3. Mass Effect: Infiltrator (WP) Story walkthrough

Let's begin. The following is made to be as spoiler-free as possible; the only real spoiler is the name of the final boss, stated in the last level's walkthrough section.

Note on Style rating: Remember that the Style rating comes from mixing up your attacks. Try to avoid using the same weapon or biotic multiple times in a row. For example, killing an enemy with an Assault Rifle, then using Pull on another, whom you finish off with the Shotgun is a great mix. You could then use Pull again and take someone out with your Sniper Rifle. This is a great Style chain. As an example of poor Style, killing three enemies in a row with the Assault Rifle has no variance, and would get you a much lower score.

Note on Intel pick-ups: "Intel" is a pick-up you can collect in the field from certain dead enemies. Collect 30 of these before selling any, since the relevant achievement requires that you have 30 Intel at one time. The counter must hit 30 for the achievement to pop; you can't, say, collect 29, sell 10, and then expect the achievement to pop on your overall 30th Intel (because in this example, your Intel counter would read '20'). Intel drops may be random or based on certain factors (Style / kill method); there simply isn't any information about this provided in the game or on the internet. But do not worry; Intel drops are not too uncommon and you'll probably end up with 30 before the campaign's halfway point. When you do sell Intel, you will receive 25 credits for each one.

The "Guide" bit of each section will include a mixture of general guidance, battle strategy, direction, and achievement-based info. Information relating to Achievement-relevant pick-ups and interactions will be underlined: specifically, these are the Vaults, Terminals, and Morality Choices.

Ice Giant

Checkpoint 1

Upgrade Priority: Your starting weapon, the Assault Rifle, is very powerful when upgraded. At max level, it can handle almost anything with ease, except for maybe Mechs and the final boss (though these aren't too hard with the AR anyway, it just takes a tad longer). Everything other than those enemies are easy sailing with the Assault Rifle, though, and it should be your priority for upgrades.

Enemies:

  • 5x Geth Trooper.

Guide: Basic introductory level. You will need to vault over the first cover, where you can take out probably all but the final Geth Trooper. Vault to the next cover in front and finish him off. Always aim for an enemy's head when possible.

Rewards:

  • Rookie: +100 credits
  • Soldier: +200 credits.
  • Veteran: +300 credits.
Checkpoint 2

Enemies:

  • 8x Geth Trooper.

Guide: Another straight-forward battle. Do not vault forward too soon though; an enemy will teleport in to the left that could catch you off-guard.

Rewards:

  • Rookie: +100 credits.
  • Soldier: +200 credits.
  • Veteran: +300 credits.
Checkpoint 3

Enemies:

  • Initial: 6x Geth Trooper, 1x Geth Juggernaut.
  • After first gate: 3x Geth Trooper.
  • After second gate: 6x Geth Trooper, 1x Geth Juggernaut.

Guide: Enemies will spawn as you run down the scope, but cover is plenty. Eventually a Juggernaut will spawn, but you'll have to kill 2 more Geth Troopers before the gate will open into the second area, which is smaller and easier. A Geth Trooper will spawn on the immediate side of your first cover, meaning you can punch him out of cover first (enemy will highlight orange). After the second gate into the third area, you'll want to be moving cover-to-cover in a Western direction so that when the Juggernaut spawns down a small canyon, he'll immediately be in your line of fire.

Rewards:

  • Rookie: +200 credits.
  • Soldier: +400 credits.
  • Veteran: +600 credits.
Checkpoint 4

Enemies:

  • Initial: 2x Geth Juggernaut, 5x Geth Trooper, 1x Turian Sniper.
  • After first slope: 1x Geth Juggernaut, 1x Turian.

Guide: The mission ends with a mandatory Morality Choice. Remember: there are two morality achievements, unlocked at the end of the main campaign. Which achievement you get comes from the morality you align with; Paragon (blue) or Renegade (red). You should stick to one morality and stick to it until the end, after which you can replay Chapter 2 once or twice to fully change your alignment. I'll cover this later. You can always be aware of your current morality alignment by the matching colour of your biotic powers (blue or red).

Rewards:

  • Rookie: +200 credits.
  • Soldier: +400 credits.
  • Veteran: +600 credits.

Hangar Bay

Checkpoint 1

Enemies:

  • 12x Turian Trooper.

Guide: From this point onward, we can make progress towards the achievement 'Greed'; to collect a total of 1,000 credits exclusively from Terminals and Vaults. Terminals are small grey machines that have orange hologram overlays, and contain credits. Vaults, as you can imagine, are grey vaults hoisted onto walls, and they also contain more credits. To acquire these credits, approach the Terminal/Vault and a small circle should hover over it; interact with this and Randall will be that much richer. Two things you should know about this; one - when you use a Terminal/Vault, you can never use it again, not even on new replays (unless you reset your game through the game settings), and two - there are more than enough Terminals and Vaults, usually in plain sight or just off the linear path ever so slightly, that you shouldn't have a problem unlocking this achievement by the halfway point of the campaign. Still, I'll be pointing out where every Terminal and Vault is located.

The first of which, a Terminal (50 credits) is off to your left on level start. Further along the left wall is another Terminal (50 credits; 100 total).In the opposite side of the hangar area is another Terminal (50 credits; 150 total). Right next to the above Terminal is your first Vault (50 credits; 200 total). Follow the wall for the hangar's final Terminal (50 credits; 250 total). You are already now 25% of the way to unlocking the "Greed" achievement.

After the fight with the Turians, find the door that was near the second Terminal to a hallway that contains a Terminal (50 credits; 300 total), and then a Terminal (50 credits; 350 credits) and a Vault (50 credits; 400 credits) located together.

Rewards:

  • Rookie: +250 credits.
  • Soldier: +500 credits.
  • Veteran: +750 credits.
Checkpoint 2

Enemies:

  • 4x Turian Trooper, 4x Turian Sniper.

Guide: You can take out a Sniper and Trooper from the starting balcony using your Assault Rifle. If you then move back to where you came, you'll be able to take out another Trooper using your Sniper Rifle (if you have one). Once the door opens after the countdown, head in. After the battle, still in the same room as the fight, you'll find a Vault (50 credits; 450 total) and Terminal (50 credits; 500 total) on the left wall. Another Vault (50 credits; 550 total) that you might miss is on a wall niche opposite the next door you're to go through. In the next room has a Terminal (50 credits; 600 total) and Vault (50 credits; 650 total) on opposing walls.

Note that these 8 easy enemies, all in the same small room, pay out 900 credits if you achieve a Veteran rating. This is not only the largest payout thus far, but it's also the best in terms of time and effort vs. profit, and is a recommended grinding spot. Replay the checkpoint, and then restart it from the battle analysis screen (rather than finishing off the rest of the level, which will save time). The only level that payouts out more than this one is the final boss battle (at 1800 credits), but that takes much longer and includes an unskippable cutscene -- in that time, you could probably complete this level four times (for a potential 3600 credits). You should probably do this now, just enough to fully upgrade your Assault Rifle, also popping the "Weapon Specialist" achievement.

Rewards:

  • Rookie: +300 credits.
  • Soldier: +600 credits.
  • Veteran: +900 credits.

Weapon Specialist

Fully upgrade a weapon

Weapon Specialist
1 guideOffline Game ModeSingle PlayerShop

Medical Bay

Checkpoint 1

Enemies:

  • Start of room: 1x Orcus Mech.
  • Centre of room: 3x Orcus Mech.
  • North-West of room: 3x Orcus Mech.
  • North-East of room: 3x Orcus Mech.

Guide: In the first hallway are two Terminals (50 credits each; 750 total), leading to a large room with two doors; North and West. The North room contains a Vault (50 credits; 800 total). After nabbing, proceed through the aforementioned West door. This new corridor has a room off to the right, containing a Vault (50 credits; 850 total). In the lab at the end of the new corridor, you'll find a Vault and two Terminals (50 credits each; 1,000 credits). That 1,000 credits exclusively gained from Vaults and Terminals gets you the "Greed" achievement:

Greed

Collect 1000 credits from terminals/vaults

Greed
1 guideOffline Game ModeSingle Player

Follow your objectives, interacting within the room you're trapped in until you're forced to backtrack to the room before this one. Mechs will spring up from platforms within the room. There are two or so Cerberus humans in the North-East corner, but they aren't hostile to you.

Rewards:

  • Rookie: +150 credits.
  • Soldier: +300 credits.
  • Veteran: +450 credits.
Checkpoint 2

Enemies:

  • 9x Orcus Mech.

Guide: Run to the end of the room for a brief scene, and then immediately turn and take cover among the upturned gurneys; Orcus Mechs will come into the room from the corridor you entered from.

Rewards:

  • Rookie: +125 credits.
  • Soldier: +250 credits.
  • Veteran: +375 credits.
Checkpoint 3

Enemies:

  • Left doors: 5x Trooper, 2x Orcus Mech.
  • Right door: 1x Trooper.

Guide: Run back to through the corridor you came from; the room on the left at the end contains your first optional Morality Choice. After making your moral decision, you'll find a Terminal in the room (worth 200 credits). The opposing room leads into a computer room. The door to the left of where you entered leads to a Terminal (200 credits). Continuing on you'll run into a corridor of low cover. Obvious battle in 3, 2, 1.

Rewards:

  • Rookie: +150 credits.
  • Soldier: +300 credits.
  • Veteran: +500 credits.
Checkpoint 4

Enemies:

  • Initial: 2x Trooper.
  • East door: 6x Orcus Mech.
  • North doors: 4x Trooper.

Guide: Continue on until you reach a split - to the right is a short corridor leading to a Morality Choice and Terminal (200 credits). Return to the other path in the split to a room full of boxes/crates which will be your new battlefield. After the battle, you'll be diverted by your ally over the radio into a new corridor; exiting to your left will find you a Terminal (50 credits) - then proceed in the only other direction. You'll end up reaching another fork between West and East options, go through the East door for another Morality Choice and Vault on the wall (200 credits). Back to the fork, there's a little niche between the crates north concealing a Vault on the wall (50 credits). Grab your bounty and exit the same fork to the West.

Rewards:

  • Rookie: +200 credits.
  • Soldier: +400 credits.
  • Veteran: +600 credits.
Checkpoint 5

Enemies:

  • North-West door: 2x Engineer, 2x Orcus Mech.
  • South-West door: 2x Engineer, 5x Orcus Mech.
  • South-East, North-West doors: 2x Engineer, 2x Trooper, 1x Centurion.

Guide: This can be a bit difficult when you play it for the first time, as all corners of the room are used by entering enemies. Before the battle, access the Terminal (50 credits) to the North. You'll want to take cover in the North-East corner, though, as this one is where enemies enter last, and only a few are left by then. Afterwards, the North-West door will be accessible for you to exit the level.

Rewards:

  • Rookie: +300 credits.
  • Soldier: +600 credits.
  • Veteran: +900 credits.

Security Checkpoint

Checkpoint 1

Enemies:

  • First door on right: 1x Riot Trooper.
  • Second door on right: 3x Orcus Mech.
  • First door on left: 1x Riot Trooper.
  • Second door on left: 3x Orcus Mech.
  • First door on right: 1x Riot Trooper.

Guide: Introduction of the Riot Trooper. Their thing is that they have an Armor-plated shield. You can shoot through the gap in the shield, but really there are two better in ways in dealing with them: one - equip your shotgun and wait for their head to pop out the side of the shield as they begin to attack you and blast them then, or two - use Pull to render them as helpless as everyone else, which will also get rid of their shield for good. I prefer the second one as it's quicker and is usually more helpful in obtaining a higher Style rating.

There will be no cover for this battle. However, the second rooms on both the right and left will eventually be left open for you to temporarily retreat into.

Rewards:

  • Rookie: +200 credits.
  • Soldier: +400 credits.
  • Veteran: +600 credits.
Checkpoint 2

Enemies:

  • From central elevator: 1x Ogre Mech.
  • From both lower-floor doors: 2x Riot Trooper (will keep respawning until Ogre Mech is dead).

Guide: Once you reach the objective, turn around to find the arrival of a new enemy, the Ogre Mech. This enemy should have your full attention. Duck into cover into one of the balcony's two cover points; move towards the edge of whichever cover you choose so that you can quickly change between them. The Ogre has three attacks; one - a yellow fire-like ray blast which can knock you out of cover sometimes (he'll lurch forward before doing this attack), two - a green spray that can kill you very quickly out of cover, and three - a red ball that can reach you from behind cover and will drain you of your health (he'll put out his arm and pause a few moments before doing this attack). The only real concern is that second attack (the green one), so always stay in cover. The reason we want to be able to alternate the cover you're in quite easily is because of the third attack (the red one), so change cover when you see it fired.

You'll want to be shooting the Ogre's 'head' component with your fully-upgraded Assault Rifle, unless you have the Beam Cannon, which is best suited for this situation but quite expensive (3000 just to unlock, before upgrades). When the Ogre is down to low health, the 'head' component will be destroyed, making it fire around in a blind panic; however, these attacks will mostly always be in close proximity to itself and you should most certainly be safe from the balcony. At this point, shoot either of its arms to finish it off. Be aware, however, that Riot Troopers will constantly respawn from the lower service doors and will slowly creep up the stairs to you, so keep an eye on the stairs and deal with them quickly using Pull and your Shotgun. There will be two Riot Troopers in the battle at any given time, but only one of them will hunt you. I think which one hunts you depends on which balcony you're on. When you've killed the Ogre, it'll most certainly drop an Intel; finish any remaining Riot Troopers to complete the level.

If you're struggling with this battle on subsequent playthroughs, grind Hangar Bay's Checkpoint 2 for easy/quick credits to upgrade your Beam Cannon.

Rewards:

  • Rookie: +300 credits.
  • Soldier: +600 credits.
  • Veteran: +900 credits.

X1 Wing

Checkpoint 1

Enemies:

  • Initial: 1x Krogan Prisoner.
  • From beyond the first door: 2x Krogan Prisoner.

Guide: Through the first door on your left is another optional Morality Choice, and Terminal (+200 credits). Continue on for another Terminal (+50 credits) and then to meet a new enemy; the Krogan Prisoner. They have Armor, wield Shotguns, and love to Charge. Shooting them in the head with enough sudden damage will prevent or break their Charge attempt. Deal with them one at a time, and don't let them gang up on you in future fights. After this you'll come to a West-East split; go East first for a Terminal (+50 credits) and then continue back through the West side of the split.

Rewards:

  • Rookie: +150 credits.
  • Soldier: +300 credits.
  • Veteran: +450 credits.
Checkpoint 2

Enemies:

  • Initial: 1x Engineer, 2x Asari Prisoner.
  • From North door: 1x Krogan Prisoner.
  • From North door: 2x Krogan Prisoner.

Guide: If Cerberus enemies are in the same room as non-Human enemies, then they will fight each other as well as you. Usually, the non-Human enemies should be your killing priority. The Engineer will likely die by the Asari attacks just moments into the battle. Afterwards, continue through the door the Korgans came from, to see rooms East and North. The East room contains a Vault (+50 credits) and a Terminal (+50 credits).

Rewards:

  • Rookie: +250 credits.
  • Soldier: +500 credits.
  • Veteran: +750 credits.
Checkpoint 3

Enemies:

  • Initial: 1x Engineer, 2x Asari Prisoner, 1x Trooper.
  • From North door: 1x Krogan Prisoner, 1x Sniper, 2x Trooper.
  • From East door: 1x Krogan Prisoner.

Guide: Haha, oh Engineers die so easily, I won't bother putting him in the enemy list. After the battle, the North door will re-open for you to continue. You'll reach a door going North, and another going East. The North contains a Morality Choice, and Terminal (+200 credits).

Rewards:

  • Rookie: +250 credits.
  • Soldier: +500 credits.
  • Veteran: +750 credits.
Checkpoint 4

Enemies:

  • Initial: 1x Engineer, 4x Trooper.
  • From West door: 1x Trooper.
  • From North door: 1x Engineer, 1x Riot Trooper.
  • From North door: 1x Centurion, 2x Riot Trooper.
  • After heading through the North corridor: 2x Asari Prisoner, 2x Trooper, 1x Engineer, 1x Grad Turret.
  • From North door: 1x Trooper, 2x Riot Trooper.
  • From North-East door: 1x Engineer, 1x Centurion.

Guide: In the back corner of first fight room is a Vault (+50 credits). After that, the battle continues into the next room which also introduces the Grad Turret; armored and rapidly firing. Nothing your maxed-out Assault Rifle can't chew through, though the Beam Cannon works better. Because a Grad Turret fires more constantly than other enemies and has a better range of attack, it's extra important to stay in cover when they're in the battle. Obtaining a Veteran rating pays out quite nicely, but this is really two battles rolled into one in terms of enemies and time/effort. The back of this room has a Vault (+50 credits) and a Terminal (+50 credits) on walls either side of the exit door.

Rewards:

  • Rookie: +500 credits.
  • Soldier: +900 credits.
  • Veteran: +1,300 credits.
Checkpoint 5

Enemies:

  • Upon interacting with the computer: 3x Grad Turret.
  • From North-Western door: 1x Trooper, 1x Riot Trooper.
  • From North door: 1x Centurion, 1x Riot Trooper.
  • From North-Western door: 1x Trooper.
  • From North-Eastern door: 1x Engineer, 1x Trooper, 1x Centurion.

Guide: Use the computer (tagged with the objective marker) in the center of the inner room, and then immediately run back out when you regain control of Randall, taking cover near the entry door, as three Grad Turrets deploy around the inner room that would trap you had you stayed. Take them out, but don't move beyond the Northern point of the inner room, as this space will be the area new enemies flood into.

Rewards:

  • Veteran: +1,200 credits.
Checkpoint 6

Enemies:

  • Initial: 1x Orcus Mech, 2x Krogan Prisoner.
  • From West: 3x Orcus Mech.

Guide: Just the hallway you start in and the room up ahead where a robot is trying to fend of Krogans by itself. Yeah, good look with that mate. It's robo-buddies come in shortly after but your focus should always be the Krogans first.

Rewards:

  • Rookie: +175 credits.
  • Soldier: +350 credits.
  • Veteran: +550 credits.

Colosseum

Checkpoint 1

Enemies:

  • 1x X1.

Guide: The 'Colosseum' is a boxed room with four initial cover points for each side. Sometimes these cover barriers will drop however, to be replaced or joined by another two barriers behind each initial barrier. So you will be having to be on the move; even if you don't actively move around, the X1 will force you to with its cover-busting attack (which will take off a lot of your health, too). Keep in mind that this battle is verrrry easy with an upgraded Beam Cannon.

It seems that the Style rating for this battle is quite lenient; I've often done this level with a few shots of the Assault Rifle before permanently swapping to the Beam Cannon, and not using any biotics.

The trick here is to be on the move and attacking the X1's gauntlets. When either of them are busted, the X1 will stop whatever he's doing to inspect/repair/bang his equipment. This means that he's hunching over, exposing to you the weak spot on his back that you should attack.

Once the X1's Shield has been depleted with the above method, a cutscene will show walls dropping into the Colosseum, trapping you into a smaller boxed room, placed directly in front of X1 without cover. This isn't much of a problem though as you have to give the X1 the run-around so that it's ramming attack will knock down the walls, opening up the area and giving you back your cover. This time the X1's weak spots are three blue areas on his chest; fire at them directly whilst side-stepping his attacks. When your Beam Cannon is fully upgraded, you can probably destroy all three spots in a matter of two or three seconds, and then deplete the remainder of his health before he can hit you twice.

Upon victory, you will pop the "Tame the Beast" achievement. The X1 will most certainly drop a piece of Intel but it will be hidden by its large body; so walk into the middle of the deceased X1 to pick it up.

Rewards:

  • Veteran: +1,800 credits.

Tame the Beast

Defeat X1

Tame the Beast
1 guideOffline Game ModeSingle PlayerMain Storyline

The upcoming "Comm Relay" and especially the "Access Corridor" levels can be quite difficult with an increase in enemies and troublesome arena types. This Colosseum level though has quite a good Veteran rating payout for credits, so I recommend grinding it a few times to upgrade your Assault Rifle and Beam Cannon if you've not already done so. Otherwise, upgrade other useful things, such as the Pull biotic.

I've got the Power

Fully upgrade a skill

I've got the Power
1 guideOffline Game ModeSingle PlayerShop

With your upgraded and more diverse array of weapons and skills from grinding this level, you should have no trouble getting better ratings on the next levels, netting you these along the way:

3 words Fa-Bu-Lous!

Achieve a style rating of 30 or more in a single battle/checkpoint

3 words Fa-Bu-Lous!
3 guidesOffline Game ModeSingle Player

Expert Marksman

Execute a chain kill of 5 or more enemies

Expert Marksman
1 guideOffline Game ModeSingle PlayerTime/Date

Comm Relay

Checkpoint 1

Enemies:

  • Initial: 4x Assault Trooper, 1x Sniper.
  • Jetpack in (to where the Assault Troopers were): 2x Assault Trooper.
  • Jetpack in (to behind where the Sniper was): 2x Assault Trooper.
  • Jetpack in (to behind where the Sniper was): 2x Assault Trooper.
  • From the North gate: 2x Riot Trooper, 1x Trooper.

Guide: Don't hesitate - you must run into the first cover and then use your Sniper Rifle to take out the enemy sniper on the balcony to the North; if you don't, it's easy to get overwhelmed with damage. The rest is easy, though you may prefer for the next round of enemies to come to you (they spawn more North of where the sniper was).

Rewards:

  • Soldier: +800 credits.
  • Veteran: +1,200 credits.
Checkpoint 2

Enemies:

  • Initial: 1x Sniper.
  • From the North-West platform: 3x Riot Trooper.
  • From the East tower: 1x Sniper.
  • From North-East door: 3x Riot Trooper, 1x Centurion.

Guide: Cover will pop up in front of you, which you'll need as there's a Sniper in the tower North. Be careful not to get too close to the tower before taking him out first; an elevator to your left will bring in 3 Riot Troopers, whilst a Sniper in the tower East of you will start doing his bit. Make sure to take them all out from the pop-up cover, rather than the last bit of cover immediately underneath the North tower. After the elevator jerks are gone, more will pour in from the exit door to the North-East. Remember, for Riot Troopers, the biotic Pull is your best choice in dealing with their shields, then blast them each with your shotgun.

Rewards:

  • Veteran: +800 credits.
Checkpoint 3

Enemies:

  • Initial: 2x Sniper, 2x Centurion.
  • Jetpack in (near the overpass): 5x Assault Trooper.
  • From the North gate: 2x Trooper, 1x Centurion.

Guide: Before the overpass on which two human Snipers await, to the East, are your first enemies to deal with before actually getting closer to the overpass. I recommend not to go under the bridge; let the enemies come to you, or Pull them out of cover.

Rewards:

  • Rookie: +400 credits.
  • Soldier: +800 credits.
  • Veteran: +1,200 credits.
Checkpoint 4

Enemies:

  • Initial: 2x Assault Trooper, 1x Sniper, 1x Trooper.
  • Jetpack in (to the North-East): 2x Assault Trooper.
  • Then things get messy from all sides.

Guide: You'll want to stick to your first immediate cover for this one, as it gets messy when more troops keep jetpacking in to the North and East. When the troops enter from the West, that's when you know you're close to done. At this point, move around the East cover, then move across the North set of cover to get to that exit door safely.

Rewards:

  • Soldier: +900 credits.
Checkpoint 5

Enemies:

  • Initial: 2x Trooper, 1x Sniper, 1x Centurion.
  • Jepack in (to the East): 2x Riot Trooper, 1x Trooper.

Guide: There's the main ramp, but also a side-access ramp to your right; this is your vantage point as there's a block here you can take out most enemies comfortably from, except the solider(s) on the opposite side of the main ramp; your Sniper and/or Pull is ideal for them.

Rewards:

  • Soldier: +700 credits.
  • Veteran: +1,000 credits.
Checkpoint 6

Enemies:

  • Initial: 1x Ogre Mech.
  • Around the upper floor: Geth Trooper (respawing), 1x Geth Juggernaut (can potentially respawn).

Guide: Turn around from the comm relay and head down the right side of the upper floor, and head all the way down so you can see directly down onto the slope and the Ogre Mech which stands there. A Geth Trooper will soon teleport in behind you, and a Geth Juggernaut will eventually move around to your position; these two Geth enemies are the only ones you should kill. If you kill any more Geth Troopers that are on the other side of the upper floor, then more Juggernauts will respawn, so ignore them (they won't be able to damage you much when you're in cover here anyway).

As for the Ogre Mech, you should have the Beam Cannon by now (upgraded just once is enough). However, just the Assault Rifle will do. Now, for this Ogre confrontation, there's a little trick you can use for easier victory. Where I've instructed you to ends with two cover points; one facing the Ogre and the other overlooking the slope. If you exit cover and walk back a bit so that the Ogre can't hit you, you can aim inbetween the railing that connects the aforementioned cover points to hit the Ogre as it moves side to side. Your attacks CAN go through the railing; his CAN'T. The only Ogre attack you then need to worry about is the red health-draining orb; except most times, it will simply bounce off the cover and land nowhere near you. The Geth Troopers you've left alive might get a little annoying, so use Pull on them (but don't shoot!) to give yourself a break.

Rewards:

  • Veteran: +1,300 credits.

By this time you should have picked up enough Intel to pop:

Master Spy

Obtain 30 pieces of Intel

Master Spy
1 guideOffline Game ModeSingle PlayerCumulative -

Once you have, sell your Intel for a nice boost in credits.

Access Corridor

Checkpoint 1

Enemies:

  • Initial: 1x Grad Turret, 1x Geth Trooper.
  • From West: 3x Orcus Mech.
  • From North: 1x Grad Turret, 3x Orcus Mech.
  • From North: 3x Orcus Mech.

Guide: Despite the occasional turn, this area is just a straight-forward hallway where the Grad Turrets are your priority, but your advancement is halted by the side-entrances of Orcus Mechs. The Geth Trooper will most likely die as you begin the level.

Rewards:

  • Soldier: +600 credits.
Checkpoint 2

Enemies:

  • Initial: 2x Krogan Prisoner.
  • From North-West: 1x Krogan Prisoner.
  • From East: 3x Orcus Mech.
  • From East: 1x Grad Turret.
  • From North: 3x Orcus Mech.
  • From North-East: 1x Grad Turret.

Guide: Make sure not leave yourself in the open after taking care of the Krogans, or the Grad Turrets will rip through you.

Rewards:

  • Veteran: +1,100 credits.
Checkpoint 3

Enemies:

  • Initial: 3x Geth Trooper.
  • From North: 3x Geth Trooper.
  • From doorway ending corridor to next area: 1x Geth Juggernaut, 2x Geth Trooper.
  • After doorway: 1x Trooper, 1x Geth Trooper, 1x Riot Trooper.
  • From East: 1x Trooper.

Guide: Pretty straight-forward stretch for the first fight. At the end of the corridor, off to the right is a Vault (+50 credits). As you head into the next section through the door opposite, head into cover immediately, as a Juggernaut will be waiting for you quite close.

Rewards:

  • Rookie: +400 credits.
  • Soldier: +600 credits.
  • Veteran: +800 credits.
Checkpoint 4

Enemies:

  • Initial: 1x Sniper, 1x Trooper.
  • From North: 1x Trooper.
  • From East door: 1x Riot Trooper.
  • Next room: 4x Trooper.
  • From North door: 2x Riot Trooper.
  • Next room: 3x Trooper, 1x Trooper, 1x Sniper.

Guide: This level is probably the best example of why the game has the Sniper Rifle, even if it is useless in most other missions. At the end of the long hallway are Geth who will snipe you. There is limited cover between you and them; and they can destroy the cover in segments very quickly. Even worse is that if you use Pull to bring them closer to you whilst you are in cover, there's a high chance you'll accidentally aim at the explosive canisters next to you and blow yourself up. So head into the first cover and take out all the explosive canisters you can before moving forward to the third line of cover, where you can begin sniping them back.

Rewards:

  • Soldier: +700 credits.
  • Veteran: +1,000 credits.

Use of the Sniper Rifle up until now and with this level might be the time you pop:

Exterminator

Perform 25 headshots with the Sniper Rifle

Exterminator
1 guideOffline Game ModeSingle PlayerCumulative +

Checkpoint 5

Enemies:

  • Patrol: 2x Trooper.
  • Further up the corridor: 2x Assault Trooper.
  • Next room: 3x Assault Trooper.
  • From North door: 3x Riot Trooper, 1x Centurion.
  • Final room: 2x Sniper, 1x Trooper, 1x Engineer.

Guide: Up ahead, there's a Vault to your left (+50 credits) and a Terminal to your right. The door will unlock after some dialogue. Head on through to ambush a patrol as it's passing. Head into cover at the column opposite the door. You'll see a sniper's laser come close but you'll be safe from it. In the next room, go straight into cover as troopers jet-pack in from the left. You'll need to time your attacks to avoid the sniper.

Rewards:

  • Soldier: +800 credits.
Checkpoint 6

Enemies:

  • Initial: 4x Trooper, 1x Ogre Mech.
  • From North: 1x Geth Juggernaut, 3x Geth Trooper, 4x Assault Trooper.
  • When area is almost clear: 2x Geth Juggernaut, Assault Troopers, Geth Troopers.

Guide: Behind the last column in the room is a Vault (+50 credits). Head back into the previous room where an elevator will progress you further. When you approach the Mech, Geth will invade the area: let the Mech fight it out with the Juggernaut and then deal with the survivor. As you clear out the area of enemies, make sure to fall back a bit as two Juggernauts will jump in and attempt to rush you.

Rewards:

  • Rookie: +300 credits.
  • Soldier: +700 credits.
  • Veteran: +1,100 credits.

Desert Planet

Checkpoint 1

Enemies:

  • 1x Inali.

Guide: Damn girl, you got ugly. Anyway, the last boss is easy. She wields an Assault Rifle and will commonly launch a barrage of three missiles at you. The battle area is circular, with three bits of cover in each half of the arena. She will also commonly become invincible (and "invisible") as she flies to a different part of the area, sometimes forcing you out of cover. Honestly you shouldn't have much trouble with this, using your Assault Rifle or Beam Cannon. Each time I played this I got Veteran rating even whilst intentionally going for Rookie/Soldier.

Rewards:

  • Veteran: +1,800 credits.

Well done on finishing the main campaign! You can now complete the bonus level set "Incarceration" for its own completion achievement, or scroll down to "Clean Up" for popping the remaining achievements.

End Game

Complete Game

End Game
1 guideOffline Game ModeSingle PlayerMain Storyline

Savior

Complete the Paragon ending

Savior
1 guideOffline Game ModeSingle Player

Incarceration

Checkpoint 1

Enemies:

  • Mechs and Cerberus.

Guide: Welcome to the bonus mission, which is quite harder than the regular campaign missions. You won't have ANY biotic attacks, and your weapons are limited to just the Assault Rifle and Shotgun. Without Pull, Riot Troopers become more tricky and you have to rely more on Shotgunning their heads popping out the side of their sheidls. Grad Turrets without Beam Cannons or biotic attacks to divide your enemies, all make the mission that much harder. With more limited weapons, it's gonna be hard getting a good Style rating. With less options and more obstacles, it's gonna be hard getting a good Health rating. Since all the above will make you more careful, you should definitely not rush these levels - thus, don't expect a good Time rating. In case this doesn't clue you in; you shouldn't be using these levels for the achievements requiring Veteran awards. And yet another final warning: you don't just set out with an Assault Rifle and Shotgun - you must STICK with them; the in-level Store is disabled and thus you can't expand your options for later levels.

You start off this level with some infighting up ahead. After moving on, you'll come to a corridor with niches to the left and right as you progress. There's a desk and doorway at the end. Do not take cover at the doorway; too many times new enemies will rush in and expose you. Use your stealth to get the advantage against Riot Troopers, as you can't take off their hand-held shields with your usual Pull+Shotgun combination. Wait for them to pop their head out the side of the shield, then go for the headshot. Trying to wear down the shield will simply take too long.

Rewards:

  • Rookie: +300 credits.
Checkpoint 2

Enemies:

  • Cerberus and Krogan.

Guide: After going up the lift, you'll find yourself on a walkway with two Troopers. The room after them has the Northern doorway open up to reveal a corridor of more Cerberus troops, but a few seconds later they themselves become trapped as a Krogan enters from behind them, sorta helping you out momentarily before it becomes Turian vs. Krogan.

Rewards:

  • Soldier: +350 credits.
Checkpoint 3

Enemies:

  • Cerberus, Krogan, and Asari.

Guide: The battle has already started between Cerberus and Asari. Once they're taken care of, beware two Krogan (the second spawns after the first one is dead) from the Northern door.

Rewards:

  • Soldier: +400 credits.
Checkpoint 4

Enemies:

  • Asari, Mech, Krogan, and Cerberus.

Guide: Pretty regular stuff; when the Krogan appears and moves towards you, a doorway to his left opens, where Cerberus mechs and troops try to take him on. Proceed and you'll be forced through a series of rooms where Cerberus are being held up in the last one. This is quite difficult as troopers are at most doorways, snipers directly facing you at the far end, and some Riot Troopers are sent down your way. I died twice or so at this bit, so if you've been struggling at these bonus missions up to now, expect things to get a bit hectic for you.

Checkpoint 5

Enemies:

  • Cerberus, Asari, Krogan.

Guide: Hope you like Krogans, bro. After dealing with some of the Cerberus and Asari initially present, a Krogran will wonder in from the East door. Okay. But once he's down, two more Krogan arrive to avenge him, and honestly, it's not that fun to deal with if you've still got some Ceberus troops left alive in the room already. I recommend taking cover back where you started, or within the middle inner room. Good luck!

Checkpoint 6

Enemies:

  • Initial: 1x Ogre Mech.
  • From the North-West door: 1x, sometimes 2x, Orcus Mech (respawning).

Guide: Sucks without that Beam Cannon, huh? Take the most obvious cover; the barricade facing the Ogre. Remember to stick to either edge of this cover so that you can vault right/left to a column to avoid the red drain orb attack. The fight will take a bit longer than it does with other Ogres, I've found, but it's not "hard", it's just "long". When you do take temporary cover at one of the columns, the Orcus Mechs will most likely be able to shoot you - make sure to Shotgun them as soon as you're in that position. Once the Ogre has been blinded and it performs panic attacks, it will most likely make it's way around to your initial cover point; so move away to the opposite column where you can finish the fight safely.

Rewards:

  • Soldier: +700 credits.

Incarceration

Finish the Bonus missions

Incarceration
2 guidesOffline Game ModeSingle Player

Second Campaign Playthrough / Clean Up

Time to pop those remaining achievements!

Since we've finished the main campaign once already having obtained either the Paragon or Renegade ending, we'll finish the game once more to get the alternate achievement, making moral choices different to the ones you made first time through. Along the way, try your best to get fifteen Veteran ratings in one session. This is for the three "3 star" achievements, as well as for a separate achievement for the 15 actual Veteran ratings, which are buggy and for best results you should attempt them in one session (not turning the game off until you pop them). Since obviously the very first few levels are the easiest, you should make a start on these three achievements then. We're doing this for playthrough two since the credits gained from your first time round should have sufficiently-upgraded your weapons and biotics, making it much easier.

Before starting your second playthrough, buy a helmet (2,000 credits) or other armour piece and toggle it on/off for each checkpoint you play until you pop (at the end of the first level):

Fashion Sense

Alternate Body Armor and / or Helmet in any level at each Checkpoint

Fashion Sense
1 guideOffline Game ModeSingle Player

For your pursuit of Veteran ratings:

Field Veteran

Obtain 15 Veteran statuses after a Checkpoint

Field Veteran
1 guideOffline Game ModeSingle Player

Which'll get you the category-specific 3 star achievements:

Time is Money

Obtain a 3 star rating for Time on 15 separate occasions

Time is Money
1 guideOffline Game ModeSingle PlayerTime/Date

Killer moves

Obtain a 3 star rating for Style 15 times

Killer moves
1 guideOffline Game ModeSingle Player

Can't Touch This

Obtain a 3 star rating for Health 15 times

Can't Touch This
1 guideOffline Game ModeSingle Player

All the Veteran ratings and extra Intel should lead you to the final achievements (if not, scroll up to the level guides, see which levels you'd prefer to grind, and compare it against the rewards I've listed).

Decked Out

Unlock all equipment

Decked Out
1 guideOffline Game ModeSingle PlayerShop

Diversify to survive

You unlocked all skills

Diversify to survive
1 guideOffline Game ModeSingle PlayerShop

Welcome to the Future

Upgrade all Abilities, Biotics and Melee skills

Welcome to the Future
2 guidesOffline Game ModeSingle PlayerShop

And then at the end of the second playthrough, pat yourself on the back, here's your final achievement (if you followed my instruction to make the relevant moral choices, remember):

Everyone dies

Complete the Renegade ending

Everyone dies
2 guidesOffline Game ModeSingle Player

Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.