalty
mission. After finishing Jack's mission, the two will end up arguing
and force Shepard to take sides. With high Charm or Intimidate, you can
stop the fight and keep both loyal. Otherwise you risk losing the loyalty
of the one you didn't side with - hence why I delayed this mission until
the last moment)

Ironically as with Miranda's loyalty mission, Jack and Miranda create a
good team combination. There are also a few Vorcha and Krogan on this
mission which Warp will become useful (alternatively you could use Thane)

Travel to the Nubian Expanse and find Pragia in the Dakka system. Make your
way through the rain and enter the abandoned facility. There will be a
terminal for you to hack before leaving to the next room. Shepard will
eventually reach a large area that is falling apart, thanks to Jack
according to her. There is a locked crate in the bottom right of the area
which if prized open will award some money. Continue through the area to
combat a few Varren, easily fought off. Use Shockwave to scatter them.
This mission will be easier with Incendiary Ammo equipped.

Find a Medi-Gel in the next corridor and optionally examine the security
console to see Jack's opinion. While Jack worries over a dead Varren,
bypass the nearby door for some resources. The debris strown area to enter
next will be filled with Vorcha, use the corner directly from the door you
enter for good cover. Warp will stop the Vorcha healing, try to focus on
the flamethrower armed cretins first and hit everything constantly with
Jack's Shockwaves. More Vorcha will appear from the windows on the left, so
use the small crates in the centre of the room for better cover and tackle
accordingly. Optionally hack the PDA for credits and leave.

Some Vorcha will attempt an ambush on a balcony ahead, use the cover on the
left or right of the corridor and hit with Incendiary Ammo and Warp. Use
biotics and weaponry to easily finish them off. As you approach the lower
level, more Varren will attack. Disperse with Shockwaves and remove like
you did previously. Some credits can be found in one of the rooms of the

The area with the two-way mirror holds a Medi-Gel for you. Enter the "bad
place" to find two more security consoles and a Biotic Upgrade by hacking
the Animus chair. Some Heavy Weapon Ammo can be found by one of the
security consoles.

The next part is the only real challenge of this mission. Ignore Kureck and
his Krogan for now, concentrate on the Vorcha. Once the Vorcha are cleared,
focus on Kureck - using Warp to break his barrier and armour. If you kill
Kureck before killing the other Krogan, it will make the fight easier. With
Kureck active, he will order his Krogan to try and flank you if one dies.
With him dead, there is no sense of leadership and the Krogan stupidly hide
where they were originally. The last one might move to intercept you, but
by this time it's too late. Using Jack's Pull on Kureck and the Krogan will
create a very easily killed floating target.

Jack will meet the new owner of the facility. What happens next depends on
your choice of dialogue. Jack will always do the opposite of what you
suggest (being the rebellious anti-authority person she is) but regardless
of moral choice, the facility will do an impression of Virmire and Jack
will be loyal to Shepard, unlocking her Warp Ammo and a new outfit which
leaves her slightly less naked than before (unsure if that's a good or bad
thing really)

***/ DERELICT REAPER /***		| Search Code: 28REA  |
	"We nearly died on the last ship we went on,
 and now we're going straight to another? Yeah that makes sense"
* Difficulty Rating:	Hard
* Recommended Team: 	Grunt and Jack

With all the recruitments and loyalty missions out of the way, there's not
much else to do except complete this mission. On Insanity, it wasn't nearly
as hard as I expected (not compared to the Collector Vessel anyway). That
doesn't mean it should be taken lightly however. Bring Grunt and Jack as
there will be a lot of melee enemies (in fact the majority will just be
melee enemies) and remember to bring the Cain to make the final part
incredibly easy.

To begin, travel to the Hawking Eta and find the Derelict Reaper floating
in the Thorne system. Enter to ship, the first half reminds me of the
generic setting of the original game (Garrus will even mention this if he
is part of the team). Search the area for money, Medi-Gels and recorded
logs for some background information before exploring further.

The mission becomes complicated, but nothing new there. Another log record
explains the insidous Katy. Husks will magically sprout from the ground
ahead, use the explosive crates to your advantage (until I played Insanity
I never even noticed there was a type of Husk called Abomination, these
things look like Johnny Storm on a bad day and will explode when killed)
Backtrack to avoid being swarmed, Jack's Shockwave will be useful as will
Pull which can force enemies over the ledge for easier kills. Very rarely
in Mass Effect does melee come into play, especially on Insanity, but on
this mission it becomes slightly more relevant. If a Husk gets close (very
likely) hit it with melee to either stun (so you can retreat and shoot) or
just pelt it until it falls. A lot more Husks and a few Abominations will
appear a little further ahead. Again, use explosives provided and similar
tactics to before. Another log will explain a scene from Silent Hill.

Moving on you will see two Husks shot by an unknown sniper (pretty sure I
left Garrus on the Normandy). Before your curiosity compels you to find
our mysterious friend, collect the resources, money, Heavy Weapon Ammo and
the Sniper Rifle Upgrade located on the right.

Be careful as you move to the next part as more Husks will appear. Note that
the Abominations explosions will damage any nearby enemies. Simply running
for the exit isn't really an option on Insanity (I tried) as the Husks will
attack while your trying to bypass the door. Going to the far end of the
area will unleash more Husks and one of those annoyling deadly Scions.
Resist the urge to use the Cain (save it for the final part), the safest
option I found here was to simply backtrack through the walkway, shooting
down the Husks as you go (the team will die at this point) the Scion will
eventually follow you to the walkway, but from a safe distance you can
destroy it with the sniper rifle and any remaining explosives. Your reward
if you manage to survive is a Medi-Gel, some credits and a Health Upgrade
for Shepard (If Tali is part of the team, you will get an extra cutscene

Enter the room without risk of interruption. The computer will state how
many days since a workplace death and Shepard will meet the unexpected ally
who help them before. This area is where the mission becomes very choatic
(Insanity is even more), to begin with - clear the first lot of Husks that
appear as you move forward. Stay within this area (to avoid the Husks
gaining more recruits), the shotgun with Incendiary Ammo will work fine but
I prefered to use the Assault Rifle (switching to sniper for long range
enemies). Jack's Shockwaves will help if you find yourself being swarmed,
try to run circles around the Husks while shooting (essentially keep moving
to survive) remember that melee, although not brilliant, is a good way to
break away from the Husks.

Proceed down the slope where more Husks will emerge, take down a couple and
retreat back to the main door (there will be a Scion making it's way to
you) try to clear away all the Husks before the Scion reaches you. Use the
cover on the left and right to combat the Scion and avoid it's annoying
Shockwaves, retaliate with Jack's Shockwaves and Grunt's Concussive Shots.
Provided your team remains alive, the Scion should attack whoever is nearby
(don't bother with team management on this mission, the Husks will end up
swarming them)

The basic tactic applies for the rest of this mission. Retreat, attack the
Husks and then focus on the Scions. A terminal with credits and some
Medi-Gel can be found at the top of the slope where the Scion came from.
Move further to engage another swarm of Husks, the reward here will be
another terminal for credits and some more Medi-Gel. At the bottom of the
slope, more Husks will attack followed by another Scion. Use the upper
area for a better vantage on the Scion, retreat and backtrack will killing
Husks and then finish off the Scion. Collect the Heavy Weapon Ammo and the
Shotgun Upgrade and push on through the area (not far now).

The next part has more credits and Medi-Gel waiting along with some needed
ammunition. Approach the split path carefully, two Scions will appear on
either side. Use the area where you previously collected supplies to snipe
the Scions, then repeat the same strategy of backtracking and shooting.
(The music on this mission seems so memorable after surviving Insanity)
More Husks will appear once the Scions are removed, but they aren't
infinite - so hold your ground until they stop appearing.

The final area has two more Scions and more Husks, making you rely on the
same methods as before. Using the sniper rifle, you can get a few early
shots on the Scions if your able. The team will comment on destroying the
Mass Effect Core (a signal to say "there aren't anymore enemies"). Collect
the Heavy Weapon Ammo and the Medi-Gel and then finally leave this area.

And you thought things couldn't get worse? After your new friend decides
to take a break, you will be swarmed by Husks and Abominations in a very
small area. Run laps around the area and constantly shoot and spam Jack's
Shockwaves, as long as you keep moving and avoid the main entrance (the
Husks seem to like it here) you should be able to survive the first wave.
Once the Core opens up, aim the Cain and blast it for a one hit kill which
will save you from having to fight more endless waves of Husks.

You now have the option to resurrect and recruit a new unexpected member
for your team, the Geth known as Legion (frankly the first time I played
this, I was half-expecting, half-hoping Liara or Wrex to fill the
suspicious blank spot of the squad roster. Instead we get the enemy we all
fought against in the original. I was as mildly surprised as I was
disappointed) But what seems really retarded is that Legion is kept in the
AI core of the Normandy (because that's not looking for trouble)

Asking Legion (and giving him permission) for Normandy upgrades will allow
a new Widow Sniper Rifle for Legion. If all previous loyalty missions have
been completed, then Legion will immediatedly inform Shepard of his own.
Considering you have to wait for EDI to install the IFF, it seems
reasonable to finish off the last loyalty mission.

***/ HERETIC STATION (optional) /***	
***/ LOYALTY: LEGION			| Search Code: 29LGN  |
* Difficulty Rating:	Hard
* Recommended Team: 	Legion and Miranda

(NOTE: Recommend caution if you have already completed Tali's loyalty
mission. After finishing Legion's mission, the two will end up arguing
and force Shepard to take sides. With high Charm or Intimidate, you can
stop the fight and keep both loyal. Otherwise you risk losing the loyalty
of the one you didn't side with)

(NOTE: As with Tali's loyalty mission, the story is slighty different here
if you bring Tali along with you)

Upgrade Legion's skills in a similar way to Tali's, focusing and evolving
his AI Hacking into an Improved Hacking. Make the Geth Inflitrator to
Geth Assassin to increase weapon damage and use any remaining points on
the Combat Drone.

Travel to the Phoenix Massing cluster and find the Heretic Station in the
Sea of Storms. Bring Miranda along for usual biotic support. After Joker's
pretty funny performance, Legion and Shepard will discuss the mission
objectives. On arrival, the heretics have generously left a Medi-Gel as a
welcoming gift.

The first room you enter will have lots of Matrix-styled green strips along
the floors, walk into these and you will set off an alert - causing all the
Geth to "wake up" and attack. The problem here however is that the Geth Hub
has to be destroyed to open the door, which in turn will likely wake up the
Geth. The best solution is to find a good cover position and then either
deliberately set the alarm and fight from safety or destroy the Hub  (the
explosion can cause some damage to the nearby Geth, use Miranda's Overload)
if your within range that is. The first room has a Geth Hunter and two
minions. Destroying the Hub will send them floating (as if Liara was here
using her Lift biotics) creating some easy kills. Salvage the hub for money
(Don't worry about the team setting off the alarms, they will never step on
them and will follow your path)

In the following corridor, Legion will point out the turrets that can be
hacked to fight for the team. At this point a Hunter and two minions will
demonstrate how this process works. Hack a minion for further distractions
and focus on removing the Hunter. The final minion shouldn't pose a problem

Another room with Matrix traps will appear, this time with two Hubs and
a Geth Hunter on each. Shoot the Hub directly in front (and take down the
attached Geth, note that these ones will not float when the hub is
destroyed) and take cover by the entrance of this room, when the other
Geth arrive - hack the minion and focus on the Hunter like previous.
After destroying everything, collect the salvaged Hub credits and continue

A couple of Geth will attack from the corridor, use the cover found on the
archways and hit them with AI Hacking and biotics. A Medi-Gel can be
retrieved from the room behind them. Proceed by making your way up the
sloped ramp where more Geth wait for you in another corridor.

Enter a large area and overide the turret seen in front of you to help
blow up a few Geth. Use the left-side cover and be careful of Geth that
will try to flank you by going left (move along the cover for the best
advantage) use Legion's hacking to create confusion amongst the Geth.
Follow the curve to a corridor to find Medi-Gel and Heavy Weapon Ammo.

Move down the slope, on the right are some resources. The left has the
door needed to progress further. Use the turret on the right in this room
to combat the Geth, use similar tactics to before (hack a minion and focus
on the Hunter). Hack the terminal on the left for a Geth Shield Upgrade.

Continue through the Station to reach another Matrix room. This one has
two hubs and three Hunters. From the slope, it is easier to set off the
alarm on purpose and force all the Geth to climb up to greet you. This will
avoid them surrounding you. Try to disable a Hunter's shields and then hack
it to cause some decent damage against the other Geth. Collect more salvage
and enter the unlocked door.

In the next large area refrain from hacking the turrets (they will explode
after a set time even if no enemies are nearby, basically wasting them) and
examine the main terminal. When the terminal begins the download, actvate
the turrets on the lower floor (you can only activate two at one time) and
assist through sniper fire and AI Hacking. Preferably try to prevent the
Geth breaching past the turrets and going up the ramps, otherwise you will
soon be outnumbered. Try to reserve the upper floor turrets for when the
Hunters begin to appear, activate them with they reach the ramps to provide
better support fire. The cover situated by each corner of the upper level
is the only relatively safe areas. If possible, hack a Hunter that has lost
it's shields to make things slightly easier. If needed, there is a Medi-Gel
by the terminal you activated. (Naturally this part is harder on Insanity)

If you manage to survive Shepard gets to choose if the heretics are
re-written or destroyed (either choice is good to be fair) and then Legion
will suddenly remember that the Station will set off electromagnetic
charges that will destroy all unshielded organics. Also adding that the
base is unshielded. So essentially you have to run to the Normandy and
dodge Geth within a time limit (which varies on the game difficulty) on
average this is three minutes.

Run through the door that unlocks on your right. Here was how I beat the
timer on Insanity, disrupt the shields of the first Geth you see and hack
it to attack the others. Shoot the others down and strike with biotics as
per usual (using various cover strown through the corridor as needed) and
finally remove your former Geth ally (preferably the one not called Legion)
Equip the Cain and aim at the wall just around the corner, it should kill
if not seriously damage the Geth Prime lurking around the corner - allowing
you freedom to run for the exit (I had just under a minute left doing it
this way, if your unsure the Cain killed the Prime, send out a Combat
Drone to distract it)

Regardless of how you chose to deal with the heretics, Legion will become
loyal towards Shepard (does anyone else find that extremely weird? A Geth
loyal to Shepard ...? Saren would be rolling in irony right about now).
Legion also unlocks his Geth Shield ability (works basically like Barrier
or Fortification) and a new outfit which makes Legion look more like a
heretic Geth.

During Tali and Legion's argument that inevitably happened after this
mission, I didn't have enough Charm or Intimidate to convince them to
to stop arguing (although my Renegade was practically full, Shepard even
had glowing devil eyes). I was forced to choose a person and I choose Tali.
However, speaking with Legion afterwards I was able to convince him I lied
to Tali - ensuring both of their loyalties.

All that was left now was the upcoming Suicide Mission ...

***/ NORMANDY /***			| Search Code: 30NRM  |
	"Good Luck! Break a Leg!"

After the IFF is completely installed, EDI will inform Shepard when near
the Galaxy Map in the Normandy CIC. For some strange reason, Shepard takes
the entire team off in a shuttle to a random unexplained mission somewhere
(I would like to find out what they were actually doing? Maybe having a
party at Afterlife before they start the Suicide Mission?)

For the first time in the Mass Effect series you now have control of
someone who isn't Shepard (the second time will be during the Arrival
downloadable). Follow the floor markers highlighted by EDI, due to a risk
of Vrolic Syndrome breaking the bones of Joker's legs - he can't run as
fast as Shepard would. There is no combat here however (Joker would likely
break something if he did), the aim is to get to safety before the
Collectors reach you.

Start by following the markers from the pilot seat to Mordin's laboratory.
Ignore the Collectors arriving in the elevator (the rest of the crew seem
capable of dealing with it). Use the crawlspace indicated in the lab to
reach the Crew's Quarters, take too long and the Praetorian staring at you
will kill Joker.

Make your way through the Quarters past the Scion dragging crew members
into the elevator and into the Medical Bay. From here, enter the AI Core
where Legion would usually be found. Keep moving to avoid the Scion
patrolling the Quarters. Activate the console controls to allow EDI to help
further in removing the Collectors.

Now you have to activate another console in the Engineering Deck. Leave the
AI Core via the crawlspace provided to reach the lower floor. You will end
up in the area that Jack usually hangs around, move towards the left stairs
and wait at the bottom - you will see the shadow of a Scion pass by. If you
move ahead now, it will end up killing Joker.

EDI will inform Joker when it is safe to move, when she does - move up the
stairs. The console your looking for is the same one the Tali would usually
be operating.

Conviently Shepard and the team will return to find Joker is the only
person left on board after the Collector assault. At this point, you are
given the option to go straight to the Omega 4 Relay to save your kidnapped
crew or complete any recruitments or loyalty missions you haven't done yet.
If you want the "Nobody Left Behind" achievement, I'd recommend you go
straight after the crew and enter the Relay. This way, everyone of the crew
will survive. If you complete a few missions before entering the Relay, the
crew will die (depending on how many missions you do, only Dr Chakwas will
survive or the entire crew will die)

Here you have the chance to talk to everyone about the Suicide Mission and
finish off any research you haven't already completed (there is no penalty
for resource mining and researching). Once your ready, it's time to finally
end the war against the Collectors ...

	"We nearly died on the last ship we went on,
 and now we're going straight to another? Yeah that makes sense"

Hopefully by now Shepard should have earned everyone's loyalty (although on
Insanity that can often be difficult, especially for Grunt) and you have
fully upgrade the Normandy's shields, armour and weapons (If any of these
aren't upgraded, a member of the team will die)

Shepard will discuss the plans of the mission with the Squad on board the
Normandy. The decisions you make here are crucial to the survival of the
team, select the wrong person for the task and they or someone else may
lose their life as a result. Fortunately you, I've outlined all the correct
choices and who will be suitable for each part.

***/ OCULUS				| Search Code: 31OCU  |
* Difficulty Rating:	Medium
* Recommended Team: 	Grunt and Miranda

The Oculus fights in the same way as a Praetorian, except its easier to
avoid and doesn't always exclusively attack Shepard. For Insanity, I used
Grunt (for defensive strength) and Miranda (to disable any shields and

This fight is set in two parts, in the first half - using the cover
directly in front of you will keep you save for duration. Use Miranda's
biotics to break down the Oculus's protection and hit it with assault rifle
fire with the right Ammo equipped (Incendiary for armour etc). Hold your
ground and make sure the team stays in safe cover by commanding them and
the first half of this fight will be easy. The Oculus will frequently leave
the cargo hold through the sides of the ship and reappear on the other side
(but for now, your cover is the safest position)

Once Joker announces he needs to clear a debris field, the second half of
the fight begins. Listen to the team's advice and unleash the Cain on the
Oculus for a quick and easy kill (make sure your not too close to the
blast to avoid being killed yourself), do not worry about Heavy Weapon Ammo
as it will be fully replenished later, even on Insanity. It is actually
possible to destroy the thing using normal weapons (I managed to, only
because I didn't realise my Heavy Weapon Ammo would replenish straight
after). If you want to fight without risk of blowing yourself up, use the
cover on the left and right sides of the room, adjusting cover depending on
the side that that Oculus appears from. Your previous cover will be unsafe
now as the Oculus will circle around to you. Use cover to keep a distance
between you and it and concentrate using Miranda's biotics and Incendiary
gunfire. Allow the team to find their own cover, commanding them to stay in
one position will result in them becoming a sitting target for the Oculus.
On Insanity this fight is easier than you might expect.

(NOTE: If using the Cain, try to aim the shot to hit the wall behind the
Oculus. The blast radius will still kill and it usually avoids having 
Shepard dying in the process)

Once the Oculus is destroyed, Shepard will arrange another staff meeting
and discuss the plan of attack. This is where the crucial choices start.
The first choice is the to select a tech expert to infiltrate the
ventilation shafts. Choosing either Tali, Legion or Kasumi will see the
task performed correctly.

Next you have to select a person to lead the secondary assault team. Choose
either Miranda, Jacob or Garrus for this.

***/ INFILTRATION			| Search Code: 31INF  |
* Difficulty Rating:	Hard
* Infiltrators:		Tali, Legion or Kasumi
* 2nd Team Leader:	Miranda, Jacob or Garrus
* Recommended Team: 	Grunt and Thane

(For this part I used Legion as my inflitrator and Miranda as leader)

With the teams set-up, Shepard enters the base to begin the final assault.
On Insanity I used Grunt and Thane on this part (although Miranda can be
used instead of Thane if you prefer), Grunt was the muscle and defensive
strength here as there will be a lot of Collectors to contend with. Thane
was used to break down protection using his Warp ability.

This area can be hard on Insanity if the Collectors are fought without
thinking. Your objective is to reach the eight ventilation valves, to make
your progress easier - shoot down the minions and try to leave Harbinger
and his hadoukens for last (it will prevent him from constantly
controlling everything, effectively wasting your time and ammo). Note that
activating a vent valve will auto-save the game, so if you die (likely on
Insanity) you will restart from the last switch you activated (which makes
this part slightly more bearable)

To start with, make your down the corridor, keep to the left passage for
safer and easy navigation. Note that you don't have to kill every enemy,
your target here is to reach each checkpoint before your infiltration
specialist suffocates in the ventilation shafts. Activate the first valve
that the left pathway directs you to.

The second valve will be protected by Harbinger and his mates. Try to
remove the minions and then hit Harbinger with Warps and Incendiary Ammo
to stop his hadouken spamming, hit the second valve and push forward.

The next valve is literally a few steps away, again more Collectors will
appear with Harbie at the lead. The easiest way I did this on Insanity was
to shoot the minions and pretty much run past Harbs, activating the valve
and running ahead to to next one. The fight can be tackled like before, but
it was just an easier method and prevented the inflitrator from suffering
too much.

The fourth valve will be around the corner. Take cover by the next corner
and open fire on the Collectors here. Once the minions were gone, I ran
past Harbinger again and moved directly toward the fifth valve. Using the
cover nearby to quickly remove the Collectors and contining my marathon
up to the next corner to activate the sixth valve.

More Collectors will ambush you around the corner and then try to regroup
with the others guarding the seventh valve, giving some time to shoot them
in the back as they do (all is fair in love and war right?). Use the floor
edge for cover, from here you should easily see the seventh valve. Fight
off the Collector Assassin with your Drell Assassin and activate the
seventh valve.

As for the final valve, I simply ran at it and activated it. As soon as
you do, the next part of the mission plays out. Provided you chose the
right specialists (and they were both loyal) they should survive the ordeal

The team will discover the colonists of Horizon, along with the crew of the
Normandy. If you went straight through the Omega 4 Relay after the Normandy
attack, the crew should all survive.

Shepard is now tasked with more decision making. A biotic is needed to pass
the Seeker Swarms, selecting Samara (or Morinth), Miranda or Jack will work.
Then select another leader for the diversion team; either Miranda, Jacob
or Garrus.

Next, in order for the Normandy crew to safely escape they will need an
escort. The escort will be permanently removed from your team for the
duration of this mission. Send Mordin, he's the only who seems capable and
for some reason always dies if he is kept on the team (regardless of

***/ SEEKER TUNNEL			| Search Code: 31SKR  |
* Difficulty Rating:	Hard
* Biotics:		Miranda, Samara/Morinth or Jack
* 2nd Team Leader:	Miranda, Jacob or Garrus
* Escort:		Mordin
* Recommended Team: 	Grunt and Jack

(For this part I used Samara/Morinth as biotic and Garrus as leader)

Follow your selected biotic specialist and stay within the protective field
to avoid a fairly fast and painful death (the team seems smart enough to
stay within this protective barrier, so don't worry about them too much)
There will be a lot of melee enemies here (just like the IFF Mission), so
I used the same team as I did for that mission (considering they proved to
be good against these things). The biotic will ask if your ready to move on

The first fight will take place and your biotic will take cover by a small
balcony edge, take cover beside them and shoot the Collector minions. Try
focusing exclusively on the minions before killing old Harbie for the
thousandth time (he never learns). Harbs will likely try to flank you by
moving up the walkway, but he will stop near the corner allowing you free
space to strafe, shoot, cover and repeat. Once clear, inform your biotic
that your ready to move on.

Some Husks and Abominations will appear ahead, use Jack's Shockwaves to
clear them (hopefully enough will send them flying over the edge). Use the
Abominations explosive deaths to kill nearby Husks, if they get close hit
them either with melee, Grunt's Concussive Shot or Jack's Shockwave. They
shouldn't really pose too much of a problem.

The next part was the hard bit. The cover here is not perfect and the
Collectors will hit from most sides, not to mention Harbinger returning
with his cheap hadouken spam. Try to clear out the minions first (to avoid
Harbs continually respawning) and then fight Harbs. You may need to circle
around the main cover area to keep a distance between him and you. Refrain
from resorting to Heavy Weapons, save it for the next part (it's likely on
Insanity that you will have to fight Harbinger twice here to safely survive
and proceed. Tell your biotic your ready to go once everything has gone and
equip the Cain (Heavy Weapon Ammo will replenish at the start of the next
section, so don't worry about wasting the ammo)

On the next corner, a group of Husks, Abominations and Scions wait for you.
Carefully aim the Cain at a Scion to hit the entire lot and save loads of
stressful hassle (especially on the Insanity difficulty) otherwise the
Husks will tend to swarm your position very quickly, along with the Scion's
irritating Shockwaves - you'll die relatively quickly.

Again, tell your biotic your done. The next part is easy, just follow the
biotic and shoot down the Husks that appear. Your biotic will eventually
break into a run for the exit - and it's probably wise to keep up.

If your biotic happens to be loyal (and you selected the right one) they
will blast the entire corridor and destroy all the Collectors pursuing you
(otherwise one of your team might go on a journey with the Seekers)

If the leader you selected was loyal, they will also survive the ordeal
(they may show sign of injury, but they will not die)

Now you have to take the final part of the mission, carefully selecting a
team. To ensure the team survives, take the weaker squad members with you
(such as Tali, Thane, Miranda or Kasumi)

***/ PLATFORMS				| Search Code: 31PLT  |
* Difficulty Rating:	Easy
* Recommended Team: 	Miranda and Thane

(NOTE: Heavy Weapon Ammo will not replenish after this point, so try to
conserve it for the next and final part of the mission)

This part is set-up just like the platforms from the Collector Vessel,
however it is a lot easier this time round. This is actually the easiest
part of the Suicide Mission during the Insanity playthrough, and here's
how to make it incredibly easy to survive:

Stay on the platform you start on. The enemies will never approach you,
even our old nemesis Harbinger. The sniper rifle will be excellent for this
part, equip with Incendiary Ammo and use the combined might of Miranda and
Thane's Warp to crush everything.

The first group of enemies will appear on the right of your position. Stay
in cover and you shouldn't have many problems. The next will appear in
front of you (Harbinger may appear at this point), focus on the minions
before taking down Harbs once again. Note that Thane's Throw can instantly
kill unprotected enemies by sending them off the platform edges.

The third group will side up on the left of the platform that just arrived.
Keep up the same tactics. Another platform will connect in front with more
Collectors to easily kill like before.

The final platform will have Abominations and two Scions. Staying on your
original platform, they won't even move to intercept you. Use Adrenaline
Rush and line up sniper headshots on the Abominations, hopefully their
deaths will cause moderate damage to the Scions. Then snipe at the Scions,
re-use Adrenaline Rush once it has recharged to easily kill them without
even having to put up with their cheap attacks (It's easier to aim by
simply standing out of cover) - you'll know the enemies are defeated once
the dramatic (and in one of my favourite) battle music ends.

Now simply use the control console to reach the game's finalé.

***/ REAPER-HUMAN LARVA			| Search Code: 31LAR  |
* Difficulty Rating:	Medium
* Recommended Team: 	Miranda and Thane

As the fight starts, immediatedly take cover on the far left platform. From
here you should have a good vantage point over the entire area and be safe
from the majority of attacks. The enemy will attack in a set pattern of
waves. The first will be directly in front of the platform I used for cover.
(Make sure you order your team to follow, on this part they tend to act
really stupid and seem to always charge right into the enemies)

Use Miranda's Warp to destroy armour and then make Thane Throw any
unprotected minion off the ledges for easy kills. Combine Warps on the
Harbinger and remain in cover to avoid his hadouken spam attacks.

Once the wave is gone, the giant tubes on the Reaper will temporarily lose
their defences. Use the handgun and Adrenaline Rush, you should easily be
able to destroy at least two of the tubes with good aiming (even on
Insanity) if your lucky you may even hit the third (Avoid wasting the
Heavy Weapon Ammo at this point)

Another platform will arrive on the right, clear the Collectors once more
and then repeat the Adrenaline Rush attack on the last Reaper tubes.

The Reaper will seemingly "die" and Shepard will begin setting up the
detonation of the base (although the Illusive Man may try to persuade you
otherwise - the choice doesn't really matter right now)

The Reaper isn't quite dead yet. Return back to the platform you were
originally using for cover (and ensure the team also take cover). The
Reaper will shoot a red beam that disables shields and stops them from
regenerating temporarily, another couple of hits and your dead. So try to
stay in cover before it shoots (you can time this by listening to the
humming charge noise it makes). Equip the Cain and wait for the Reaper to
re-emerge from another part of the area, aim roughly at it's body to hit
it (it's head can be too jerky someones, I once missed a shot purely
because it twitched slightly over. Aiming at the body guarantees a hit).

This should cause a lot of damage to it. Now aim at the obvious glowing
weakpoints; the eyes and the stomach. The handgun does surprisingly good
damage here (especially if upgraded through research), otherwise the
assault rifle is good (but inaccurate and wastes ammo).

The Collectors will also return to aid their metallic friend. Killing
Harbringer will make him drop some ammo - Heavy Weapon Ammo included. So
you can either try honouring Kirahhe by "holding the line" at your cover
and focusing on the Reaper (the squad can deal with the Collectors) or you
can combine your might against Harbinger (who is actually quite annoying
in this part) and collect enough Heavy Weapon Ammo to pull off another
Cain explosion to finish off the Reaper. Personally I found it easier to
hold the line on Insanity, but it's really up to you.

If the Reaper happens to smash the platform your on (for some reason I
didn't die. Maybe a game glitch?) find nearby cover and continue (just try
to keep an eye on Harbs who will try to flank you)

Eventually the Reaper should fall after some patience, allowing you to
watch the base go boom while Harbinger laments on your victory. If your
team members (the one who helped fight the Reaper) are loyal, they should
survive. If somehow you only had two team members left by the end of the
game, then Shepard will actually die trying to jump to the Normandy. This
isn't actually a fail, it's just an alternate ending and you'll still get
the Insanity achievement if you beat the game throughout on that setting.

If you trying for the "Nobody Gets Left Behind" achievement, it should
unlock after the conversation with the Illusive Man (it's Bioware's attempt
to create tension over your team's survival). If there are no coffins, then
the achievement will unlock. If there are coffins however, then it could
be that you selected the wrong specialist for a certain task (against all
my wonderful advice too) or they weren't loyal (however I've had unloyal
members survive before - Garrus aways pulls through it seems)

Anyway. Hopefully this guide saved a few more console controllers from
being destroyed, if you just beat the game on Insanity then great. If
everyone didn't survive, then try again (you can always play an easier

In case you were wondering, my entire team plus the whole Normandy crew
survived the Suicide Mission. And yes, it was on Insanity too.

Thanks for reading!


During your exploration of the galaxy, your likely to be rewarded with 
achievements (or trophies if your a PlayStation3 user). Some of these 
awards will grant extra bonus additions to your game (although sadly they
do not all give added bonuses like they did in the first game)

All of them are listed below along with relevant usefulness for playing
through the game's Insanity difficulty:
  Requires: 	Collect all other achievements
  Bonus:	Personal self-satisfaction
This particular achievement is the Platinum trophy for the PlayStaion3
  Requires:	View Combat Training
  Bonus:	None
Simply watch the advanced combat training on Shepard's private terminal
  Requires:	Save your crew
  Bonus:	None
This rewarded after the opening sequence of the game
  Requires:	Return to active duty
  Bonus:	None
Another story based reward that you can't really miss, it's shortly after
the Missing In Action achievement
  Requires:	Recruit the relevant character
  Bonus:	None
Part of the main story of Mass Effect 2 involves recruiting your team.
You will receive each achievement after successfully completing the
recruitment mission for each character involved
  Requires:	Defend a human colony
  Bonus:	None
After completing the Horizon mission, you will get this achievement
  Requires:	Gain the loyalty of Miranda
  Bonus:	Unlocks Slam
Completing Miranda's side-mission successfully will unlock the biotic Slam
attack for her and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Slam is a fairly decent attack that hits the health of the target and also
damages anyone below the target. It will not work if the target has shields
or barriers though. On Insanity, Slam is only good for Miranda's use.
  Requires:	Gain the loyalty of Jacob
  Bonus:	Unlocks Barrier
Completing Jacob's side-mission successfully will unlock the biotic Barrier
ability for him and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Barrier acts just like it did in the original game, and just like the
original it's almost pointless for Insanity as Barrier becomes fairly weak.
Fortification is a better choice for Shepard.
  Requires:	Gain the loyalty of Jack
  Bonus:	Unlocks Warp Ammo
Completing Jack's side-mission successfully will unlock the biotic Warp
Ammo for her and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Warp Ammo is useful because it is effective for damaging the health and
shielding of enemies. However with the options of Incendiary, Cryo and
Disrupter Ammo openly available for a Soldier class Shepard; Warp Ammo
seems like a wasted ability choice
  Requires:	Gain the loyalty of Grunt
  Bonus:	Unlocks Fortification
Completing Grunt's side-mission successfully will unlock the Fortification
skill for him and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Fortification is the best defensive ability to use for Insanity, it fully
restores Shepard's shields and can take damage for a longer duration than
Barrier or Geth Shielding. Useful for the harder missions
  Requires:	Gain the loyalty of Garrus
  Bonus:	Unlocks Armour Piercing Ammo
Completing Garrus's side-mission successfully will unlock the Armour
Piercing Ammo for him and Shepard. The ability can be selected when
starting a new game (even on import) or by research (but it wastes
resources). Just like Jack's Warp Ammo ability, this almost seems wasted
for a choice. Armour Piercing for Insanity may sound tempting, but it isn't
quite as powerful as you may assume.
  Requires:	Gain the loyalty of Mordin
  Bonus:	Unlocks Neural Shock
Completing Mordin's side-mission successfully will unlock the Neural Shock
ability for him and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Effective against enemies such as Husks, otherwise not so much on
everything else (at least in Insanity anyway) and it only works on enemies
who aren't shielded, which is basically nothing on Insanity.
  Requires:	Gain the loyalty of Tali
  Bonus:	Unlocks Energy Drain
Completing Tali's side-mission successfully will unlock the Energy Drain
skill for her and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Energy Drain is basically an upgraded Overload skill. It removes enemy
shields and increases your own, for Insanity it seems useful - but
abilities such as Fortification are far more reliable.
  Requires:	Gain the loyalty of Samara OR Morinth
  Bonus:	Unlocks Reave OR Dominate
Completing Samara's side-mission successfully will unlock either Reave for 
her and Shepard OR Dominate for Morinth and Shepard. The ability can be
selected when starting a new game (even on import) or by research (but it
wastes resources). Siding with either Samara or Morinth will unlock the
associated ability (you may have to play two games to get both unlocked).
Reave acts in a similar way to Tali's Energy Drain by draining the enemy's
health and restoring the user. Like Energy Drain, Fortification is more
reliable and Reave only works on enemies without shields. Dominate is a far
more interesting ability, it essentially acts like AI Hacking does and
affects human enemies - making it very useful. It won't work on certain
enemies such as Harbringer and Praetorians however, but it's a good
choice if your looking for offence over defensive abilities

(NOTE: To convince Morinth to replace Samara, you will need high paragon or
renegade skills)
  Requires:	Gain the loyalty of Thane
  Bonus:	Unlocks Shredder Ammo
Completing Thane's side-mission successfully will unlock the Shredder Ammo
for him and Shepard. The ability can be selected when starting a new game
(even on import) or by research (but it wastes resources). Shredder Ammo
only works on enemies without shields, in Insanity virtually everything has
a shield - rendering this ability useless.
  Requires:	Gain the loyalty of Legion
  Bonus:	Unlocks Geth Shields
Completing Legion's side-mission successfully will unlock the Geth Shield
ability for him and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
Geth Shields are better than the Barrier ability, but slightly worse than
Fortification. Otherwise it's a reasonably good choice for Insanity if you
want a quick shield restoration.
  Requires:	Gain the loyalty of Kasumi
  Bonus:	Unlocks Flashbang Grenade
Completing Kasumi's side-mission successfully will unlock the Flashbang
Grenade for her and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
The Flashbang basically stuns all surrounding enemies, allowing you to
remove each one while they are dazed. On Insanity it has minimal use,
especially considering certain enemies such as Harbringer are unfazed by
the grenades
  Requires:	Gain the loyalty of Zaeed
  Bonus:	Unlocks Inferno Grenade
Completing Zaeed's side-mission successfully will unlock the Inferno
Grenade for him and Shepard. The ability can be selected when starting a
new game (even on import) or by research (but it wastes resources).
The Inferno Grenade is basically a wide range version of Incinerate. It's
not particulary useful to have as an added ability because Incendary Ammo
works just as well. Bear in mind that if you decide to help the workers
during Zaeed's mission, you will need high Charm or Renegade points to
convince Zaeed you did the right thing - otherwise Zaeed will not be loyal
to you and you will not unlock the achievement. In the worst case scenario
Zaeed can actually die.
  Requires:	Confront the Shadow Broker
  Bonus:	Unlocks Stasis
Complete the Lair of the Shadow Broker downloadable content to achieve
this. As a result, your short-lived mission with the lovely Liara also acts
as a loyalty mission as such - unlocking a new ability for Shepard; Stasis.
This ability freezes the target preventing them from taking damage or
receiving damage. It's useful on a few bosses, freezing them to remove the
minions. But otherwise on Insanity it has little use.
  Requires:	Obtain Geth technology
  Bonus:	None
Complete the IFF Mission to get this achievement
  Requires:	Investigate the derelict vessel
  Bonus:	None
Complete the Derelict Reaper Mission to recieve this acievement
  Requires:	Use the Omega 4 Relay
  Bonus:	None
The achievement will unlock when you enter the Omega 4 Relay
  Requires:	Save the galaxy
  Bonus:	None
Complete the game to recieve this achievement. Even if Shepard dies in the
ending, you will still recieve the achievement
  Requires:	Survive Suicide Mission
  Bonus:	None
If you complete the game and Shepard is still alive, you will receive this
achievement. At least two of your team must survive for Shepard to live
  Requires:	Complete the game on Insanity
  Bonus:	None
Complete the entire game on Insanity to receive this achievement. Changing
the difficulty setting will prevent you from getting the achievement, even
if you change the setting back. This also applies if you start a new game
on a different difficulty, complete the Insanity game before you start a
new game. The walkthrough is designed to help you win this achievement.
  Requires:	Everyone survives Suicide Mission
  Bonus:	None
This includes the Normandy crew who are abducted by the Collectors, as soon
as the crew are missing - enter the Omega 4 Relay and start the Suicide
Mission. Ignoring the crew and doing other missions before entering the
Relay will result in the crew dying and the loss of the achievement. Also
note that the entire squad must survive the Suicide Mission, for more
detailed explanations on how to keep everyone alive - refer to the
  Requires: 	Complete the game twice or Import from Mass Effect
  Bonus:	None
Fairly self-explainitary. Completing the game twice or importing a save
from the original Mass Effect will unlock the achievement
  Requires: 	Have a romantic relationship
  Bonus:	None
This game offers more candiates to flirt with compared to the original
(which only had three). Choices include Jacob, Thane and Garrus for a
female Shepard. Or Miranda, Tali and Jack for a male Shepard. Samara can be
tempted, but she always declines. Alternatively, having fun time with
Morinth causes an unsurprising death for Shepard. Neither of which count
toward the achievement. Kelly Chambers can be flirted by either of the
Shepard genders, but she doesn't actually count as a relationship in this
game. Be careful with Jack, sleeping with her too early causes her to hate
you and ruins any attempt at a relationship. It is also possible to
continue a romance with Liara if you already had done in the first Mass
Effect, this will require the Shadow Broker Mission however.
  Requires: 	Perform 30 headshots
  Bonus:	None
This is easy to achieve, especially when using the sniper rifle. I actually
got this achievement during my first play without even realising it was
  Requires: 	Kill 20 Enemies knocked back by melee
  Bonus:	None
This is easiest to achieve on the Casual difficulty. Approach an enemy
who isn't protected by a shield, hit with a melee and then shoot to kill
as they are stunned. Use the shotgun for effective results. The Loki Mechs
are the easiest targets for this, but it is possible with Geth too.
  Requires: 	Defeat the Thresher Maw
  Bonus:	None
Remember the Thresher Maws in Mass Effect? Ever wondered what it would be
like to fight one without the Mako? No? Tough. As part of Grunt's loyalty
mission, you have to fight a Thresher Maw. The fight is timed (you just
need to survive until the time runs out) but if you want the achievement,
you have to physically kill the beast. This is especially easy on Casual
difficulty with heavy weapons such as the Cain Nuke Launcher. Use the
central pillars as cover, moving from the side opposite to the side the
Thresher moves to. With the help of your squad, you should win.
  Requires: 	Hit 20 targets with multiple biotics
  Bonus:	None
Actually easier than it seems. Take Jack and Thane with you to a random
mission and command them to wait somewhere out of the enemy's range (this
prevents them from killing each other and interrupting your achievement)
Hit an unprotected enemy with Jack's Pull, as the enemy floats immediatedly
hit it with Thane's Throw. Complete on 20 enemies to gain the achievement,
if necessary restart the mission you were on by slecting "Load" from the
main menu. The count does not reset and you can repeat the process until
you have the achievement. This also works for other characters such as
Miranda or Jacob who have similar biotic skills.
  Requires:	Use 5 different heavy weapons
  Bonus:	None
Fairly simple achievement, everytime you get a new heavy weapon - test it
on an unwilling enemy. The Grenade Launcher received at the start of the
game counts as your first heavy weapon, the rest usually require research
to unlock or are obtained during certain missions
  Requires:	Make 20 enemies scream
  Bonus:	None
Use Incendiary rounds or Mordin's Incinerate to burn enemies to cause them
to scream. Using Jack's Shockwave will also cause screaming. I got this
achievement very early on without even deliberately trying ... maybe I'm
just mean?
  Requires:	Disrupt 25 shields
  Bonus:	None
Overload is best used on the light blue shields seen on enemy health bars.
Miranda, Garrus and Kasumi are the only squad members with this ability.
The easiest way to actually get this is by playing through Insanity as
all the enemies are protected by shields
  Requires:	Warp 25 barriers
  Bonus:	None
Warp is best used on the purple barriers seen on enemy health bars. Miranda
and Thane have the Warp ability. Again, it's easier to achieve by playing
through Insanity as a lot of the enemies have shields and barriers
  Requires:	Incinerate 25 enemy armours
  Bonus:	None
Incineration is best used on the yellow armour seen on enemy health bars.
Mordin has the Incinerate ability. The most common armoured enemies are
robotic types such as Loki Mechs or the Krogan. I'm unsure if Incendiary
Ammo contributes to this achievement, I just burnt everything with Mordin
  Requires:	Complete an unexplored world mission
  Bonus:	None
This is a simple case of going to any galaxy, examining the planets in a
cluster and opening the scan settings. If EDI informs you of an anomaly, it
means there is a mission on the planet. Use the scanner and follow where
the white arrow points to find the mission. The missions are usually very
easy to complete.
  Requires:	Complete 5 unexplored world missions
  Bonus:	None
Same procedure as the Operative achievement, except repeated five times
  Requires:	Retrive mineral resources
  Bonus:	None
Examine and scan any random non-mission based planet and then launch a
probe at (probe Uranus if you want, EDI even gives sarcasm) and you'll
recieve the achievement
  Requires:	Visit 100% of the cluster
  Bonus:	None
In any random galaxy where you can examine the planets, locate every single
planet in orbit and examine them (use the blue orbit ring guides to find
them all) and the achievement will unlock. You don't need to discover every
single planet in the entire game, just the cluster your choose to visit
  Requires:	Reach Level 30
  Bonus:	None
Achieved simply by playing through the game. Import a save game to get an
experience boost to level up quicker
  Requires:	Find 15 new Codex entries
  Bonus:	None
By examining everything you come across, you add Codex entries. I had this
achievement before I even met Jacob, it's not exactly difficult
  Requires:	Obtain 10 technology upgrades
  Bonus:	None
Technology upgrades can be found during missions and in shops or researched
in the Normandy. There are more than 10 in the game, so it's easy enough
to have this achievement early on
  Requires:	Fully upgrade a weapon
  Bonus:	None
Weapon upgrades can be found during missions and in shops or researched in
the Normandy. To make the achievement appear sooner, try focusing on a
specific weapon to upgrade
  Requires:	Complete any research project
  Bonus:	None
On the Normandy, sucessfully research any project. Fairly simple
  Requires:	Personalise your armour
  Bonus:	None
You can personalise your armour before you meet the Illusive Man or in
the Captain's Cabin on the Normandy
  Requires:	Evolve any power
  Bonus:	None
When you level up, you get points to allocate to various character skills.
Fully maximise a skill to evolve it, focus on just one skill to speed up
the process. This works on either Shepard or any of your squad members
  Requires:	Shut Down the Rogue VI
  Bonus:	None
Complete the Overlord Mission for this achievement
  Requires:	Collect 6 Cerberus data packets
  Bonus:	None
During the Overlord Mission on Aite, you will eventually be allowed to
free-roam the planet using the Hammerhead. Scattered around this area are
six data packets (indicated by the large bright yellow rings) which can
be found usually guarded by turrets at areas with buildings. The packets
are relatively easy to find, just remember that one is hidden away
underneath the pathway to Vulcan Station - closely guarded by two YMIR
  Requires:	Complete The Arrival
  Bonus:	None
Complete the Arrival downloadable mission to earn this achievement and
discover the events that will lead to the beginning of Mass Effect 3
  Requires:	Survive all 5 Waves
  Bonus:	None
During the Arrival Mission, you will be forced to fight five waves of
enemies after discovering Object Rho. The fight is actually easy providing
you take cover and use your abilities effectively. On Casual difficulty its
even easier
  Requires:	Rescue Dr Kenson without being seen
  Bonus:	None
This achievement can be very fussy to unlock. Start from the beginning of
the Arrival mission and enter the building, use melee on the varren and
avoid walking into the laser security. Do not approach any of the guards
or shoot your weapons (as it alerts security). Use cover to sneak past the
guards further inside the building and activate the vehicle lift to proceed
to the next floor. Sneak past the guards talking about Dr Kenson, ignore
the door you see on the left and turn the corner. Open the next door to
find Dr Kenson, you should get the achievement after the cutscene if you
were successful. Otherwise you will need to restart the entire mission.

***/ CREDITS /*** 			| Search Code: 33CRD |
	"Does anyone actually read this part?
                  It seems you do"

This guide was written by myself; Jay Cotton © 2013 
All tactics, strategies etc were thought up during my playthroughs of
Insanity mode.

Please do not use this guide without my permission.
This guide may not be reproduced or redistributed under any circumstances
except for personal or private use.
It may not be placed on any website or otherwise without my consent.

Jennifer Hale still portrays an awesome Shepard in my opinion.

I do have an e-mail address (but frankly I never use it):

My PlayStation3 account is a better contact source as I'm usually playing.
Contact me by sending a message to:

Credit for the Mass Effect game, characters and series goes to Bioware.
Without them, I'd be deprived of a favourite gaming series and a love
of blue women.

I hope this guide was useful and helped a little.
Take some time to check out my guide for the original Mass Effect too!

Time to start writing up a guide for Mass Effect 3 then ...

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