Mass effect universe map

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Mass Effect Wiki Guide

While Mass Effect only requires you to visit 7 Systems in order to complete the game, there are 34 more Systems you can visit, all with their own Discoveries to make and many with worlds to explore in the Mako. You'll want to visit these worlds as they offer great amounts of opportunities to get XP, credits and loot from.

You can start exploring the galaxy as soon as you finish "Citadel: Expose Saren" and are able to depart the Citadel. However you won't have access to every Cluster or System right off the bat: several of them require you to complete one of the four main Mission Worlds first (Therum, Feros, Noveria and Virmire), and some only unlock after you've filled up enough of the Paragon or Renegade meters.

Every System in Mass Effect

In This Wiki Guide

Mass Effect

Mass Effect

RPG set 200 years in the future in an epic universe, in a vast galactic community in danger of being conquered by a legendary agent gone rogue.
Sours: https://www.ign.com/wikis/mass-effect/Galaxy_Map_Guide

Exploring the Galaxy with Mass Effect 3

Mass Effect 3: Kite's Nest
The fictional Kite’s Nest from Mass Effect 3
Image provided by EA/BioWare

The first time I caught a glimpse of the astronomical imagery in the Mass Effect video games, I was blown away by how realistic everything looked. While the plot of the games is solidly science fiction, the setting has an impressive level of realism. You can explore nebulae and star systems, collect data about exoplanets… and so much of the imagery looks like something straight from a NASA press release. Compare the fictional “Kite’s Nest” from the game (above) to Hubble’s shot of the Carina Nebula (below). Some of the astronomical objects featured in the game are even real ones! I began to suspect that the game’s developers may have had some serious NASA-based inspiration.

Hubble Captures Spectacular "Landscape" in the Carina Nebula
The Carina Nebula, captured by the Hubble Space Telescope
Image Credit: NASA, ESA, and M. Livio and the Hubble 20th Anniversary Team (STScI)

Increasingly curious about the astronomy within the Mass Effect universe, I contacted BioWare and had my questions answered by the series’ Executive Producer, Casey Hudson.

Sara Mitchell: The “geography” of Mass Effect is an interesting mix of realism and fiction. Some of the places that you can zoom through or visit are real astronomical objects (like the Horsehead Nebula, Eagle Nebula, and Hourglass Nebula). Many others appear to be made up entirely. How did you choose the objects to include in the game – real and fake?

Casey Hudson: We tried to include real-life locations wherever possible, such as famous nebulae, stars, the moon etc. Part of the goal with the Mass Effect universe was to set it in the real world, so that even as we created storylines of epic scale and exotic science-fiction themes, it would all appear to be an extension of the astronomy that you can read about today. The underlying idea was that real-life scientific discoveries consistently create imagery and concepts that blow away previous notions of what is possible, from the surprising effects of dark matter on the universe, to the thick veils of purple atmosphere around Titan. If real-life astronomy can reveal such stunning ideas and imagery, that gives us a certain creative license to suggest that reality will continue to be stranger than fiction.

Mass Effect 3: Milky Way Galaxy Map
Milky Way Galaxy Map from Mass Effect 3
Image provided by EA/BioWare

SM: Is the imagery used in the games, especially in the Galaxy Map, based on real astronomical imagery? If so, what was the source? (The first time I saw the Galaxy Map, I was convinced that I spied data from the Hubble Space Telescope!)

CH: The imagery in the Mass Effect universe is inspired by real-life photos, ranging from orbital photographs from the shuttle, to wide field Hubble images. In the game however, players typically move through the galaxy in a 3-D perspective, so we paint unique art assets that can be assembled to create the illusion of a galaxy with stars, nebulae, etc. These individual 2-D images are typically painted in photoshop, then are combined in the graphics engine to create a sense of depth and parallax. So even though it appears you are flying past the Horsehead Nebula, you’re actually navigating in between several gauzy layers of paintings created by BioWare artists.

M81 Galaxy is Pretty in Pink
Spiral galaxy M81, captured in ultraviolet, visible, and infrared light
Image credit: NASA/JPL-Caltech/ESA/Harvard-Smithsonian CfA

SM: One of the biggest emerging fields in astronomy is the study of exoplanets (planets orbiting stars besides our own Sun). There are many such planets in the Mass Effect games, and there’s a lot of detail about their properties. How much of this was based on information about real exoplanets that have been discovered? If the information is fictional, how was it created?

CH: The sheer number of planets we would need to create for the Mass Effect universe and its various exploration systems required us to develop a more automated means of generating them. To get us started, I made an excel file that would spit out random planets, along with a made-up name and statistics about its size, orbital period, surface temperature etc. It was crude, and not meant to withstand any serious scientific scrutiny, but it was based on some basic astronomical and mathematical principles that provided reasonably believable results. You would fill in a cell to tell it what class of star the planet would be orbiting, then the system would start working through a sequence of planet building: randomized distance from the star, appropriate composition, atmosphere, etc – referring to various available charts and graphs about composition probabilities and temperatures etc. along the way. It would then list the resulting stats on the planet so that designers could use them in the game. The funniest part was that it would create a fictional name, by randomizing and concatenating several lists of word segments. The names were strange, but it worked surprisingly well! The designers and writers would still do a lot of work to massage the results or sometimes create their own planets manually, but this gave us a good way to make a basic Mass Effect planet.

Mass Effect 3: Planet Tuchanka
Planetary data about fictional planet Tuchanka from Mass Effect 3
Image provided by EA/BioWare

SM: The games also include a lot of real science when discussing how things work – fairly detailed information about Doppler shift, relativity, and mechanics. What inspired you to include this level of detail? When you’re creating works of science fiction, how do you decide how much science to include in your fiction?

CH: Our approach has always been that we need to know how everything works in the Mass Effect universe, but players shouldn’t be required to. That ensures that the fictional world feels like it makes sense and is based on something real, but you don’t need to understand all the science to appreciate the story. We try to keep the story’s focus on classic human themes – love, betrayal, revenge, etc. – while setting those intimate emotions against an epic and believable science-fiction backdrop. We then provide lots of the scientific discussion through our in-game Codex and side conversations, where people can enjoy them as fun additions to the experience.

SM: Who writes the scientific and technical content for the games? Does the Mass Effect team include a lot of space geeks?

CH: We have several writers who are very interested and knowledgeable in science and astronomy, and they are constantly consuming new information about technology and space. They bring that knowledge to their work on the Mass Effect series, and that has been extremely useful in providing the wealth of background information that makes everything work under the hood. We have also credited “Special Thanks” to biomedical engineers and physicists who provided feedback on some of the Codex entries. To ensure consistency, we designate a specific writer (originally Chris L’Etiole and now Chris Hepler) to create much of the scientific descriptions and serve as our content supervisor. Many people contribute to the growing story of Mass Effect, but it’s extremely useful to have one person who knows how all the details of the fiction come together in a consistent fictional universe.

SM: What fiction from the Mass Effect games would you like to see become reality in the future?

CH: What I’m most excited about is dark energy. When we started the series, I saw it as an incredibly exciting piece of empty real estate, left by gaps in contemporary science. The basic idea being that when astronomers were finally able to measure the rate of deceleration of the universe’s expansion, the result was that the expansion is not decelerating – the universe is accelerating away from itself, apparently due to the effect of dark energy/matter. This is an incredibly exciting story that is still developing in real-life headlines today – and for us it opened up amazing possibilities for fictional storytelling. In particular, it gave us a basis for much of the technology in the Mass Effect universe. If we could eventually understand and manipulate dark energy the way we have mastered electromagnetism, what technologies might result? The Mass Effect universe is our answer to that question, but I suspect this is another example of how reality may prove to be stranger than fiction.

Categories: Blogs

Sours: https://asd.gsfc.nasa.gov/blueshift/index.php/2012/07/31/explorin-the-galaxy-with-mass-effect-3/
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Mass Effect 1: All The Maps (With Everything Marked)

Mass Effect Legendary Edition has been a smashing success, with newcomers discovering one of the best universes in video game history and veterans reliving everything they loved about the games so many years ago. The inclusion of the entire trilogy with all of the DLC and at a price well below what modern hot releases are going for makes this a slam dunk for the gaming community as a whole.

RELATED: Mass Effect 1: How To Get The Best Ending

But remembering all of the great innovations also comes with the pain of going through a few outdated systems. Especially in the first Mass Effect, where all the maps come with a short legend that misses many important details. The series was much more focused following this experiment, but this experiment still exists. That's alright, it's actually a lot of fun to drive around the Mako, players just need to know where to go. And never fear, each of these explorable planets and moons will have the full map right here.

Agebinium

  • 1- Mission objective (mine entrance)
  • 2- Salvage
  • 3- Mako location
  • 4- Turian Insignia
  • 5- Corpse
  • 6- Beryllium
  • 7- Magnesium
  • 8- Samarium

Altahe

  • 1- Salvage
  • 2- Rachni
  • 3- Asari Writings
  • 4- Mission objective (engineering outpost)
  • 5- Samarium
  • 6- Gold

Antibaar

  • 1- Mission objective (geth outpost)
  • 2- Salvage
  • 3- Prithean Data Disc
  • 4- Thresher Maw
  • 5- Magnesium
  • 6- Mercury
  • 7- Lithium

Be careful of that Thresher Maw, the encounter has been enhanced and is far more difficult in the Mass Effect Legendary Edition.

Asteroid X57

  • 1- Mission objective (fusion torch)
  • 2- Mission objective (fusion torch)
  • 3- Mission objective (fusion torch)
  • 4- Mission objective (Balak's location)
  • 5- Survey station
  • 6- Mission objective (body)
  • 7- Grenades
  • 8- Construction Camp
  • 9- Mission objective (body) & salvage
  • 10- Transmitter
  • 11- Radio
  • 12- Mission objective (body) & survey station
  • 13- Mission objective (body) & survey station

The fusion torches can be shut off in any order, but Balak's location won't be available until after they are shut off. The four bodies are part of a secondary mission that won't be given until partway through the main mission, but the bodies can be discovered earlier and will count toward mission completion.

Binthu

  • 1- Mission objective (research facility)
  • 2- Mission objective (research facility)
  • 3- Salvage
  • 4- Mission objective (research facility)
  • 5- Prothean Data Disc
  • 6- Palladium
  • 7- Uranium

Casbin

  • 1- Geth
  • 2- Salvage
  • 3- Salarian ID Tag
  • 4- Mission objective (geth outpost)
  • 5- Gold
  • 6- Uranium
  • 7- Samarium

Chasca

  • 1- Mission objective (building)
  • 2- Mission objective (building)
  • 3- Mission objective (building)
  • 4- Salvage
  • 5- Prothean Data Disc & salvage
  • 6- Plutonium
  • 7- Palladium
  • 8- Beryllium

Chohe

  • 1- Mercenaries, salvage, & corpse
  • 2- Asari Writings (x3) & salvage
  • 3- Salvage
  • 4- Mission objective (building)
  • 5- Thresher Maw
  • 6- Plutonium
  • 7- Mercury

Edolus

  • 1- Salarian ID Tag
  • 2- Mission objective (Thresher Maw)
  • 3- Salvage
  • 4- Polonium
  • 5- Palladium
  • 6- Lithium

Eletania

  • 1- Monkeys (incorrect location)
  • 2- Salvage
  • 3- Mission objective (mine entrance)
  • 4- Monkeys (incorrect location)
  • 5- Mission objective (crashed probe)
  • 6- Monkeys (incorrect location)
  • 7- Prothean ruin (vision)
  • 8- Palladium
  • 9- Gold

The Prothean Ruin here is a key piece of lore and the key to unlocking the vision is Sha'ira's trinket. Several incorrect groups of monkeys are located on the map, but this can be helpful for those looking to stack renegade points by killing the groups. The correct monkey is inside the mine, but can only be found after interacting with the crashed probe.

Klensal

  • 1- Mission objective (building)
  • 2- Crash Site
  • 3- League Of One Medallion
  • 4- Salvage
  • 5- Platinum
  • 6- Beryllium

The Crash Site is an official map location, but there is nothing to salvage or loot here.

Luna

  • 1- Savage
  • 2- Mission objective (building)
  • 3- Turrets
  • 4- Turrets

RELATED: Mass Effect 1: How To Dig Up All Of The Dirt On Banes

Maji

  • 1- Mission objective (building)
  • 2- Turrets
  • 3- Turian Insignia
  • 4- Odd Skull
  • 5- Salvage
  • 6- Magnesium
  • 7- Beryllium
  • 8- Thorium

The Odd Skull can be investigated for experience and some unresolved lore in the Mass Effect universe, but it is not tied to loot or a mission.

Mavigon

  • 1- Salvage
  • 2- Salarian ID Tag
  • 3- Salvage
  • 4- Mission objective (building)
  • 5- Cobalt
  • 6- Gold

Metgos

  • 1- Salvage
  • 2- Turian Insignia
  • 3- Mission objective (escape pod)
  • 4- Mercury
  • 5- Thorium

Nepheron

  • 1- Thresher Maw & Salvage
  • 2- Salarian ID Tag
  • 3- Mission objective (building)
  • 4- Salvage
  • 5- Thorium
  • 6- Platinum
  • 7- Beryllium

Nepmos

  • 1- League Of One Medallion
  • 2- Rachni
  • 3- Rachni
  • 4- Salvage
  • 5- Salvage
  • 6- Mission objective (mine entrance)
  • 7- Mission objective (listening post)
  • 8- Titanium
  • 9- Palladium
  • 10- Uranium

The mine entrance is inaccessible until first defeating the rachni at the listening post and interacting with the NPC at that location.

Nodacrux

  • 1- Thorian Creepers & salvage
  • 2- Turian Insignia
  • 3- Salvage
  • 4- Mission objective (building)
  • 5- Gold
  • 6- Cobalt

Nonuel

  • 1- Thresher Maw
  • 2- Mission objective (building)
  • 3- Thresher Maw
  • 4- Salvage
  • 5- Asari Writings & League Of One Medallion
  • 6- Titanium
  • 7- Samarium

As one of the very few glitches in the game as of this writing, the Samarium does not appear on the map even after surveying the location. It's just southwest of the mission objective and is visible on the mini-map while in the Mako.

Ontarom

  • 1- Turian Insignia
  • 2- Salvage
  • 3- Mission objective (building)
  • 4- Gold
  • 5- Palladium

RELATED: Mass Effect: How To Leave The Citadel

Presrop

  • 1- Salvage
  • 2- Turian Insignia
  • 3- Crash site
  • 4- Salvage
  • 5- Mission objective (building)
  • 6- Tresher Maw
  • 7- Mercenaries
  • 8- Gold
  • 9- Uranium

The crash site has nothing to salvage, so don't explore too hard. The nearby corpse has a Turian Insignia, but that's technically a different marker on the map.

Rayingri

  • 1- Corpses
  • 2- Salvage
  • 3- League Of One Medallion
  • 4- Mission objective (geth outpost)
  • 5- Salvage
  • 6- Polonium
  • 7- Thorium
  • 8- Titanium

Sharjila

  • 1- Asari Writings & salvage
  • 2- Mission objective (building)
  • 3- Salvage
  • 4- Thorium
  • 5- Uranium
  • 6- Magnesium

Solcrum

  • 1- Asari Writings
  • 2- Salvage
  • 3- Mission objective (building)
  • 4- Thorium
  • 5- Uranium
  • 6- Magnesium

This moon is inaccessible until defeating the rest of the outposts in the Armstrong Nebula.

Trebin

  • 1- Transmitter tower
  • 2- Salvage
  • 3- Mission objective (camp)
  • 4- Mission objective (mine entrance)
  • 5- Thresher Maw
  • 6- Turian Insignia
  • 7- Plutonium
  • 8- Uranium

Tuntau

  • 1- Salvage
  • 2- Asari Writings
  • 3- Mission objective (building)
  • 4- Lithium
  • 5- Mercury

Consider bringing Wrex along when exploring this planet as the mission objective here relates to his Family Armor. It can be given to him back in the Normandy but there is some special dialogue when he's here in person.

Xawin

  • 1- Mission objective (building)
  • 2- Geth
  • 3- Turian Insignia
  • 4- Camp
  • 5- Thresher Maw
  • 6- Salvage
  • 7- Corpse
  • 8- Palladium
  • 9- Cobalt
  • 10- Irridium

The camp has a device inside of it that will reveal all of the mineral nodes on the map.

NEXT: All Mass Effect 1 Choices That Carry Over To Mass Effect 2

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Sours: https://gamerant.com/mass-effect-all-maps-everything-marked/

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Universe mass map effect

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Mass Effect Andromeda: Exploring the Galaxy Map

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