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As soon as you come inside, head forward and then go right around the corner to a dead-end. There's nothing to find up here, so immediately head down the catwalk in front of you and enter the interior, where Jack will comment on what the pods were used for. The shuttle will then land on the roof of the facility.
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Here, you can reply with "Let's go" at any time for +2 Paragon Points, or with "Leave it behind you" for +2 Renegade Points. In the files Jack accessed, she found information about where the facility is: Pragia. At this, you can reply with either "I'll confront them" for +2 Paragon Points or "Cerberus is different now" for +2 Renegade Points. As she explains, Jack was experimented on, tortured and regularly mistreated, resulting in incredible biotic powers and an immense chip on her shoulder. At the outset, say "Make it quick" for +2 Renegade Points. Upon talking to her, Jack tells Shepard about her past, her childhood locked up in a Cerberus facility. In case you can't find her, she's in the lowest part of the ship, the Sub Deck under Engineering. Once you've done that, complete any Mission, DLC or N7 Side Quest and Jack will want to speak with you. Jack will demand to see secret Cerberus files(Jacob or Miranda will comment on this), where the player can decide to let her see or make a bluff to get her on the ship.To unlock this quest, you'll need to have completed the Horizon Mission and then spoken to both Jacob and Miranda to unlock their Loyalty Missions. There are friendly, neutral and rude choices to Jack's questions, naturally leading into either Paragon or Renegade points the more friendly or rude the player chooses. The following cutscene shows Jack killing some guards and showing disdain for Cerberus, leading into a dialogue section between her and Shepard. While enemies will keep spawning in to harass you, focusing on Kuril and killing him will eventually end the mission. Kuril is covered by shields and armor, so disruptor ammo followed by incendiary ammo is a good combination. Prioritize destroying the shield pylons, which will lead to the Warden popping out of cover. A fight begins, where the Warden is protected by a massive energy shield and several guards like the coward he is. Once everyone's dead, check out a dead guard for some credits and move onto the next hallway, where a med-station, some power cells and a hackable safe are generously given to you.Ī cutscene in the next room shows the slave-trading Warden killing several prisoners, remarking how his plan to capture Shepard wasn't well-thought-out considering the chaos they've caused. Pushing forward will lead to yet another YMIR mech standing in your way, so use the same strategies as the last YMIR fight as on this one, where hopefully most of the Blue Suns will be dead already before you encounter it. Take out the Blue Suns on the top bridge and on the bottom floor, ordering your squad to take cover. In the hallway immediately after, there's some medi-gel, heavy ammo and credits as you exit into yet another combat arena, where the player will be quickly fired upon by some Blue Suns ahead of them. Clear the room of any remaining enemies and cross the bridge at the far end, coming across a datapad by a dead guard for some hackable credits and a scannable shotgun for a damage upgrade. Off in the distance, you will see an active YMIR mech battling prisoners take pot-shots at it with powers or armor-piercing rounds until it's dead.
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