The Migrant Fleet
It may very well be Mordin is joking – either way, I’ll pass thank you.
Grunt actually has a little more, and yes, Jack does shoot you down.
*NOTE: I’m aware not everyone is playing a girl, but it’s hard to imagine BioWare actually set up gender rules, especially with a female named Jack. But if she’s into guys only, that is possible. And FYI, it’s my job to see how far all of these relationships go.*
Anyway, head out to the Vallhallan Threshold. Just one place to go, so go.
All short-range, anti-armor powers and weapons are needed. Overload needs to be taken and be sure to switch to the correct guns inside.
Head in and talk with Shala, and get it started.
Hopefully you get to use a rep option, another normal option, and then a rep option to cut this short.
Oddly, you can take this time to speak to a number of Q’s (Quarians) around here. I’m sure you can squeeze out all the chat possible, but stopping to talk to anymore than Shala may be a bit much.
Head out the right side hall to the ship guard and you’ll appear in the captured ship – last reminder to change to armor guns. First room is full of several incoming Geth, and a few that charge at you.
Some credit logs, an audio log, and power cells in the first room. Head out and take the first left door for a clue. The next door on the right has an upgrade to hack. A vid in the hall, and through the next door one hunter among several computers and another vid.
Up the steps is a considerable fight. It’s easy to lose track of one door and let them get too close. You want enemies dead quickly, and if they gang up on you the stairs offers additional safety. Reload after and pick up the big pile of minerals in the corner.
Through the doorway is a safe and a terminal for evidence. Next room is yet another big fight. Be sure to post both your guys on the very top of the ramp, and don’t let the enemies to the upper left get you. More cred computers and an audio log. And in the hall is key evidence, and you can do a paragon action. And to the left are two safes, creds, and power cells.
The final room is simple, there is a computer with creds and a toy ship. The boss is stuck in the middle, so use the sides of the room to engage and destroy the hunters and un-shielded ones. Then just whip out the beam cannon and burn the boss. Then grab the real evidence.
Head on back, you’re late. And because changing the subject in a trial is always a good idea, you can resolve this nicely with a rep option. I’m sure it resolves a little smoother without, but using a rep option is a big rep reward.
You get a quick upgrade for clearing the ship, and you can chat with these Q’s after, or press a button to leave when you wish.
