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Contents

  • Essentials
    • Spectre Orientation Department
      • Start New Career
      • Mission Computer
      • Military Specialization
      • Morality
      • Dialogue
      • Fraternization
      • Transportation
      • Galatic Ecomomy
      • Mini-Games
    • Combat
      • Command Structure
      • Talents and Abilities
      • Requesitions
      • Manufacturer Showcase
      • Known Resistance
    • Planetary Database
      • Planets A-J
      • Planets K-Z
    • Appendix I-PC Achievements
      • Appendix I-PC Achievements
    • Appendix II-Merchants
      • Appendix II-Merchants
  • Walkthrough
    • Specture Missions: Introductions
      • Specture Missions
    • Prologue: Normandy and Eden Prime
      • The Normandy
      • Eden Prime
      • Objective 1: Speak with Captain Anderson
      • Objective 2: Head to the Dig Site
      • Objective 3: Find the Beacon
      • Objective 4: Speak with Joker
    • Chapter 1: The Citadel
      • Assignments
      • Objective 1: Attend the Council Hearing
      • Objective 2: Speak with Harkin or Barla Von
      • Objective 3: Take Down Fist; Save the Quarian
      • Objective 4: Reconvene with the Council
    • Chapter 2: Finding Liara
      • Assignments
      • The Normandy Revisited
      • Objective 1: Locate the Planet with Ruins
      • Objective 2: Land and Explore Planet Therum
      • Objective 3: Investigate Archeological Site
      • Objective 4: Escape to the Normandy
    • Chapter 3: Noveria
      • Assignments
      • The Normandy Revisited
      • Noveria
      • Objective 1: Visit Noveria; Speak to Anoleis
      • Objective 2: Access Port Hanshan's Garage
      • Objective 3: Investigate Peak 15
      • Objective 4: Confront Benezia; Escape Noveria
      • Showdown: Matriarch Benezia
    • Chapter 4: Feros
      • Assignments
      • The Normandy Revisited
      • Feros
      • Objective 1: Visit Feros; Secure the Tower
      • Objective 2: Cross the Skyway
      • Objective 3: Investigate ExoGeni
      • Objective 4: Destroy the Thorian
    • Chapter 5: Virmire
      • Assignments
      • The Normandy Revisited
      • Virmire
      • Objective 1: Visit Virmire; Reach the Camp
      • Objective 2: Infiltrate Saren's Base
      • Objective 3: Disable the AA Tower
      • Objective 4: Set the Nuke; Flee Virmire
    • Chapter 6: Lockdown
      • Assignments
      • The Normandy Revisited
      • The Citadel Revisited
      • Objective 1: Return to the Citadel
      • Objective 2: Speak with the Council
      • Objective 3: Meet with Captain Anderson
      • Objective 4: Steal the Normandy
    • Chapter 7: Ilos
      • Assignments
      • The Normandy Revisited
      • Ilos
      • Objective 1: Visit Ilos; Investigate Ruins
      • Objective 2: Disable the Security System
      • Objective 3: Enter Archives; Pursue Saren
      • Objective 4: Access the Conduit
    • Chapter 8: Endgame
      • The Citadel Besieged
      • Objective 1: Get Your Bearings
      • Objective 2: Scale the Tower
      • Objective 3: Break the Cycle
      • Objective 4: Usher a New Era
    • Spectre Assignments: First Citadel Visit
      • Citadel Maps
      • Citadel Assignments
    • Spectre Assignments: Noveria and Feros
      • Noveria Maps
      • Noveria Assignments
      • Feros Maps
      • Feros Assignments
    • Spectre Assisngments: Uncharted Worlds and A Return to the Citadel
      • Uncharted Worlds
      • Return to the Citadel
    • Spectra Assignments: Virmire and Citadel Lockdown
      • Virmire Assignments
      • Citadel: Lockdown Assignments
    • Spectre Assignments: Miscellaneous Assignments
      • Background Assignments
      • Alignment Assignments
      • Squad Member Assignments
      • Collection Assignments

Mass Effect (PC) Guide › Essentials › Spectre Orientation Department

Transportation

Interstellar Travel on the SSV Normandy

You are commanding officer of the prototype Systems Alliance starship SSV Normandy, with unique stealth technology to allow the ship to disappear from scanners against the deep cold of space.

Developed in cooperation with the turians, the Normandy is equipped with state-of-the-art navigation systems and mass effect FTL drives. Using the mass relays, it can travel to far-reaching sectors of Citadel Space in mere moments.

SSV Normandy’s Galaxy Map Interface in the Combat Information Center.

The Galaxy Map is where all navigation coordinates are determined and confirmed by the Commanding Officer, or CO; orders are then automatically sent to the Normandy’s pilot, Joker, for execution. All levels of galactic navigation information are available from this deck, including separate views for galaxy, cluster, system, and orbital.

Galaxy View—Displays all currently known star clusters.

Cluster View—Displays all currently known solar systems within the selected star cluster.

Note

The Normandy must be inside a given star cluster to enable detailed System and Orbital views.

System View—Displays an overview of an entire star (solar) system and all the orbiting planetary bodies, asteroid belts, or vessels.

Tip

Sometimes objects are hidden in orbits within asteroid belts. Manual scanning with the map’s targeting reticle reveals any object not automatically appearing on sensors.

Orbital View—This is the highest level of detail viewable from orbit, alongside background information from the Alliance’s database.

Citadel Rapid Transit

While on the Citadel, the squad should take advantage of the Rapid Transit System. After the stations have been located, you can quickly travel between them, thus decreasing wear and tear on Alliance standard-issue footwear.

Transit terminals can be found in the following locations:

Presidium Stations:

Citadel Tower
Embassies
Consort Chambers
Wards Access
Financial District

Wards Stations:

C-Sec
Flux
Chora’s Den
Med Clinic
Markets

Ground Transportation

Many planets in the known galaxy are considered "safe" to land on, but ground teams are always advised to use caution when exploring new territory due to various levels of environmental hazards.

To ease ground transportation and expedite planetary exploration, your squad is given access to the M35 Mako, a highly advanced all-terrain troop transport armed with both a long-range Gatling gun and a scoped, high-velocity cannon for eliminating opposition from a distance.

The Mako is controlled with [W], [A], [S], [D] for direction and acceleration/braking. The mouse controls the camera that aims the vehicle’s gun sights to engage enemy targets.

The right mouse button fires the Mako’s cannon and the left mouse button fires the Gatling gun. Use [shift] to zoom, allowing the Gatling gun and cannon to fire on distant targets accurately.

The Mako is outfitted with aggressive internal gyroscopes to assist in keeping it "wheels down." Even in the most harsh conditions, it’s nearly impossible to flip a Mako on its roof.

Its inherent self-righting capability is also improved by the addition of six booster rockets that deploy limited bursts of high intensity-short duration blasts to lift the Mako up to approximately 20 feet off the ground.

The booster rockets (sometimes known as "jump jets") are ignited by pressing [spacebar] and using them effectively can help you get through rough terrain and, during confrontations, can maneuver more defensively to avoid enemy fire.

When the squad arrives at its destination—be it enemy outposts, alien artifacts, or survey locations—press [Q] to exit the Mako and continue toward your objectives.

When ground operations are completed, the squad must re-enter the Mako by pressing [E] to prepare for extraction by the Normandy. To signal for extraction while inside the Mako, press [N] to have Joker touch down and pick you up.

Caution

Beware of planets with environmental hazards. Scanners indicate the level and type of hazard on the HUD (i.e., Type 2 Heat Hazard) as displayed on the Hazard Bar while on the planet’s surface.

Any time the squad leaves the Mako while exploring alien worlds they risk taking environmental damage.

Level 1 hazards are only moderately dangerous while level 2 hazards are harmful—the severity of the hazard determines how many seconds you can spend outside the Mako’s protective environment before the squad dies of exposure.

Tip

When exploring planets with extreme environmental hazards, stay close to the Mako when on foot to extricate the squad immediately when they’re taking severe exposure damage.

Tip

All armor manufactured by Devlon protect against environmental hazards. When exploring planets with extreme environmental hazards, it would be wise to equip Shepard and the squad with this armor. With such protection, the hazard timer will not count down.

Tip

The Mako is capable of navigating even the most difficult terrain, but the path of least resistance is always faster. (The flatter the better!)

If you must move through rough terrain, keep to the lowest and flattest paths through the area to keep all six wheels on the ground and providing traction. In rough terrain, use the booster rockets to launch the Mako off high points to clear small gaps.

The Mako can slowly crawl on incredibly steep, sheer rock faces with angles of up to 60 degrees if you choose your routes carefully and traverse cross-slope. But keep the wheels on dirt or vegetation to maintain higher traction.

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