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! Morinth and Legion - counterparts to each other
Take a closer look at Morinth and Legion and you will find that there are many similarities between them. Both's very existence is illegal in Citadel space, Morinth from her being an Ardat Yakshi DeathBySex inflicting HornyDevils, Legion from being a sentient networked AI. Both would face a lot of suspicion and hostility from most organics, with Morinth being hunted from system to system and Legion being shot at on sight wherever it went. The creation of both occurred because their creators attempted to skirt around some deep taboos (pureblood conception in Morinth's case, networking virtual intelligence programs in Legion's case), both their creators now face a lot of scorn over their mistakes (Quarians as a whole, and asari asari pairings) and both their creators attempted to destroy them (Morinth's own mother, and Legion's Quarian creators). Both come from societies that value consensus building, and both their species actually want connection and understanding with other species, rather than hostility. Both can wield assault rifles and both can temporarily dominate other members of their species. And from this point on, you realize that Morinth is basically a Legion that failed. Here's why.

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! Morinth and Legion - counterparts to each other
This game is in many ways like an evil mirror universe version of VideoGame/MassEffect1

Take a closer look at Morinth and Legion and you will find that there are many similarities between them. Both's very existence is illegal in Citadel space, Morinth from her being an Ardat Yakshi DeathBySex inflicting HornyDevils, Legion from being a sentient networked AI. Both would face a lot of suspicion missions and hostility from most organics, with Morinth being hunted from system to system and Legion being shot at on sight wherever it went. The creation of both occurred because their creators attempted to skirt around some deep taboos (pureblood conception characters in Morinth's case, networking virtual intelligence programs in Legion's case), both their creators now face a lot of scorn over their mistakes (Quarians as a whole, and asari asari pairings) and both their creators attempted to destroy them (Morinth's own mother, and Legion's Quarian creators). Both come from societies that value consensus building, and both their species actually want connection and understanding with other species, rather than hostility. Both can wield assault rifles and both can temporarily dominate other members of their species. And from this point on, game and you realize that Morinth this isn't just a DarkerAndEdgier sequel, it is basically more like a Legion that failed. Here's why.Cain to the first game's Abel
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* By making her non recruitable and thus unable to die permanently in this game, the devs were saving her for the very important role she would play in 3. In fact, had Liara not been there, the Alliance and Council would have fought a conventional war - and lost. There wouldn't even have been beacons to FlingALightIntoTheFuture and warn the life forms of the next cycle.

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* By making her non recruitable and thus unable to die permanently in this game, the devs were saving her for the very important role she would play in 3. In fact, had Liara not been there, the Alliance and Council would have fought a conventional war - and lost. There wouldn't even have been beacons to FlingALightIntoTheFuture and warn the life forms of the next cycle.cycle.

! Morinth and Legion - counterparts to each other
Take a closer look at Morinth and Legion and you will find that there are many similarities between them. Both's very existence is illegal in Citadel space, Morinth from her being an Ardat Yakshi DeathBySex inflicting HornyDevils, Legion from being a sentient networked AI. Both would face a lot of suspicion and hostility from most organics, with Morinth being hunted from system to system and Legion being shot at on sight wherever it went. The creation of both occurred because their creators attempted to skirt around some deep taboos (pureblood conception in Morinth's case, networking virtual intelligence programs in Legion's case), both their creators now face a lot of scorn over their mistakes (Quarians as a whole, and asari asari pairings) and both their creators attempted to destroy them (Morinth's own mother, and Legion's Quarian creators). Both come from societies that value consensus building, and both their species actually want connection and understanding with other species, rather than hostility. Both can wield assault rifles and both can temporarily dominate other members of their species. And from this point on, you realize that Morinth is basically a Legion that failed. Here's why.

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** Liara has warp, a deadly homing ranged attack, she has Singularity which is the most effective crowd control ability ever and the very useful Stasis. This would have made her a devastating weapon against Collectors and husks, more so than Jack. However, she is as squishy as Jack, because this game removed the Barrier ability she had in the first game. Also, she can only use light guns and is not even military. Therefore, she would have been just like a loyal Jack - poor fire team leader, excellent choice for the biotic bubble, and a HoldTheLine score of 1. Due to her experience as an archeologist, she also has some limited tech ability, which would have made her a possible choice but not a good choice for the vents.
** Since she never would have even joined the squad if the Shadow Broker mission wasn't done, there would have been absolutely no possibility of her being disloyal.

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** * Liara has warp, a deadly homing ranged attack, she has Singularity which is the most effective crowd control ability ever and the very useful Stasis. This would have made her a devastating weapon against Collectors and husks, more so than Jack. However, she is as squishy as Jack, because this game removed the Barrier ability she had in the first game. Also, she can only use light guns and is not even military. Therefore, she would have been just like a loyal Jack - poor fire team leader, excellent choice for the biotic bubble, and a HoldTheLine score of 1. Due to her experience as an archeologist, she also has some limited tech ability, which would have made her a possible choice but not a good choice for the vents.
** Since she never would have even joined the squad if the Shadow Broker mission wasn't done, there would have been absolutely no possibility of her being disloyal.disloyal.
* By making her non recruitable and thus unable to die permanently in this game, the devs were saving her for the very important role she would play in 3. In fact, had Liara not been there, the Alliance and Council would have fought a conventional war - and lost. There wouldn't even have been beacons to FlingALightIntoTheFuture and warn the life forms of the next cycle.
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* Which is 0 if the Bekenstein heist wasn't pulled off because she stupidly wants to carry out a burglary just to get some memories of her LostLenore when the survival of humanity is at stake.

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* Which is 0 if the Bekenstein heist wasn't pulled off because she stupidly wants to carry out a burglary just to get some memories of her LostLenore when the survival of humanity is at stake.stake.

Although she isn't on the SuicideMission squad, Liara was available as a temporary squadmate and rebuffed several attempts to recruit her for this mission. But what would her score and usefulness have been if she had come?
** Liara has warp, a deadly homing ranged attack, she has Singularity which is the most effective crowd control ability ever and the very useful Stasis. This would have made her a devastating weapon against Collectors and husks, more so than Jack. However, she is as squishy as Jack, because this game removed the Barrier ability she had in the first game. Also, she can only use light guns and is not even military. Therefore, she would have been just like a loyal Jack - poor fire team leader, excellent choice for the biotic bubble, and a HoldTheLine score of 1. Due to her experience as an archeologist, she also has some limited tech ability, which would have made her a possible choice but not a good choice for the vents.
** Since she never would have even joined the squad if the Shadow Broker mission wasn't done, there would have been absolutely no possibility of her being disloyal.

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Morinth has an assault rifle, standard crowd control biotics and Dominate that can turn some other poor Collector sap into a damage sponge and distraction. So why is she only a 2 and incapable of saving anyone else? Because she is a mass murdering psychopathic CompleteMonster with absolutely no loyalty to anyone except herself.

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Morinth has an assault rifle, standard crowd control biotics and Dominate that can turn some other poor Collector sap into a damage sponge and distraction. So why is she only a 2 and incapable of saving anyone else? Because she is a mass murdering psychopathic CompleteMonster psychopath with absolutely no loyalty to anyone except herself.
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* On a side note, after Mordin, Thane is the single most useless squad member on the Suicide Mission: he isn't an ideal choice for any Specialist missions and his HTL score is low. That may be why he seems to be the default squaddie to report to Shepard in the checking-up-on-HTL cutscene--in an ideal playthrough, that's basically his only spotlight moment.




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* As an aside, Mordin is perhaps the single least useful squad member during the Suicide Mission: even if loyal, he cannot be safely given any task (except the Escort, which is why most guides suggest to take that opportunity to send him to safety), and he's borderline useless for holding the line. Why? Because he has already returned on all of the investments that went into recruiting him and gaining his loyalty by allowing you to upgrade the ''Normandy'' and creating the Collector swarm countermeasures. Afterwards, he's just tagging along to see through what he started and trusts Shepard to keep him alive.
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* That score drops to 0 if her loyalty was lost because she is worried about her precious Migrant fleet either disintegrating due to political infighting or under threat from a Geth reprisal attack due to Legion transmitting data on Rael's experiments.

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* That score drops to 0 if her loyalty was lost because she is worried about her precious Migrant fleet either disintegrating due to political infighting or under threat from a Geth reprisal attack due to Legion transmitting data on Rael's experiments.experiments.

Kasumi is actually the worst squadmate for a combat mission like the SM, because being a ClassyCatBurglar means she has no combat prowess at all. She has no armor, no health boost, shield boost or fortification to soak up damage, can only wield light weapons and her InvisibilityCloak is only for StealthHiBye not for maneuvering into position for a kill like Infiltrator Shepard. Overload is useless against Collectors, while her shadow strike and flash bang grenades can only stun and incapacitate, not kill. Her abilities are therefore completely useless and ends up only being TheLoad for the rest of the squad. So, she deserves the measly 1.
* Which is 0 if the Bekenstein heist wasn't pulled off because she stupidly wants to carry out a burglary just to get some memories of her LostLenore when the survival of humanity is at stake.
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Morinth has an assault rifle, standard crowd control biotics and Dominate that can turn some other poor Collector sap into a damage sponge and distraction. So why is she only a 2 and incapable of saving anyone else? Because she is a mass murdering psychopathic CompleteMonster with absolutely no loyalty to anyone except herself.

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Morinth has an assault rifle, standard crowd control biotics and Dominate that can turn some other poor Collector sap into a damage sponge and distraction. So why is she only a 2 and incapable of saving anyone else? Because she is a mass murdering psychopathic CompleteMonster with absolutely no loyalty to anyone except herself.herself.

Mordin' slow HoldTheLine score of 1 has already been explained in the VideoGame\MassEffect2\FridgeBrilliance section, but why does he drop to 0 if his loyalty mission hasn't been done? Because he is worried about the Krogan torturing a genophage cure out of Maelon, thus ensuring Krogan Rebellion Two. This Collector mission would therefore be a pointless distraction from the oncoming disaster.

Tali ought to have survivability if not the ability to protect herself, since she does have a combat drone and is shotgun qualified, as well as having prior strike op experience from her time on the SR1. But her score is only 1 because in actuality she is devastating against synthetics but weak against organics. AI hacking is useless against organics, and getting close in to use her shotgun means she drains her shields, but unlike Legion who can just boost his shields, Tali has to drain something else's energy to boost her shields back up. Collectors are organics with biotic barriers, neither of which is a source of energy for Tali's shields. And once she is down to just her armor, she goes down very easily since all it takes is one suit rupture for the allergy to kill her.
* That score drops to 0 if her loyalty was lost because she is worried about her precious Migrant fleet either disintegrating due to political infighting or under threat from a Geth reprisal attack due to Legion transmitting data on Rael's experiments.
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Morinth has an assault rifle, s

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Morinth has an assault rifle, sstandard crowd control biotics and Dominate that can turn some other poor Collector sap into a damage sponge and distraction. So why is she only a 2 and incapable of saving anyone else? Because she is a mass murdering psychopathic CompleteMonster with absolutely no loyalty to anyone except herself.

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* Her disloyal score dropping to 1 could be due to her still worrying about Oriana. But more importantly, if Shepard sided with {AxCrazy Jack}

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* Her disloyal score dropping to 1 could be due to her still worrying about Oriana. But more importantly, if Shepard sided with {AxCrazy Jack}[[AxCrazy Jack]], she doesn't have trust and faith in the Commander, and thus wants to bug out and go back to a more sympathetic Cerberus.

Jack is another interesting case. Her ammo power, shotgun ability, biotic powers including the shockwave that can wreaak a path of destruction over an area, should make her an excellent squadmate for holding a position and saving others. But her loyal score is only 1 because she is the epitome of a GlassCannon - can deal lots of damage but goes down like wet tissue paper. This is why she is an excellent candidate not for holding the line, but for accompanying Shepard on the end run to the central control panel.
* Her score drops to 0 if her loyalty quest wasn't done and her conflict with [[IceQueen Miranda]] not resolved favorably because she is still on a Cerberus vessel with Cerberus crew and therefore feels like no one has her back. She therefore either wants to just die and get it over with or bug out.

Morinth has an assault rifle, s

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" That score drops to 1 because he is distracted. He even lampshades it.

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" * That score drops to 1 because he is distracted. He even lampshades it.



* Her score drops to 1 because she is distracted by Morinth still running around inflicting DeathBySex.

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* Her score drops to 1 because she is distracted by Morinth still running around inflicting DeathBySex.DeathBySex.

Thane is another interesting anomaly. You would think that as a highly skilled sniper with damage dealing biotic attacks, he would be capable of protecting not only himself but others too? No, his score is only 2 because he was trained to be a slippery infiltrator and assassin, not as an infantryman. He may not recognize squadmates in tactical peril, and thus sit by while they soak up damage. Also, he has a degenerative lung disease, which affects cardiovascular performance. He therefore is incapable of tanking.
* His score drops to 1 because if Kolyat isn't turned away from a life as an assassin by that point, he just doesn't want to live.

Miranda's score of 2 is surprisingly high. Why, since she cannot wield any heavy guns and doesn't have a detonating tech armor like Sentinel Shepard. Her Overload power is also useless against Collectors. So how can she survive on her own if loyal? Because she does have the OneHitKill Slam that can be cast very frequently and Warp to eat through barriers. Left alone, she can rack up an impressive number of Collector kills. Her score isn't higher than 2 because while she does have the tactical acumen to be an effective squad leader, other squadmates are not ready to trust her with their lives, not by a long shot.
* Her disloyal score dropping to 1 could be due to her still worrying about Oriana. But more importantly, if Shepard sided with {AxCrazy Jack}
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* However without having been inducted into Clan Urdnot he has no sense of loyalty to a team, which is why his score drops to 3. He is still enough of a soldier to protect the weak but trying, but his apathy towards the slacking weak is what gets them killed.

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* However without having been inducted into Clan Urdnot he has no sense of loyalty to a team, which is why his score drops to 3. He is still enough of a soldier to protect the weak but trying, but his apathy towards the slacking weak is what gets them killed.killed.

Legion is an anomalous case. You would think that as a very powerful sniper (able to inflict the most damage), with the ability to wield an assault rifle like any other infantry soldier, with his ability to overclock shields and soak up damage, and his force multiplying combat drone, he would be a 4 too, but unfortunately he is only a 2 when loyal. Why? Because the other squadmates are still very suspicious of him due to his being a geth.
* His disloyal score is 1 because he is worried about being reprogrammed by the heretics, and so is everyone else. The squad are expecting him to turn to the Reapers and betray them.

Jacob has tactical acumen as a squad leader, inferno ammo, a damage soaking barrier ability and is a shotgun wielded. Why is his score only a 2? Because he is purely a shotgun wielding biotic shock trooper, not an all round infantry rifleman. He therefore cannot protect other people as he has to get in close to hit the enemies, thus depriving him of more situational awareness of squadmates in trouble.
" That score drops to 1 because he is distracted. He even lampshades it.

Samara wields assault rifles, has mercenary soldier experience and Justicar training and dedication, has crowd controlling biotic abilities, has Reave which boosts her health and has a strong duty to protect even weak squadmates. So why is her score only a 2? Because even with her health recoverable by reaving, she is still an asari. Asari, who the Codex says cannot stand up to a firestorm the way a human, turian or krogan can. So even if she wanted to help someone else, she would only endanger herself too.
* Her score drops to 1 because she is distracted by Morinth still running around inflicting DeathBySex.

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Garrus -When loyal his score is 4. Why is it so high, considering he was a bit of a GlassCannon in the first game? Because a sniper who can also bunker down with an assault rifle and hold position is perfectly capable of fending off enemy assaults on his own. His score is higher than the minimum 2 needed to survive because of his effectiveness as a squad tactician. Even if not loyal, his turian dedication to duty will ensure that he will switch to long range kills as neccesary to help keep others alive.
* If not loyal, he is distracted by the fact that he has unfinished business with Sidonis, but his dedication to Shepard and the mission is still high enough that he can still survive and help others survive without having done his quest. He is just that useful a sidekick to Shepard.

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Garrus -When - When loyal his score is 4. Why is it so high, considering he was a bit of a GlassCannon in the first game? Because a sniper who can also bunker down with an assault rifle and hold position is perfectly capable of fending off enemy assaults on his own. His score is higher than the minimum 2 needed to survive because of his effectiveness as a squad tactician. Even if not loyal, his turian dedication to duty will ensure that he will switch to long range kills as neccesary to help keep others alive.
* If not loyal, he is distracted by the fact that he has unfinished business with Sidonis, but his dedication to Shepard and the mission is still high enough that he can still survive and help others survive without having done his quest. He is just that useful a sidekick to Shepard.Shepard.

Zaeed - He is tougher than Garrus health wise, more experienced and is also a sniper who can also bunker down with an assault rifle and hold position. His score is also 4, not because he is a master tactician like Garus, it is because he can tank and soak up fire away from someone else who can't. Also the inferno grenades are a very handy weapon for both crowd control and as a medium range distraction. It is primarily with them that he can protect even the weak members.
* His score when disloyal is 3 and that is his default. He is enough of a SociopathicSoldier to not really care about saving the very weak. It is just that after dealing with Vido or letting go, his sociopathy is tempered.

Grunt - His score is 4 for obvious reasons. He is an intimidating figure and a hell of a damage sponge that other weaker squadmates can bunker down behind. His inferno ammo is also a terrifying distracting crowd controller.
* However without having been inducted into Clan Urdnot he has no sense of loyalty to a team, which is why his score drops to 3. He is still enough of a soldier to protect the weak but trying, but his apathy towards the slacking weak is what gets them killed.
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!The entire squad's HoldTheLine scores explained

Let's look at why the secret hold the line scores for all members when loyal and u loyal are what they are

Garrus -When loyal his score is 4. Why is it so high, considering he was a bit of a GlassCannon in the first game? Because a sniper who can also bunker down with an assault rifle and hold position is perfectly capable of fending off enemy assaults on his own. His score is higher than the minimum 2 needed to survive because of his effectiveness as a squad tactician. Even if not loyal, his turian dedication to duty will ensure that he will switch to long range kills as neccesary to help keep others alive.
*If not loyal, he is distracted by the fact that he has unfinished business with Sidonis, but his dedication to Shepard and the mission is still high enough that he can still survive and help others survive without having done his quest. He is just that useful a sidekick to Shepard.
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The interchangeability of squadmates in certain story-relevant roles and, conversely, the dependency of [[StoryBranching said roles' outcomes (success or tragedy)]] on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squadmate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.

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The [[StaticRoleExchangeableCharacter interchangeability of squadmates in certain story-relevant roles roles]] and, conversely, the dependency of [[StoryBranching said roles' outcomes (success or tragedy)]] on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squadmate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.
Is there an issue? Send a MessageReason:
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The interchangeability of squadmates in certain story-relevant roles and, conversely, the dependency of said roles' outcomes (success or tragedy) on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squadmate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.

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The interchangeability of squadmates in certain story-relevant roles and, conversely, the dependency of [[StoryBranching said roles' outcomes (success or tragedy) tragedy)]] on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squadmate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.



The set of loyal squadmates is always a subset of R*, therefore it likewise has 13 potential items but can only hold 12 at any time. Its membership is determined mainly by completing the so-called Loyalty Missions of the respective squadmates, with following particularities:

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The set of loyal squadmates is always a subset of R*, therefore it likewise has 13 potential items but can only hold 12 at any time. Its membership is determined mainly by completing the so-called Loyalty Missions {{Loyalty Mission}}s of the respective squadmates, with following particularities:
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The main appeal, driving force, and resource in ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squad mates)]] of Commander Shepard[[note]]This includes both the two {{DLC}}-only companions and the secret squad member Morinth.[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level taking form of a weird {{Puzzle|Game}} and CollectibleCardGame hybrid. The collectible card aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squad mates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squad mates beforehand.

A bulk of ''Mass Effect 2'' concerns [[AvengersAssemble the composition and enhancement of your "deck"]]. This largest part of the game is very [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/49 options-driven]], meaning that you can do any missions in any order, mostly without fear of immediate harsh consequences. This part ends with the first true major choice of the game that finalizes the state of the "deck", namely, the choice of when to [[PointOfNoReturn enter the Omega 4 relay]]. The entire Suicide Mission boils down to (a mere) ten more choices that determine its outcome, as you are repeatedly forced to put your squad mates (including ones whom you might need later on) at risk of a PlotlineDeath in order to advance the mission. Your task is made easier by the fact that for every choice, there are at least three possible winning decisions--although, of course, you may not have all of them in your "deck" at that point. However, the game also refuses to hold your hand in solving this puzzle with obvious hints and instead makes you rely on common sense and prior knowledge of the individual squad mates' strengths and backgrounds to make ideal decisions.

The interchangeability of squad mates in certain story-relevant roles and, conversely, the dependency of said roles' outcomes (success or tragedy) on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squad mate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.

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The main appeal, driving force, and resource in ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squad mates)]] (squadmates)]] of Commander Shepard[[note]]This includes both the two {{DLC}}-only companions and the secret squad member Morinth.[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level taking form of a weird {{Puzzle|Game}} and CollectibleCardGame hybrid. The collectible card aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squad mates) squadmates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squad mates squadmates beforehand.

A bulk of ''Mass Effect 2'' concerns [[AvengersAssemble the composition and enhancement of your "deck"]]. This largest part of the game is very [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/49 options-driven]], meaning that you can do any missions in any order, mostly without fear of immediate harsh consequences. This part ends with the first true major choice of the game that finalizes the state of the "deck", namely, the choice of when to [[PointOfNoReturn enter the Omega 4 relay]]. The entire Suicide Mission boils down to (a mere) ten more choices that determine its outcome, as you are repeatedly forced to put your squad mates squadmates (including ones whom you might need later on) at risk of a PlotlineDeath in order to advance the mission. Your task is made easier by the fact that for every choice, there are at least three possible winning decisions--although, of course, you may not have all of them in your "deck" at that point. However, the game also refuses to hold your hand in solving this puzzle with obvious hints and instead makes you rely on common sense and prior knowledge of the individual squad mates' squadmates' strengths and backgrounds to make ideal decisions.

The interchangeability of squad mates squadmates in certain story-relevant roles and, conversely, the dependency of said roles' outcomes (success or tragedy) on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squad mate squadmate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.



!!!Recruited squad mates (R*)
This set is the base of all other pre-endgame options. There are 13 items available for this set (Garrus, Grunt, Jack, Jacob, Kasumi, Legion, Miranda, Mordin, Morinth, Samara, Tali, Thane, Zaeed) but it can only contain up to 12 at any time. Recruiting a squad mate generally takes place in the course of a single Dossier mission, but with several particularities:

* Two squad mates (Jacob, Miranda) don't have to be recruited, as you start the game with them.

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!!!Recruited squad mates squadmates (R*)
This set is the base of all other pre-endgame options. There are 13 items available for this set (Garrus, Grunt, Jack, Jacob, Kasumi, Legion, Miranda, Mordin, Morinth, Samara, Tali, Thane, Zaeed) but it can only contain up to 12 at any time. Recruiting a squad mate squadmate generally takes place in the course of a single Dossier mission, but with several particularities:

* Two squad mates squadmates (Jacob, Miranda) don't have to be recruited, as you start the game with them.



* Two squad mates (Grunt, Legion) require manual activation after their respective recruitment mission before they can join as team members.

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* Two squad mates squadmates (Grunt, Legion) require manual activation after their respective recruitment mission before they can join as team members.



* One squad mate (Morinth) can only be recruited by recruiting and then killing another during her loyalty mission (Samara).

!!!Loyal squad mates (L*)
The set of loyal squad mates is always a subset of R*, therefore it likewise has 13 potential items but can only hold 12 at any time. Its membership is determined mainly by completing the so-called Loyalty Missions of the respective squad mates, with following particularities:

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* One squad mate squadmate (Morinth) can only be recruited by recruiting and then killing another during her loyalty mission (Samara).

!!!Loyal squad mates squadmates (L*)
The set of loyal squad mates squadmates is always a subset of R*, therefore it likewise has 13 potential items but can only hold 12 at any time. Its membership is determined mainly by completing the so-called Loyalty Missions of the respective squad mates, squadmates, with following particularities:



* Two squad mates (Samara, Zaeed) can die during their respective loyalty missions, although in Zaeed's case, it is only possible after the Suicide Mission and is thus irrelevant to the endgame.
* One squad mate (Morinth) is loyal immediately upon recruitment.

Additionally, two pairs of squad mates (Jack and Miranda, Tali and Legion) are scripted to get into a confrontation after the loyalty of both characters in a pair is earned. Unless you are able to persuade them to calm down, you are forced to support one side in the argument, losing the other's loyalty.

to:

* Two squad mates squadmates (Samara, Zaeed) can die during their respective loyalty missions, although in Zaeed's case, it is only possible after the Suicide Mission and is thus irrelevant to the endgame.
* One squad mate squadmate (Morinth) is loyal immediately upon recruitment.

Additionally, two pairs of squad mates squadmates (Jack and Miranda, Tali and Legion) are scripted to get into a confrontation after the loyalty of both characters in a pair is earned. Unless you are able to persuade them to calm down, you are forced to support one side in the argument, losing the other's loyalty.



This set is a mix of story-relevant upgrades, gameplay-relevant upgrades, and even purely cosmetic upgrades (Med-Bay Upgrade). Only the three story-relevant upgrades (Heavy Ship Armor, Multicore Shielding, Thanix Cannon) have impact on the course of the Suicide Mission. The availability of all upgrades is directly derived from R*, since they can only be unlocked for purchase by talking with a specific squad mate.

!!!Romanced squad mate (F)
The [[RomanceSidequest romanced squad mate]] is a singular member of the conjunction of L* and the fixed set of romanceable squad mates determined by Shepard's gender (Garrus, Jacob, Thane for female; Jack, Miranda, Tali for male). Of these, only one romance for each gender (Thane, Jack) has any effect on the course of the endgame, and that effect is purely cosmetic.

to:

This set is a mix of story-relevant upgrades, gameplay-relevant upgrades, and even purely cosmetic upgrades (Med-Bay Upgrade). Only the three story-relevant upgrades (Heavy Ship Armor, Multicore Shielding, Thanix Cannon) have impact on the course of the Suicide Mission. The availability of all upgrades is directly derived from R*, since they can only be unlocked for purchase by talking with a specific squad mate.

squadmate.

!!!Romanced squad mate squadmate (F)
The [[RomanceSidequest romanced squad mate]] squadmate]] is a singular member of the conjunction of L* and the fixed set of romanceable squad mates squadmates determined by Shepard's gender (Garrus, Jacob, Thane for female; Jack, Miranda, Tali for male). Of these, only one romance for each gender (Thane, Jack) has any effect on the course of the endgame, and that effect is purely cosmetic.



## Implicit choice (squad mates holding the line): HTL* = S* minus P4* minus ESC

to:

## Implicit choice (squad mates (squadmates holding the line): HTL* = S* minus P4* minus ESC
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## Biotics* = { "Samara", "Morinth", "Jack", "Miranda", "Thane", "Jacob" }

to:

## Biotics* = { "Samara", "Jack", "Jacob", "Miranda", "Morinth", "Jack", "Miranda", "Thane", "Jacob" "Samara", "Thane" }



## SELECT [=FL2=] from {S* minus BS}

to:

## SELECT [=FL2=] from {S* (S* minus BS}BS)



* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources in this phase.
* Phase II (steps 5 through 16[[note]]step 17 is not included here because it has no tangible impact on the outcome of the Suicide Mission[[/note]]) is a FinalExamFinale that repeatedly tests the player's knowledge of the setting, of the squadmates' backgrounds and personalities, and of the game rules, as well as their own common sense. Failure in these tests leads to further losses of the Primary Resource, negatively impacting the player's capacity to overcome later tests, and ultimately, to an inferior ending.
* Phase III (steps 17 through 20) once again consists mostly of cutscenes that rate the player's performance--only this time, they evaluate both the pre-endgame progress and the phase II decisions and award the player one of three possible endings.

to:

* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, loyalty, while essential elsewhere, provides no protection [[PlotArmor protection]] to crucial Primary Resources in this phase.
* Phase II (steps 5 through 16[[note]]step 17 is not included here because it has no tangible impact on the outcome of the Suicide Mission[[/note]]) is a FinalExamFinale that repeatedly tests the player's common sense, as well as their knowledge of the setting, of the squadmates' backgrounds and personalities, and of the basic game rules, as well as their own common sense. rules. Failure in these tests leads to further losses of the Primary Resource, [[UnstableEquilibrium negatively impacting impacting]] the player's capacity to overcome later tests, and ultimately, to an inferior ending.
* Phase III (steps 17 through 20) once again consists mostly of cutscenes that rate the player's performance--only this time, they evaluate both the pre-endgame progress and the phase II decisions and award decisions. The game then awards the player with one of three possible endings.
Is there an issue? Send a MessageReason:
None


* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, while essential elsewhere, provides no protection to crucial Primary Resources in this phase, loyalty.

to:

* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources in this phase, loyalty.phase.
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None


* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance in this phase, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources.

to:

* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency in it, as well as giving only vague hints at how it could have been prevented. To further throw the player off-balance in this phase, loyalty, off-balance, while essential elsewhere, provides no protection to crucial Primary Resources.Resources in this phase, loyalty.
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* Three more (Garrus, Jack, Mordin) are mandatory, since it is not possible to enter the Collector Ship PlotTunnel without recruiting them first.

to:

* Three more (Garrus, Jack, Mordin) are mandatory, since it is not possible to enter the Collector Ship Horizon PlotTunnel without recruiting them first.
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None


* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources. Ingeniously, the game creates the impression of {{Plotline Death}}s by denying the player any immediate agency to stop them, as well as giving only vague hints at how they could have been prevented. To further throw the player off-balance, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources in this phase.
* Phase II (steps 5 through 16[[note]]step 17 is not included here because it has no tangible impact on the outcome of the Suicide Mission[[/note]]) is a FinalExamFinale that repeatedly tests the player's knowledge of the setting, the squadmates' backgrounds and personalities, and the game rules, as well as their own common sense. Failure in these tests leads to further losses of the Primary Resource, negatively impacting the player's capacity to overcome later tests, and ultimately, to a progressively inferior ending.

to:

* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources. Ingeniously, the game creates the impression of {{Plotline Death}}s Resources, but, ingeniously, makes this seem like a PlotlineDeath by denying the player any immediate agency to stop them, in it, as well as giving only vague hints at how they it could have been prevented. To further throw the player off-balance, off-balance in this phase, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources in this phase.
Resources.
* Phase II (steps 5 through 16[[note]]step 17 is not included here because it has no tangible impact on the outcome of the Suicide Mission[[/note]]) is a FinalExamFinale that repeatedly tests the player's knowledge of the setting, of the squadmates' backgrounds and personalities, and of the game rules, as well as their own common sense. Failure in these tests leads to further losses of the Primary Resource, negatively impacting the player's capacity to overcome later tests, and ultimately, to a progressively an inferior ending.
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Added DiffLines:


!!Analysis of the endgame puzzle
As already mentioned, the endgame puzzle (the Suicide Mission) is all about intelligent application of the resources the player had a chance to collect throughout the game. These resources can be abstracted into two types: Primary (squadmates and their loyalties) and Secondary (''Normandy'' upgrades). With that in mind, the puzzle itself can be then abstracted into three phases:

* Phase I (steps 1 through 4) consists mostly of cutscenes and evaluates the player's initiative and readiness to go beyond the explicit instruction in preparation for the SuicideMission--namely, to discover and to acquire Secondary Resources without an obvious indication to their usefulness. It punishes the insufficiently prepared players by handicapping them in phase II via the loss of some Primary Resources. Ingeniously, the game creates the impression of {{Plotline Death}}s by denying the player any immediate agency to stop them, as well as giving only vague hints at how they could have been prevented. To further throw the player off-balance, loyalty, while essential elsewhere, provides no protection to crucial Primary Resources in this phase.
* Phase II (steps 5 through 16[[note]]step 17 is not included here because it has no tangible impact on the outcome of the Suicide Mission[[/note]]) is a FinalExamFinale that repeatedly tests the player's knowledge of the setting, the squadmates' backgrounds and personalities, and the game rules, as well as their own common sense. Failure in these tests leads to further losses of the Primary Resource, negatively impacting the player's capacity to overcome later tests, and ultimately, to a progressively inferior ending.
* Phase III (steps 17 through 20) once again consists mostly of cutscenes that rate the player's performance--only this time, they evaluate both the pre-endgame progress and the phase II decisions and award the player one of three possible endings.

Changed: 2

Removed: 97

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Not coming any time soon...


!!!Loyal squad mades (L*)

to:

!!!Loyal squad mades mates (L*)




!!How could have all this been used to make ''[=ME3=]'' ending better?
''Analysis coming soon...''
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None


## Remove MAGIC(S*, L*, P4*, ESC) from S*[[note]]Here, MAGIC is the yet-undiscovered function that determines which squad mates die holding the line, based on their number, loyalties, and intrinsic defense values.[[/note]]

to:

## Remove [[http://img203.imageshack.us/img203/3025/suisidemissionfinal8.jpg MAGIC(S*, L*, P4*, ESC) ESC)]] from S*[[note]]Here, MAGIC is the yet-undiscovered function that determines which squad mates die holding the line, based on their number, loyalties, and intrinsic defense values.[[/note]]S*
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''VideoGame/MassEffect2'' is the most universally adored part of the original ''Franchise/MassEffect'' trilogy, and despite its improved gameplay refinement and variety, ''VideoGame/MassEffect3'' could never supplant its predecessor--because part two had something the sequel didn't: a mind-blowingly epic ending that left every player in awe. But what exactly made the ending of ''Mass Effect 2'' so amazing? Although the magnificent cutscene direction and musical composition contribute a lot to the ending, the key to the awesomeness of 'Mass Effect 2'' endgame segment lies in the gameplay design and the story scripting of the entire SuicideMission.

to:

''VideoGame/MassEffect2'' is the most universally adored part of the original ''Franchise/MassEffect'' trilogy, and despite its improved gameplay refinement and variety, ''VideoGame/MassEffect3'' could never supplant its predecessor--because part two had something the sequel didn't: a mind-blowingly epic ending that left every player in awe. But what exactly made the ending of ''Mass Effect 2'' so amazing? Although the magnificent cutscene direction and musical composition contribute a lot to the ending, the key to the awesomeness of 'Mass ''Mass Effect 2'' endgame segment lies in the gameplay design and the story scripting of the entire SuicideMission.
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!!!How could have all this been used to make ''[=ME3=]'' ending better?

to:

!!!How !!How could have all this been used to make ''[=ME3=]'' ending better?
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Added DiffLines:

'''Spoilers ahead.'''
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''Analysis coming soon...''

to:

''Analysis coming soon...''''
----
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!The Beauty of ''Mass Effect 2'' Ending
''...or "How Come the Suicide Mission Is So Awesome?"''

''VideoGame/MassEffect2'' is the most universally adored part of the original ''Franchise/MassEffect'' trilogy, and despite its improved gameplay refinement and variety, ''VideoGame/MassEffect3'' could never supplant its predecessor--because part two had something the sequel didn't: a mind-blowingly epic ending that left every player in awe. But what exactly made the ending of ''Mass Effect 2'' so amazing? Although the magnificent cutscene direction and musical composition contribute a lot to the ending, the key to the awesomeness of 'Mass Effect 2'' endgame segment lies in the gameplay design and the story scripting of the entire SuicideMission.

!!Summary
The main appeal, driving force, and resource in ''Mass Effect 2'' are the [[PlayerParty thirteen recruitable companions (squad mates)]] of Commander Shepard[[note]]This includes both the two {{DLC}}-only companions and the secret squad member Morinth.[[/note]]. The entire game revolves around them, and the Suicide Mission is quite consciously a FinalExamFinale level taking form of a weird {{Puzzle|Game}} and CollectibleCardGame hybrid. The collectible card aspect comes from the fact that the outcome of the endgame depends largely on what "deck" (i.e. which squad mates) you bring with you to the Omega 4 relay. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission--rules that are pretty obvious if you pay attention to your squad mates beforehand.

A bulk of ''Mass Effect 2'' concerns [[AvengersAssemble the composition and enhancement of your "deck"]]. This largest part of the game is very [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/49 options-driven]], meaning that you can do any missions in any order, mostly without fear of immediate harsh consequences. This part ends with the first true major choice of the game that finalizes the state of the "deck", namely, the choice of when to [[PointOfNoReturn enter the Omega 4 relay]]. The entire Suicide Mission boils down to (a mere) ten more choices that determine its outcome, as you are repeatedly forced to put your squad mates (including ones whom you might need later on) at risk of a PlotlineDeath in order to advance the mission. Your task is made easier by the fact that for every choice, there are at least three possible winning decisions--although, of course, you may not have all of them in your "deck" at that point. However, the game also refuses to hold your hand in solving this puzzle with obvious hints and instead makes you rely on common sense and prior knowledge of the individual squad mates' strengths and backgrounds to make ideal decisions.

The interchangeability of squad mates in certain story-relevant roles and, conversely, the dependency of said roles' outcomes (success or tragedy) on the suitability of the actors is what gives the strictly linear Suicide Mission its amazing variability. Even though it doesn't matter much, for instance, which loyal squad mate escorts the ''Normandy'' crew back to the ship, the option to choose one and the palpable consequence of that teammate being absent for the rest of the mission give the players an illusion of controlling their own story. By extension, the multitude of winning scenarios guarantees that most players end up feeling like they have been told a personal and unique story, even though all players start the endgame with roughly the same "decks" and experience exactly the same story beats along the way.

!!Pre-endgame variables
Your "deck" at the beginning of the Suicide Mission is effectively represented by three mathematical sets and two variables.

!!!Recruited squad mates (R*)
This set is the base of all other pre-endgame options. There are 13 items available for this set (Garrus, Grunt, Jack, Jacob, Kasumi, Legion, Miranda, Mordin, Morinth, Samara, Tali, Thane, Zaeed) but it can only contain up to 12 at any time. Recruiting a squad mate generally takes place in the course of a single Dossier mission, but with several particularities:

* Two squad mates (Jacob, Miranda) don't have to be recruited, as you start the game with them.
* Three more (Garrus, Jack, Mordin) are mandatory, since it is not possible to enter the Collector Ship PlotTunnel without recruiting them first.
* Two squad mates (Grunt, Legion) require manual activation after their respective recruitment mission before they can join as team members.
* Two more (Zaeed, Kasumi) require purchasing DLC and join immediately after a brief dialogue instead of a full-length recruitment mission.
* One squad mate (Morinth) can only be recruited by recruiting and then killing another during her loyalty mission (Samara).

!!!Loyal squad mades (L*)
The set of loyal squad mates is always a subset of R*, therefore it likewise has 13 potential items but can only hold 12 at any time. Its membership is determined mainly by completing the so-called Loyalty Missions of the respective squad mates, with following particularities:

* Four loyalties (Samara, Tali, Thane, Zaeed) can be forfeited by making certain decisions in the respective mission.
* Two squad mates (Samara, Zaeed) can die during their respective loyalty missions, although in Zaeed's case, it is only possible after the Suicide Mission and is thus irrelevant to the endgame.
* One squad mate (Morinth) is loyal immediately upon recruitment.

Additionally, two pairs of squad mates (Jack and Miranda, Tali and Legion) are scripted to get into a confrontation after the loyalty of both characters in a pair is earned. Unless you are able to persuade them to calm down, you are forced to support one side in the argument, losing the other's loyalty.

!!!Ship upgrades (U*)
This set is a mix of story-relevant upgrades, gameplay-relevant upgrades, and even purely cosmetic upgrades (Med-Bay Upgrade). Only the three story-relevant upgrades (Heavy Ship Armor, Multicore Shielding, Thanix Cannon) have impact on the course of the Suicide Mission. The availability of all upgrades is directly derived from R*, since they can only be unlocked for purchase by talking with a specific squad mate.

!!!Romanced squad mate (F)
The [[RomanceSidequest romanced squad mate]] is a singular member of the conjunction of L* and the fixed set of romanceable squad mates determined by Shepard's gender (Garrus, Jacob, Thane for female; Jack, Miranda, Tali for male). Of these, only one romance for each gender (Thane, Jack) has any effect on the course of the endgame, and that effect is purely cosmetic.

!!!Delay between the attack on the ''Normandy'' and the Suicide Mission (D)
Since there is no InUniverseGameClock in the game, the time is measured by the number of completed missions between two events, specifically, the kidnapping of the ''Normandy'' crew by the Collectors and the start of the Suicide Mission. In practical terms, this delay can have only three values: short (at most one story mission or assignment), middle (one to three assignments and no story missions), and long (anything above that).

!!Pseudocode of the Suicide Mission
Before passing through the Omega 4 relay, two variable sets are initialized: the squad survivors set (S*) is initialized with the current contents of R* and the crew survivors set (CS*) is preset according to D (if short, all kidnapped crew members; if middle, half of the crew; if long, only Dr. Chakwas). The following pseudocode is a more-or-less formal representation of the endgame puzzle:

# CUTSCENE: Passing through the Omega 4 relay:
## Victim1 = "Jack"
## IF "Heavy Ship Armor" not in U* THEN remove Victim1 from S*
# PLAYER CHOICE #1: Two party members for the fight with Oculus:
## SELECT P1* from S*
# CUTSCENE: Eezo core overload:
## Victim2 = FIRST( ( { "Kasumi", "Legion", "Tali", "Thane", "Garrus", "Zaeed", "Grunt" } in S* ) not in P1* )
## IF "Multicore Shielding" not in U* THEN remove Victim2 from S*
# CUTSCENE: Taking on the Collector Cruiser:
## Victim3 = FIRST( { "Thane", "Garrus", "Zaeed", "Grunt", "Jack", "Samara", "Morinth" } in S* )
## IF "Thanix Cannon" not in U* THEN remove Victim3 from S*
# PLAYER CHOICE #2: Specialist Technician in the vents:
## SELECT ST from S*
## [=IdealST*=] = { "Tali", "Legion", "Kasumi" }
# PLAYER CHOICE #3: Fireteam Leader during Infiltration:
## SELECT [=FL1=] from (S* minus ST)
## [=IdealFL*=] = { "Garrus", "Jacob", "Miranda" }
# PLAYER CHOICE #4: Two party members during Infiltration:
## SELECT P2* from (S* minus { ST, [=FL1=] })
# CUTSCENE: Sealing the doors after Infiltration:
## IF (ST not in L*) or (ST not in [=IdealST*=]) or ([=FL1=] not in L*) or ([=FL1=] not in [=IdealFL*=]) THEN remove ST from S*
# PLAYER CHOICE #5: Biotic Specialist to hold the bubble:
## Biotics* = { "Samara", "Morinth", "Jack", "Miranda", "Thane", "Jacob" }
## SELECT BS from (S* in Biotics*)
## [=IdealBS*=] = { "Samara", "Morinth", "Jack" }
# PLAYER CHOICE #6: Fireteam Leader during the Long Walk:
## SELECT [=FL2=] from {S* minus BS}
# PLAYER CHOICE #7: Escort for the ''Normandy'' crew:
## SELECT ESC from (S* minus { BS, [=FL2=] }) OR none
# PLAYER CHOICE #8: Two party members for the Long Walk:
## SELECT P3* from (S* minus { BS, [=FL2=], ESC })
# CUTSCENE: Showdown with the Collector Swarm:
## IF (BS not in L*) or (BS not in [=IdealBS*=]) THEN remove RANDOM(P3*) from S*
# CUTSCENE: Opening the doors for the fireteam:
## IF ([=FL2=] <> "Miranda") and ( ([=FL2=] not in L*) or ([=FL2=] not in [=IdealFL*=]) ) THEN remove [=FL2=] from S*
## IF ([=FL2=] = F) and (F in { "Jack", "Thane" }) THEN use different last words
# CUTSCENE: Checking up on the ''Normandy'' crew:
## IF ESC = none THEN CS* = none
## IF ESC not in L* THEN remove ESC from S*
# PLAYER CHOICE #9: Two party members for the final battle:
## SELECT P4* from (S* minus ESC)
## Implicit choice (squad mates holding the line): HTL* = S* minus P4* minus ESC
# PLAYER CHOICE #10: Destroying or purging the Collector Base
# CUTSCENE: Escaping the Collector Base:
## Remove (P4* not in L*) from S*
## Remove MAGIC(S*, L*, P4*, ESC) from S*[[note]]Here, MAGIC is the yet-undiscovered function that determines which squad mates die holding the line, based on their number, loyalties, and intrinsic defense values.[[/note]]
## IF COUNT(S*) < 2 THEN Commander Shepard dies
# CUTSCENE: Dialogue with the Illusive Man (changes depending on whether Shepard survives and whether Collector Base was destroyed or purged)
# ENDING:
## IF S* = R* THEN "No One Left Behind"
## IF (S* <> R*) and (Shepard lives) THEN "Against All Odds"
## IF Shepard dead THEN "Mission Accomplished"

!!!How could have all this been used to make ''[=ME3=]'' ending better?
''Analysis coming soon...''

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