Tool around Remanent sites. There are three total and they have Initiative scanners so they should be fairly easy to spot once you get close enough.
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It takes a minimum of 2 1/2 playthroughs. You get 1 point in charm and intimidate for becoming a specter, you also get 1 point in charm at certain paragon levels and 1 point of intimidate at certain renegade levels. This allows you to get a total of 4 free charm/intimidate points per run.
You can. The first mission requires you to get 80% of either your paragon or rengade bar. To be able to get the second mission you need to get the second bar up to 90% full. So for example you fill your paragon bar to 80% and get the paragon mission. In order to get the renegade mission you will then need to get your renegade score to 90%. It is pretty hard to legitimately get both scores to that level but there are some infinite paragon/renegade bugs that can be taken advantage of if you want to.
Frisk a that monkey? :smallconfused:
There's a bug at one point when you have to search the monkey like species that gives you paragon points, one of them just keeps providing the points:
http://www.ign.com/boards/threads/st...nts.157097645/
I know I've griped a lot about parts of this game, but I gotta say, this really has an excellent variety of guns. So many games call it quits with just the pistol, the assault rifle, the burst rifle, the shotgun and the sniper rifle, it's really nice to get some more creative stuff going. I like my overheating infinite ammo beam PAW, it's a most excellent space laser gun
I was told this one could potentially slightly mess up your save file as it will register you picking both options which comes up in the next game. So I used this one just to farm Renegade points and the monkey for Paragon.
Ditching the silly Paragon/Renegade divide remains my favorite thing I've heard about MEA.
So what I should do is farm the Renegade one to start with and then the monkey one and do that enough times to max Charm and Intimidate across 3 playthroughs, and then do a master playthrough to move towards 2 and 3?
RE: Aya Diplomatic Efforts
From: Ryder
To: Director Jarun Tann
"Never planned on having to negotiate with an alien civilization"? Just like how we apparently left home without anyone trained in law, government or politics? Did we really send tens of thousands of people out here with orders to make it up as we go? Who's even backing our credits? The Nexus? Nobody expects the Nexus to last five years at this rate, and if enough people put two and two together the whole economy is going to break down to the barter level. We have no constitution, no charter, and the only reason you are still in charge is because the Militia shot those who disagreed. I can find us planets to live on, but mark my words, unless you and the others can pull a stable ****ing government out of you asses, they will all end up as some kind of exile.
DRAFT SAVED
RE: Aya Diplomatic Efforts
From: Ryder
To: Director Jarun Tann
Understood. I am currently investigating Angaran law and customs, and will inform you of anything that could end up as a diplomatic landmine.
MESSAGE SENT
Everytime I see this thread title my brain reads it as "To Badly Go". And no, it has nothing to do with my own misgivings of the game or anything. I almost find it annoying even. I do it every. time.
It seems to me the appropriate resolution is to not talk to Tann about it at all.
Given the links several important people on the human side have with Cerberus?
I think several idiot balls accidentally made their way onto the ship's manifests... Probably a Reaper Indoctrination device to, which would confuse the hell out of the Reapers were they to receive it's signal in the Milky Way.
I think it's more likely that there were two other Arks that were lost along the way. The first two contained all the brilliant scientists, political leaders, and experts in how to found a new civilization.
The arks that actually made it were full of telephone pole sanitation engineers. The credits only need to last until they find a jungle planet and everybody becomes rich off the new leaf-based currency.
...
Do you have to complete all the missions on the ruined Turian planet before you can leave, because I can't board the Tempest.
I can drive on top of it, sure. Not even comment worthy. But try to leave?
No no no no noo.
Suppose you're a government official, charged with protecting the welfare of your species. Who do you encourage to take a one-way trip to another galaxy, from which nobody in the Milky Way will ever benefit in the slightest? Not the actual brilliant scientists, inspiring leaders, or other generally useful people. No, you want to send idiots who only think that they're brilliant, but who really tend to goof up everything they touch.
Well, for starters, a lot of key leadership was lost. Would we really expect the Secretary of the Interior* to be a great president if the U.S. got that far down the line of succession in a crisis? They ended up with the Deputy Accountant in charge, and none of his three direct reports were ideal candidates either;
-Kandros is a grunt without experience interacting directly with leadership. Well meaning, but he's not used to being at the top of the chain of command, and I don't think he's qualified to handle interspecies policing- His proposed response to a protest (in an admittedly vital area of the ship) is simply to crack down on the protestors, which seems like a great way to start revolt 2.0.
-Kesh is a very good engineer and well-intentioned, but lacks the tact and inter-organizational communication skills she needs to get her (frequently valid) concerns across without making someone too obstinate to work with her.
-Addison hates her position and was supposed to be transferred to a lower profile administrative role in one of the colonies at the first opportunity. Her deputy is also a huge jerk, but she's so short handed she can't shuffle him into an area where he won't cause problems.
*Not intended as a jab at any particular U.S. Administration. At all.
Add to that gross resource shortages (the Arks were supposed to supply the long term power to the Nexus), and it's not a surprise the Initiative has a lot of teething problems.
Spoiler: This spoiler tag contains spoilers regarding SAM and Alec's personal questOf course, some of that might in fact be by design, or at least opportunity, since Jien Garson was actually murdered, with Ryder and Sam's chief suspect being her suspiciously-cerberus-sounding benefactor.
It's also probable that the expedition ended up somewhat more rushed than it should have been under ideal circumstances, since this same questline confirms that imminent reaper invasion was one of the major reasons for the Initiative's backing.
Getting maximum possible skill points in the first game by exploiting multiple playthroughs the way you're planning has no effect whatsoever on games 2 and 3. Reaching maximum character level in the first game gives you a bit more resources and experience at the start of game 2, but that's all. None of your skills carry over, and only character level affects the starting bonus.
So feel free to play the game 3 times over to maximize your skill points, but be aware that the benefit will be completely 100% limited to the first game. There's really not much difference between that and spending non-free skill points to max the conversation skills in a single playthrough, then proceeding directly to game 2.
It's just that all the character builds I'm looking at assume Charm/Intimidate are ignored and all skill points go exclusively to combat skills. Here's the one I'm planning on using (Sentinel class, specifically):
Throw 12
Lift 12
Barrier 7
Stasis 12
Decryption 9
Electronics 9
First Aid 5
Medicine 7
Sniper Rifles 12
Bastion 12
Spectre Training 5