A Person of Interest, the first name given to this assignment in your journal, can be acquired by decrypting a computer console in the C-Sec academy (in the office next door to Chellick). Note, however, that this will require you to have at least Decryption Rank 9 (Hard Decryption).
You'll face a wide variety of mercenaries on this mission, including krogan. A mixed squad will probably work best, and you can adjust your squad for each planet if desired. Because almost all of these enemies can regenerate and use Immunity, it may be best to save this mission until you have reached level 30 or so - that way you'll face them with better equipment and more powerful abilities.
Mission Briefing Edit
When spoken to, Helena Blake will explain that she is a high ranking member of a criminal cartel and wants two crime bosses and their operations eliminated. They're red sand dealers who trade any defaulting customers to batarians as slaves, a business practice of which Blake disapproves. Once they're dead she will manage their organization "more tastefully".
- If you choose "No. I won't do it." you get 8 Paragon points, but Blake will still give you the coordinates.
- If you choose "I'll do it." or "Not a problem." you get 2 Renegade points and the coordinates.
The crime bosses - who are not named - are located on two different planets. The first is found on the planet Mavigon of the Han system in the Gemini Sigma cluster. The second is on Klensal of the Dis system in the Hades Gamma cluster.
Mavigon Base Edit
The base on Mavigon is located on a high cliff in the southeast corner of the map. The base itself is defended by three heavy turrets. Take these down at a distance, or lower their health and then take them out on foot for more exp. Remember that Mavigon is a Level 2 Cold Hazard so be careful when exiting the Mako and watch the bar in the lower right hand corner of the screen. Once you are in clear, enter the base.krogan mercenaries so hold your squad back until they have been dealt with. Note: On higher difficulty levels the snipers can one-shot you so keep an eye out for them and especially their red laser sighting beams.
There is plenty of cover around so use it to your advantage and eliminate the enemies; you can often lure a few mercenaries at a time back to the enclosed area near the entrance of the main room. The crime boss has a habit of hunkering down behind the bunker wall defense structure at the other end of the room so you may have to move around in order to get to him. Once they are all down you will receive a congratulatory message.
Once that's done, grab another med kit on the pillar and head to the two back rooms with loot. The room on the right holds a technician's kit, malfunctioning object, a secure crate (average Decryption) and two more med kits, while the left room holds a wetware kit with biotic amps and a medical station (easy Decryption). Once you have collected your reward head back out and return to the Normandy to take out the next base.
Klensal Base Edit
The base on Klensal is located near the center of the map near a Platinum Deposit. The exterior of the base is defended by 3 regular mercs and 3 snipers, two of which are in towers above the battlefield. Kill them first, then focus on the other mercs. Once you have taken them all out move into the base.containment cells. Take cover near the entrance to avoid being flanked. Just watch your right. Once you have taken care of the cronies, the crime boss here will stay behind the large crate near the tunnels at the back. Use anything you can to get him out. Once he falls, go to the last two tunnels. The left tunnel is blocked by a drill, so there isn't anything for you. The right one, however, holds two regular weapon lockers and a secure one, requiring basic and average Decryption respectively. There is also an aid station (+2 medigel) and a fire containment cell. On your way out grab the medkit on top of the crate near the chamber entrance and the upgrade kit behind a stack of crates in front of the two tunnels. Once everything is in hand, head out and back to the Normandy for the final part of this mission.
Note: The crime boss can sometimes spawn inside the rear wall near the two lower tunnel entrances. Biotic power Singularity will successfully pull him out of the wall, and though he may remain unanimated, you can kill him and complete the mission.
Amaranthine Base Edit
Once the bases are cleared, head to the planet Amaranthine in the Fortuna system in the Horse Head Nebula to find Blake. The base itself is in a crater at the south of map. Once you enter the base, the two-story type, and open the first door, Blake will be standing there. She will thank you and assure you that the gang will now restrict itself to gambling and smuggling illegal technology, crimes that aren't worth your trouble.
You can choose to accept Helena Blake's reward, which results in you being escorted out of the facility and the door locked behind you, attempt to arrest her, in which case she and her mercenaries will attack you, or try, with a high Charm (10+ Paragon) or Intimidate (8+ Renegade) score, to convince Blake to disband her gang permanently. If you chose one of the disbanding options then tell her you are going to arrest her, you can get the morality points and still get to kill everyone.
As usual, there will be plenty of loot in the compound. The main room only has a medical kit and an upgrade kit behind the crates at the end, but if you go up the ladder to the walkway above you'll find a secure weapons locker (average Decryption) and a room at the end with a technician's kit, an aid station and a hardened wall safe (hard Decryption)
Note: You can still loot the complex even if you convince Helena to break up the organization.
Mass Effect 2 Consequences Edit
- If you persuade Helena Blake to disband her gang, she will be in Afterlife Club on Omega as a social worker and will thank you.
- And if not she will join Aria's organization.