Monday, June 25, 2012

Mass Effect 3 Notes

Controls

Left analogue stick        Movement of character.
Right Analogue stick        Movement of camera.
Left trigger            Sight down weapon.
Right trigger            Shoot
Left bumper            weapons wheel
Right bumper            Powers wheel
Y                Default power
X                Reload           
B                Melee
A                Run / Jump / Get into cover.           
dpad        Right        Commands to 2nds squad-mate.
        Left        commands to 1st squad-mate.
        Up       
        Down        Squad return to you.   
Start                Main menu   
Back                Auto-save
Clicking right stick        Waypoint guide
Clicking left stick

First thing to be done is sign into EA servers and activate the online pass. I don't mind the online passes at all, I do mind the EA server nonsense, especially since their servers have been implicated in the hacking of Xbox live accounts.
After a few seconds of checking and verifying I am presented with the games menu.
I choose a new game and am asked if I want to import my Mass Effect 2 character, which I do. The graphics engine has obviously been changed as the character is automatically changed to suit the new engine and is reasonably close to the way I had customized my character.

A cut scene shows Earth getting ready for an attack from an unidentified force approaching from deep space. Anderson can be heard asking if it the force that Shepherd warned them of.
We see a child playing with a toy spaceship in a garden, the view then Switches to Shepherd watching the child out of the window.
A soldier comes into Shepherd's room and tells her that the defense council wants to speak with her.
Anderson meets her in the corridor and they go to the meeting. Anderson reminds us of the story so far regarding the reapers. We are told that Shepherd has been grounded after what she did and only her knowledge of the Reapers saved her from court marshal.
We meet Ashley, who if I recall from the previous games wasn't on the best of terms with my particular version of the story.
The council meet with Shepherd, she confirms that the Reapers are here and gloats that her warnings weren't heeded. The council asks if there is something they can do.
By the time we are finished speaking the Reapers have arrived, scenes of Reapers landing and attacking are coming in from around the world.
Anderson suggests that they head for the Normandy. The Reapers arrive outside the window and starts blowing the city too bits. An explosion rocks the room and Anderson and Shepherd are the only survivors. The reapers can be seen outside the window shooting indiscriminately.
We get control for the first time, we have to follow Anderson to the spaceport.
We have moved out the window and are moving along narrow beams. Reaper fire is tearing the place up and small ships can be seen dog-fighting with smaller Reaper vehicles.
I am shown how to get in and jump over cover. Some husks can be seen and we have to shoot them. We then have to use melee as we have no ammo left.
I find a medkit.
we have to use heavy melee, by holding B to kill a husk blocking a doorway.
A small child can be seen in a vent, we go over to him and ask him to come with us. The boy refuses, saying that we can't help, he disappears into the vent.
Anderson wants to go to the council and ask for their help. He is realistic about the chances of Earth against the Reapers.
We come out onto the roofs again and watch as a large Earth ship is blown up by the Reaper. We come to some injured men and find some enemies to fight. They are ugly bulbous looking things.
We speak to the soldiers, they are what is left of a gunship that has been shot down. We ask about their radio and help a trapped man get free. We are now heading to the radio.
We have to fight a bunch of the ugly beasties then get to the radio.
Anderson talks on the radio and then gets a pickup for the men. We are attacked again and have to hold the position until the Normandy arrives to save the day.
As we get aboard, Anderson tells us that he is going to stay. We have to argue with him, he orders us to go and reinstates us as Commander.
We leave and watch as people come in to pick up the wounded men and the little boy from earlier. The Reaper swats their ships out of their like flies.
The Normandy leaves Earth heading out into space.

Mission 2
On board the Normandy the soldier from earlier is in Shepherds face about leaving, We have to show him who is boss.
A message from admiral Hackett tells us to go to Mars before heading to the citadel. Seemingly there were scientists studying the Prothean archives, which may have some information for us.
We gear up and head for the Mars base, there is no sign of Reaper activity. A storm is heading towards the base.
We find a dead soldier, seems that all is not well. We find Cerberus troops executing Alliance soldiers in the distance.
We fight the soldiers then head towards the base and fight some more. In the airlock of the base Ashley confronts us about working for Cerberus in the previous game, she thinks we still are. Shepherd tries to convince her otherwise.
We move into the base and find Liara under attack by Cerberus agents. She doesn't need our help and is killing them all by herself. She tells us of a Prothean device which may help in the fight. Liara tells us of a Prothean device which they had designed but didn't have time to build before they were wiped out. She thinks that if we can get the blueprints we may be able to build the device. Cerberus also know about it and are after it.
We have to fight some soldiers and then climb up on a lift to a higher level.
we come to a security office and find video of a woman who seems to be a Cerberus agent. The way is blocked, we have to go out onto the roof.
We move through the roof area and then inside a cafeteria area. The air has been vented and all the people killed.
We reach a security area and find a video of the doctor shooting guards and venting the room, this was the way the Cerberus troops entered the facility.
we move on and come to a long corridor where we fight some troops.
We find an area where sterilization procedures have been activated with scientists in the room.
There is a small puzzle here in that we can control the sterilization beam and have to make it stop so that we can progress.
We come to a turret and are shown advanced cover moving techniques.
The tram is blocked and we need to work out a way to override.
Ashley looks at a dead Cerberus solider, he has been heavily augmented and looks like a husk.Ashley again takes a swipe at Shepherd for being involved with Cerberus.
We trick the Cerberus people using their own radio to send the tram back to us.
Killing the soldiers we take the tram. It is a trap, the tram line has been sabotaged and we are left stranded, another tram comes by loaded with enemies. Once they are dealt with we move into the tram station and fight our way through.
Inside is the Prothean archive. The illusive man appears on a holographic communication device. He scolds the Alliance for not taking more notice of the archive. Shepherd scolds him for turning his men into husks.
The Illusive man tells Shepherd that he wants to control the Reapers, harness their power for his own ends.
We tell him that he is deluded. He is in the process of taking the Prothean data. The Dr from earlier is found by Ashley at the controls. We have to catch her.
This is a breakneck chase sequence, where we basically have to run after Dr. Eva as she flees. Cerberus soldiers shoot from a ship and eventually Eva manages to get aboard it. James flies in on our dropship and rams her. Bringing her crashing down in a fireball. James's dropship crashes also.
Liara fears the data to be lost in the explosion. Dr Eva isn't dead and bursts from the wreck terminator style, her body is burnt to reveal electronics and implants.
She grabs Ashley and asks for orders from the Illusive man. He tells her to finish her.
Ashley is bashed around by Eva, who leaves her for dead and then runs at shepherd.
We have to shoot her down.
The Normandy arrives, Shepherd grabs Ashley, James grabs the robot Eva. The gang are evacuated.

Mission 3
On the Normandy, Ashley needs medical attention, the best option is the citadel.
Hackett calls, the Prothean weapon is discussed and he takes a copy of the data.
We are to go to the citadel and get them to assist in the fight.
The Normandy arrives at the citadel.
There is a long lingering shot of a part of the citadel, which seemed extraneous at the time.
Ashley is taken to the hospital.
A Commander Bailey comes to take us to the council.
we have the option to go and see Ashley first or go straight to the council.
I am left to my own devices on the citadel.
A reporter wants to be allowed to come aboard the Normandy to cover the war. I agree.
I head to the hospital via a lift and find Ashley, she is still unconscious.
Back at the lift the only other option is to go to the citadel embassies.
At the embassy I enter the Earth office and am taken to the Council.
The council as usual is more interested in it's own member races than the humans and the Reapers. The Reapers are attacking elsewhere in the Galaxy as well as Earth. The plan is discussed, the Prothean weapon. The council asks why the Protheans didn't succeed, it seems that they never actually finished building the weapon.
The council, will only save themselves, then maybe if they do that, they might help Earth.
Udina, the human councilor is angered.
The Turian councilor comes to Shepherd and asks that we help a Primarch Fedorian, who can sway the Turian's into helping Earth. We have to go to a planet named Paladin and save him.
Shepherd's spectre status is reinstated.
I find a spectre info room, and shooting range.
In Bailey's office a reporter is giving him hassle.
There doesn't  seem to be much else to do here, so I go back in the lift.
The way seems to be pointing back to the Normandy.

On the Normandy, Shepherd has a dream where she is chasing the little boy she seen killed. He bursts into flames, she wakes disturbed. Liara helps, then a woman named Trainor arrives and tells us about changes to the Normandy.
Admiral Hackett speaks to shepherd, basically, what needs to be done is to build alliances and get help to build the weapon. Once built, the weapon needs a huge force to get it to where it needs to be.
I am now free to explore the Normandy, which is much as it was before, some rooms have been reassigned to new tasks.
I speak with Liara and an given a chance to continue my Shepherd's interracial lesbian romance with her.
I go to the shuttle bay and meet the procurement and shuttle pilot Cortez. Then have a sparring match with James, who seems to have issue with Shepherd, due to the fact that he didn't save civilians to go after Intel on the collectors. Since Shepherd finished the collector threat, he needn't have sacrificed the colonists. He holds a grudge, by the end of the match he is coming onto Shepherd, quite a turnaround.
On the galaxy map we can see systems that have active Reaper battles in progress.
The system where the Turian is to be rescued is under Reaper attack.
I take the ship to the place we need to be.

Mission 4
James and Liara are the only crew available for our party.
A cut scene shows the Turian homeworld Paladin being attacked. The Turian fleet in space is having no effect on the Reapers. The ground forces are being swarmed by husks. As we land in the shuttle the landing zone is under attack. We have to shoot from the shuttle as it flies in low and take out husks. Once down we have more husks to fight.
I find the commander of the Turians and report to him.
Corinthus is expecting us, the Primarch's shuttle was shot down trying to leave the moon. To find out who the new Primarch is we have to get a communications tower working.
I move out of the barricades into the fighting and have to work my way to the tower. At the tower someone has to climb it and get it working. I get to choose who goes. I then have to survive waves of husks while the tower is repaired. Then once done we help the Turians against more waves. The Turian leader calls and asks us to come back to him.
He is confused about who the new leader is. Garrus turns up and we have a happy reunion.
The new primarch is named, he is Victus, an unconventional leader, Garrus thinks he will be and interesting choice.
The Normandy calls, systems are malfunctioning, seems maybe the Illusive man has left his mark on the ship. Liara is sent back to take a look. A Reaper device is dropped in and we go to fight it. There are husks and enemies named Marauders that could be converted Turians.
I have to fight them off, a few waves.
Back at the main barricade there is a heavy attack going on, we go back to help and are guided to an emplaced gun on the barricade.
After taking out a lot of husk a large brute appears, we are knocked off the barricade and have to take it out ourselves. Husks run interference.
Once this is over there is still no location on Victus, Shepherd asks Garrus to take her to the last known location of the Primarch.
We progress through landscape, this is a talky bit and while we walk through featureless barren landscape there is discussion about the efficacy of the plan.
I reach the area where Victus is supposed to be and have to fight some maurauders and cannibals.
Two brutes arrive and I have to fight them along with marauder interference.
I find Victus, he is shocked to learn he is in charge. Victus decides to come with us.
Garrus also pledges to come with us.
Victus asks that we get the krogan on board before he can begin to think about taking any of the Turian fleet away from Paladin to help us.
We return to the Normandy, the Asari are not willing to join in the summit.
Hackett talks to us, we tell him we have the Turian Primarch and about the Asari reluctance. We tell him that we need the Krogan to come to the table also.

On board the Normandy, something takes EDI offline, EDI is the a.i. of the ship.
The corpse of Dr. Eva was in the a.i. core room, it seems that EDI has taken over the body.
Though the question might be has Dr. Eva taken over the ship.
The new EDI suggests that it might be able to help us in combat.

I speak to Traynor, she has intercepted a distress call from Grissom academy, they have apparently been evacuated by a Turian ship, however, Traynor has noticed that the signals seem faked. She thinks Cerberus have kept Grissom academy isolated for their own ends. We are to investigate.

Mission 5
I go back to the star map and head to the system where the students are.
I land on Grissom academy which is a space station.
Edi and Garrus are now choices in my party.
I am then asked to insert disc 2, which seems a bit premature.
Cerberus are here in force, they are attacking the facility.Joker diverts the ships away, and Shepherd drops in on a shuttle.
We enter an airlock and fight some Cerberus soldiers. Then meet Sanders, who is in command. There are around twenty students left in the facility.
The students are powerful biotics.
We move on through the halls and corridors, fighting as we go, two students are there to be saved. Eventually we meet up with the main body of students and find Jack with them.
A large mech and several soldiers must be killed. Then we have a reunion with Jack. She hits Shepherd for trusting Cerberus. She is in charge of the biotics.
The Cerberus ship is coming back, they have to get off the ship another way.
A laptop must be found that is being used to jam Sander's access. The laptop is in the room, once deactivated she can find a way forward.
We move into a new area, the biotics help from an upper level and we have a lot of enemies and a large mech to take down.
and another room, the enemies are putting down mechanized turrets.
This is quite a hard fight, there are soldiers with shields that flank you and the room has little cover that can't be flanked.
we move on through the facility after clearing the soldiers. I come to two students holding a shield, they don't trust our word. I contact  Sanders and she talks them down.
We now come to a mech that the pilot is out of standing by the machine. I snipe him and am amazed that we can actually drive the thing. We now have a large open area with lots of soldiers to blow to bits, then another mech to duel. Once done we leave on a shuttle and get picked up by the Normandy.

Back on the ship we have a chat with Anderson.
Then I find Edi and Joker on the bridge, Edi wants to modify herself, but wants to know that her modifications are ok. She asks Shepherd if she will help. I agree to help.
I find the reporter Allers and agree to let her have access to the Earth feed.
I tinker with guns and armor, adding stuff that I have picked up to my armor and upgrading weapons for a price.

Mission 6
I go to a planet called Sanctum, where a Cerberus lab is known to be located.
There is allegedly a Reaper artifact in the lab.
I enter the lab and have to fight Cerberus soldiers, there is a Reaper artifact behind a force field that we hack and then grab. I have to take it back to the ship. Then go back for another. In stunningly bad design we can see the other Reaper artifacts but can't pick them up. When I go back to the ship more troops are spawned. All they had to do was close a door on them so that I couldn't see the artifacts.
After picking up the second artifact the shuttle has to leave as it  is under attack. I am left until it can make a second run for us to fend off lots of soldiers.
Admiral Hacker is given the Reaper tech to examine.

The next mission seems to be the meet with diplomats one, which sounds like great fun.
I dock with a diplomatic ship and the diplomats come aboard.
Wrex is the Krogan diplomat, he wants a cure for the genophage which has kept the Krogan under control for a thousand year.
In the previous game there was a scientist who experimented on a cure. The Salarians like things the way they are and have covered up the cure.
I side with Wrex and the Salarian diplomat is forced to reveal the location of the female Krogan's that were experimented on.
We head to the base.

Mission 7
We land at the base and nearly get into a fight. A diplomatic incident is avoided narrowly and we are shown around by a Salarian named Wiks.
I talk with Wrex and meet Major Kirrahe, who was present in earlier games. He pledges his support even if the Salarian government does not.
Wiks tells us that he is working on uplifting certain species. A nod to David Brin's uplift series of books.
We are told to head to the elevator when we are ready. At the elevator an alarm sounds, troops begin to mass and ships take off. There is some activity at the base perimeter. We go into the lift anyway.
We are told that only one Krogan female survived, she is immune to the genophage.
As we meet her, Cerberus troops begin to attack the base.
We are to escape with the female.
I am told to go back to the lift to the surface, as it comes down a bomb has been planted in it. It goes off wrecking the lift. We must find an alternative way out.
I run through the lab and up a ladder emergency exit. Wiks is taking the Krogan female out in a mobile pod type apparatus. We have to help him at certain points by opening gates and pressing buttons.
Basically reasons for us to fight through the corridors of the facility.
I have to make a power relay reconnect before the next checkpoint, then move the Krogan female onwards.
One more checkpoint to fight past and then we start the release and loading procedure for the Krogan pod.
A atlas mech is dropped into the room and we have to fight it.
Once done the Krogan female is released and Wrex flies in to extract us.

Back on the Normandy we explain what has been going on to Hackett and he tells us that the weapon production has begun, it is called project crucible.
We see a cut scene of the gigantic weapon beginning to take shape.
Wrex wants the cure, not just the female before giving troops to the Turians.
Wiks is tasked with making the cure.
We are now given two more jobs to do by Victus and Wrex. A bunch of Turians are lost and Wrex believes the Rachni are back.

Mission 8
I move the ship to the location of the missing Krogan scouts.
I land on the planet Uttuku.
The Rachni queen is still alive so the chance of rachni activity is likely.
We meet Grunt, a Krogan who is in charge of the Krogan squad.
They think they have found what may be a nest and are going to investigate.
We enter a derelict cabin, which falls down the side of a cliff with us in it.
The neatly separates us from Grunt and his squad.
We now progress through the caves, we find a dead Krogan scout and take his flame weapon, which comes in instantly handy to burn through some webbing. Some small flying creatures are seen as well as spore pods.
We are attacked by husks and something sac like and mechanical. It seems that the Reapers have been using the Rachni for some purpose.
The Krogan scouts have sacrificed themselves to bring weapons down into the caves, so that the next team have a better chance of killing the Rachni.
after much pod and spider bug destroying we meet up with Grunt and his team.
They will hold off the Rachni while we find the central chamber.
We quickly find the central chamber, Reaper barriers cut off our escape, a large creature of mechanical looking origin can be seen in the middle of the chamber.
We have to shoot three reaper nodes which brings down barriers allowing progress and releasing waves of enemies.
Once done we find the queen Rachni. It seems that the Reapers have taken over her breeding processes and made rachni that even she doesn't love.
She will help us fight in the war, we are given the choice of saving the Krogan or the Rachni. I choose to save the Rachni queen. The last node is shot and we escape. Grunt and his men hold off the Rachni. Grunt manages to escape.
Wrex is fairly happy with the outcome, though he has some reservations about what will happen if the Rachni go rogue again.
Wix has managed to make the cure, though we need a way to deploy it. The original subtle way that it was introduced to the Krogan atmosphere is the best way, we need to go to the Krogan homeworld to deploy the cure.

Mission 9
Seems time to set a course for the Krogan homeworld.
I enter orbit of Tuchanka and find that there are three missions awaiting me here.
I choose to extract the Turian surviors first.
We go in by shuttle and find that Reaper scouts are involved. Victus's son is one of the Turians. We ask him to fire a flare so we can find him.
I move through the battle damaged landscape and fight some husks and cannibals.
Then a large harvester bird like enemy which is attacking a Turian escape pod.
We have to drive it away with fire and save the Turians.
We do this another time, then come to a battle with the harvester, then another. We now meet the Turians. Victus's son is being given a hard time for failing in the mission.
We find that they were trying to defuse a Cerberus bomb on the Krogan home world.
Victus's son asks for our assistance. This seems to be a separate mission.
Back on the Normandy we speak to Victus senior and ask what is really going on, he won't say.
A conversation with Anderson reveals the situation on Earth to be grim.
Liara sends an email asking to meet us in our quarters. She wants to show us a recording device she has made, like a time capsule, with all the details of the Reapers and the galaxy as it is. In case the Reapers succeed and wipe everyone out. It can be found and maybe help future races. This is a romantic and tender moment, asking about how Shepherd wants her entry to be made.
I find Eve and Wiks in the labs, Wrex pops in for a chat also.

Time for another mission, I still have three choices on Tuchanka.

I choose to carry on with the bomb mission along with the Turians.
On the way Victus' son tells us that the bomb isn't Cerberus' it is actually a Turian safeguard. Only problem is that Cerberus have found it and want to detonate it to shatter Turian/Krogan relations.
I fight through some more ruined city against Cerberus troops. Eventually finding the bomb, which is huge, Cerberus have dug it up.
At the bomb Victus' son is trying to disarm it. He needs time to hack past firewalls. we have to stop Cerberus from shooting at him while he does so. An atlas mech is the last attempt and once done a cut scene starts. We see Victus trigger the bomb after getting past the firewall he has to go up on the bomb and stop it manually. He falls to his death doing so. The bomb is deactivated and we return to the Normandy.

Wrex and Victus are at each other's throats, I try and calm the situation.

Mission 10
Back down to Tuchanka to take out the Cerberus attack
Cerberus are landing at an abandoned space cannon, which hasn't been used since the Krogan rebellion. As we land they seem to have got the cannons working.
It seems that a large Cerberus ship is coming in towards Tuchnaka. We have to get to the controls of the space gun. As we do the power is deactivated. we now need to go and reactivate the power.There are two latches that need to be shot off of boxes. I was stuck for a while as you have to actually shoot the very specific latches, I was using grenades and all my powers on the boxes and doing no damage. They should just make the Earth ships out of the material they use for these boxes  it's impregnable.
Hey, what do you know back across the yard filled with enemies again. Third time.
Once done we change the target of the space gun and use it on the Cerberus ship.

Mission 11
Cure the Genophage
As we arrive at the tower we will use to disperser the cure the Krogan, a new form of Reaper appears beside the tower, as if they know what we are about to do.
Shepherd calls a meeting, the Turian fleet is asked to attack the Reaper alongside the Krogan ground forces distracting it long enough for the cure to be released.
Eve and Wix will have to come with us and do work on the cure actually at the tower itself.
Just before we leave on the mission the Salarian Dalatriss contacts us. She knows what we are about to do. She proposes a lie that will help us in this time of need. She wants us to sabotage the cure, make it appear to work. Though not actually cure the genophage. She will give us the Salarian scientists and war machine for our use in the Reaper war in return.
By the time the Krogan's realize this the Reaper war will be over one way or another.
It is of course a strong moral test. If we don't get the Salarian aid we may lose. If the Krogans think they are cured they will still help. If we choose to be moral we lose the Salarian support. Which may lose the war. I think the whole point of being the Shepherd is to do the right thing, even if it makes life harder.
I choose to ignore the Dalatriss.
On the shuttle we are given the chance to tell the others about the Dalatriss. I do and an explosion rocks the ship distracting us.
I land the ship and have to fight some husks, we then meet some Krogran leaders and there is nearly a fight because Wix is with us. The female Eve gives a rousing speech and saves the day.
In the transport I am given a second chance, after Wrex and Eve talk about filling ten planets with Krogan, just what the Dalatriss feared. I still give them the news that she tried to betray them.
The road is out, delaying our attack. The Turian approach is too close to stop. We see them start their attack alone.
One of the Turian ships is shot down and crashes onto the convoy. We now have to find an alternate way forward. We end up going into ancient city catacomb. we find Krogan art.
We have to move through the darkened tunnels using flashlights. A Thresher Maw is supposed to live here. We can feel it moving about, it causes earthquakes.
I fight some Rachni reapers. We see the huge thresher maw chasing the convoy with Wrex and Eve in it.
We eventually meet up with Wrex, now there is only one truck left of the convoy.
We see the Reaper in the distance, there seems to be no way past it to the tower.
Eve hits upon the idea of making the Thresher maw fight the reaper. we have to activate some beacons which will attract the thresher maw.
We come to a boss battle of sorts, we have to take out around four brutes at a time, avoiding the reapers claw which smashes down from above. Every time I kill the brutes the Reaper claw always comes down and instantly kills me, maddeningly you can't save before this even thought there are no enemies.
It is fairly random, and there seem to be no way to predict the movements.
I eventually manage it and ring the bells which bring the thresher maw in to fight the Reaper.
The Thresher maw makes quick work of the Reaper, dragging it down under the Earth.
Wix ends up taking a one way ride to the top of the tower, which is likely to explode.
We see him fight his way up through the fires and fix the systems so that the cure is deployed.
we see the cure deploy and the tower explode.
Wrex and Eve thank us.
The Salarians will not help.
The Turians pledge their help in the battle and to help build the crucible
Shepherd has another dream about the child, chasing him through the forest
The Salarian council member contacts us and tells us that the human councilor, Udina is taking money. We agree to meet him on the citadel and investigate.
It seems that Kirrahe may be making trouble for the Dalatriss and giving help to the alliance anyway.

Mission 12 (side)
Cerberus fighter base
We go to Noveria to investigate Cerberus activity.
We are dropped into the facility, hoping to bring down defenses so that a proper frontal assault can be made more safely.
We have to go in, clear the small base out, then hold while the defenses are hacked. We have to assign a squad member to hack and then survive the swarms. Finally an atlas mech to defeat and the missions is over.

Mission 13 (side)
I go to Acturus station system, a planet called Benning, to investigate some Cerberus abductions.
In a human city there are Cerberus troops shooting and kidnapping people. I intervene and have to shoot my quota of troops.
Once done some civilians we save are extracted.
Cerberus are denying responsibility for this, despite it being their troops involved.

It looks like it's finally time to return to the citadel, I set a course.
When we approach to dock there is no reply from the traffic control. It seems Cerberus are attacking. We land a shuttle as close to citadel security as we can.

Mission 14
We find fighting going on at  C-sec, Bailey is hit, though alive.
He takes us inside his office and hacks into the feeds that Cerberus have hacked  from him.
We find out that there is an executor meeting with the Salarian council member in his office. We have to rescue them. We find that c-sec personnel have been shot in the back of the head, seemingly by people they trusted, suggesting sleeper agents.
I move through C-sec fighting all the way, until coming to the office of the executor, he is dead and two Salarian bodyguards are dead on the floor also.
Out of the window we see the Salarian councilor, they have been cloaked, an assassin appears and is about to kill the councilor. Shepherd jumps out of the window and draws her gun on the assassin. our squad also come up and have him in their sights. He shoots, but Kirrahe has been cloaked in front of the councilor and takes the shot for them. The assassin gets away, Kirrahe dies. We go after the assassin in a vehicle.
He jumps from one vehicle to ours and breaks the engine, we go down in flames. We now have to pursue on foot. We meet heavy resistance on the way. Eventually we get to an elevator, we see the assassin heading up in the elevator, we get into another lift on top of it, and Bailey sends it up after the assassin's. We have to fight some soldiers on the top of the lift. Eventually we jump onto the council lift. Ashley is with them. We come out onto a walkway, the escape shuttle has been blown up.
The council are surprised to see us. Udina tells them that we are with Cerberus. Ashley is torn, yet she trusts Shepherd. Udina sees things aren't going his way and tries to let the Cerberus assassin in. The Asari councilor tries to speak with him and he pushed her away and goes to shoot her. I intervene with a renegade choice and shoot him.
The doors burst open and it is Bailey instead of the assassin.
Bailey vouches for Shepherd and tells the council that the assassin was right behind them, and have run since the full weight of c-sec was also on his tail.

I am left loose on the Citadel, I find Jack in a bar called Purgatory, Shepherd takes her up for a dance.
Edi can't do a thing with her hair.
Joker wants to date Edi?!?!
I meet an Asari named Aria who is involved with Bloodpack, Blue sun and Eclipse mercenary groups.
I enter the main presidium of the citadel, a collection of shops and cafes.
There are various small disputes going on amongst the civilians, we can intervene on one side or the other by clicking on the side of the argument we approve of.
I find the Aria's friend who wants us to intervene in negotiations. He wants us to act as his prisoner, a sweetener for the deal, he is to hand us over. The deal is a ruse and one of the aliens who arrive is working for Aria. We kill the other two and the mole is now in charge.
I find a Batarian, who is pegged as a terrorist, he is wounded, the story seems confused, he seems to be angry about previous actions that Shepherd has taken. I let him live.
I find Darner Vosque, one of Aria's friends. He wants a Turian general killed. It doesn't seem to be a thing I should actually be doing, as an alliance soldier. Shepherd calls Aria and it appears that we are to speak to the general and ask him nicely. Someone else will kill him if we fail. We are being given a chance to save him.
Conrad Verner, appears, he is preaching about the benefits of joining Cerberus.
It seems he was a distraction while Cerberus agents were sabotaging the medi gel dispensers. Verner helps us with some ancient Prothean texts.
I meet a Salarian called Voss who wants to film the cramped circumstances on the docks refugee camp. He asks us to film for him, as he isn't being allowed in. I have to go inside and at certain points there are markers for photo opportunities.
I find General Oraka, he tells us that blue sun are stealing c-sec weapons. I tell him we may be able to get weapons in another way.
I need to speak to Bailey to get a woman released that Aria wants out of prison.
Sidaris can be spoken to via communication link from c-sec on the presidium, after speaking with Bailey in his office. I decide it would be silly to let her out, she is dangerous and a criminal.
I go to the spectre office in the embassy area and find I can buy some stabilizer that a Salarian needed. Also I can activate some codes, so that I can search consoles for specific codes used by a Batarian terrorist.
I fix all the medi-gel dispensers in the docks. I speak to the doctor and Conrad Verner, congratulates me on fixing the dispensers. As he does he notices his Cerberus contact, likely the person who did sabotage the dispensers. The Cerberus agent tries to shoot us and Verner jumps in the way to save us. The gun goes off, and Shepherd punches the agent. Verner isn't dead, a girl who we helped in Mass Effect 2 appears and tells us that she sabotaged the gun. Verner and the girl go off together happily.
I find the solution to the Sedaris problem lying around, a Salarian named Syan is her deputy. I persuade him to run Eclipse and deal with Aria instead of Sedaris. He agrees and it seems that we have done the mission without releasing a killer.
I find the last console, a Batarian appears and holds a gun to our head. I persuade him to join the alliance and he pledges the Batarian fleet to help.
It seems I need to go and get some artifacts to make a Salarian dealer give c-sec access to his best weapons. I head back to the Normandy.
Ashley meets us in the airlock and talks about the Udina incident. We are given the opportunity to recruit her, I do.
Hackett and Anderson talk with us about the incident on the Citadel. Anderson seems to know the assassin, Kai-Leng. Asari and Salarians are both giving help to the crucible project now. The crucible is discussed, it is thought that the weapon will release energy in a huge wave. The key is to what form the energy will take. The machine needs to be targeted at the reapers and leave everything else unharmed.
Liara tells us of an Asari distress signal, she wants us to help.
Traynor tells us of a group of Cerberus scientists who have apparently defected.
I am given the chance to get Traynor into bed, after inviting her to play chess in my cabin. I offer her a shower, then join her in it.
Allers also comes by the cabin of love for an interview. I give her the interview, despite some flirting, she doesn't come to bed as well.
I look at the galaxy map, handily enough a "find artifacts" pointer is given. I go to a planet and scan it for artifacts, sending a probe down to pick up the artifacts.
I go back to the citadel, hopefully this will complete the Aria set of missions.
I give the artifacts to Kannik and then have to speak with the general.
Oraka is happy now, time to go back to Aria. Aria has her control, and we have a new war asset.

Time to get back to the main missions side of things.
I head for the defecting Cerberus scientists.

Mission 15
As we arrive at the scientists location, we find they are under attack by Cerberus forces.
As we land the scientists are pinned down at the doors of the facility. We have to clear the soldiers then speak to a wounded man named Jacob. The doors are opened and we go inside.
Inside we meet the scientists, they have all been growing increasingly uneasy with the terrible human rights breeches and criminal acts of Cerberus. They all got together  and left. The Illusive man wants them dead.
There are 43 scientists, including families.
We have to get anti air guns online to cover the escape.
We move out onto the roofs and fight some enemies. Turning the aa gun switch on does not work, we have to go up and manually turn them on. One gun needs fixed and we have to defend a squad member while they do so.
We go back inside and launch the shuttles. Cerberus mount a final invasion of the facility and we have to fight our way out.
After taking out some soldiers and an atlas we get extracted.
Jacob and the scientists pledge to help with the crucible.
I have a bonding moment with Garrus, where he takes us shooting at a high point in the citadel. I miss on purpose to boost his confidence.
One second Liara is all over me, then she gets cold, she seems to have found out about Traynor, does everyone talk on the ship?

Misson 16
I go to the Quarian embassy ship, it seems they have troubles of their own. The Quarian were ousted from their home-world by the Geth, a.i. that they built. It appears that in the middle of the Reaper invasion they have decided to mount their own offensive against the Geth, they were winning until a Reaper signal came from a Geth Dreadnought and organized the Geth much more effectively. It seems that we need to disable this Reaper control of the Geth. I come down on the side of not exterminating the Geth, despite the Reaper control, they are not warlike on their own.
Tali joins us and is happy to see Shepherd again.
We jump into the middle of the battle in stealth mode and dock with the Geth dreadnought.
The docking tube is damaged, and we have to move through the wrecked tube using magnetic boots. The tube gives way and this leaves Shepherd alone in the Geth ship, looking for a way to let the other members of the team inside.
I move to the next bay along and find another airlock, I have to open it, it seems too easy. Ashley and Tali arrive and we progress.
We have to fight our way through corridors and machine rooms filled with Geth troops.
We come to the command centre and find that the Reaper signal can't be shut off from there, we need to get to the drive core, bulkheads have been put up in the way.
Tali fakes a fire emergency which opens the bulkheads. Geth come pouring back into the control centre, we must kill them and move on.
We move out into a system of long tunnels near the main guns, shockwaves from the gun firing move along the corridor regularly and we have to fight along the corridors avoiding the shockwaves as well.
Eventually we come to a lift and go up it, a little cut scene shows Shepherd nearly falling and being saved by Tali.
We move into a large control room and find some Reaper technology. The machine opens and we find Legion, the Geth who helped us in the last game. He is a prisoner of the machine and asks for our help. Legion reveals that the Geth sided with the Reapers out of desperation at the Quarian attack. We have to remove some blocks which are holding Legion in place. Once done he is freed. We now have to repel some Geth attackers.
As we are fighting the Quarian leaders have a stand up argument about what to do with the Geth. They start firing on the ship, even though their saviors are still aboard. We get to legion and save him, then the ship starts falling apart around us as the Quarians fire. we have to escape to a fighter bay and take a fighter. This is a run through the breaking up exploding ship. We get to the shuttle and watch as the Geth destroyer explodes.
On the Normandy we confront the admiral who fired on us. I play it safe so that we have the Quarians in the war.
The Quarians want to dissect legion, I prevent them.
I invite Tali to catch up in the captains quarters. She is sad about what has happened and feels the pressure of her new job of admiral.
There are two new jobs in the Quarian system. Saving an admiral who crashed his ship into a Geth heavy planetary gun and shutting down a geth Server which is targeting the Quarian ships.

Mission 17
I go to save the Quarian leader Admiral Koris, who can reunite various factions among the Quarians.
Geth AA guns stop us approaching a jamming tower, we go in on foot.
We move through some countryside fighting Geth, then have to disable the AA gun, again a squad member must do so, while we fight of waves of Geth. Now on to the next AA gun.
we meet a wounded Quarian, he dies, not before giving us validation for saving Koris.
We have to repeat this process for another two AA guns, then send up a flare. Cortez brings the shuttle in and blow us the jamming tower. We can now speak to Koris. He want us to save  civilians instead of him. I do so and the admiral dies fighting a horde of Geth.
we now have to protect the civilians from the shuttle doors using an emplaced gun, then pick them up.

I am asked to choose between the reckless admiral Gerral and admiral Ran. He wants the patrol fleet to break a flanking attempt by the Geth. I am unsure, though it seems that Gerrel is right. I choose to side with him.

Mission 18
On Rannoch we are attacking a Geth Server, Legion asks that we enter the Geth consensus, i.e. enter a virtual world. Cerberus made the interface technology, Legion thinks our organic thought processes will aid him by thinking differently than the Geth do.
Legion drops from the shuttle without a parachute, he takes out the guards at the server building. We enter and link up to the Geth consensus.
The aim is to server the links that the Geth a.i. have with their physical bodies inside the server. These particular Geth are fighter pilots in the real world and are about to attack the civilian Quarian fleet.
Inside the Geth computer world we find a virtual representation of their raw data. A world made of cubes and rectangles. There are large orange tentacles of Reaper code snaking around. The way opens up for us and we move through. It reminds me a lot of Assassins creed Animus levels in Revelations.
We get to shoot away the Reaper code as it intersects with our pathway.
we have to free up data nodes and then get a little bit about the history of the Geth from these nodes. We see scenes of Geth being built, being badly treated, then eventually rebelling.
We are also shown scenes of Quarians who defended the Geth in the early days of the purge. Some are shown being hurt and killed.
We are shown that the Geth spared the Quarian fleet as it fled Rannoch.
Finally we are shown the meeting between Shepherd and Legion. significant because it was the first times since war with their creators that any organic life had negotiated.
Back in the real world the Geth ships break off their attack on the Quarian life ships.
Legion has been keeping something from Shepherd, part of this mission was to persuade the Geth to join with him using Reaper code as a basis. He has managed to get the rest of the Geth to come to his way of thinking. The Geth are now on our side, well the ones on that specific server.

Anderson tells us that the Reapers appear to be massing in London, also not to underestimate Kai Leng.

Mission 18
We now have to destroy a Reaper base on Rannoch.
We have to storm the base from outside. Then climb up the base to get inside from an upper levels.
A large blast shield is brought down over the Reaper machine. We have to go inside and use a console which allows legion in to hack. We now have to open the blast doors manually with a console then get up in a lift to a higher level. Lots of Geth Primes block our way.
we are now free to paint the target of the Reaper machine for the Normandy to hit.
As we do we find that this is actually a real Reaper, it rises from it's burrow and comes after us. We get away in a hover car driven by legion.
Shepherd stops to face the reaper, which is going to catch them anyway. We have to use a laser to guide an orbital beam weapon to hit the Reaper as it tries to fire on us. Only when it's eye is open to shoot it appears to be vulnerable.
Instant deaths and long loading times make for a frustrating experience, not a good way to highlight your flaws Bioware.
Once you have hit the Reaper three times it appears that everything slows down, there are noises as if something is happening, though we don't know what.
The Quarians start bombarding the Reaper as well and it goes down.
Before it appears to die it speaks to Shepherd.
It tells us that it represents order and organics represent chaos, someone has obviously been watching too much Babylon 5 now, this is exactly the dilemma that the Vorlons and Shadows fought over. It tells Shepherd that in order to bring about order from chaos the organics must be harvested in a never ending cycle. The reaper claims that without their interventions all organic life is doomed. Shepherd tells the reaper that the cycle isn't needed, the organics and synthetics can co-exist. The reaper brings up the Geth/Quarian war that is happening all around them as evidence that this can't be the case.
The Reaper claims we cannot understand why the cycle is needed. Shepherd tells the Reaper that she cannot allow the Reaper to kill everyone to save them, it doesn't make sense.
The Reaper shuts down.
Tali and Legion appear, Legion wants to upload his Reaper/Geth hybrid consciousness to all Geth. Tali tells us that we can't do this, the Geth will kill the Quarians with this new upgrade to their consciousness. Again we have a choice, though this one feels bottlenecked now, I have sided with the Geth so much and the Reaper basically just told us that the cycle is brought about by these types of conflicts. I side with the Geth.
Tali asks the Quarians to cease fire, they don't. The Geth fight back, in a much more organized way, the Quarian fleet is destroyed totally.
Tali commits suicide, the Geth pledge to help, Legion has sacrificed himself to upload the code. Well that was pretty bleak, I get the feeling I didn't do that entirely the right way, I was hoping the Geth and Quarians would kiss and make up. Though maybe the point was to illustrate that Organics and synthetics can't get along, just as the Reaper suggested.

On the Normandy, the Asari councilor asks to meet us at the citadel.
Allers wants another interview about the Geth in our cabin.

Mission 19
Time to go do what the Asari need to get their help in the war.
A joint Turian/Krogan fuel depot has gone offline, we go down to investigate.
In the depot we find a crane that we need to use to move boxes to progress. Then we start a fuel rod sequence. Husks and Marauders pour in after we start it.
We then have to seal two tanks, then restart the reactor.
Another wave of husks and marauders, the we have to choose which of our allies to send to save the other squads who are here. We lose contact with this squad member. I have to fight a brute and a marauder then restart the reactor.
Edi is alive and well when we reach the extraction point.

Mission 20
Investigate and Asari colony.
There is a distress signal coming from an Asari monastery, The Asarai have congenitally mutants named Ardat Yakshi, they kill when they mate with someone, so are kept locked away as they can be extremely psychotic. It seems that one may have got loose at the monastery. The Asari have sent troops in to destroy the monastery but they have lost contact with them. Inside we climb down a lift shaft, we find reaper soldier bodies and dead Asari commando. The purge it seems was started.
We find a Justicar named Samara, who we met in the last game. In a large open area we fight a banshee, which looked like a corrupted demonic Asari. Then some cannibals.
We find one of Samara's children, an Ardat Yakshi. The reapers are taking the Asari and turning them into banshees. We have to help the remaining Asari, Sammara will aid us.
We come to a large area and have to fight some banshees and cannibals.
We find more Asari bodies then go up in an elevator.
Sammara has two daughters, one of them appears unconscious beside the bomb the Asari commandos brought to destroy the monastery. The daughter who has been attacked by the reaper cannibals tries to kill the other daughter and is knocked unconscious. More Reaper forces arrive and we have to take care of them.
Once we have taken care of them, the contaminated Asari sacrifices herself to save us, blowing up the many banshee that come.
Sammara follows the justicar code to the letter, which means that she should now kill her daughter. She would rather shoot herself than do this. I stop her, and her daughter tells her that she will stay at the monastery of her own free will. Sammara is ok with this, we get the chance to ask her to join us, I do, I am running out of friends and the Normandy is feeling empty.

Now we have to go back to the citadel to meet with the Asari council member.
I find her  in Udina's office, she knows about an artifact which is kept on Thessia, the Asari home-world. It seems that this artifact may be connected with the crucible weapon.

The Elcor ambassador asks us to help evacuate his people.

Mission 21
I head for Thessia to find the artifact, the planet is under Reaper attack as we arrive.
Liara's mother had something to do with the artifact, her mother was indoctrinated by the Reapers.
We land and help Asari hold a bridge that is under heavy attack. She won't help us until we tell her about the crucible and it's importance.
We are given time, by the sacrifice of the Asari troops to find our artifact.
we now move into the area of the temple, fighting through the cracked and bombed streets.
We aid a sniper and get a new sniper rifle. we call in air support, which is essentially a suicide mission for the dropships. Then have to fight our way into the temple.
A force field is closing off the door, we have to disable it.
Inside the temple we find many artifacts, a central statue is missing and two scientists are dead beside it. Shepherd feels a sensation she has felt before, she knows it is a Prothean device. It seems the Asari have been sitting on a cache of Prothean knowledge all along, it explains why their technology is so advanced.
We find connections that Shepherd can activate and have to check all the artifacts to activate the beacon.
Once it activates a Prothean a.i. appears and interacts with us.
It tell us that we can't ever stop the cycle, the cycle is part of a greater pattern, the Reapers do not control the cycles, they are as much a part of it as we are. The crucible has never been successfully deployed by any race. It is not a Protean design it dates back for many many cycles. The Prothean will help us and will interface with our tech and go to help build the crucible. It warns that indoctrinated organics have always found ways to disrupt the building of the crucible in every cycle. We now know that the illusive man is the manifestation of this in this cycle. He is obviously on the Reaper side.
Kai Leng shows up on cue and delivers a holographic of the illusive man. He tries to persuade us that the Reapers can be controlled.
Kai Leng attacks and we have to fight him, once he is defeated a cut scene kicks in and he uses a dropship to bomb the temple. Shepherd is knocked down a hole in the floor, Kai Leng takes the data from the Prothean archive and leaves in the dropship before we can get back up to fight him again. We see more Reapers arriving.

Shepherd is understandably down about this, the urge to hit Cerberus hard is now first and foremost. Traynor has a theory about where Cerberus might have their main base. We are going to investigate.

Mission 22
I go and investigate a communication hub.
Cerberus have attacked the communication hub, a civilian has survived and will help us as we retake the base.
We have an area in which there are three Cerberus hacking devices which must be disabled in order. Waves of Cerberus troops try and stop us.

Mission 23
I go to a planet called Horizon, here many refugees from other Reaper hit worlds have been congregating. A facility named Sanctuary has went offline. We here a garbled distress call from Miranda's sister Orianna.
We find the facility has been under attack, it seems that Reapers may have been fighting with Cerberus, which seems at odd with the idea that Cerberus are under Reaper control.
We enter the facility, which is huge, it seems that the immigrants have been being processed and given housing here. Though all may not be as it seems. It looks like the facility has been gathering people for Cerberus' own ends.
We find a water pump which drains a huge pool, revealing a secret base.
Reaper tech is found here, we see videos in a control room showing the refugees being turned into husks.
We find another monitor which shows that Orianna is disrupting the Illusive man's plans, Kai Leng is also here, after some more research data.
we fight some husks, then fight some Reaper forces.
They have a Reaper banshee trapped in a room.
It seems that the creation of husks has all been in the name of understanding the Reaper science. By replicating the process the Illusive man now knows an awful lot about how Reaper technology functions. The control of the husks he has developed can also be applied to Reaper forces. He now has a way of taking control of their armies. We see logs from Miranda's father talking about the next step being taking control of the Reapers themselves.
We Then see Kai Leng taking the data, trying to cover up the Cerberus atrocities.
It seems possible that the illusive man may still actually be human, that his desire to control the Reapers may be real.
We fight our way through heavy enemy presence to the elevator to the tower.
We find that Kai Leng has escaped with the data. Orianna's father has her hostage, I do a deal his data and Orianna for his life. I am given the chance to shoot him anyway, I don't take it.

We have managed to find the location of the Illusive man from the data recovered.

We are given the chance to back out of the mission. I go to my cabin and Traynor comes for another shower. Shepherd has the dream again, of chasing down the boy in the woods, with the ghostly black smoke figures. She sees herself go up in flames with the boy this time.
We are put out straight into the mission.

Mission 24
Edi wants to come with us, she says her knowledge of Cerberus will help, is this a trap, we aren't given any choice, which is strange.
A change to disc one again.
We fly into the battle and crash land in a hangar deck of the space station.
We fight the forces in the bay then have to get to a console to prevent them venting the bay. More enemies arrive, we are now trapped in the bay, all inner doors are sealed off. We rotate a fighter so that it is facing the rear of the bay and launch it. This makes a hole in the wall. An atlas comes through for us to fight.
We fight some more and then come to a data terminal. Edi suggest that the data might be interesting. We see past excerpts of our revival from the dead in Mass Effect 2.
Another set of fights, then into another room with more video logs, this one is some revelations about EDI, we find she was actually the rogue vi we incapacitated on the moon in the first game. We then see the illusive man and Kai Leng talking about past events.
we move into a large area and find that the human form Reaper from the end of Mass Effect 2 has been brought to the Illusive man's base as well.
We have to fight some heavy forces here. We then move up into a long sloping corridor and into the Illusive man's huge office. We are joined by the Illusive man,of course via hologram. As usual he is smug and tells us that he is done helping us and our goals have never matched. He wants to control the Reapers and thinks destroying them is a huge mistake. Edi managed to free the Prothean VI and the illusive man leaves.
The Prothean tell us that the citadel is the catalyst, the final part needed of the crucible. It uses the Mass relays to do it's work. The citadel was built by the Reapers, and the crucible uses it against them.
The Reapers have taken the citadel to Earth and are guarding it against us ever getting the crucible and citadel/catalyst together.
we now have a boss fight with Kai Leng. He is basically like a phantom with more health. When we wear him down he uses floor areas to recharge and heal. Once he is worn down he dies in cut scene. We speak to Anderson who has just witnessed the Citadel arrive in earth Orbit.

Back on the Normandy

Mission 25
I set the fleet on it's way to Earth for the final battle.
Admiral Hackett comes aboard and gives a speech to the massed fleets.
The plan is to keep the Reapers occupied in space with the fleets and land on the ground in London. There is a beam that takes harvested humans up to the citadel there. The idea is to use this beam to get up to the Citadel, open the arms and then the fleets will punch a hole in the Reapers long enough to dock the citadel and crucible. Once done the crucible can be activated.
We see the huge fleet head for Earth and engage the Reapers in space, it isn't pretty. The Reapers are clearly going to win. The Normandy slips through the carnage and down to London. On the way to the beam we are stopped by an anti aircraft gun, we need to land and take it out.
I have a hard fight on the streets up to the roof where a crashed shuttle has a heavy weapon we can use. We then target the reaper controlled AA gun and hit it. we then have to survive on the roof until a shuttle comes and extracts us.
We meet up with Anderson and self congratulate each other. we see the fight on the streets and it is heavy. We move through a staging area and meet Garrus and say goodbye. Same with Liara after shooting some husks with an emplaced gun. Liara gives us a vision of the galaxy from afar as a parting gift. Then we meet Wrex and finally, the Geth and Edi. We then talk to Anderson.
There are a lot of speeches and then finally on to the last mission.

Mission 26
This is essentially just a long trek through the London Street, with waves of every enemy type in large numbers.
A cut scene shows a Reaper taking out lots of our forces.
We come to a bunch of missile trucks and have to use the Normandy to aid targeting of the Reaper. We have to defend the Missile battery until it is ready to fire. Lots and lots of enemies come our way. Once done wee fire the missiles, however they miss.
We now have to do it again, which is feeling like cheap game lengthening by now.
More and more waves then finally we are told to fire the missiles. a cut scene shows the missiles taking down the reaper.

In cut scene we meet up with Anderson and start heading to the uplift beam.
The crucible is sent in towards the citadel.
We start running down a long slope towards the beam, a huge Reaper lands and starts shooting. We appear to get hit just as we get close. Now we are staggering towards the beam badly hurt. We have to shoot a few husks and a marauder before stepping into the beam.
Shepherd comes to in a room filled with lots of dead bodies and the citadel Keepers.
Anderson can be heard on the radio, he is also up here with us, though he has arrived in a different room.
I find Anderson in a gigantic control room. He appears to be struggling to move. The illusive man appears and seems to be exerting control over both of them. Shepherd aims her gun at Anderson against her will.
The Illusive man is now looking more cybernetic, with lines all over his face.
He continues his rant about controlling the reapers. I am given the chance to shoot the Illusive man and I take it. Anderson is badly injured.
We see the Crucible docking with the citadel.
Anderson dies sitting beside Shepherd. Shepherd is also badly injured.
Hackett comes over the radio and tells us that nothing is happening.
Shepherd seems to be bleeding to death, she crawls to a panel and is lifted higher into the mechanism of the crucible.
A translucent version of the child from her dreams appears to her. She asks what it is as it tells her that it is the crucible. The citadel is it's body. It tells her that the Reapers are it's solution to chaos. Synthetic life always rebels against organic life and destroys it utterly. To prevent this the reapers were made, they are made from the essence of higher life forms. This is a form of ascension, preserving the life form in a new Reaper form. Lower forms of life are left to prosper and rise, the example given is that humanity was spared in the last cycle, though is now a high enough form of life that harvesting and Reaper creation is needed. What happens to the synthetic life isn't mentioned, do the Geth for example get destroyed by the Reapers after each cycle?
The child gives us options, it tells us that we are the first to get this far and turn the citadel into this type of weapon.
I get two choices, to take control of the Reapers, though it will be posthumously. The second choice is to destroy all synthetic life including the Geth. I decide to destroy artificial life, both options seem wrong. Killing all artificial life after fighting for Geth rights throughout the game seems wrong. I sacrificed the Quarians for them after all. The second choice of controlling the Reapers seems to be heading down the road of the Illusive man. Would the reapers truly be under human control, or open to any race? Would the power that the Reapers infer not corrupt humanity into something dangerous?
The child created the Reapers, he kept the cycle going for many years, at the first sign of trouble he might restart the cycle. Killing synthetics also kills the child and it seems responsible for an awful lot of trouble in the name of keeping order.
An artificial version of survival of the fittest. This way at least if organics make new synthetic life and it ends up killing them all, then they did it their way. Organic life always evolves from random chemicals anyway, it would find a way.

The credits roll.

After the credits we see a scene of an alien world, a wintery forest with an alien sky.
A boy and a man are walking in the middle distance. The man has been telling stories of the Shepherd, the boy wants to hear another.

36 hrs
590 Achievements

Saturday, April 28, 2012

Uncharted 3 : Drakes Deception Notes

I chose Normal difficulty.

Mission 1
The games starts in London, Nathan and Sully enter a typical English pub. There are a whole host of unsavory looking characters just waiting for a bar brawl.
The pair are led upstairs to a private snooker room and frisked. A suited gentleman meets them, his name is Talbot. They are there to sell Talbot Drake's ring. The deal goes sour as Nathan realizes that the money is counterfeit. A fight breaks out. We get control, and can attack with square, counter with triangle. If we are grabbed hammering circle breaks us free.
In a kind of more cinematic version of Arkham City's fighting we beat up the henchmen and then try and leave the private room. A huge bouncer type appears and throws Nathan through a window down into the bar below. We are now fighting everyone in the bar. After clearing the room the huge bouncer appears again and slams Nathan into the gents toilet.
Here we fight him before slamming him with the cistern lid and sticking his head down the toilet. Leaving through the kitchen through a few more thugs we go out the back door of the pub into an alley. Here a cut scene starts, more men grab the duo and pound them a  bit more, leaving them lying in the gutter. A car arrives and Talbot and a woman get out. Sully recognizes her as Kate. She takes the ring from Nathan, one of her thugs called Cutter shoots the pair of them, which it seems wasn't entirely the plan. Kate and Talbot leave.

Mission 2
We find ourselves in Cartagena Columbia, this is a flashback, we are playing Nathan at around age fifteen.
We have to search a museum exhibit about Sir Francis Drake to find the ring. Nathan is also interested in what looks like a code wheel. Sully can be seen hovering around the museum as well, looking shifty.
Nathan watches as he tries to use a key unsuccessfully. Nathan is chucked out of the museum and then goes on to follow Sully.
We follow him through a market then into a building. We have to climb up the outside to spy on him through the window. we see him getting a refinement to the key. We now follow him again as he emerges. This time we follow across rooftops and watch as Sully meets Kate.
We then steal the key from Sully. As Nathan leaves the scene Sully confronts him. sully gets his wallet back and Nathan makes of with the key.

Mission 3
Back at the museum we are to break in. We have to cross a rope, then negotiate the roofs to get to an open window. Now inside we use Sully's key to unlock the case and take the ring and code wheel. Nathan inserts the ring in the code wheel and then is surprised by Sully, Kate and four goons. Kate attacks Nathan when he won't give back the ring, Sully is shocked
Nathan escapes and we now have a breathless quick pace chase sequence. Part cut scene, part game-play, some quick-time. It is almost a Mirrors Edge like version of the usual uncharted clambering. Eventually Nathan is left with a gun being faced of with a goon who knows that he won't shoot. Sully shoots him instead, he then takes Nathan to a bar.
The bond and Nathan explains about the ring. Nathan has a hunch that Drake spent some lost time on a secret mission for the Queen. Sully asks Nathan to be his partner, he reluctantly agrees.

Mission 4
Back in the present, Charlie, who we think is a bad guy is left alone beside the bodies of Nathan and Sully. Only they aren't dead and Charlie is their friend. Charlie being the one who shot them in front of Kate.
Seems that the whole thing was a plan to flush Kate out into the open for some reason and it has worked. We are now going to follow them to their hideout.
We now move through back alleys, we find that certain objects can be pushed around to make passages out of enclosed areas.
We meet Chloe and she has been tailing Kate, she now shows us where they went. We are to go and investigate.
Nathan has to clamber around the outside of the building to get inside a high up open window.
We then have to clamber down the inside of the building to the ground. Inside there is nothing but junk and empty space. It seems like Kate's car vanished into thin air, Sully can still smell the exhaust, so they were actually there. We have to investigate to see what has happened. There are four pressure plates on the floor. Nathan organizes the gang to stand on them and a door opens in the wall once they flash their torches at it. The door leads onto some underground tunnels and we have to shoot a padlock to progress and slide through a narrow gap. The gang come to some enemies who we have to fight. There are a few pipes and chambers to clamber around interspersed with some fights.

Mission 5
London Underground.
We start coming into less civilized and more ancient looking caves.
Then into old Victorian underground type areas. Nathan has to climb up to make an old lift work by dislodging the counterweight.
we then move into a large derelict train station type area. We have to sneak up on an enemy who has Sully cold and take him out with a silent takedown.
We now move into 16th century Tudor architecture.
This appears to be the inner sanctum of Kate. we see her try and fit the ring into the code disc, it does not fit. She realizes that they have been duped, and Charlie is blamed. Kate realizes that Drake and company might be on their way. She puts the guards on alert and goes looking for Nathan, who is actually right above her head. Kate mentions that she has been searching for this ring for four hundred years, which makes her some kind of immortal.
We now are shown how to drop onto guards, and also take them out from cover.
Nathan finds a book which belonged to Lawrence of Arabia. He talks of a cover up of Lawrence's death.
The code wheel is used and it reveals a word, long hidden, which Nathan translates as Golden Hind.
We now have to search the room for a Golden Hind, which turns out to be a golden deer statue, not the ship. Climbing up to it we are attacked and Nathan ends up falling with the hind. A map pops out and we grab it then have to fight our way out.
We have to fight our way through the subway back to the surface.
Back in a safe hideout Nathan examines the new map. It seems that Drake went to Arabia for six months. Sent by the queen and a man named Dee. Lawrence of Arabia is also connected.
Nathan thinks that Francis Drake found the Atlantis of the sands.
Clues on the map and Lawrence's book point to Syria and France.

Mission 6
In France Nathan and Sully are heading to a chateau.
We have to move through some dense jungle then reach  the Chateau. There is a ravine which we must clamber to get across, then clamber around the run down Chateau to get inside. We must shoot a lock off a window to let Sully in. Inside this room we must move a wardrobe that has fell down and use it to get up to a balcony, the balcony is ruined and we must use chandeliers to climb across to the other side. Using a pulley we pull up another chandelier and can now get to the area we need to be at to move a beam which is blocking the way further into the Chateau. There is some more exploring as the pair move through the Chateau. The tower from Lawrence's book can be seen through a window.
We have a puzzle here, four suits of armor in the corners of the room have to be rotated into a correct pattern to open a door in a fireplace. The book has the pattern, all you have to do is follow it. Nathan falls down a hole into a cave system.
We have to follow it through and get back out, separated from Sully. We can dive underwater.
We come out at a new part of the Chateau and find Talbot and his men have arrived in mass.
A shootout starts and we have to fight our way through. We get some grenades for the first time.
We fight our way to Sully and then join up to take on the masses of enemies. Once they are all killed we find the tower from the book and get inside. There isn't much left of it.
We find one of Talbot's men, though it looks like he has been dead for a week rather than just shot by us.
The floor of the ground floor in the tower is covered with symbols and there is a pressure pad code to complete to get a secret passage to open. Again the code is in the book and just needs to be worked out in sequence.
Inside is the lab of John Dee, we find a coded message that tells us there is another secret passage under the altar in the secret room!
In this next crypt like room is a huge puzzle. we have a large grid of symbols and four symbols on the walls around the room. There are plates on the floor which show different symbols depending where you look at them from in the room, you have to move the symbols on the grid to the right places after working out each of the fours places on the grid. The last symbol is broken, though the solution is in the journal of Lawrence.
The crypt is found and inside the casket an amulet with one half of an inscription.
As we leave Talbot arrives and takes the amulet from us, a huge amount of beetles appear and are deadly. The torches are the only thing keeping them back. The graphics for the torches are also quite impressive, good lighting effects here in the darkened caves.
Talbot leaves us to our fate with the beetles.

Mission 7
We have to climb out of the crypt and then run from the spiders in a crazy run, this is a bit irritating, like the mirrors edge bit with young Nate, like a dragons lair style choose the right path and die until you get it right, not emergent game-play here guys.
We go back into the mansion looking to get away and find that Talbot is intent on burning the place down.
We have to clamber and shoot our way through the increasingly dangerous collapsing burning building.
Eventually the pair escape. Sully is worried by the amount of resistance that Talbot is putting up and suggest that Cutter and Chloe might be in trouble as well. We are now off to Syria.

Mission 8
The citadel. We arrive at night at the citadel in Syria, a chain has been cut so we know that either our guys or the bad guys are here already.
We have to climb into the citadel through a high window, then fight some of Talbot's men.
We now open the door and let Sully in.
We progress through the citadel, the clambering is much more organic here, less delineated than previous uncharted games. Eventually we find Chloe and Cutter, their phones were out of cash and broken respectively. They have found out that Drake, Dee, and Lawrence were all part of the same secret society, sworn to protect the Atlantis of the sands from intruders. It seems that Kate is the present day manifestation of the secret society.
Cutter tells Drake that a clue is as above so below, he thinks they need to get to the highest point of the citadel.
We have to fight our way through more of Talbot's men.
Then reach the tower itself, we now climb up the inside fighting our way up. There is a juggernaut style heavily armed soldier to deal with. Nate is grabbed and ends up falling out the tower, he grabs onto a chain on the outside and we now have a sequence where he clambers around the outside swinging on chains and shooting at enemies.
Back in the tower we have more enemies and then a fight with a larger guy hand to hand.
Then up on top of the tower we find a symbol. Cutter seems to think that the stars have something to do with it and there are drawings of the big and little dipper constellations in the book. We have to use a scope to find the tail of the little dipper then follow it straight down to the ground, this points to another part of the citadel.
We are attacked by rocket launcher wielding enemies from the distance, and have to run for cover, we find a sniper rifle and have to use it to clear the rocket launching enemies.
Chloe and Sully are separated again, Cutter and Nathan progress on their own to the location of the star trail. It seems to be nothing more than a tiny store room. There are statues outside and the above/below theme is here again.
We find that some pillars are the next clue and then get ambushed by more of Talbot's men.
Once they are all killed we have to make our way to meet Chloe and Sully at the pillars. The journal is of little help here as it seems that Lawrence either didn't know or was keeping a secret of how to get into the crypt.
Talbot appears while the rest of the gang are looking at the pillars and shoots Charlie with a dart, this seems to be some sort of truth or obedience potion, as he asks Charlie for his gun, then the journal and they are given with lots of nervous shakes and tics. Talbot tells Charlie not to trust Nathan then vanishes. Charlie is freaked out and tripping on some kind of Hallucinogen. Chloe saves the day and works out the the middle way is the clue and we push open the middle pillar. This leads to an underground passageway.

Mission 9
The middle way
We have to help the paranoid Charlie through a gap, he then attacks us in the next room. Eventually Chloe stops him, not before Sully was about to shoot him to stop him.
Charlie comes to his senses and isn't especially pleased that his friend was about to put him down like a rabid dog.
We move through into a large puzzle chamber. There is a globe in the middle, Four statues above it can have fires lit in them, which project light onto the globe. We have to find a way to align the lights to the right places though. There are two crank handles, a ball that looks like it will roll in some channels and a water lock gate.
Only the water seems to be long dried up.
There is a passage behind the statues that leads to a brazier, the spiders are back, seems  they are a specific breed left behind as traps for these crypts. We have to light some braziers by throwing torches into them. Then swing on chains
A few more braziers and we come more lock gates, opening them fills the water channels, back to the main room and another set of lock gates fills the globe chamber with water. You now have to rotate and move the globe to line up with the projections of light. When this is done a stairway opens up above the globe.
At the top of the stairs the crypt is found along with the seconds half of the amulet. Nathan has a rubbing of the first and they now have the data they need to find the location of the Atlantis of the sands.
Talbot's men can be heard downstairs, another exit is needed.
A breeze can be felt at a part of the tomb and pushing against it knocks the wall down giving the gang an escape back out onto the exterior of the citadel.
Which wasn't the best way to go as we run right into Talbot. A Mexican stand off is broken by Charlie pointing his gun at Nathan. Seemingly still under Talbot's mind control. It is a ruse, as Talbot tells Charlie to shoot Nathan he shoots Talbot instead. We now have to run for it under a hail of bullets. reaching a tower, we go into cut scene. Nathan, Sully and Chloe make a jump, however the scaffold collapses when Charlie tries. He is trapped with Talbot's men coming up fast. Talbot appears, seemingly not dead, is he some kind of immortal as well as Kate.
Kate also appears, she sets fire to the tower and forces Charlie to jump. He lands and breaks his leg. We go to help him.
We now have to escape through a pile of Talbot's men, Sully helps Charlie limp along and Chloe helps us fight.
eventually we reach a tourist filled area and escape on a bus. Chloe is finished with this particular adventure, citing it as too dangerous, though I am sure she will pop back up when there is danger. Charlie is now injured and can't carry on. This leaves Sully and Nathan to go to Yemen in search of the treasure. Elena meets them at the airport, she is wearing a wedding ring, is it possible that she and Nathan are married?
She is going to go with them.

Mission 10
We follow Elena through the streets and into a market, the street is blocked and we have to find another way through, heading for the old quarter of the city. We climb some buildings and cut through another. We see our goal, and also see Talbot, walking alone on the streets with the notebook he stole from us.
Nathan goes after him, we follow him into a building and are ambushed, however, we get the journal back. We now have to fight a group of enemies hand to hand.
After this we escape with Sully and Elena into the streets.
We end up in a room hiding, and Nathan realized that this is exactly where they needed to be.
A large well, has the symbol from the amulet.
Elena is seems was married to Nathan, he left her.
She gives him grief about endangering his life for the pursuit of treasure, citing him as being obsessed.
We go down the well into the ancient sewer systems. There are hundreds of little holes in pillars. There is reference to it on Drake's map. There is a message on the wall, it translates to "the moon will show the way."
We can hold up the map and realize it is a key, the map shows the view you need to find the right holes. When we stand on the moon symbol on the floor and look around with the map held out we see which holes to use. Sully and Elena pull the first two holes and Nathan the last and a door opens.
A long corridor leads to a hexagonal large room. Two huge statues move and bar a door. Two other doors open.
In this puzzle room we have to find gears to make a cog puzzle work.
The cogs are scattered around the room, they have markings on them. The journal tells us that only crosses and circles are needed. However they need to be placed in the correct order to make them rotate in the correct directions when the large wheel in the middle of the room is turned.
We also have to clamber around the room to get one of the needed cogs. eventually I work out that the sequence is circles pluses, repeated thrice and the cog turns and the doors open.
Back in the main room, one of the guards moves their spear aside, looks like we have one more puzzle to do.
This is a large room filled with bits of statue body parts, suspended randomly around the room. A pillar in the middle can be lifted and makes a staff, which we light, this produces a projection of light in a circular pattern. It seems we have to insert the rod into one of hundreds of holes in the floor. Aiming the light at a mural on the wall. The mural shows a man backing down against something looming above him. I spend ages trying to work this out. So long the game asks me if I want the solution. I ignore this sleight and carry on for another set of tries, and eventually give up and get the solution. Guess what guys, your puzzle was clever, but just not intuitive, either that or I am thick. The solution is that looking at a bunch of the random body parts from one specific viewpoint in the room makes it look like another soldier is stabbing the man on the mural with a spear. When the light is inserted into the hole in the floor it shines a light on the mural making it look like a shadow soldier is stabbing him. Maybe a picture of the stabbing guy somewhere else in the room might have helped. Water floods out of the place where the mural guy is stabbed and the doors open.
Back in the main room we can now progress.
Elena points out that Drake got this far, then hid all knowledge of this trip, she wonders why. I know why, he found something unspeakably evil and covered it up for our own good, why does Nathan never learn.
We find a room with a globe in the middle. lighting it with a torch makes it spin and produce a star map on the ceiling. Sully tells us that it is a map using the stars to navigate to a point in the desert. The spiders arrive, we should be expecting them by now.
We have to wave our torch this time which clears the way for a second. We move back to the main room and have to shoot some spiders until Elena crawls under the lowered door and opens it.
Back in the main room, there are fires burning that weren't before. They illuminate some messages scrawled on the walls, which are basically of doom. It must have been Drake, as they are written in English. Elena tells the boys that they are nuts if they want to go on. Of course they are. She asked Nathan to consider that he has beaten Marlowe, let her go and die in the trap that is waiting, Nathan beat her to the location, he won. Nathan of course isn't listening.
Back at the well we first came into, Talbot's men arrive. We have a fight in the cistern room. Then have to climb out. We are going back out onto the street, so Nathan makes the gang ditch their guns.
On the street Nathan is darted by Talbot, he starts to hallucinate and runs from Sully and Elena. We get control and have to move through a bendy trippy run through the tight alleys of the city. Talbot is whispering in his ear hypnotically. Eventually everything goes white and Nathan passes out.
He wakes in a market, sitting opposite from Marlowe and Talbot, she has the ring and decoder.
She is after Sully surprisingly enough, they know from Nathan that he has the location of the target.
She tries to drive a sliver of doubt into Nathan's mind that Sully has abandoned him.
Marlowe is told that they have found Sully, which means they don't need Nathan anymore, he is to be killed. He makes a run for it.
This is a breakneck Assassins Creed style chase through the city. We are chasing Talbot, and have to fight him when we catch up with him. The bouncer that was with us with Marlowe smashes Nathan over the head when we get the upper hand.

Mission 12
Nathan wakes on a ship, a pirate ship, the pirate captain asks Nathan for the location of the target, he can't tell him. The pirate threatens Sully and leaves his men to beat up Nathan.
We have to beat up the pirates left in the room. Once done we have to escape.
The room is a clamber chamber and we leave through a door high up in the room.
We come out to find that we are in some sort of ship graveyard. There are lots of big rusting hulks.
We platform for a bit then find some pirates to shoot.
We have swimming and fighting combined here which is a new thing.
Sudden difficulty spike here.
After clearing a large fight box of pirates, we come to another one. After clearing that one we push a block to make a crane fall and make a path to come clambering
This is a huge clambering section where we are attacked by lots of pirates as we climb.
When I reach the top of the huge tanker ship we can see a cruise liner in the distance.
The radio is broken, so Nathan decides to head for the cruise ship. We see the Pirate captain heading for that direction.
Using a zip line we end up in a fight and being knocked down into the water. More pirates to kill.
More Clambering.

Mission 13
Still on the way to the cruise ship.
We fight on some lashed together shanty structures. Then head to the boat that the captain is getting onto. As we try and get on board using a ramp we have to wind down, a rocket launcher is shot at us and the boat leaves. We now have to find another way. Back the way we came a man is waving signal flares. On the way back to him we are stopped from getting to him, and a wave hits the shanty structure wrecking it.
We see another boat leaving and have to jump on quickly. Now were are fighting on the deck of the small boat.
Another boat comes alongside and we have to fend of the attackers. They start using rockets to sink the boat and we have to jump onto the other boat and fight there. After that the guys left on the other boat start using rockets on us and we have to do the same until we sink them. The boat is on fire and we have to get onto the cruise ship that handily passes by.

Mission 14
We now have to climb aboard the cruise ship and climb up to the upper deck.
A lifeboat falls as we climb onto it and have to scramble up the rope and crane holding it.
We are now amongst cargo containers and there are more pirates. It seems that the pirates have actually stolen this cruise ship.
We get trapped in a square cargo hold type area with an armored enemy with a rapid firing heavy machine gun. There is water in waves making the area hard for everyone involved.
We move into the more ornate areas of the cargo ship, through a pool where there is a riff on the Marco Polo achievement from  Uncharted 2. We now enter a ballroom for a fight.
We have to clear the room once, then another wave pours in from above. A door opens and we can move into some corridors, clearing the way of enemies. We see Sully tied to a chair in a cargo hold.
It is a trap, the thing tied to a chair is a crude dummy. The captain appears and grins, Nathan Shoots him and sets of a grenade, it appears that the bullet doesn't kill the captain, though the grenade sets of a larger explosion in the hold.

Mission 15
We are under fire and the hold is filling with water.
We have to survive waves of mixed enemies, snipers, armored and normal while avoiding the water as it fills the hold. After a while the ship capsizes rotating the world around us and we now have to swim for it.
Clambering out of the hold we fall through a doorway in the world which is now on it's side.
We awkwardly clamber along corridors and cabins of the ship, making our way out onto the side and along. We can see the huge ballroom we came through earlier. A lift with a glass side which has become it's floor pitches Nathan down into the ballroom where we land on the Chandelier. The ballroom has a glass ceiling, which is now keeping back thousands of gallons of water.
We have to climb down from the Chandelier, to reach what would have once been the wall of the ballroom, An exit is visible. The captain appears in cut scene and shoots the glass.
We now have to run for our life along the rapidly filling corridor. The ship is sinking fast, Nathan is left clinging onto a bit of timber.
He is eventually washed up on shore. Nathan makes his way back to Elena.

Mission 16
Elena informs Nathan that Sully has been taken and they are mounting an expedition using a convoy of vehicles into the desert. They have a two day head start on the pair. Elena has learned that a plane is going to do a supply drop for the convoy. The plan is to get onto the plane.
We see Elena and Nathan drive to the airfield.
Inside the cargo hangars of the airfield we have some climbing and fighting to do. Then we have to move a jeep to get up to a window. Nathan has to push while Elena steers.
We do this twice.
Now we have a large fight box to clear and clamber over another roof to reach the plane.
Nathan leaves Elena here, telling her that it is too dangerous to go on.
She reluctantly goes.
We are seen heading for the plane and it starts to leave.
We have to take a side detour under fire and run to catch the plane as it taxi's for the runaway, Climbing over boxes we run out onto the airfield and are too late. Elena didn't leave thankfully, she arrives in the jeep and helps us drive under the plane to jump onto the landing gear and inside.

Mission 17
Stowaway
We start crawling around in a vent like area. A guard sees us and opens the vent to grab us. It is one of the bigger gorilla guards. We start hand to hand fighting with him.
The guard opens the rear doors of the plane, intending to throw us overboard. We fight on the tailgate and eventually knock him off by releasing a cargo crate. This sets off a chain reaction and all the cargo goes out the back door, us along with it. We end up hanging on to dangling crates held together by webbing. A guard is trying to shoot us, though he is in trouble himself and not very accurate. Getting close to him sees Nathan grab him and get his gun while chucking him off the plane.
We start climbing back inside, guards start shooting and we are fighting in the shifting boxes as the plane tilts around. Explosions start as the shooting breaks the plane's innards. It is easy to get crushed by the boxes, and shot by the men in the small space. Moving forwards seems to be the best plan as once you hit a certain point in the plane an explosion starts sucking people out the huge hole. Holding on as best you can the plane comes apart. Nathan is sucked out the hole and we find ourselves falling with wreckage all around us. A box is nearby and moving towards it sends Nathan grabbing on. Quick-time button presses see him reach for the boxes parachute and pull it. Nathan then falls safely to earth riding the box.

Mission 18
Rhub Al Khali.
Nathan takes a gun from the wreckage then sets out into the desert, knowing that it is hopeless, though not one to lie down and die.
We find a well, though it is dry. Shooting a vase by the side of the well nets a hidden treasure, though no water.
we move, time passes Nathan sees a mirage and ends up back at the well, going in circles.
Then he hides under a rock in the noon sun. At night he passes out, Sully wakes him and it is day, though it's only a mirage. We see a town in the distance and Nathan uses the last of his strength to reach it. It turns out to be a ruined town.
We enter the town and start looking for water. A well is dry, with only a tiny amount of  undrinkable water. We come to a door and burst through it. There are enemies on the other side.

Mission 19
We have to fight through them, we progress through the area, a guard shoots a pillar underneath us and the  area collapses, we fall into a trap. There is no way out, until I realize that there is a similar pillar, which we can shoot to make collapse and give some handholds to get out. We move onto another fight box. Then through a narrow gap and into another. Shooting the collapsible pillars brings down an emplaced gun here.
A jeep smashes through a gate bringing in more enemies.
We move onto a new area and are pinned down in the slimmest of cover by a horde of enemies.
Suddenly men on horseback arrive and save the day killing the bad guys.
We are aided by one of these men and helped onto the back of one of their horses. We ride through the village, being shot at by the enemies and our rider is killed. We now take the reigns and have to escape the village on horseback.
At an oasis, Salim, the leader of the tribe is slightly friendly. Nathan tells Salim of Marlowe's plans and Sully's fate once he finds the city. Salim tells Nathan that King Solomon trapped a Djinn in the city, and fears Marlowe will release it into the world.

Mission 20
Caravan
We ride with Salim to intercept the convoy. We ride through some mountain paths and catch up with the back of the convoy. we must jump onto the trucks and start fighting.
We can move from truck to truck, shooting at men on the backs of the trucks and motorcycle riders.
There are around ten trucks to negotiate. In between there are little incident, small cut scenes where we fight men and fall from the back of the trucks. A large crane vehicle is the scene of a fight, Sully frees himself when he sees Nathan causing a diversion and ends up fighting a larger enemy on the back of the truck. We save him and in cut scene fashion the truck is hurled over the edge of the cliff.
We talk with Sully and Salim and press on towards the city, a sandstorm blows up and separates Sully and Nathan from the others. The horses refuse to go any further, so we are left going on on foot.
We now come to some more ruins and lots of enemies. There are two armored vehicles with emplaced guns and we have to destroy them with explosives to progress.
We enter a large temple, which a a clamber puzzle, not a hard  one though, basically just make your way around the room to pull a lever at the same time as Sully to open huge doors.

Mission 21
The Atlantis of the sands.
The city is revealed in all it's splendor, lots of gold and large buildings,it seems time has been kind to the city.
We move down some stairs and mechanical statues salute us we do.
We come to a fountain and find that the water is clean and still flowing.
sully is shot through the heart by Talbot using a sniper rifle. Nathan angered gives chase as they head on down a mechanical elevator of some kind.
we are attacked by men who start bursting into flames, they also can move like bursts of flame and smoke when shot at. Three of them attack then the lift comes back up and more ghost rider type enemies appear. We now go down in the lift and are met by Talbot who throws smoke into the lift.
We give chase and he runs, like the last chase we follow him through the city. We turn a corner and find ourselves back in Cartagena, Nathan observes he hasn't been here since he was a kid. The spiders appear and we have to run for it, halfway through the chase Nathan turns into a child and we are left cornered again, only this time it's Sully advancing on him with a gun. We have to shoot him. Nathan wakes and is hallucinating again.
We walk through the city with wobbly graphics and are attacked by three flaming enemies.
Then progress through a few more streets filled with enemies.
I come to a fight box with a lot of flame enemies which takes a bit of work to get past.
We move into a puzzle room, the hallucinations are still strong, we see Sully in the distance.
A lever floods a large central pool, then two levers are indicated by our own reflection.
Turning them makes a light appear in the pool. As we hammer triangle to pull on the light our reflection starts moving of it's own accord again and attacks Nathan, throwing him up into the ceiling of the room. Nathan awakes on the floor of the pool, there is no water. The hallucinations have stopped.

Mission 22
The dreamers of the day
We see more henchmen in the distance, moving wheels and obviously trying to get deeper into the city and it's secrets.
We have to fight a group of them and then move on. Sully appears, the real sully, not a hallucination. Nathan points his gun at him and is very suspicious. It seems that Nathan drank the water from the fountain and then went mad, the whole flaming enemies and Sully being shot was an hallucination.
The water is the source of the madness that destroyed the cities inhabitants. Drake knew that the Queen and Dee wanted the power of the water to wield fear and control their enemies. Drake hid the discovery to prevent them from getting the power.
Marlowe is seeking to find the source of the tainted water.
We move through some of the workings of the water pumps in the city, large ornate gears and chains. The city is sitting on top of some fairly old and natural rock formations. It looks to me that it won't be surviving the end credits.
We fight through another group of enemies and then find some diving gear, it looks like Marlowe was planning on diving into the water.
We come to a bridge and cross it, then a cut scene starts. Marlowe is rigging a crane to lift something in a large urn out of the water. Nathan and Sully start going around opposite sides of the pool to flank them when Talbot takes a shot at Nathan, Sully intervenes saving his life. Sully is knocked unconscious and then into the water. Nathan dives in after him and grabs him, using a handheld rocket launcher, Nathan shoots the rope bringing up the urn and shoots up to where Marlowe was standing. The explosions send the urn back to the bottom and bring down the temple around Marlowe.
as the pair get back up onto dry land the temple is collapsing around them.
We have to cross the bridge which is  filled with enemies, then climb a tower, using gears and ladders.
In cut scene we see Marlow and Talbot come face to face with Sully and Drake. The floor collapses and Nathan and Marlowe are caught in a sand trap, Marlowe is sinking fast, Nathan helps her but he can't save her, she isn't strong enough to hold on. Talbot is angered.
We are now running for our lives through the collapsing city. A fight with Talbot ends in Having to save Sully from having his head bashed in. Sully and Nathan then reach Salim, who gives them horses to leave on. They watch as the city collapses into the sand.

Final cut scene shows Sully telling Nathan to be nicer to Elena, then Nathan and Elena leaving with Sully. They get aboard an old plane and the credits roll.

11 hours
28% of the trophies for one play through on normal.