Iknow that I also need 4 bars of reputation...which I think I have. I have about 3.5 bars of renegade, then above this I have an additional bar of what I assume is paragon, as it has a harp symbol and is blue.
From what I can tell I more than meet the options to successfully broker peace between the quarian and the geth, however, I don't even see the options. They are not greyed out; they don't appear at all.
saved the two quarians in ME2 (in the first and second mission you do with tali before she joins your team), rewrote heretics, tali not exiled, saved admiral, did the reaper hack thing, and had a very high paragon score
Near as I can tell, no one has a good or right answer to this. The clearest indication and closest thing I think to be right is that during ME2, there's a conversation in which you speak to one of the admirals and they thank you for helping Tali. One of the options is saying that you did it for Tali. Another is encouraging them to go to war. The third is telling them something along the lines of seeking peace. This is the closest thing to a "right" answer that I've heard. No one really has any idea though.
Tali must be exonerated (not exiled) WITHOUT convicting her father. You must charm/intimidate the Admirals or rally the crowd (which requires that you let Veetor go with Tali in the prologue and keep Kal alive during Halestrom) To complete this.
The Reaper base controlling the geth has been located, but jamming towers prevent conventional orbital bombardment. Land on Rannoch and use a prototype targeting laser to enable the Normandy to destroy the Reaper base.
If Tali is alive, she will be a required squad member for this mission. As such, it is a good idea to bring someone who can combo with her Energy Drain and Sabotage powers to create Tech Bursts, which are devastating to the geth you will be facing. Overload and Disruptor Ammo are particularly favored abilities in this fight, since they are effective against all the shields you'll be encountering. A side-helping of anti-armor abilities will also come in handy, as you will be facing several Geth Primes.
Note: This walkthrough assumes that Legion and Tali survived Mass Effect 2. If Legion died or was given to Cerberus in Mass Effect 2 or the player did not import a Mass Effect 2 save, its place is filled by a Geth VI. In addition, if Tali died in your imported Mass Effect 2 game, you may choose your second squad member freely and Admiral Xen will support you.
Upon arrival at the Reaper base, your squad will be attacked by several geth hostiles: five initial Geth Troopers and a second wave of other Geth Troopers. Eliminate them and proceed down the hill. Once you near the bottom, the large blast door will close and three more Geth Troopers will drop down to impede your progress. Make short work of them. Check near the inside-right of the blast door for a SMG High Caliber Barrel upgrade.
Move to the right of the blast door near the tubes and vault up them. Climb the ladder on the right and eliminate the Geth Trooper waiting at the top. Vault onto the pipe and move forward. Eliminate the two Geth Troopers and Geth Rocket Trooper, and move along the right side to their position. Eliminate the Geth Rocket Trooper on the catwalks in front of you. Pick up an Assault Rifle Piercing Mod and Kassa Fabrication Gauntlets along the way before proceeding to climb up to the next level.
Eliminate the geth patrol below you consisting of two Geth Troopers, and find cover. Four Geth Rocket Troopers will drop in, and once they have been eliminated another four Geth Rocket Troopers will siege your position. Once all hostiles have been eliminated, press forward and through the doors. Salvage the Reaper tech on the right for 10,000 Credits.
Proceed up the ramp and destroy the lone Geth Trooper. A blast shield will expand over the Reaper tech broadcasting the signal. At the junction, go to the left to pick up an SMG Ultralight Materials mod and then head back towards the right. As you move along the linear path, numerous hostiles will attempt to impede your progress. Fight your way through the geth forces: two Geth Rocket Troopers, eighteen Geth Troopers. Near the start of the walkway, look for an Assault Rifle Stability Damper upgrade on your right. Once all hostiles have been eliminated, Legion will ask if you need assistance. Grab the Geth Plasma Shotgun and salvage the data worth 5,000 Credits on the left of the door.
Move through the door and salvage more data for 10,000 Credits and a Med Kit. Proceed through a second door and a nav-point will be marked on your heads-up display. Hostile geth will filter in from the left and the right. Eliminate all hostiles before activating the Door Override. Geth will filter in from the left side; once all hostiles have been eliminated, you will be informed that a manual override is needed and will mark a console on your heads-up display with a nav-point. Proceed to the nav-point and activate the Door Override. Legion will inform you that the path behind you has been sealed, but you can use the elevator marked on your heads-up display. Move towards the elevator, but be ready. When the elevator lowers, a Geth Prime will be riding it; eliminate it, and the two Geth Rocket Troopers that drop down, before boarding the elevator. There's a Med Kit to the right of the elevator.
Ride the elevator up to the next level and be ready for a fight. Three Geth Primes will be standing with their backs to you: one on your left, one on your right, and one straight in front of you. If you don't have weapons effective against heavily armored targets, grab the Geth Spitfire in front of you, but be aware that this weapon has to "spin up" with sustained fire to do maximum damage, and Geth Primes are very good at stunning you with their various abilities and attacks. If the first Spitfire runs dry, there will be two others to your left and to your right.
Get quickly into cover, which initially is basically limited to right in front of you coming out of the elevator. It's a good idea not to bunch up too tightly with your squadmates as both Primes and the drones they summon have stunning area-of-effect attacks that can hit you if they hit your squadmates in close proximity. Tip: Using Tali's Sabotage ability on one of the Primes will give you a brief lull during which none of the Primes should be able to hit your squad. Use that opening to unload everything you've got into any Prime in sight even if it's the one you just hacked, as eliminating even one Prime will make the remainder of the fight much easier to handle. Be ready to use First Aid to revive any squadmate that goes down in this fight, and keep using Tali's Sabotage to reduce the amount of fire coming your way, though remember that targets become resistant and then immune to the hacking effect after a handful of uses.
After eliminating the three Geth Primes proceed to the nav-point. Shepard will now produce the targeting laser and equip it as the active weapon. Designate the target by holding down the trigger and making sure that you stay outside of the blast zone, marked by the blue circle. Note that the target is in front and below you, and not where the objective points. Once designated, the Normandy will proceed with its bombing run. The explosion knocks Shepard and their squad off the upper-platform, and a Reaper begins to climb out of the hole.
Legion tells Shepard that it has acquired transport. Sprint to the geth ship. Warning: If you don't get there in a decent amount of time, the Reaper will fry you. Shepard will get on top and man the turret while the squad gets inside with Legion piloting.
With the ship on the move, target the Reaper off to the left of the ship while Shepard calls in for an orbital strike. Note that you don't actually have to target or fire at the Reaper; eventually, the vehicle will be at a safe distance and Shepard will yell that they are clear over the comm. When the orbital strike hits, the Reaper goes down temporarily while Shepard orders EDI to sync the quarian fleet to the Normandy's targeting systems. Determined to take down the Reaper, Shepard stays back while Legion retreats to a safe distance with Shepard's squad.
Move to the center of the plateau and aim at the Reaper. A set of rotating targeting circles will appear, approximately centered on the Reaper's firing chamber (the red "eye"). Begin targeting the Reaper by aiming and holding down the trigger. The Reaper's first beam will not be targeted at you, being directed at the sky above, giving you ample time to figure out what to do. Note: If, for some reason, you hold off from firing, Admiral Gerrel will complain about losing the fleet. Soon after, Legion/Geth VI joins him, and soon after that, the game over screen pops up and you'll have to restart.
Once the orbital strike hits, the Reaper will move closer and begins to deploy its beam cannon at you. Be prepared to dodge to either the left or the right. Once the beam has sliced past you, the circles will appear again. Only during that time can you aim your targeting laser and begin to compute a firing solution. Not counting the initial strike in which the Reaper is firing at the sky, you will need to complete three additional strikes on the Reaper Destroyer while dodging its beam. It will move closer to you after each strike.
The key to surviving this encounter is to know that, rather counter-intuitively, you don't lose your targeting progress if you have to stop aiming and dodge. Pull up the targeting laser and you'll discover that your firing solution is where you left it and can be resumed. Also note that moving while using the laser pointer causes the target acquisition process to go much slower. The other key is that the Reaper's aim is based on what you are doing when it starts firing, so if you make sure you're standing still until the beam appears, it won't "lead" you as much.
On Insanity difficulty, it feels like the beam is faster, and being even close to the beam insta-kills you. As a result, you'll need to make wider sprints, giving you less time to fire. The same basic strategy still applies: Run to the side to avoid the beam, then come to a standstill, fire at the eye, and repeat.
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