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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 › Walkthrough › Chapter 1: The Citadel

Objective 2: Speak with Harkin or Barla Von

The Shadow Broker’s Agent

Visit the bank at the south end of the Presidium to speak with Barla Von, a volus whom you’ve been told works for the Shadow Broker.

Surprisingly, Barla Von is happy to help with Shepard’s investigation and asks no form of payment in return. It seems Saren has angered the Shadow Broker and has thus become a target of his fire.

The Shadow Broker has even gone so far as to hire a krogan mercenary to deal with the situation, and Barla Von advises that you speak with this krogan to learn more.

The krogan is investigating matters at Citadel Security and Barla Von advises you search for him there. This conversation with the Shadow Broker’s agent earns you a new entry for your primary Codex.

Glossary: Krogan

A large, brutish race of reptiles, the krogan are cruel and ruthless. Considered by some the “evil” species of the galaxy, they seem to have a deep hatred for almost all other species.

They can live for several centuries and were once capable of producing hundreds of offspring, making them one of the fastest spreading and most numerous species in the galaxy.

During the Krogan Rebellions, however, the turians killed vast numbers of krogan and deployed a genetically engineered bioweapon that makes only one in 1,000 krogan pregnancies viable.

Glossary: Harkin and Chora’s Den

Even if you speak with Barla Von first, you can still have a chat with the suspended C-Sec officer down at Chora’s Den—provided you don’t hurry off to meet the krogan mercenary first.

Beware, however: You’re attacked by a small team of turian assassins , who lie in wait just outside Chora’s Den.

The assassins get the drop on you and immediately open fire; seek cover by crouching down and pressing Shepard’s back against the surrounding low walls.

When you’re in a defensive position, retaliate with powerful abilities and heavy gunfire.

Turian Assassin

Soldier

Rating: Sub-Boss

Resistances: Combat

Weaknesses: Tech

Powers:

  • Carnage
  • Overkill
  • Shield Boost
  • Immunity

Infiltrator

Rating: Elite

Resistances: Tech

Weaknesses: None

Powers:

  • Sniper Beam
  • Overload
  • Sabotage

Though their skill levels do vary, most turian assassins are accomplished killers who are no strangers to heated battle.

They exhibit strong fundamental combat technique, and they’re often equipped with more than enough firepower to get the job done.

Treat these formidable combatants with due respect and avoid making yourself an easy target for their heavy weapons fire.

Enter Chora’s Den after defeating the assassins and look for Harkin, a man sitting by himself, drinking his cares away.

Question the man about Garrus, but don’t expect a fast answer: The drunk first asks if you knew that Captain Anderson was once a Spectre—the first human Spectre, apparently. It didn’t last long, though.

His appointment was never made public, and Anderson was kicked out of the Spectres after his first assignment went south. Saren was involved, but Harkin won’t say any more about it. You’ll have to ask the captain himself.

Harkin finally makes with the details: Garrus was on his way to the Upper Wards’ med clinic to speak with the doctor.

Probe deeper to get Harkin’s personal input on C-Sec and Garrus. Or simply leave the sorry soldier to drink a hole in his liver.

Wrex and C-Sec

Use one of the Presidium’s Rapid Transit terminals or ride the area’s northeast elevator to reach Citadel Security. Find a burly krogan named Wrex standing near an elevator leading to the station’s docking bays.

The krogan is being harassed by a few C-Sec officers, who warn him to keep out of trouble. The officers eventually leave Wrex alone, and the krogan approaches Shepard.

It seems that Wrex and Shepard may share a common goal. The krogan has been hired by the Shadow Broker to take down a man named Fist, who operates a seedy bar called Chora’s Den in the Lower Wards.

Wrex says Fist betrayed the Shadow Broker when a quarian on the run went to Fist for protection.

Apparently, the quarian has some sort of evidence that proves a connection between Saren and the geth.

The quarian was intending to sell this information to the Shadow Broker, but instead of contacting the Shadow Broker, Fist went to Saren. The quarian’s life now lies in jeopardy.

Glossary: Quarians

A nomadic race of humanoid aliens, the quarians are about a foot shorter and of a somewhat slighter build than humans.

They dress in a motley assortment of rags and cloth that covers their entire body. They hide their faces behind goggles and a breathing apparatus.

Some believe the quarians are cybernetic: a blend of machine and biology that can actually survive time in the cold vacuum of space.

Others believe the quarians are simply so used to living on their substandard, makeshift space stations that they never remove their space/survival suits. Everything about their appearance has a secondhand feel.

The quarians created the geth AIs. When the geth began to rebel, the quarians attempted to exterminate them. The geth won the war, leaving the quarians with nothing more than a tattered fleet.

Most other races look down upon the quarians, both for their rootless wandering and for introducing the presence of runaway AI to the universe.

Wrex believes the quarian is still being held at Fist’s offices in Chora’s Den. There may yet be time to save the quarian and retrieve the evidence she’s holding against Saren, but they’ve got to move fast.

Ashley reminds Shepard about the turian C-Sec officer Garrus, hinting that he may be able to help them.

Mention that Garrus could be useful and Wrex tells you that the turian was headed to speak with a doctor in the Upper Wards’ med clinic.

Wrex joins your group when the conversation draws to a close. An entry is added to your primary Codex as well. You now face a difficult choice: Only two squad mates may travel with Shepard at a time.

Wrex is a powerful combatant and has a vested interest in bringing down Fist, so it’s a good idea to bring him.

Ashley’s raw combat ability makes her an ideal choice for the conflicts to come as well. Of course, the choice of who to bring is entirely up to you.

Note

If you fill your squad with Ashley and Kaidan, you can participate in a special cutscene while visiting the Upper Wards.

Before visiting the med clinic, approach the central balcony and observe the scenic view to get the humans’ personal take on life at the Citadel.

There’s really no reason not to do this, as you’ll have a chance to change your squad mates shortly after meeting Garrus at the med clinic. You can add Wrex to your active crew then if you like.

C-Sec Requisition’s Officer

After teaming up with Wrex, you may want to pay a quick visit to the nearby Requisitions Office and see what the Req Officer has for sale.

You’ll soon be walking into an intense firefight and it helps to make sure your squad is well outfitted beforehand.

If nothing else, you can pick up the Aldrin Labs manufacturer’s license for just a few credits, and expand the Normandy Req Officer’s wares.

Garrus and the Doctor

The Upper Wards’ med clinic is your next destination. Sprint down C-Sec’s southern stairs to reach an elevator that brings you to the Lower Wards.

Once there, travel west up another flight of stairs to visit the Upper Wards. The med clinic is to the east, just behind the stairs. Save your game and then enter the med clinic ready to fight.

Entering the med clinic, Shepard and company overhear the resident doctor being harassed by a group of armed thugs. They remind her to keep quiet about something, especially if Garrus should come poking around.

The men suddenly notice Shepard, and one of them quickly takes hold of the doctor.

Before anyone can act, Garrus pops out from a corner and fires one perfectly aimed bullet into the ruffian’s head, freeing the petrified doctor.

Startled, the remaining thugs draw arms, intent on putting up a fight. There’s no talking your way out of this situation, so hurry and take cover behind the low wall ahead.

Remember that your weapon must be drawn to press Shepard’s back against cover, and that you must press [Ctrl] to crouch up behind low walls.

Don’t forget about your squad’s combat abilities or to heal your team with Medi-Gel when their health runs low.

Thug

Rating : Minion

Resistances : None

Weaknesses : None

Powers

  • None

Thugs are basic criminal lackeys. Most are simple ruffians with light armor, basic weaponry, and minimal combat training.

Assault rifles and shotguns work well in the confines of the med clinic, but even a pistol can tear through these thugs’ weak shields and armor.

Duck out and focus on picking off one enemy at a time, retreating to cover whenever you start drawing heavy fire.

If the thugs rush forward to flush you out, ready your shotgun and blast them away. Biotic and Tech powers that hamper the thugs’ advance are quite useful, as are combat-oriented powers such as Marksman and Overkill.

Tip

If a chance permits, fire on the fire containment system toward the rear of the lab. Thugs camping out near this volatile object will suffer greatly.

Tip

Use the nearby aid station to replenish your Medi-Gel supply after the fight.

Secure the med clinic to end the threat posed by the thugs. Speak with Garrus and Dr. Chloe Michel afterward to learn that they’re both alright.

Your response to Garrus’s taking a shot at the thug who was holding the doctor captive can net you a few morality points.

Question the doctor about her attackers. She tells you the men had been working for Fist, a former agent of the Shadow Broker, who sent his thugs to keep the doctor quiet.

Apparently, Michel had recently treated the quarian for a gunshot wound and had sent her to Fist when the quarian asked for a means of contacting the Shadow Broker.

However, Fist chose to contact Saren instead of the Shadow Broker, intending to turn the quarian over for what must have been a tremendous reward.

Fist must now be attempting to remove all links between himself and the quarian to reduce the chances of drawing the Shadow Broker’s ire.

It’s now quite clear that the information possessed by the quarian must prove a strong link between Saren and the geth—why else would Saren cross the Shadow Broker to see her dead?

Garrus insists that he be allowed to join Shepard in rescuing the quarian and bringing down Saren.

Probe deeper into Garrus’s motives to learn that he views Saren as a traitor to the Council and a disgrace to the turian race. Decide to let Garrus come along to add him to your party.

Note

Once again, you must choose which squad members to bring along with you in your assault against Fist’s offices. We recommend bringing Wrex and Garrus, as they’re more closely tied to the story than Ashley or Kaidan.

This also makes for a somewhat balanced assault group, assuming you’re playing a default (soldier-class) Shepard.

Whomever you choose to bring, make sure to visit the Squad menu afterward and check that all of their Talent Points have been allocated.

Note

If you’ve yet to meet Wrex and add the krogan to your party, Garrus now informs you of the bounty hunter’s role in this whole mess. Pay a visit to Citadel Security and speak with the krogan to add him to your crew.

Shopping the Wards

Before leaving the med clinic, speak with Doctor Michel a second time for a chance to learn more about her. She can also now offer to sell you armor upgrades and medical supplies if you’re interested.

Consider purchasing First Aid interfaces for some of your squad mates to provide them with a natural (albeit slow) healing factor.

If you’re still in the shopping mood, head to the Upper Wards’ west side and speak with Expat, a squat volus who offers a variety of wares, including another manufacturer’s license.

Question Expat about the colonies to learn about two planets you’ll eventually visit: Feros and Noveria. Doing so nets you two more primary Codex entries related to those planets.

Take the stairs near Expat’s store to descend to the western half of the Lower Wards. You’re close to Fist’s bar now, but consider visiting a nearby shop to gear up before heading into the fray.

The shop owner—a skinny salarian named Morlan—doesn’t offer much in the way of small talk. Instead he offers a tantalizing array of limited-stock weaponry and gear. Don’t miss out on that Elanus Risk Control license!

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