Mass Effect 2/Prologue

The End
After the events surrounding the destruction of Sovereign, the Citadel Council has sent Shepard off to hunt the geth. But for those who know what was really going on, the geth hunt seems like little more than a wasteful show. On a routine patrol cruise the Normandy falls under attack by an unknown vessel. Powerful laser blasts wrack the ship as the crewers scramble to evacuate. Fires burn bright on all decks, crewers asphyxiate as the CIC vents all of its air, whole sections of the Normandy are simply gone. Joker, however, refuses to let the Normandy go...

From here you take control of Shepard for the first time. Head forward, around the remains of the mess hall, and up the stairs on your right to enter the flight deck. Take a moment to soak in the full extent of the attack's damage and continue straight ahead toward the ship's bow. Upon reaching Joker, tell him what ever you have to to get him off the ship. With Joker safely in an escape pod, a blast will send Shepard flying from the Normandy. Now stranded, with your hardsuit breached, all that remains is to plummet to the world below, to glow brilliantly with the heat of re-entry.

The Beginning
In a brief segment here, you'll be able to re-configure your Shepard. You can alter both his/her appearance and class. Afterward, you will have a short cutscene, then regain control of Shepard. The station is under attack and it's time to get while the gettin's...well, not any worse than it already is. Head to the locker in front of you and press to grab a pistol (with no ammo, how useful!) and your armor. Turn right and head to the marker. While facing the glass barrier, hit to enter cover (do the same to exit when you're clear). Through the door lies your first thermal clip. Just walk over it to pick it up, then press to reload your pistol.

In this next room, vault over the barricade and take cover quickly. With mech destroyed, you can grab a few clips and head up the stairs. In the next room you're accosted by yet more mechs. Stay in cover and watch their firing patterns for openings to take 'em down. Explore the room for more clips, then move on.

Here you'll find a grenade launcher. Use it to make quick work of the mechs, but don't get carried away — heavy weapons do NOT replenish ammo simply by collecting clips. Head down the lift and storm through the fire. You'll lose contact with Miranda, but not to worry, more help awaits just a couple doors down.

In a room dead ahead, there's a wall safe you can crack to get 975 credits. Head out this room, to your left, up the stairs and through the door.