Dossier: The Warlord
Our next subject of interest is a Dr. Okeer, also known as Warlord Okeer. Okeer is a krogan who has been in contact with the Collectors and thus makes him extremely valuable as a member of the team. He was last seen on Korlus, although it is a mystery to everyone whether he is there by choice or otherwise. Whatever the case may be, Shepard warns everyone to be ready for anything. On first impression, Korlus has seen better days. The wreckage and mountains of rubble tell the tales of much strife within this place. Everything seems calm for now, but move forward enough and you run in to the first batch of hostile Blue Suns. After eliminating them, speak with the wounded merc for some intel, but depending upon your attitude the merc may or may not call for reinforcements. If he does, you can act rashly to prevent any more trouble and bank some Renegade points.
The next point of contact turns more ugly with more Blue Suns becoming aware of your presence. One of them is a Heavy and will fire rockets. These enemies may have a slight advantage by virtue of their upper perch, but well-placed headshots can bring even the toughest of men down. Progress further in to find a sole krogan fending off the remaining Blue Suns himself. Help him eliminate this common enemy and speak to him afterward. The krogan reveals that he has lived only for a week, but has experienced things many have yet to face within a lifetime. The krogan's accelerated development, nurtured by some mysterious foreign presence, has allowed it to understand and convey speech and perform combat duties. Ask him to show you the way to the lab, but will decline your invitation to join up and stay behind instead.
Loot the body for some credits and prepare yourself for battle as a few Blue Suns recklessly charge in to attack. From hereon, you will be running into a lot of Berserkers that can become tricky to kill because of their rapid health regeneration. Proceed further once you've taken cared of the waves of Berserkers and pick up the Platinum on the way. The door at the top of the stairs requires a bit of hacking prowess to bypass. Inside you find a Scram Pulsar tech from using your Omni-tool to scan the sniper rifle, a Medi-kit, and some power cells.
As soon as the door slides open, thwack the enemy on the other side of the door and immediately take cover before the rockets start raining down on you. Put a bead on the enemies occupying the space on the other side. Move into the side room for more heated encounters with the Blue Suns, including a few Heavies and a Centurion. Farther down the catwalk, where the Heavies set up their attack post, you can find a PDA to hack for credits.
Head through the door and follow the path up to an area teeming with more enemies and a voice heard overhead ordering everyone to kill the trespassers. Well, that can't be good. Keep pushing through their thick line of defense. If needed, there's a Medi-kit in the room here. Search the Blue Suns corpse by the ledge for credits. Continue to focus your efforts on surviving this onslaught of Blue Suns at the next point by taking out the shielded Legionnaires in front and then moving forward to pick off the Heavies. The room ahead features a wealth of credits and power cells to pick up. Head toward the door outside, but move past it to the PDA first for some extra credits.
This final leg of this furious shoot-out leaves the Blue Suns desperate at this point, as they continue to throw more and more of their men at you in a vain attempt to thwart your advances, but you just tear through them like nothing. Only one more wave left. Once the cries of dying Blue Suns have muted, head through the door to a few pick-ups and through another to the ultimate target, Warlord Okeer. He seems neither surprised or elated to see Shepard, and he won't shy away from telling why.
During your negotiations with Okeer, Jedore rears her face in by releasing toxic gas into Okeer's lab. In desperation of protecting his legacy, Okeer strikes a deal with you: kill Jedore and he will tell you what you want to know about the Collectors. You will find Jedore by following the linear path down to her. To your dismay, Jedore has the full support of a YMIR Mech as well as some Berserkers. As long as Jedore remains alive, the machine will continually spit out disposable Berserkers. Focus your fire on Jedore from the get-go. She totes a rocket launcher and both aspects of defense, so she can be a tough cookie. Land headshots imbued with Incendiary Ammo to bring her down that much faster. Unfortunately, killing Jedore doesn't end the battle immediately because the YMIR is still on the loose. Only when this YMIR is destroyed as well that EDI notifies Shepard to make haste back to the lab. Access the console to trigger the next sequence of events.
The crew returns to the Normandy with unexpected baggage, and Shepard interrupts a heated discussion between Miranda and Jacob regarding the krogan. Miranda suggests erring on the side of caution since, genetically engineered or not, it is a krogan they've got onboard. Make your decisions about how to put her at ease to end the discussion. The krogan is stored in the port cargo on deck 4 of the ship. You don't have to deal with the issue of taming it just yet, but you may want to sooner than later. The krogan makes a heavy contribution to the brute force side of the team, so if that's your thing this new addition may be hard to pass up. However, losing the krogan permanently is a very real possibility depending upon how you conduct yourself upon its awakening. When you're ready to face the krogan, head down to deck 4.
After take EDI's information into consideration, it's time to open up the tank. The krogan's unknown initial response quickly turns violent, but the krogan stops short of killing the pinned Shepard. He wants a name. How you answer here will ultimately determine the krogan's "survival." Openly show who is in charge, and the krogan's demeanor will soften to your higher authority. Failure to do so may only incite more anger and (perhaps) an unwanted outcome.
The next stepů
By now, you have gathered the first four listed recruits from the Illusive Man's dossier, and now the Illusive Man has summoned you. The Illusive Man suspects that the Collectors are on the move and will swoop in on a colony called Horizon if they haven't already. You are to go there and investigate.
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