Mass Effect 2/The Convict

Purgatory
It's about to punch up the team's biotic capabilities and for that, it's time to pick up the convict — Jack. Aboard the Purgatory, a Blue Suns prison ship, the warden ask ask you to fork over your weapons. You can tell him off as nicely or rudely as you like, either way he'll agree to let you keep your guns. During his brief tour you can ask about himself, the ship, and Jack. When you're done with him and head to Outprocessing to pick up your "package". Along the way, stop to talk to a guard overseeing the torture of an inmate. You can encourage even more severe beatings for a couple of Renegade points or have him stop the beatings for a larger amount of Paragon points. Now head straight down the hall to Outprocessing.

Once there, the warden has a surprise for you; he's decided to make Purgatory your new home. When you refuse to surrender you'll have to fight your way to Jack. Use the desk in this room to take cover from the incoming Blue Suns mercs and FENRIS mechs. Make your way to the nearby solitary confinement cell down the left branch of the hall here. Grab the element zero and use the medical station if you like in the cryo control room. Hit the controls to release the prisoner from the cell. Jack will free herself from the ship and free the lives of anyone who stands in her way. Now you have to chase Jack down while dealing with the Blue Suns.

Prison Break
Enter Jack's cell and check one of the wrecked YMIR mechs for a Damage Protection upgrade then follow her path of destruction through the new hole in the wall. In this hall are power cells and some credits you can help yourself to off the corpse of a guard. Make haste to the bridge in this common room for cover and the relative high ground. Make quick work of the guards then you can focus on dropping the YMIR one layer of defense at a time. Check the dead guard's shotgun (near the exit to this room) for a Shotgun Damage upgrade. Upon the balcony to the left of the exit lies a PDA you can hack for credits. Move on through the exit and into a cramped hall. In here are a medical station, power cells, and some credits on a dead guard.

In the next room, take cover near the entrance to pick off the guards on the opposite balcony. When they've all been cleared, move down into cover near the center of the room to clean out the next group. When you push forward again you'll need to take cover quickly. You'll be up against a number of guards (some shielded) and another YMIR mech. While the YMIR should be your primary target, don't ignore opportunities to pick off the guards as well; it will make your life much easier. Check a guard near the door for credits then move into another small hall with a medical station, power cells, and more credits in a wall safe. Head through the door here and be prepared for a decent firefight.

It's time to take the fight to Warden Kuril himself. This room is littered with guards, but most are rather soft and shouldn't prove too difficult. The warden is protected by three shield generator pillars in this room. If you take cover as soon as the fight starts you should have a clear line of fire to the first generator. It only takes about three rounds from a Carnifex pistol to drop each pillar. When number one is down, push up on to the balcony to the left side of the room. Pop-up cover will, well, pop up to protect you while you take down generator two. Push up further to take out the third generator from cover. Now focus all your fire on the warden, taking out each layer of defense and then blasting him into oblivion. When he's gone, you'll find Jack waiting by the ship's airlock. You can let her have access to Cerberus files or lie to her, planning to withhold the files later. Either way, welcome your new sociopathic crew member aboard.