Dossier: The Justicar

Commander Shepard travels to Illium to recruit the Justicar.

Illium
Shepard arrives on Illium to discover the Normandy's docking and adminstrative fees have been taken care of by order of Liara T'Soni. The envoy tells Shepard to go to her office which resides above the trading floor of Nos Astra. Once Shepard arrives at Liara's office a dialoge insues which ends with Shepard being able to ask for information about the Justicar on the planet. Liara gives Shepard the information that she is here investigating a murder at the spaceport and Shepard should see Officer Dara when Shepard and the squad arrive at the spaceport. Dara will dircet Shepard to the spaceport by taking a cab. Be sure to ask her a few questions before you go. Then either from the dialoge options or walking to the station take a cab to the starport to recruit Samura.

Spaceport
Shepard takes a cab from Nos Astra to the starport where the Justicar is the first thing you should do is talk to the people around. Particularly talk to Pitne For the Turian dockworker, and the Spaceport Offical before going into the Police Station to talk to Detective Anaya, who is in charge of the case. Anaya will tell shpard where Samura is and her concerns about having a Justicar on Illium. Apparently Justicars are like Spectres just without the leash of reporting to anyone. Anaya wants Samura to just leave quickly before things get out of hand, which judging by her tone of voice, happens often with Justicars.

Anaya however tells Shepard that the Eclipse is likely involved in the murder of Pitne For's associate and that the Eclipse controls the back alleys of the port. Which as one might guess causes problems. Anaya gives Shepard permission to go and visit the crime scene so you are now able to get past those guards at the end of the docking platform. As soon as you enter you can turn left and hack a shipping computer that gives access to the side-quest Stolen Goods Found.

Do not be under any intentions that the walk to the crime scene will be without conflict. Just as you round the corner Eclipse mercs are ready to block you getting to the Justicar. Defeating them and their LOKI Mechs will be easy just move form cover to cover as you pick them off one by one. It is possible to snipe one of them before they notice you presence but you have to do it from cover. Keep moving towards the futrestic crime scene tape and enter to a biotic cutscene.

As soon as the squad enters it is apparent Samura found someone of interest. An Eclipse merc is being sent flying around the room with Samura asking where did they send her. The merc gives the predictable response and Samura not liking that bioticly throws her through window. She flots down to continue but again when the merc does not give up the information, so Samura having enough breaks her neck. Then she turns her attentino to you and you can earn a few morality points in the conversation.

Eventually she seems to like going along with you on your quest but she is currently hunting a fugative and must complete her mission before joining up. The door opens and Anaya joins in. She trys to convice Samura to join you on the spot but the Justicar code prevents it. Anaya says that she has no choice then but to detain Samura. Samura says that she will cooperate for one day before she must fight her way out. Niether asari likes that idea so thy both ask Shepard to find the information needed to get Samura off world. Ending the conversation takes you bakc to the starport.

After taking Samura into custody question Pitne For for more information. You can earn a few morality points in getting him to cooperate. He explains that he smuggled an illegal biotic enhancement drug for the Eclipse. It has one huge side effect however, it is toxic in large quantities. He forgot to tell that to the Eclipse and if you agree to help him he will give you access to the Eclipse Base. Proceed over to the elevator behind the police station to begin the mission.

Eclipse Hideout
Just as you walk out of the elevator you will come under attack by the Eclipse. Be very carful about the canisters of the drug as soon as they are hit they will explode and release a cloud of the dust. A meter in the bottom will track you expoure, if you are not a biotic then you dont have to worry about it but if you are be carful. If the meter gets full then DO NOT under any circumstances use any biotic powers because they will result in instant death. The same goes for you squadmates as well. you can use them against the Eclipse however as most are asari and use biotics frequently. Just watch out for the LOKI mechs as well as you fight your way through the base. After battling across the area you come to a weapons locker and the Scimitar Assault Shotgun. Be sure to pick up this more powerful shotgun to upgrade your Katana Shotgun, it's well worth it. Before leaving make sure to have either the Missile Launcher, the Cain, or the Particle Beam. You will need this later. ""Walk down the hall a little until a door on the right.

Elnora an Eclipse merc is in the room. You can either shoot her right off with a Renegade interrupt. You can also wait until after that to ask her some questions. After the questions you can either let her go or kill her as she is just a new member of the gang and has not earned her colors yet. The choice is yours.

Either way don't forget to collect the sample of the durg that enhances the biotic abilities. Don't forget the power cells in the room if you are low on heavy weapon ammo, you will need it later. Go up the stairs and contine your charge into the mercs and mechs. Use cover and weapons to destory the mechs and mercs, do not use any heavy weapon ammo, you will regret it in a minute. As you fight don't let the vangards get clse their shotguns are lethal at close range. Don't forget the Medi-gel and hack the terminal before you walk up the next set of stairs. Keep an eye out for more of the durg canisters they will be present until the end of the mission.

What a surprise there are more mercs up the stairs including a heavy so watch out for rockets. Continue fighting until you rech another terminal and medi-gel containter. The terminal has 12,000 credits [confirmed on 360] so it is worth taking the time to hack it. Going up the stairs in a U shape reveals the reason to hold on to heavy weapon ammo, a gunship. Two mercs weilding rocket launchers are guarding it and as soon as they see you the gunship takes off and the mercs engage you. Take them out and dont' forget the refined Platinum on your way in. From here you can either go across to the other side, or stay on the current side and fight. The enemies are the same either way.

The alcove after the gunship dock contains some medi-gel, a computer console, revealing some information about Elnora, and some power cells. Recommended you take these before proceeding on. The next area is wide open and full of fragile crates first eliminate the mechs trying to kill you but DO NOT go down the ramp yet. Pick up the power cells across the door where you entered and then put your squadmates in cover facing the other side. Head down the ramp until you are about 3/4ths of the way across when that buzzing soudn signals to turn around and run for cover.

The gunship returns and now you see why it was a good idea to save ammo. This gunship is not like the one you fought during the mission Dossier: Archangel. It moves slowly and usually flies low allowing you to get off plenty of shots to wittle down its armor and destory it. Be careful however most of the surronding crates are of the fragile type and will break easy. Keep both your squadmates alive ans use medi-gel when necessary. Most importantly stay in cover as much as possible.

After yo send the gunship plummeting to its doom, proceed to pick up some hard won medi-gel and in the next room some credits and a shipping manifest that reveals Pitne For is a criminal dispite what he wanted you to believe. This triggers the side-quest Smuggling Evidence. Hold on to this information for later and continue. The next room contained the volus Niftu Cal. He has apparently taken a lot of the drug and he believees that he is an all powerful biotic. Clearly he is very high and you can question him about his connections to Pitne For and about Captain Wasea, the asari behind this whole mess. At the end of the conversation a Paragon interrupt persuades him to take a shot nap instead, otherwise he waddles off to his doom earning some renegade points. Enter the next room but do not go all the way through because ther is some medi-gel and another weapons lock in here. Feel free to switch to any heavy weapon you choose at this point but the DLC Firestorm is not recommended. Save before entering and open the door.

Captain Wasea
Captain Wasea is not exactly please to see Shepard, he added to her problems, a Justicar was apparently bad enough, now you killed all of her minions to get ot her. She is not in the mood for talking and she immediatly goes into biotic mode and beings the battle.

The battle itself is not as ealy as you would think. She still has some Eclipse Heavy Troopers and Biotic Sisters to throw at you. She also uses throw a lot to hurl the canisters of the drug at you and your squad. Watch their exposure and you own as well least you unleash a biotic attack and kill yourself. The sisters are also fond of hurling the canisters at you, so feel free to do it to them it helps to take them down this way and allows you to focus on Wasea. Take down her minions first before focusing on Wasea. It is much less of a headache.

Wasea herself is fond of biotic attacks and using barrier to prevent damage. Wittle down the barrier and be sure to get at her armor before she has a chance to raise it again. If Garrus is loyal or you have beaten the game already the AP ammo upgrade will help with that problem. Either way just keep hitting her and eventually she will go down. Before going for the pad on her desk containing the information you need, go up the stairs, if you haven't already and hack the terminal for even more money. The pad contains the name of the freighter Samura was looking for and allows you to head back to the spaceport

Spaceport
You are instantly transported back to the spaceport and remember the shipping manifest make your choice and go in to see Samura. Give Samura the information she needs and both the detective and the Justicar are happy that it ended peacefully without the fight that whould have eventually happened. Samura then pledges herself to your cause in a small ceremony then the detective says you are feee to leave. Before you leave you can talk to the detective about the murder case where you can earn some small renegade or paragon points depending on you dialoge choices. Samura vouches for the evidence and the detective can close the case. Samura is now a member of your crew and you now go back to the Normandy.

Normandy
The crew welcomes Samura and she asks to go so a place where she can see the stars. Jacob points her towards the Starbord Observation Deck on the Crew Quarters Deck. You can find here there if you need to.

Rewards

 * Expierence:
 * Credits: 60,000
 * Platinum: 2,000
 * Weapons: Scimitar Assault Shotgun
 * Research: