Jack: Subject Zero
If you recall, Jack's willingness to join Normandy rested on the condition that she had free access to Cerberus' files. Well, now she's found what she was looking for, and her blood boils with the desire to exact revenge on those who did her wrong in the past. She has traced her old Cerberus facility back to a planet called Pragia and wants to go there as soon as possible. Jack confides that her intentions for going are anything but nostalgia-related. Jump to the Dakka system and set the course for Pragia.
Jack doesn't exactly feel at home when she arrives, but she intends on seeing her plan through to the end--only she wants it done more quickly. Descend the ramp to enter the seemingly empty facility. The terminal in the back still functions and releases credits when you override the security system. Be sure to plunder the still functional devices for credits as you move through the facility. All is disturbingly still and silent, other than the soft pitter patter of the rain gently pounding on the building surface. Just when you thought it was safe to lower your gun you can vaguely hear howls of varren. Put down the galloping varren and continue past the courtyard.
After checking the security log in the hallway, proceed down to find a fresh varren kill. This facility was supposed to have long been abandoned. Bypass the door next to this varren to find a crate of Element Zero. So much for being alone. Perfectly live Blood Pack scum begin to open fire when you step foot in the next room. You may have some questions for them, but this is certainly no time to be mulling over these puzzling circumstances. Before hacking the door, hack the PDA in the room for more credits.
Some more Blood Packs appear on the balcony and varren roam the cell corridor. There's not much else to do other than finding credits in one of the cells. Take the door on the other side. This eventually puts you in a lab room, where you can view security logs, pick up the Hyper Amp upgrade, and obtain power cells. Jack stubbornly refuses to believe anything but her memory, and if memory serves, her cell is close--it's time to finish this.
The next room boasts more Blood Pack. It turns out that Kureck and his team were salvaging whatever they can find in the facility but are disappointed with their findings. Get ready for a gunfight! Kureck is the main target here and knowing how to shatter his double protection should be second nature by now. Something worthy of noting is that Kureck possesses the Warp Biotic--just a heads up. When all is said and done, check the back for a terminal to hack and then rush through the door to Jack's old home.
Inside is a man named Uresh, who recognizes Jack. He's another survivor of this horrific facility. Jack will want to kill him, but you can stop her with a Paragon interrupt. Inspect the various objects around Jack's room and the old blood stain out in the hallway to end the mission.
Conflict: Jack and Miranda
A conflict arises between Jack and Miranda once both loyalty missions have been completed. Back on the Normandy, Joker reports in a disturbance in Miranda's office. Shepard checks in to see that Jack is furious at Miranda for denying Cereberus' involvement in her sufferings, while Miranda pushes the fact that it wasn't exactly. At this point, sufficiently high Paragon or Renegade points are required to effectively resolve this issue without alienating either crew member. Otherwise you end up losing one's loyalty at the expense of helping the other. Chances are you this will happen to you, but fret not--you can regain the offended character's loyalty later on. In order to do this, you will need to be nearly full Paragon or Renegade.
Table of Contents
- Getting Started
- Walkthrough
- Loyalty Missions
- Side Quests
- Xbox 360 Achievements
- PlayStation 3 Trophies
- Guide Feedback
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- Game Info:


