Dossier: The Professor
Acting on Miranda's logical suggestion, the new crew sets out to add to their ranks a professor. Mordin Solus is a professor who's volunteered himself in the quarantine sector of Omega. What exactly is going on there? Go find out at the entrance to the slums, but you are promptly stopped in your tracks by the callous turian guarding the front. Witness him rebuff a human woman's passage into the quarantine zone despite the fact that humans remain immune to this deadly plague. While he adamantly opposes access to the slums by any Omega resident, he can certainly be persuaded if you explore some of the conversation possibilities.
Once he steps aside, your crew enters this war zone, where the district guards will open fire on intruders. Fortunately, you have weapons with which to defend yourself. As a side note: depending on how you were able to get in you may or may not actually have to draw any weapons.
Search the box near the entrance for some units of refined Element Zero. Not too far in you already run into some unwanted hostility. Slip into the adjacent corridor for thermal clips and a Medi-Gel station. This path leads to the Gozu District. Here you can find a wall safe, burning bodies, and a dying batarian slumped against the wall. This batarian hates the fact that humans cannot succumb to this wretched plague, and for this reason, his attitude will at first be anything but amiable to Shepard. However, if you utilize the quick time Paragon action to save him, he quickly sees the good in humans and changes his tune, becoming useful for information. Otherwise pilfer some credits once he keels finally utters his last breath and keels over.
Onward to the professor!
Continuing on, Shepard soon runs into more guards. Take the stairs to the second story and station one of your squad members on the balcony overlooking the room for a better vantage point. There is a Medi-Gel station here as well some credits for the taking. Following the battle, head behind the barricades to find some extra firepower in the form of a Kinetic Pulsar. The next area can get a bit hairy. It seems you've stumbled upon a violent struggle between the Blue Suns and Blood Pack. The Blood Pack, comprised of krogan and vorcha, are slowly encroaching upon the Blue Suns' territory and phasing them out. Not liking this maneuver, the Blue Suns retaliate, but your squad will quickly find themselves reluctantly thrown into the struggle, as they some of them turn their attention toward you. Shoot explosive targets to make short work of the enemies if possible.
After the fierce gunfight, explore the room beyond the kitchen equipment to collect more valuable Element Zero. The adjoining apartment room appears to be already occupied by some human scavengers foraging the disheveled place for anything left of value. Appalled by your entrance, these folk try to claim their right to the loot since they were here first, but some stern talking can net you additional information. From here, it's a hop away from the doc's clinic.
There are surprisingly a whole host of valuable items for the looting here in the clinic. You can check out all the offerings of the facility before you find Mordin hunched over a patient in the examination room. When Shepard approaches Mordin, Mordin comes off as frantic and a lunatic. He talks fast, but rest assured that the Illusive Man would never allow just any Joe Schmoe aboard the Normandy. There are urgent problems that Mordin must first take care of here. Of course, Shepard extends his helping hand to Mordin--whether for ulterior motives of wanting Mordin on Normandy or simply because he cares we'll never know. Be sure to ask him about his assistant as well, which opens up the opportunity for another side quest.
Mordin pulls out a shiny new weapon and hands it over; it appears that he's much more than a mere doctor. Leave the clinic and it shouldn't be long before you run into the first batch of Blood Pack enemies. Right now the vorcha and their filth have overrun the path to the Environmental Control, and they certainly do not lack in numbers. As you shred their defenses, more reinforcements trickle in to replace the fallen. Push forward, signaling your squad members to start flanking them from all sides if possible. The Incendiary Ammo in addition to the explosive canisters positioned at various locations should tack on some extra hitting power on these organic creatures.
With all signs of danger effectively wiped clean, you now are free to roam about the area searching for spoils. There should be a great number of thermal clips lying about should you be running low. The diligent explorer should walk upon a gambling terminal that yields some easy credits. Locate the stairs next to the gambling terminal and head up to run into another terminal. Press onward when ready until you reach a corridor with two doors. The one on the left leads to Daniel.
Some rather belligerent batarians have got Daniel in their grasp. Your actions here determine the fate of poor Daniel. You can diffuse the situation by going the Paragon slant and have everything resolved peacefully. On the plus side, Daniel leaves you some Medi-Gels as thanks. Whatever the case may be, you are going to tap into your killer instinct as soon as you step through the opposite door in the hallway. More Blood Pack hooligans inhabit the next area, but should be taken down no problem with proper cover.
Be prepared to take cover as you progress forward when the rockets start raining down. There are about three vorcha toting rocket launchers on the ledge above. Although lethal these vorcha neglect the fact that they are standing next to explosive canisters. Get as close to them as possible while staying on the current floor for a clearer view of said canisters, and when the opportunity arises blow them up to make short work of the enemy. There are stairs leading down to the area below. Just a few more Blood Pack scum to clean up before you can reach
Move through to the Ventilation Control to encounter a few stragglers, and be sure to check the adjacent waiting lobby for a Medi-Gel and some credits. Advance deeper in to meet some Vorcha with conflicting interests and an ambitious goal. Of course, leave the talking to the guns. After taking out this initial wave, head straight for the central console and insert the cure. Once you do, more Blood Packs appear from behind, including a few rocket launchers perched high above. Carefully inch your way toward them for a cleaner shot. From here, your objective remains the same except you need to power up the fans on both sides. No doubt the Vorcha will make this task incredibly difficult for you as evidenced by the appearance of all kinds of Vorcha Heavies. Prioritize taking out the Vorcha Heavies and Krogan and continue to pick off the Vorcha to reach your objective.
Once both fans are activated, the crew automatically returns to Mordin bearing the good news. And as promised, Mordin hops onboard your Normandy expedition. You can choose to stay put or return to the ship. Back on the ship you can speak to Mordin after the cutscene for additional information on his background and whatnot. Now is also a good time to speak with Miranda and ask about potential upgrades for the Normandy using whatever resources are available at the moment. Wrap anything else up that must be done onboard before disembarking for the next recruit.
Table of Contents
- Getting Started
- The Awakening
- Freedom's Progress
- The Normandy SR2
- Dossier: The Convict
- Dossier: The Warlord
- Dossier: Tali
- Collector Ship
- Derelict Reaper
- Stop the Collectors
- Loyalty Missions
- Side Quests
- Xbox 360 Achievements
- PlayStation 3 Trophies