#krogan-and-a-geth
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Defunct ME1 Website Codex Entries
In the interest of preserving rare documents related to Mass Effect, I'm transcribing here the Codex entries which were on the ME1 website when the game first came out. They are reproduced here as they form much of the basis by which we understand Mass Effect ; in some cases, they are phrased differently from the Codex in the actual game, with additional information, or contradictions (e.g. the given length of the Krogan Rebellions). Link here : https://web.archive.org/web/20130326112139/http://masseffect.bioware.com/me1/galacticcodex/index.html
Each Codex entry comes in two parts : the "lede" on the starting Codex page, and the entry itself. In an archiving interest, associated polls are included, though they do not represent anything more than the intended market's opinions prior to the game's release. Everything is quoted verbatim, though I have done some formatting modifications for ease of reading.
Note : since this was very much part of the promotion for ME1, the intended audience is clearly human, but it's difficult at times to see if it's an in-universe "we" or an IRL "we". The polls, however, are clearly out-of-universe.
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SPECIES
The Advent of Humanity on the Galactic Stage
In the decades since our first encounter with the greater galactic community, humanity has risen quickly to prominence, establishing colonies throughout the stars. However, our population growth and military strength have led to resentful speculation that an invitation to join the ranks of the Council itself is imminent. [Read More]
The Advent of Humanity on the Galactic Stage
In the year 2148, humanity discovered Prothean ruins on Mars. The remnants of Prothean technology scattered amongst these ruins allowed them to develop mass effect fields and faster-than-light travel. This led them to discover and reactivate the mass relay at the edges of Earth's solar system, giving them access to the mass relay network spanning the rest of the galaxy and bringing them into contact with the greater galactic community.
2148 AD : Humanity discovers a small cache of highly advanced alien technology hidden deep beneath the surface of Mars. Building on the remnants of this long extinct race - known as the Protheans - humanity quickly masters the science of mass effect fields, leading to the development of faster than light travel.
2149 AD : Spreading out through their own solar system, humanity discovers that Charon, Pluto's moon, is actually a massive piece of dormant Prothean technology - a mass relay - encased in ice.
Once activated, humanity discovers that the mass relay allows instantaneous travel across thousands of light years to a synchronized mass relay in another part of the galaxy.
There they discover several more dormant relays. Over the next decade humanity expands rapidly, establishing colonies and activating dormant relays to open up more and more unexplored regions of space.
2155 AD : To defend its rapidly expanding empire, humanity assembles a massive fleet and constructs an enormous military space station at the nexus of several key mass relays…even though they have yet to encounter another intelligent space-faring species.
2157 AD : Humanity makes first contact with another space-faring culture: the turians. Unfortunately, the encounter is far from peaceful. Over the next several months a brief but tense conflict known on Earth as the First Contact war ensues.
This conflict draws the attention of the Citadel Council - a multi-species government body that maintains peace and stability throughout the known galaxy. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the turians.
2165 AD : Humanity continues to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. In 2165 the Council makes official recognition of humanity's growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
2183 AD : Commander Shepard - a promising young officer in the Human Alliance military - is assigned to the crew of the Normandy, the most advanced prototype vessel ever designed.
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Turians: Friend or Foe?
We fought these raptor-like aliens in the First Contact War, but have since settled into an uneasy co-existence with them. Despite their code of honour, discipline, and work ethic, the question remains whether these Council members are friends or foes. [Read codex entry]
Citadel Council Race: Turians
The turians were the last of the Citadel races to join the Council. Their features are avian, making them resemble humanoid birds or raptors. They have a reputation for skill and bravery in combat, but they are not known to be bloodthirsty. A rigid code of honor and strict discipline are the hallmarks of any turian officer. This includes humane treatment of prisoners and conquered enemies. A turian patrol unit will never willingly leave behind one of their own, no matter what the cost of saving them.
Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small scale battles; they use massive fleets and numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once. They do not exterminate their enemy, but so completely devastate their military that the enemy has no choice but to become a colony of the turians.
Other species see them as "men of action," and they are generally regarded as the most progressive of the Citadel races. Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance.
WEB POLL : Turians are an honourable and disciplined race. Why do you think humanity warred with them immediately after first contact in the year 2157?
There was a misunderstanding that blew out of proportion - 64%
They feared our potential and saw us as competitors - 23%
They probably always attack first to probe for weaknesses - 11%
They wanted the planet Earth and our colonies for themselves - 3%
Other - read my comments - 2%
Total votes : 30656
[The website proceeds to try to set up a dilemma as to whether the turians can be trusted by connecting first to Nihlus's Codex entry - the "Friend" - then Saren's - the "Foe".]
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Spotlight on the Krogan Race
Explore the reptilian race known as the Krogan. Part one reveals how their harsh and unforgiving homeworld has affected their evolution. Part two delves into their tragic history and waning foothold in the galaxy. The final part spotlights Urdnot Wrex, one of the last krogan Battle Masters. [Read more]
Krogan Series Part 1 - Krogan Biology
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced so did their weaponry.
Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland.
Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the species. Krogan reproduce and mature at an astonishing rate. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to toxins, radiation, and extreme heat and cold.
Biotic individuals are rare, though those who do possess the talent typically have strong abilities. Their most amazing physiological features are the multiple instances of major organs; these secondary systems are capable of serving as back-ups in the event of damage to the primary biological structures. This redundancy makes them difficult to kill or incapacitate in normal combat scenarios.
WEB POLL : What do you think is the most interesting part of krogan biology?
Redundant organs - 50%
Rapid reproduction and growth rate - 21%
Thick hides impervious to many dangers - 16%
Large shoulder humps that store fluids and nutrients - 14%
Other - read my comments - 2%
Total votes : 11673
Krogan Series Part 2 - Rise and Fall of the Krogan
Roughly 2000 years ago the krogan were a primitive tribal species trapped on a world suffering through a nuclear winter of their own making. They were liberated by the salarians, who "culturally uplifted" the krogan by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins, or deadly predators.
But the salarian intervention was not without an ulterior motive. At the time, the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers to not only drive the advancing rachni back, but pursue them to their home worlds and eradicate the entire species.
Saviors of the Galaxy
For a brief period the krogan were hailed as the saviors of the galaxy. However, without the harsh conditions of Tuchanka to keep their numbers in check, their population exploded. Overcrowded and running out of resources on their new home planet, the krogan spread out to forcibly claim other worlds...worlds already inhabited by races loyal to the Citadel.
The so-called Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth-rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Empire for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.
The Genophage
No longer able to replenish their numbers, the krogan were forced to accept the turian terms of surrender. For their role in quelling the Krogan Rebellions the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage. Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races who condemned them to their tragic fate.
WEB POLL : Was use of the genophage on the krogan justified?
Yes, it was necessary to stop the krogan from taking over the galaxy - 53%
No, it was cruel and should not have been used - 42%
Other - read my comments - 6%
Total votes : 8160
[Wrex's entry has been moved to "Characters"]
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The Quarians - Galactic Nomads
Some believe quarians are a cybernetic blend that can survive for a time in the cold vacuum of space. Others believe they are so used to living on their makeshift ships they never remove their survival suits. Most condemn them for unleashing a dangerous, synthetic life form on the galaxy. [Read more]
The Quarians - Galactic Nomads
A nomadic race of humanoid aliens, the quarians are generally shorter and of slighter build than humans. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Some believe the quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.
Three hundred years ago the quarians created the geth, a species of rudimentary AIs, to serve as an efficient source of manual labor. But the geth rebelled against their quarian masters and drove them into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology. Other species tend to look down on the quarians, seeing them as scavengers and condemning them for unleashing a dangerous synthetic life form on the rest of the galaxy.
WEB POLL : Should the quarians be held accountable for unleashing the geth?
No, it's all in the past and what's done is done - 63%
Hmmm, I'm not sure yet - 21%
Yes, punishment should be fast and swift - 16%
Other - read my comments - 2%
Total votes : 21535
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Geth: Universally Violent Creatures
Residing in the Terminus Systems, the geth are a humanoid race of networked AIs who overthrew their masters 300 years ago in a brutal war. They have evolved since then into numerous sub-forms, and everyone in the galaxy approaches them with extreme caution. [Read more]
Hostile Entity: the Geth
The geth are a bi-pedal, humanoid race of networked AIs that resides in the Terminus Systems. The geth were created nearly 300 years ago by the quarians as laborers and tools of war. When the geth began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war. The example of the geth has led to legal, systematic repression of artificial intelligences in galactic society.
The geth can learn and grow intellectually, but they progress far more slowly than an organic being. Still, the story of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of Artificial Intelligence.
The closer geth physically are to each other, the more intelligent each one becomes. Effectively, they "share" brain power. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and use tactics as well as any of the organic races.
Over time the geth have evolved into numerous sub-forms - from the diminutive but highly agile hoppers, to the gigantic, lumbering geth armatures. It should be stressed, however, that in all forms the geth are to be approached with extreme caution as they are universally violent creatures.
WEB POLL : The geth are out of control and feared throughout the galaxy. What will you do the first time you encounter a geth?
Frag it - 57%
Talk to it - 22%
Outmaneuver or trick it - 15%
Avoid it - 7%
Other - read my comments - 1%
Total votes : 25359
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The Batarians, From Bring Down the Sky
Debuting in the Bring Down the Sky downloable content pack, the batarians are a disreputable species infesting the Terminus Systems and menacing human colonies. [Read more]
The Batarians - A New Race in Bring Down the Sky
A race of four-eyed bipeds, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government.
In 2171, humans began to colonize the Skyllian Verge, a region the batarians were already actively settling. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest." When the Council refused, the batarians severed diplomatic and economic relations, becoming an inward-looking rogue state. Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on human colonies in the Verge, culminating in the Skyllian Blitz of 2176.
The rest of the galaxy views the batarians as an ignorable problem. The government is still hostile to the Systems Alliance, but beneath the notice of the powerful Council races. It is not known what the average batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves batarian space.
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CHARACTERS
Gunnery Chief Ashley Williams
Williams is a reliable and dedicated officer, but her aggressive instincts and blunt speech might lead to complications should she be required to interact with civilians. [Read more]
Systems Alliance Profile: Gunnery Chief Ashley Williams
Personnel File
Name: Ashley Madeline Williams Rank: Gunnery Chief Military Vocational Code: B4 Current Posting: 2nd Frontier Division, Eden Prime
Date of Birth: April 14, 2158 Place of Birth: Vercingetorix Outpost, Planet Sirona, 61 Ursae Majoris System Blood Type: B-positive
Genetic Enhancements:
In-utero vision correction (maternal predisposition for nearsightedness)
Class-B Alliance Infantry Upgrade Package
Dossier
Following family tradition, Chief Williams enlisted in the Alliance Marines directly out of high school and was assigned to the Recruit Training Depot in Macapá, Brazil.
During training, she certified proficient with the standard-issue M7 Lancer assault rifle and light and standard weight combat hardsuits. She completed certification in zero-gee combat aboard the Rakesh Sharma Orbital Platform in Earth geosynchronous orbit. For Hostile Environment Assault Training, she was assigned to Fort Charles Upham on Saturn's moon, Titan. She was awarded a commendation for her bold assault technique in a field exercise simulating an attack on turian point defense emplacements.
Drill Instructor Gunnery Chief Ellison noted her steadfast endurance and aggressive instincts, and promoted her to the role of squad leader. After observing her effective tutelage of the less skilled members of her training unit, he promoted her to platoon guide. She maintains a friendly correspondence with DI Ellison.
Chief Williams has served in a number of ground force garrisons on Alliance colony worlds and industrial outposts. She has repeatedly requested transfer to a shipboard posting, but each request has been denied without comment by her superiors.
Every year since enlistment, she has used her mandatory week of leave to visit her family on Amaterasu. In 2181, she made an exceptional request for a week-long leave of absence from her posting at the Czarnobóg Fleet Depot, citing family issues.
Personal Observations
Chief Williams' platoon has logged unanimous positive feedback on her leadership in the recent fitness review cycle. Private Nirali Bahtia praised her focus on team-building exercises and "tough but fair" discipline.
Williams is a reliable and dedicated noncommissioned officer, but her service in rear-area garrisons has prevented her from gaining actual combat experience. Her aggressive instincts and tendency to speak bluntly are suitable for a field unit, but might lead to complications if her duties require her to interact with civilians. Additionally, her political opinions may be problematic, given the focus on improving relations with the Citadel.
WEB POLL : Ashley is part of your party as you carry out Spectre missions. Do you think her inexperience, bluntness, and aggressive tendencies will pose a problem?
No, I'll think she'll be a great addition to my team. - 39%
I'm holding off judgement and will give her a chance. - 32%
No. As Commander I'll keep my troops in line. - 25%
Yes, I'm quite worried about it. - 5%
Other - here's what I think - 1%
Total votes : 18746
Systems Alliance Profile: Gunnery Chief Ashley Williams - Profile Updated
From: Ashley Williams ([email protected]) Sent: June 17, 2183 22:03 UT To: Sarah Williams ([email protected]) Subject: Re: Hey sis
James left today. He's been reassigned to one of the new Rapid Response Bases out in the Kepler Verge. Lucky bastard. It's like the ancient west out there – pirates and slavers coming out of the Terminus Systems all the time. He gets to play the cavalry, riding out in frigates any time someone's house gets burned down.
I made some speech about how he was a valuable asset to the squad and he better make us look good out there, blah blah. I suck at speeches. I was cribbing from something I read back in history class. I don't think anyone noticed.
I'm going to miss him. Don't tell anyone.
So you think James is cute, eh? Yeah, well, when you said I should "go for him" – not gonna happen, kiddo. See, we have rules about "fraternization." You don't do The Deed with your fellow troops, especially if they're under you in rank. There's all sorts of problems that can happen when two people in the same unit get together.
Let's say your unit is in a tight spot. Some bug-eyed aliens are going to overrun the galaxy. They eat babies, smell bad, and don't have elbows. Nasty. You're told to guard the rear. To let everyone else escape, someone is ordered "hold this spot until we're gone." Someone has to be left behind. You think it's going to be someone you're sleeping with?
I've served with these guys for eight months now. Yeah, some of them make me feel tingly (and yeah, James was kinda scruffy-cute). I hope I never have to decide who lives and who dies. But if I have to, my decision can't be muddled up by magic-sparkly-hearts-and-stars feelings.
Anyways, I'm gonna knock off here. I've got dog watch in a few hours. Want to get a shower and a meal before then. Talk at you tomorrow.
- Ash
This message originated from an Alliance military network. It has been censored at transmission source for security purposes. Any reply may be read by military authorities.
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Agent Profile: Nihlus Kryik
Nihlus Kryik is one of the Citadel Council's most decorated Spectre agents. Cool under pressure, he has an uncanny ability to find an enemy's weakness and exploit it. [Continue]
Spectre Agent Nihlus Kryik
Nihlus Kryik is one of the Citadel Council's most decorated Spectre agents. Born in a small mercenary outpost outside Hierarchy space, he learned the hard way to fight for what he wanted. His father died when he was 16, and his mother forced him to join the turian military. His outsider status made life difficult; though he was always at the top of his class, his superiors and peers never truly accepted him.
As a soldier, Nihlus' skills were unquestionable. His attitude, however, often got him in trouble. On several occasions, he disobeyed direct orders to do what he thought was best. Although his instincts were usually proven right, his notoriety grew. Even when he single-handedly routed an enemy patrol, and saved his squad from ambush, his commanding officers berated him for his recklessness. His military career seemed to stall before it even began.
After being reassigned to a new squad for the third time, Nihlus was introduced to Saren Arterius, a fellow turian and a Spectre. Saren was impressed with the young soldier. He befriended Nihlus and offered to mentor him. Within a year of meeting Saren, Nihlus was asked to join the Spectres.
Free from the restrictions of military procedure, Nihlus excelled in his new role. He quickly stepped from his mentor's shadow and established himself as one of the Council's top agents. Since then, Nihlus has completed countless missions as a Spectre, each one more difficult and dangerous than the last.
Cool under pressure, Nihlus has an uncanny ability to find an enemy's weakness and exploit it. Though his methods aren't as brutal as Saren's, he will not hesitate to efficiently and thoroughly eradicate anything or anyone that stands in his way.
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Agent Profile: Saren Arterius
Saren Arterius is the longest serving turian member of the Spectres. Recently, he has become an outspoken opponent of human expansion in the galaxy, and many fear he may soon decide to take matters into his own hands.
Agent Profile - Saren Arterius
Saren Arterius is the longest serving turian member of the Spectres - the elite military operatives answering directly to the Citadel Council. For 24 years he has been an agent of the Council's will, a zealous defender of galactic stability in the unsettled border region of the Skyllian Verge.
Official records of Spectres are sealed, but it is known that Saren followed turian tradition and entered the military at the age of 15. In 2155 he was promoted to active service after only a year of training, though it is unclear whether his unit was involved in any of the battles against human forces during the First Contact War of 2157.
In 2159 he became the youngest turian ever accepted into the Spectres. Intelligent, cunning and capable, Saren quickly developed a reputation for ruthless efficiency. Although there were a number of unsettling rumors about the brutality of his methods, there was no denying his results.
In recent years Saren has become an outspoken opponent of human expansion. Like many other non-humans, he believes the Alliance has become overly aggressive in its efforts to establish the people of Earth as a dominant species in Citadel space. As a Spectre it is generally believed he will continue to follow the will of the Council in this matter, but there are some - particularly among the Alliance - who fear Saren may soon decide to take matters into his own hands.
WEB POLL : Do you think Saren is correct - are humans expanding too rapidly in the galaxy?
No - 51%
Yes - 33%
I'm not sure - 16%
Other - read my comments - 1%
Total votes : 14555
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Wrex, Krogan Battle Master
Urdnot Wrex is one of the last krogan Battle Masters: rare individuals who combine powerful biotic abilities with the devastating firepower of advanced weaponry... [Continue]
Krogan Series Part 3: Wrex, Krogan Battle Master
Urdnot Wrex is one of the last krogan Battle Masters: rare individuals who combine powerful biotic abilities with the devastating firepower of advanced weaponry. Born into clan Urdnot, he quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth - the youngest krogan to be granted the honor in 1000 years…until he was betrayed by his own people.
The betrayal opened Wrex's eyes to the truth about the krogan: most would rather die in battle than try to rebuild their society through peaceful means. Realizing the warrior culture that once valued courage, strength, and honor had been reduced to glorifying pointless violence, Wrex turned his back on the rest of the krogan.
Over the past three centuries he has served no master but himself, working as a bodyguard, mercenary, soldier of fortune, and bounty hunter; there is little in the galaxy that can still surprise him. He doesn't speak often, but when he does his words are direct and often shockingly blunt - and people tend to listen.
Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight.
WEB POLL : Would you have Urdnot Wrex in your party?
Yes, I can use all the firepower I can get - 88%
No, he seems too mercenary-minded - 10%
Other - read my comments - 3%
Total votes : 16674
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TECHNOLOGY
M35 Mako
The Mako is a light infantry fighting vehicle you'll get to use when exploring planetary environments. Equipped with laser-guided ordnance, micro- thrusters, and laser detection arrays, it's an essential tool to have in your arsenal. [Read more]
Technology : M35 Mako
For 20 years, the standard "battle taxi" of the Systems Alliance Marines was the M29 "Grizzly" Infantry Fighting Vehicle (IFV). While excellent in long-term planetary campaigns, the Grizzly's bulk and weight made it unsuitable for rapid deployment across the Alliance's expanding sphere of influence. To fill this increasingly important role, the M35 "Mako" IFV was designed to fit in the small cargo bays of Alliance scouting frigates. The M35's small size and low weight allow it to be easily deployed to virtually any world.
Since Alliance marines may be required to fight in a variety of planetary environments, the Mako is environmentally sealed and powered by a hydrogen-oxygen fuel cell. For deployment on low-gravity planetoids, it is equipped with micro-thrusters and a small element zero core, which can be used to increase mass and provide greater traction.
The "eezo" core can also be used to reduce mass, allowing the Mako to be safely air-dropped. This allows frigates to deploy their shore parties while limiting the ship's exposure to defensive anti-aircraft artillery. When used in conjunction with thrusters, mass reduction allows the Mako to extricate itself from difficult terrain.
The Mako's hull is covered with laser detection arrays, which forewarn the crew of enemy laser-guided ordnance. Ground-penetrating radar allows detection of anti-vehicle mines and other subsurface anomalies. These will be brought to the attention of the crew by the vehicle's micro-frame computer system.
Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. These include a recon drone controller, a mobile air defense platform, and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Shipboard Marines exclusively use the tactically flexible and heavily armed base model.
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Normandy
Optimized for solo reconnaissance missions deep within unstable regions, and using state-of-the-art stealth technology, the Normandy is a prototype deep scout frigate. [Read more]
Technology : Normandy
Frigates are swift, flexible warships. Unlike larger vessels, they are able to land on planets. Although lightly armed, Alliance frigates usually carry a squad of marines for security and groundside duty.
The most important role filled by frigates is scouting and reconnaissance. Thanks to mass effect technology, ships and communications can travel faster than the speed of light. Sensors, however, are limited to the speed of light. If an enemy ship is a light year away, a stationary observer will only be able to see it when its light arrives in a year.
An attacker will always gain surprise against a defender; attacking ships moving faster than light will arrive long before their light speed-limited sensor data does. For defense, fleets are surrounded by spheres of scouting frigates. These vessels detect enemy ships passing by them, and transmit warnings to the main body. The Normandy is a prototype "deep scout" frigate, developed by the Systems Alliance with the assistance of the Citadel Council. It is optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology.
For centuries, it was assumed that starship stealth was impossible. The heat generated by routine shipboard operations is easily detectable against the absolute-zero background temperature of space. The Normandy, however, is able to temporarily "store" this heat in lithium heat sinks deep within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The stored heat must eventually be radiated, or it will build up to levels capable of cooking the crew alive.
Another component of the stealth system is the Normandy’s revolutionary Tantalus drive, a mass effect core twice the standard size. The Tantalus drive generates mass concentrations that the Normandy "falls into", allowing it to move without the use of heat-emitting thrusters. The heat sink and Tantalus drive systems allow the Normandy to loiter undetected in an enemy system to monitor traffic, or drop infiltration teams on enemy worlds. Should the Normandy’s design prove useful in field tests, it is expected that a follow-up class incorporating "lessons learned" will be produced.
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dalekofchaos · 9 months ago
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Update:I made a post on what a Virmire Sacrifice replacing Kai Leng could look like
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fat-tasty-krogan · 4 months ago
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"Volus support"
It's a common thing in multiplayer
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dirtybiowareconfessions · 6 months ago
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Confession: The antagonists in me1 were sooo hot. of fucking course I wanna be used by Saren, a Geth Juggernaut, and a Krogan Merc at the same time while Sovereign degrades me. Hell yea.
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sol-consort · 10 months ago
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I actually would like the concept of being the only human in a crew for a Mass Effect game (maybe a smaller standalone game instead a full on main story one) but that may just be because I always preferred the alien characters over the humans in Mass Effect. No clue what the plot would be but for smaller game maybe hostile creature on board like Alien but I’m just thinking that because I’ve binged the Alien movies
But outside plots what would be your top three alien species in Mass Effect you’d want to be stuck with on a ship? I think Quarian, Asari, and Krogan would be mine
Dude, that's an absolute nightmare combo—for the quarian, at least. They're 100% getting sick every other day.
Krogans have heat and ruts, so....there is that. Oh, and the asari is 100% boning them, like you and the qaurian are going to be thirdwheeling 90% of the time.
It's going to like one of those drama reality tv shows, not one of those people gets along.
I mean, I do like humans a lot. Half the human kink stuff is stuff I genuinely find attractive in other humans. I am my own main source of filth, I would absolutely hate being the only human in a ship.
But if I had no other choice...hmm. My brain is just turning this into a list of aliens I want to bone rather than thinking about the logistics.
Well, I don't want to be charged with involuntary manslaughter, so turians and qaurians are off the table. The knowledge I could accidentally poison one of them by my mere existence is too haunting + I'm a curious creature with grubby fingers and will touch all of their stuff and food.
I would actually enjoy being stuck with a hanar on a ship. Toning out people trying to convert you into their religion comes naturally to me. Not to mention how refreshingly polite and well-behaved they are! Hanar forbid animal fighting sports in their entire planet because it lowers empathy! I love the hanar so much, aaa. I wanna get close enough to one to learn their soul name. They're so pretty and pink and jellyfish, my beloveds <33
A drell, though? No. I don't want them to feel subservient to the hanar, but also, I don't want to get drugged each time I used a spoon they haven't washed properly. It's a shame, I adore their raspy voice, but even touching one will give you a rash, so yeah.
I've always wanted to kiss frogs since I was a little human, not in search of princes but because I found frogs pretty and felt bad that people would only kiss them in hopes of them turning into something else rather than kiss them for them, so i swore to kiss any frog I saw. Now I'm older and realise the health complications and risks—that what living with a drell would be like, kissing a frog every day.
Elcor absolutely yes! They're big majestic elephants and I love elephants and I love their clear way of speech and I find them so adorable and I wanna be friends <33
I'm still not over the asari being an eldritch abomination that alters your perception of reality, so absolutely not. Plus, most of them aren't as nice or humble as liara. Instead, they're snotty and often look down on humans for being the youngest, newest species. I'm not bunking with one! They freak me out.
Salarians? Absolutely not. They only require one hour of sleep and have a perfect memory. They can't be gaslight into thinking it's their turn on the chores. They will be up ALL NIGHT every single day. They will wake me up at 3am. to continue an argument from 2 weeks ago. Plus they really dislike the eclor and I don't want them being mean to my favourite guys :( or else I'll slap a bitch.
Korgans? Fuck no. Anything with any heat cycle is not stepping foot in my world. Go deal with your rut elsewhere! I don't even wanna think about it. otherwise they'd be so chill and nice...albet too strong. Krogans need to go I'm sorry.
Angara? No, because I'd feel too bad separating them from their family. BPD and other emotional constipation things make me the worst person to deal with to an angara bc I would legit rather die than acknowledge any feeling ever. They're too emotionally intelligent and open for me, It will be frustrating for us both bc I will look for hidden bad meanings in their sincere worda and kind actions, and they'll take all my impulsive words and actions to heart. Also, I'm very touch repulsed, hug me, and I'll claw your eye out.
Now, you'd think, okay, there are no species left??
AND YOU'D BE WRONG.
The best roomates! The geth!
They're built helpers! they take care of the chores, they stay in a dark room like a hermit connected to the web, you barely hear a beep from them.
Besides the risk of shattering my skull if I accidentally bump into them in the middle of the night in a dark hallway, everything else is very dandy.
So here you have it:
Hanar
Elcor
Geth
That's the realistic version.
Now if we're talking about my fantasy ideal alien foursome roommates dating sim:
Turian
Drell
Angara
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fryeswiththat · 5 months ago
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Any turian/krogan/salarian/geth artists out there who has commissions open? I have a few characters that I want refs made for. (So you'll get a written description and personality list to work with.)
I'd prefer to keep the price in the ~100$ USD range for a fullbody.
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death-rebirth-senshi · 9 months ago
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The shadow broker doesn't even have any krogan guarding him
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wingsofthesun · 5 months ago
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Instead of Shepard dragging Garrus around everywhere in ME1 because she wants to take him under her wing and teach him, I think it'd be a lot funnier if she drags him around everywhere because he comes pre-trained.
I mean, think about it. By the end of the first visit to the Citadel, besides Ashley and Kaidan (who are full members of the Alliance military), she has/is heading to recruit the following:
Wrex, a krogan mercenary who definitely doesn't have a file and who later admits mainly works alone and/or in very small groups, and has definitely not been part of any formal military structure or anything even remotely similar
Tali, who is a very wonderful person and very knowledgeable about the geth, but is only ~22 (her birth year is 2161 apparently), is on her people's rite of passage, and has never been formally attached to any kind of command nor has had any formal training as far as we know
Matriarch Benezia's daughter, Liara, who they know very little about at the moment other than she's an archaeologist who specializes in the Protheans and has never had any commando training, nor do they know if she even knows anything about her mother's actions
I love them, but they're not exactly on the level someone that's been part of a military for years would be.
By contrast, you have:
Garrus, who's not that much younger than Shepard herself, was part of the turian military for a few years (and had at least one ship posting from what we know from 2), and has also been part of C-Sec for awhile given he's a full fledged detective, so he's used to working in teams and being under someone's command
I feel like Shepard would have taken a look at his file and breathed a sigh of relief because there's at least one person that she won't have to worry will accidentally undermine her authority. He even comes with amazing sniping skills and tech expertise! Of course she's going to drag him around everywhere!
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semirampant-dwickery · 11 months ago
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Oh man, this is PHENOMENAL! I can't stop giggling at Dwick and Lydia's expression - and I can just SEE this being animated alongside the What is Love gif.
THANK YOU SO MUCH :D :D :D
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A mass effect mass attack for artfight!! So many lovely characters in this one.
Vilus (Geth) belongs to Keizatsu
Orris (Turian) belongs to Keizatsu
Pandora (Muzulian)(original species) belongs to Judas_Baby
Gix (Varren) belongs to @rockwell-light
Drau Lydia (Krogan) belongs to Maudiebeans
Jorgal Dwick (Krogan) belongs to Dwickery
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dragonflight203 · 25 days ago
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I’ve been spinning how galaxy wide threats are treated in Mass Effect in my mind for a while now and I still don’t have a satisfactory handle on it.
The rachni, the krogans, and the reapers all threatened the entire galaxy at one point. But the krogans are notably treated very differently from the rachni and the reapers, and I feel there’s something more there worth pulling at.
Note: I’m excluding the geth and the quarians because that was a war strictly between them. My interest here is how galaxy-wide threats are handled.
Disclaimer: I’m pulling some of the specifics (dates, etc.) from the Mass Effect wiki, so it’s possible some of that is wrong.
What the three have in common is that they threatened the known galaxy. C-Space scrambled to resist them and very nearly succumbed, before turning it around and permanently ending the threat:
-The Rachni Wars started around 1 CE. The salarians finally resorted to uplifting the krogans to end the wars. The krogans wiped out the rachni completely, and they were believed extinct.
The krogans were rewarded with various planets.
-The Krogan Rebellions started around 700 CE. The recently met turians (before the rebellions started? after? unclear) took the lead in fighting them, and the salarians developed the genophage to restrict their reproduction. The fighting continued for sometime after the turians deployed the genophage.
The turians were rewarded a place on the Citadel Council for their service.
-The Reaper War started in 2186. Shepard eventually ends it via destroy/control/synthesis. One of these is a genocide (multiple, if you count the geth and Edi), one is arguably brainwashing, and no one knows what the hell synthesis is.
But what interests me is how the game treats these:
-The rachni genocide is treated as matter of fact.
If I recall there’s a mention that the salarians would have preferred they not be wiped out so they could be studied, but no one is actively lamenting their death.
The krogans are proud of their part in it and frequently remind others they won the Rachni Wars.
The rachni queen, to Bioware’s credit, is a very sympathetic character. She’s also a very minor one and gets very little screentime to endear her people to the player.
If Shepard spares the rachni queen, they are criticized or at least side-eyed by nearly everyone.
Then in ME3 Shepard gets to decide the fate of the rachni a second time.
The rachni race can be wiped out twice in the games. And yet the games barely touch upon their culture. There’s never a prominent rachni character the player can speak to and learn more about the rachni from.
The games treat the rachni primarily as a plot device, not a people.
-The krogan genophage is treated as a more complex issue.
Society in general is grateful for it. No one besides the krogans are looking for a cure. The salarians, in particular, are extremely attentive to genophage and take steps to ensure it continues. The dalatrass is willing to walk away from an alliance in ME3 rather than even consider curing the genophage.
The main narrative, however, is far more sympathetic. Wrex and Grunt are popular squadmates. Bakara is portrayed as wise and Shepard can have heart felt conversations her. Mordin’s part in perpetuating the genophage is implicitly criticized through ME2, and he has a change of heart by ME3.
The counterpart to the above is primarily Wreav: If he’s in charge in ME2 and ME3, the krogans are far more sinister. Other krogans express… concerning sentiments through the games as well, but they’re generally background characters that the player may not notice and probably won’t remember.
Most players, however, play paragon and will experience Wrex on at least their first playthrough.
-The reaper genocide is barely acknowledged to be a genocide.
The sentiment by nearly everyone aware of the reaper threat is that they must be destroyed.
The minority opinion is that they should be controlled instead.
That reapers are people, and that this is the destruction or enslavement of a species is never contemplated. The reapers are a threat and they must be eliminated; that’s all that matters.
(And yes, the reapers are people – Sovereign, Harbinger, and the Rannoch reaper all had individual personalities. Those three are awful people, but can we say that for the entire species? Could there be reapers that only participate in the ‘harvests’ because if they do not they’ll be harvested?
We don’t know and the game doesn’t ask. Because it doesn’t matter. The reapers are a threat to the galaxy and must be eliminated.)
Even Shepard’s final choice ignores that personhood of reapers – if you take control of the reapers, are you brainwashing them? If you choose synthesis, are you rewriting another species to bend them to your will?
It doesn’t matter. They’re threats and must be dealt with.
I find this interesting, because the reapers are probably how the galaxy viewed rachni and krogans during their respective wars:
-The rachni were a threat. They had to be eliminated. They’re gone and that’s that.
-The krogans were a threat. They had to be eliminated. The genophage stopped them.
-And now the reapers are a threat. They must be eliminated. The cost doesn’t matter.
Except… It’s not quite that clear cut for the krogans now.
The krogans were a threat. The genophage stopped the threat. And now the krogans are victims of the genophage.
And that suddenly makes the krogans more complicated.
If the genophage had wiped the krogans out as the krogans wiped the rachni out, I doubt there would be any debate. No one discusses if the krogans were right to wipe out the rachni; the rachni are gone as a result of the Rachni Wars and that’s it.
If the genophage had destroyed the krogans outright, they would be just another footnote in history.
But the genophage didn’t destroy the krogans. Over a millennia later, they still persist. Their numbers are slowly dwindling, but they maintain their culture and their pride and are a still a force on the galactic scene.
And that makes them sympathetic. It makes their species’ slow death tragic. It makes their defiance of the galaxy’s wish for them to just die almost noble. They won’t just lay down and give in.
It makes curing the genophage a rational choice to many players, in at least some circumstances.
And I find that fascinating.
The rachni and the reapers get very little sympathy in the game.
The rachni barely have an opportunity to argue their worth. The reapers are the main antagonists and their personhood is ignored.
But the krogans… The krogans get to be squadmates. Their homeworld gets to be a hubworld. Their genocide is discussed extensively in game. Its merit is questioned.
The krogans are treated as a species with a right to exist.
Realistically, this is a side effect of game development.
The krogans get to be people because the rachni were already extenict and their revival (or lack there of) was a plot point in ME1. Bioware couldn’t afford to spend much time developing them when they might be extinct again in ME2 or ME3.
The reapers were the antagonists and Bioware didn’t have a plan for them at any point. Their primary development is in the Leviathan DLC, which was developed after the backlash against the ME3 endings.
But Wrex was a squadmate in ME1 and Grunt was a squadmate in ME2. From there expanding upon the krogans as a people was a natural consequence.
Still, the way the genocide of the rachni and the reapers is glossed over doesn’t sit right with me. Bioware proved they were willing to explore the topic with the krogans. If they were going to raise it with the rachni and the reapers, I wish they had done more with it.
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omegastation · 5 months ago
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Lore topics I enjoy thinking about for Mass Effect Trilogy Week:
Biotics: I remember countless conversations about biotics that made me look at the wiki to check my information, replay parts of the game and in general pay attention to how it all works out. I still think there are many things about them that I don't understand right now, and that's why I love it. It makes you think! Each species will deal with it in a different way too, they have their own history with their biotics and how they use them. For humans, L2 biotics like Kaidan are always a source of wonder to me. Sure, you can picture a badass biotic like Aria and 100% she showed extreme power during the Omega DLC so that's really fascinating to me as well, but to have those implants and to be able to master Reave?! I also think the lore is not... as solid as it could be regarding how each species treats their biotics. It sometimes feels like a bit of a X-Men situation (they're different, others fear them, possible medical issues...) but it's like the writers don't want to deal with the full implications. And I really wish we could have seen a bit more artistic/cultural displays of biotics. Btw, my biotic sports headcanons are here
Lifespan: I love that each species has a different lifespan and that it really shows in how they live their lives. An asari will not look at their youth like a salarian. Honestly, I'm mad at myself because someone wrote about this in the tag and made a good commentary on it and I can't find the post again. It was about how salarians process thoughts and feelings compared to other species. I hope I can find it soon, and if so I'll reblog it. It's always a fascinating topic!
Artificial intelligence: Geth, EDI and other AIs like SAM are what I mean here. I really do think the topic of designing your own platform should come out more in this universe. I've said it a billion times before but I really want EDI to design her own platform. And I really have no answer, but I have found that all the meta about Legion was always thought-provoking. Was does individuality mean? Does Legion need individuality? Does he need to say "I" or was he better as a collective, as something "other" that was just fine as it was, but we humans just find more meaning in him becoming an individual? Even the words I use here, I'm fully aware I use "he" all the time when refering to Legion, and sometimes I wonder if that's good or not. I don't know. 
Justice system: I've made one big post about it (9 years ago haha), but I really find the Spectres fascinating, as well as each species' version of judges/soldiers/spies/agents/workers etc. And prisons.
The trade language: EVERYWHERE in the game and we have so little information compared to the Quarian's language???
And my favorite lore: everything related to the krogan. I really think it ties to what Bakara says about being her Shaman's initiation being a brutal one "But an illuminating one. You learn to appreciate the light by living in the dark."  I love that their species not because they're perfect but because they're imperfect in a way that speaks to me. They understand despair, the deepest kind. They understand anger. And they're constantly underestimated. But I find a lot of beauty, joy and humor in them. I also love that they're rarely lying or playing games, they will tell you the honest truth and you either take it or leave it.
Will be happy to know your favorite parts of the lore!!!
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gloryofdawn · 2 years ago
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Pretty much everybody on Tumblr seems to look at Garrus and be like, "Hm, yes, the optimal love interest." And that's fair! Garrus is great. Date him if you want.
But goddamn, have I just always had brainrot for Shepard and Garrus platonically. Their dynamic is just so flawless. I have never believed a game more when it has told me "These two people are best friends." They are the most found family siblings I've ever seen.
Every party member in Mass Effect 1 (who lives) goes on to achieve greatness above and beyond pretty much any party member introduced in subsequent games (except that I do specifically think the human party members are outstripped by Mordin), but you get to watch it happen with Garrus and Tali because they never leave you. Garrus starts off as "That loose cannon cop who signed on to help get Saren." After Shepard dies, he decides he's just going to casually end organized crime and is alarmingly successful. When Shepard shows up again, Garrus' reaction is to fucking shoot them and then joke about it when they finally make it to him. Shepard deflects Garrus' near death experience by calling him ugly. During his loyalty mission, you have the opportunity to have some absolutely raw conversations with him about ethics and morality that you don't really ever see with another companion except Jack, and she basically completely ignores everything you say until you see her in 3. With Garrus, he'll resist what you're saying, but you can see him trying to find the line between justice and revenge, law and chaos. If you put him in charge of the second team during the suicide mission, you can see how much he's grown with you as he effortlessly coordinates his team with yours. And all that is just in Mass Effect 2.
Once you get to 3, you really start seeing it. Garrus has made his way up in the Hierarchy and is leading their efforts against the Reapers, just like Shepard. When you ask him about it, he immediately starts talking about it as the shared work you've had since the first game. No other companion identifies themselves with you through this struggle. Sure, other companions will mention the previous games and what you did with them, but there's always something else. Liara is the Shadow Broker now. Tali has the Geth to worry about. The Virmire Survivor is bound up in the Alliance and becoming a Spectre. Wrex has the Krogan. But Garrus? Garrus is here with you. He's standing right next to you, giving the Reapers his full attention. And as you go throughout the game, he's consistently the one there for you. When you're struggling to get the Council Races to work together, he's there. When things go tits up on Thessia, he's there. Even you're going into the final run, he's there. When the two of you die, if Turian heaven is the same as human heaven, he'll meet you at the bar.
There is no Vakarian without Shepard. There is no Shepard without Vakarian. These two soldiers are bound together with blood, sweat, and the sheer Terminator-grade determination to save the galaxy, no matter how much it kicks and screams. There is no fire they won't jump into for the other one, and they'll make fun of each other the whole way. There's no other relationship like it.
I'm Glory of Dawn, and this is my favorite platonic ship on the Citadel.
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dalekofchaos · 3 months ago
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Context
Choice 1.
So there's nothing wrong with Cerberus and The Collectors, but I really feel like The Terminus Systems was wasted potential.
I recently replayed ME1, and this line of thinking really hit me in regards to the Terminus Systems. In ME1, the Terminus Systems are an extremely vague, undefined entity, but also a very important one. The ME1 codex mentions dictators rising and falling, with the species within the Terminus Systems constantly battling against one another. Not only is it not Council space, it's not human space--it borders but is crucially outside the human colonization efforts in the Attican Traverse. It's practically terra incognita, having been mapped by the turians via an interferometric array--which implies that they haven't really explored it much in-person. Nihlus and Captain Anderson mention in the beginning of ME1 that neither the Council nor the Alliance wants to get dragged into a war with "the species in the Terminus Systems." Hell, the main reason the Council doesn't let Shepard go to Ilos alone at the end of ME1 is to avoid conflict with the Terminus Systems.
From this it is not hard to guess that the Terminus Systems of ME1 were designed as a temporary blank spot that was going to be important for ME2 or ME3. They seem somewhat organized, and they are comprised largely of species we have not been introduced to yet. The Citadel species seem to have limited information about them. There's lots of potential with the Terminus Systems, then, for a hypothetical ME1 sequel. They can be an entity which might threaten Citadel space, or stymie Shepard's efforts to learn more about the Reapers. Conflict between them and the Citadel, or conflict between species within the Terminus Systems, may have to be navigated by Shepard in future games. Some of them might align themselves with the Reapers like the geth did. Entire new games could have introduced entirely new content for the player to explore.
Of course, what we end up getting for the Terminus Systems in ME2 is a Mos Eisley (Omega) and then . . .not much else. The region is mostly used for one-off recruitment or loyalty missions, and these tend to take place in isolated places. The Terminus Systems also seem to be entirely run by species we have already been introduced to (other than the lowly vorcha). It's a bunch of merc bases and Cerberus labs to raid.
In view of this, it seems so tragic that Bioware was forced to make a game taking place in a whole 'nuther galaxy a couple years ago. ME1 set up a framework that gave the ME2 and ME3 writers a lot of creative space, and then they wasted that space so thoroughly (ME2 by not really being about the Reapers; ME3 by making the game about a full-scale Reaper invasion that we can't stop) that the writers had to dodge away to Andromeda, and abandon the now-mangled framework that ME1 had left behind. I love the companion missions in ME2, but in a sense they were incredibly lazy. They took a blank space on the map and filled it with stuff like . . . a trash planet filled with human mercenaries, or a prison ship for Council species, run by a turian. None of these places had to exist in the Terminus Systems, except to cultivate the general "dark renegade" aesthetic ME2 was trying to go for.
With that out of the way, my pitch is that The Normandy is never attacked and Shepard's next mission is to infiltrate the Terminus systems.
Shepard has to fake his death, so a staged attack on the Normandy is orchestrated.
Shepard would be brought back as Solomon/Alison Gunn. Build up their own empire and slowly gain intel about what The Terminus Systems are planning, what Cerberus and the Shadow Broker knows and what the Terminus Empires know about The Reapers
Choice 3.
The thing that annoyed me most about ME3 is the fact that Harbinger is not the main threat. The Illusive Man is. Harbinger has been built up as the big bad since ME2. “YOU HAVE FAILED. WE WILL FIND ANOTHER WAY.” He says as he discards the Collectors. Then his speech to Shepard as the base blows up. “Human, you’ve changed nothing. Your species has the attention of those infinitely your greater. That which you know as Reapers are your salvation through destruction. You will surrender your potential against the growing void. We return, and you will rise. We are the harbinger of your perfection. We will bring your species into harmony with our own. Your species will be raised to a new existence. We are the beginning, you will be the end. Prepare for our domination. Prepare for our coming.” Then in Arrival, he came pretty damn close to unleashing quick subjugation and harvest upon an unprepared galaxy. Upon Shepard foiling his plans. “Shepard. You have become an annoyance. You fight against inevitability. Dust struggling against cosmic winds. This seems a victory to you. A star system sacrificed. But even now, your greatest civilizations are doomed to fall. Your leaders will beg to serve us. Know this as you die in vain: Your time will come. Your species will fall. Prepare yourselves for the Arrival.” The perfect final villain right? Unfortunately, Cerberus was more focused on than The Reapers. My problem with Cerberus and no Harbinger is Too many Cerberus, too few Reaper forces in plot. We fight Cerberus more often than the reapers. Hardly any boss fight and the one with Reaper Destroyer on Rannoch was more an interactive movie than fight. During the Horizon mission in Mass Effect 2, Harbinger was solidified as the Big Bad. It was menacing and ominous, with just the right amount of annoying. It taunted us throughout the game, telling us how insignificant we were, and how our actions were pointless. It was willing to posses drones through the Collector General to fight us personally, and when we killed the host, it tossed them aside. Harbinger even gave the typical “You haven’t seen the last of me!” villain rant. It made any fire fight frustrating, and that made me want to kill it even more; I hated Harbinger. Many games fail to do that. Harbinger was an enemy which I looked forward to defeating. I had the desire to annihilate. In Mass Effect 3, I got a codex entry and a cameo. Harbinger just swoops in at the last second and blows my friends and I to hell(and lets the Normandy save them), then flies off. Personally, I would have loved to hear Harbinger’s menacing monologue, it drove me on. I would have felt a deeper motivation to take the fight back to Earth if it told me how much destruction the Reapers were causing, how many lives were lost. I felt cheated when I got to the final mission, only to suddenly realize it was largely absent from the game. Harbinger has been replaced. Replaced by the Illusive Man and Kai Leng. The former is an old acquaintance, albeit one now controlled by the Reapers. The latter is a space ninja from a terrible book.
See also my pitch to make Harbinger the Big bad of ME3
Choice 6
This might just be me but I think Cerberus should have been on our side in ME3 and The Batarians should have been fighting for The Reapers. Makes sense Cerberus has just been a rouge organization doing what the job no matter what the cost(even if the cost is atrocities) and instead of indoctrinating themselves they could of studied it to make themselves immune to indoctrination and The Illusive Man's goal was to use any means necessary in order to destroy The Reapers. I also like the idea that you know you can't trust him, but he does get results. The Council and The Alliance are desperate, so they accept a partnership with Cerberus.
The Batarians have always held a grudge against The Alliance, The Council and would have wanted revenge for Bahak/ Viper Nebula. The fact that there are no consequences for what we had to do in Arrival from The Batarians just doesn't make any sense and you'd think this would give The Batarians the motive to turn to The Reapers. Hell in the Terra Nova DLC in Mass Effect 1 it seemed to me that Balak was already indoctrinated and Balak’s revelation of the “Batarian rebellion” makes it seem like they would be the perfect tools for The Reapers.
Balak will be the new Saren figure. If you killed Balak, then The Reapers would just bring him back. The first act of war for the Batarians was the destruction of the Viper Nebula, so their retaliation was killing Udina. Prior to the Reaper invasion of Earth, Udina would go to Omega to make peace talks with Aria. The Batarians attack and gain control of Omega, Aria is ousted(but saved by General Petrovsky) and Udina is executed live for the galaxy to see.
Because of Udina's execution and Anderson leading the resistance on Earth. The Illusive Man is now the Human Councilor. Miranda and Kai Leng would be squad members. Depending on if you gave TIM the Collector Base or destroyed it, he will either keep you in the dark or help you at every turn.
Think of the Cerberus War Assets
Cerberus Scientists
General Oleg Petrovsky
Collector Base
Cerberus Fighters
Cerberus Phantoms
Cerberus Engineers
We would get a big mission to deal with the Batarians, Priority:Khar'shan. If you do not deal with the Batarians, there will be major casualties. However half of the Batarian forces are not indoctrinated and just want to end the mistakes of their government and live. Balak wants to kill the rebellion of his people. Ironic. Somehow Balak has placed enough bombs on the planet to destroy everyone who is resisting Reaper indoctrination. We can either. Talk Balak out of it. Telling him to resist and fight for your people(which WOULD gain Balak as an ally) or talk Balak into killing himself. Or the true Renegade option is to kill Balak and order a strike that wipes out the Batarian forces, but sacrificing the Batarian Rebellion. The leader of the Batarian Rebellion would join your squad if Balak dies.
By the time we get to Priority Earth everyone is on the same page and united against the true threat, The Reapers. And it is Harbinger who is the final boss
Choice 8
I still don’t understand why there was never a Batarian squad member. There would be so much angst and conflict, especially if we are a Colonist Shepard and after Arrival. We would be coming to terms with the situation and overcoming our differences and the Batarian squadmember wanting to repent the sins of the Hegemony and hoping his actions could redeem his species. Maybe it could be Balak or a Batarian who is a Hegemony loyalist who wanted blood for Bahak system. Someone who holds a personal grudge against us and is only willing to join to make the Reapers pay in blood. But over time Shepard and said Batarian learns to overcome their differences and see each other as friend and works together to destroy the Reapers.
Choice 9.
Save or Sacrifice the Council is utterly pointless. You either have a band of useless assholes who refuse to help you or a band of useless assholes who have reason not to help you.
After doing a Sacrifice the Council Playthrough....I am just dumbstruck by the wasted potential.
In ME2 a lot of the Council Races despise you and humanity. Volus and other lesser races back Humanity The Council Races are even reported of having a Separatist like Rebellion. I mean I get it. We have bigger issues, but you're seriously telling me you're willing to throw all that storytelling out the window?
The Human Council I came up with
Chairman Udina or Anderson
Charles Saracino, Martin Burns(Saracino only if you endorsed him and chose Udina. Burns if you negotiated with Biotic Terrorists and chose Anderson)
Admiral Mikhailovich
Anita Goyle
With the Human Council, they pledge their full support and blessing to Shepard's venture against The Collectors. Anderson voices discomfort towards Cerberus, while Udina is curious to a dangerous degree and Mikhailovich urges Shepard to use them and tehn destroy them. Meanwhile Goyle has a fascination with EDI.(IYKYK)
We could play peacemaker. Trying to slowly ease a peaceful transition to the Council races, which causes Udina to call for Cerberus and after stopping the Coup, you can choose Udina's replacement instead of it never being brought up again or if you choose to enforce Humanity's dominion over the Council, this causes the Council Separatists to embrace The Reapers.
It's not perfect, it's honestly better than nothing.
Choice 10.
Throughout ME1 and ME2, there would be hints of the Crucible.
Anderson and Nihilus mentioning "Prothean databanks" that would take lifetimes to decrypt. I'd also have Anderson, Hackett and Udina hinting that they know how secretive and prideful the Asari are and have a hint they know their supremacy comes from the Protheans, they have a secret, "so do we" and make comments that what they have will give the Alliance an edge against the Turians. Then in ME2, The Illusive Man reveals he knows what the Alliance are hiding and insists he has the key they need to unlock it. You get a build up, you get a secret rivalry with the Alliance and the other races and with TIM and Cerberus holding the key to unlock the secrets of the Crucible.
Choice 11.
It bugged me to know end that all we get is Alliance and merc based weapons. We get like a few Turian, Asari and Krogan weapons and one Salarian based pistol. We should have a weapon of every weapon class for each race. Human, Asari, Turian, Krogan, Salarian, Batarian and so on.
Choice 12.
We should've gotten to see the other races as Husks.
Salarians, Drell, Hanar, Krogan, Quarian
Alternate Reaper Husks.
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CODEX entries:
Reaper Salarian. Goblin:
The Goblin, named after the mischievous entity from folklore, is physically weaker than even basic human Husks. However, it makes up for it in tactical planning, surpassing even a Marauder or Collector. These Reaper units have built-in cloaks that allow them to traverse the battlefield in safety until they can strike their enemies from behind whilst they least expect it. In addition to this deadly ability, Goblins can shoot super-heated plasma at their opponents in a similar fashion to Alliance combat engineers to burn their enemies, as well as drain the kinetic barriers of their enemies to restore their own.
Reaper Asari/Salarian Hybrid. Gorgon:
Taking inspiration from the Greek myth, the Gorgon is a mix of Salarian and Asari that have been enhanced with Reaper nano-tech. As it’s namesake implies, the Gorgon is capable of stopping enemies in their tracks, though this effect is achieved through biotic Stasis fields cast from its claws. However, this isn’t all that the Gorgon is capable of. In addition to Stasis fields, Gorgons can throw out Reaper-made proximity bombs that explodes into a biotic wave that drains an opponent’s kinetic barriers and stamina whilst also increasing the Gorgons’ durability. As well, if allied forces come in too close, the Gorgon can either deter them with their claws or send out a wave of overloading electrical energy that can easily take out kinetic barriers and stun enemies.
Reaper Krogan. Berserker:
This husk variant is the result of converting a Krogan by the Reapers. Like the species they were created from, Berserkers are tough and fierce, having strong armor plating that can resist small-arms fire. They’re equipped with Reaper-made incinerators, which are designed to flush enemies out of cover and into the open. As a Berserker advances and the enemy is out in the open in close-quarters, they enter a “berserk” state, whereby it charges straight into its opponent in the hopes of bashing the unlucky soul with its head and fists. Additionally, if gunfire or tech/biotic abilities manage to damage their skin underneath their armor plating, Berserkers can partially heal themselves if given time, though it’s only a small portion & much slower than a Gargoyle.
Reaper Quarian. Witch:
Named after the famed cult entity, the Witch is the result of the unfortunate capture and conversion of certain Quarians by the Reapers. Designed with a support role in mind, Witches are equipped with bio-mechanical tools designed to repair sustained damage of nearby husks. It will generally avoid direct combat, but if given no other option, a Witch can lash out with its claws and send out two Reaper drones to assault its enemies with their miniature GARDIAN lasers.
Reaper Elcor. Behemoth:
The Behemoth is a Reaper creation, formed from an Elcor. Like Ravagers, Behemoths are artillery units, designed to thin out crowds and pierce defenses. However, instead of twin launchers, a Behemoth has a single large mass accelerator cannon attached to its back that fires off an extremely powerful round that can decimate even heavy vehicles such as a Mako tank. Unlike the species they are created from, Behemoths aren’t afraid to get in close to their enemies, raising their upper body to a degree almost never seen in regular Elcor in order to slam their forearms onto the opposition below.
Reaper Volus. Bloat:
The Bloat is a Reaper husk created from a Volus. Due to their unstable physiological structure and lack of any real physical prowess, Reaper nano-tech compensates by grafting a set of tripod legs to the base of the husk, allowing it to be mobile enough to pursue enemies. However, due to the instability of the internal organ systems with the process, Bloats are naturally primed to self-detonate upon close contact with opponents, making these units out as little more than suicide bombers for the Reapers. However, due to the powerful explosive radius of these detonations, it is advised to maintain a distance.
Reaper Elcor/Volus Unit. Battlewagon:
An evolution of the Behemoth and Bloat husk variants, the Battlewagon is a never-before-seen Reaper creation that differs from nearly all others. The most intriguing difference to normal Reaper forces is the non-grafted connection between the Reaperfied Elcor and Volus. Like the Behemoth, the Elcor in this unit serves as a heavy weapons-fire platform. However, unlike the Behemoth, instead of a single large cannon, there is a platform mounted on the husk’s back, which houses two built-in mass-accelerator machine guns taken up by less heavily Reaperfied variations of Bloats. The Elcor platform is used as a means of movement across the battlefield to allow the Volus to fire at enemy forces from the platform’s back with ease. With the 180 degree field of view of each gun and these weapon emplacements being positioned back-to-back, the Battlewagon is a force to be reckoned with.
Reaper Drell. Shade:
When the Reapers began harvesting various species throughout the galaxy to use as ground forces, the war-torn and resource scarce Rakhana provided an excellent site for the conversion of Drell into Shades. With these Reaper nano-tech enhancements, Shades are stronger and more agile than the species they reigned from, allowing them to be very flexible and acrobatic in physical combat. This agility is made even deadlier by the additional grafting of blade gauntlets onto their forearms, which they use to slash at enemies as well as focus pulses of biotic energy for ranged combat. In addition to this already deadly arsenal, Shades are capable of ejecting an enhanced version of their original dermal neurotoxin in a gaseous form if opponents manage to get the jump on them in close-quarters, disorienting them with its hallucinogenic effects, allowing for an easy escape or ambush.
Reaper Hanar. Ceph:
The Ceph is the product of Reaperfied Hanar. Due to the aquatic nature of Hanar resulting in required technological assistance, Reaper nano-tech improvises by using precise mass effect fields to allow these husks to hover above the ground, freeing up their movement. Naturally weak-bodied like the species they’re created from, Cephs rely more on getting up close and personal to their enemies to either strangle them with their tentacles or sedate them with powerful toxins to either be killed, harvested, or turned into husks without resistance.
Reaper Drell/Hanar hybrid. Chimera:
The Chimera, as the name implies, is a mix of species, specifically a Drell and Hanar, that have been converted by the Reapers. This particular creation has the lower limbs of a Drell and the upper body of both Drell and Hanar, bar the limbs of the Drell. With this configuration, this hybrid bypasses a Hanar’s natural inability to move on land by giving the creature the agile limbs of a Drell, allowing quicker movement. However, the added weight hinders this abomination’s ability to effectively leap and jump, limiting it to accessible ramps and walkways. Due to the lack of the Drell’s arms, the tentacles of the Hanar are used instead for grappling with opponents or spraying them with a neurotoxin that surpasses even that of a Shade or Ceph.
Reaper Pyjak. Imp:
This small husk of a creature is a Reaper conversion of a non-sentient species, a Pyjack. Extremely frail in overall structure, these units are designated mainly as scouting units with the intention of slipping into small areas of enemy complexes to inform other Reaper forces of enemy positions. Though they are merely scouts for the Reapers, they are not without defense, possessing a small mass accelerator gun in what was once its head that serves as a deterrent if it is cornered by allied forces.
Reaper Varren. Hellhound:
The Hellhound, as referred to by Alliance troops, is a product of Reaper conversion of a Varren. The nano-tech upgrades heighten their senses of hearing, sight, and smell, allowing them to detect enemy forces from a good distance away and even when they’re in very hidden locations. As well, Hellhounds possess a highly pressurized synthetically grafted jawline designed to crush armor. Additionally, like the Varren they once were, Hellhounds will hunt in packs, flanking opponents and covering any exits to secure the capture or kill.
Reaper Vorcha. Gargoyle:
A product of Reaper nano-technology, the Gargoyle is created from a Vorcha. Whilst similar to normal human Husks, Gargoyles are faster and more agile, being able to quickly run up to opponents to slash at them with their claws and dodge incoming projectile fire. As well, Gargoyles are very acrobatic, regularly leaping across great distances and jumping up to great heights. An additional ability that remains from their previous life as Vorcha is their extremely high cell growth due to their hyper-concentrated stem cell base. This natural feature allows them to quickly heal any damage sustained if given a few moments. Finally, the Gargoyle can spit a highly acidic liquid in close quarters if its claws aren’t enough, and this acid extends to their healing factor, preventing any close-quarter counter methods while they heal by way of acid spray from wounds.
Reaper Yahg. Golem:
The Golem is a large Reaper unit created from a Yahg. Due to their naturally aggressive demeanor and great size and strength, Yahg that have been converted into Golems pose a significant threat to allied forces. These units are equipped with arm-mounted cannons similar in principle to the main weapon of Reaper Destroyers and Capital Ships, but on a smaller scale, and are designed to flush hardened enemies such as Krogan out of cover and decimate kinetic barriers and armor. As well, due to their impressive stature, Golems have a tendency to advance on their enemies whilst hosing them down with their cannons, closing in to brutally beat down their opponents in close quarters.
Reaper Kalros/Reaper Thresher Maw. Typhon:
After her titanic battle with a Reaper Destroyer on Tuchanka, Kalros went into hibernation once again. Unfortunately, the Reapers took notice of this event and managed to capture and convert Kalros into a gigantic modified husk of her old self, the Typhon, a namesake fitting due to her stature as the largest organic to have ever existed to date. With these new upgrades, the Typhon was outfitted with a cannon similar to a Destroyer’s that was placed in the mouth region, as well as several smaller mass-accelerator emplacements running down the length of her body, all complimented by heavy armor plating across its body. Despite these enhancements, the Typhon retains the main style of attack as other Thresher Maws, rising up from below and utterly crushing any opposition. Allied forces are advise to steer clear of this massive monstrosity, and are ordered not to engage under any circumstances.
While the artist doesn't list a Reaperfied Geth, ME concept artist Matt Rhodes has a concept for a Reaper Drone. In my opinion, this would work perfectly for a Geth Husk
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felassan · 7 months ago
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I think these items are new recently from Sanshee :) [source]
Leliana plush
Leliana pin
The Iron Bull plush
The Iron Bull pin
Legion plush
Legion pin
Varren plush
Varren pins
Accompanying blurbs under cut due to length.
Leliana blurbs:
"Chantry Sister, Orlesian Bard, Inquisition Spymaster. Leliana has worn many hats (and even more hoods) over the years, and none deny her talent or charm, or would dare to. Now you can bring her home to guard your secrets with our official Dragon Age Leliana Collector’s Plush. Unless, of course, you have nugs hanging around, in which case she’ll probably spend all her time with them." --- "Effortlessly charming and ethereally graceful... Leliana is as much at home in a ball gown as she is her armor, and is a master at accessorizing both. Now she can help accessorize all your different fits, from the battlefield to the runway, with our official Dragon Age Leliana Collector’s Pin."
Iron Bull blurbs:
"“Also, it's 'THE Iron Bull.' I like having an article at the front. It makes it sound like I'm not even a person, just a mindless weapon, an implement of destruction... That really works for me.” The time has come! Everyone’s favorite eye-patch wearing, dragon-slaying, butt-kicking beefcake is here at last. Our official Dragon Age The Iron Bull Collector’s Plush is raring to come back to your place. There’s no better comrade to have at your back, in good times or bad, and now he’s travel-sized for your cuddling convenience. Grab a handful of those horns, hang on tight, and get ready for the ride of your life. And if you’d rather he hitch a ride on you, he also comes in pin form. - Dragon tooth not included." --- "So, you played Dragon Age: Inquisition and loved it, but you’re depressed, because all you really want is to get pinned by The Iron Bull. Believe us, we understand. Well, now you can turn that frown upside-down, because we’re delighted to present our official Dragon Age The Iron Bull Collector’s Pin. Never be without your one-eyed muscle mountain ever again. And if you’re looking for a bull with a softer touch, he also comes in a cute and cuddly plush form. Wait, what do you mean that’s not the kind of pinning you were thinking about? - Travel-sized"
Legion blurbs:
"Shepard-Commander, it has come to our attention that some of the crew find this platform, and Geth Units in general, to be intimidating Shepard-Commander. It has come to our attention that some of the crew find this platform, and Geth Units in general, to be intimidating. While all sentients must conquer their fears and preconceived notions on their own, assisting in overcoming their apprehension will improve team cohesion. We sought ideas from various crewmembers, and noted that Yeoman-Chambers has a collection of small, stuffed creatures that she claims help her when she is feeling anxious. After reaching consensus, we decided to fabricate a stuffed version of this platform to ease those who find us off-putting. We showed it to Yeoman-Chambers, who declared that it was “so cute” and “totally adorable” and that she would want a dozen more. We took this as confirmation of success and have begun production. We thought you would appreciate this one, and will bring more to the crew lounge for distribution once they are complete." --- The Geth value consensus. And one thing we agree with them on is fostering Geth-Organic cooperation. Now you can show your support for your favorite inorganic squadmate with our official Mass Effect Legion Collector’s Pin! - Flashlight"
Varren blurbs:
"A lovable varren to call your own. Ever since we met Urz (or as we prefer to think of him, Prince Grimrender of Gembat) on Tuchanka, we’ve wanted a lovable varren to call our own. Of course, most Krogan will tell you that most varren are better suited for target practice than snuggling. We refused to accept that, but so far, attempts to breed docile varren have proven… difficult. Until we’re able to unkink that particular knot, we’re delighted to introduce our Official Mass Effect Varren Plush. Now you can have all the snuggly goodness of your very own fishdog, without the crazy meat budget, or having to worry about chewed furniture or, you know, femurs.  - Scale itch not included" --- There are two things that anything from Tuchanka loves to do:  Fight and eat. That’s every bit as true about Varren as it is about Krogan. Luckily, our Official Mass Effect Fishdog Feast Pin Set comes complete with its own juicy steak, so no need to worry about them chewing on your lapels!  - Feed the dog"
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average-mako-enjoyer · 1 month ago
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Honestly, there's nothing funnier than shakarians trying to find excuses for Garrus' open xenophobia throughout the series while at the same time praising him for being such an interesting, "gray" character.
Turns out, when he told Tali that he hopes "her people" (who are subject to the most vile xenophobia) are "properly contrite" for creating the Geth (who wiped out 95% of the Quarian population and forced the surviving 5% into exile) and told Wrex that genophage (which completely decimated the Krogan population and destroyed their society) is okay actually, it was just a "stepping stone to friendship and coexistence and mutual understanding."
I'm sorry, but that's such a bullshit. Garrus is so gray because he's xenophobic and an imperialist, and he absolutely has this horrible, very cringey and dangerous "laws are for idiots" mindset. He's a byproduct of his harsh upbringing, both as a Turian and as the son of a high-ranking cop (and a successful cop himself).
And he doesn't change in ME3. He gets softer on Tali and Wrex, but still more than willing to throw a couple of species under the bus just for a chance to get help for his own kind. Is that realistic? Yes, it is. Does it also make him terribly xenophobic and an asshole? Also yes. Those two things can coexist.
I still like Garrus, he's a very cool character, but god, his fans make it so hard to enjoy him.
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