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To pass through the Omega 4 relay safely, the Normandy will need a Reaper -designed "Identify Friend / Foe" (IFF) device. One of these Reaper IFFs may be found on a derelict Reaper hulk being investigated by Cerberus .
- 1 Acquisition
- 2 Preparation
- 3.1 Cerberus Ship
- 3.2 Reaper Interior
- 3.3 Reaper Exterior
- 3.4 Mass Effect Core
- 5 E-Mail Messages
- 6 Mass Effect 3 Consequences
- 8 Mission Summary
Acquisition [ ]
Upon completion of the Collector Ship mission, the Illusive Man will give Shepard the location of a derelict Reaper in order to acquire its IFF. A Cerberus science team had been tasked with investigating it but the team has since stopped reporting in. The Reaper is orbiting the brown dwarf Mnemosyne in the Thorne system in the Hawking Eta cluster.
Preparation [ ]
Warning: A countdown begins once you complete this mission, with potentially dire consequences for the crew of the Normandy if you delay too long in proceeding through the Omega 4 Relay . If you want to optimize the outcomes for the Normandy's crew, you should strongly consider delaying this mission until all currently available recruitment and loyalty missions are completed.
You will be facing hordes of Husks in this mission, with a sprinkling of Scions and Abominations . In other words, you are primarily dealing with armored opponents (if on Hardcore or above; otherwise the husks have no armor) swarming you in large numbers at close ranges so it's worth thinking about your combat strategy and preparation for this mission a little differently than most missions.
- The most important thing to remember is to keep moving and don't let yourself get surrounded. Even a single husk attacks very quickly and each attack interrupts you, but they are fairly clumsy so if you keep moving they will have a hard time cornering you.
- Unprotected Husks are instantly killed by being frozen or getting hit by force-based attacks like many biotic powers or Concussive Shot . Powers like these that can hit a wide area can destroy Husks en masse. Bring a team that possesses these types of abilities with fast recharge times.
- On Hardcore and Insanity where Husks have armor, the major challenge is stripping that armor as efficiently as possible to enable the above instant-kills. Powers like Reave and Incinerate at max level evolved for area damage are effective.
- Grunt is a very effective squad member choice, because in addition to Squad Incendiary Ammo for armor-stripping and Concussive Shot for physics-based insta-kills, his melee charge attack can kill multiple husks at once, regardless of armor. Finally, his health regeneration and Fortification abilities make him very effective at tanking husks and causing them to bunch up in groups around him, making it that much easier to hit them with area of effect powers.
If you want a heavy weapon for general combat on this mission, the M-622 Avalanche is your best bet, though both the M-100 Grenade Launcher and the M-490 Blackstorm can be effective as well. Alternatively, the M-920 Cain can drastically shorten the difficult battle at the end of the mission.
Walkthrough [ ]
Cerberus ship [ ].
Go through the door. On the left, there is a small laboratory with a Wall Safe (+2000 credits) that can be bypassed, an accessible Terminal (+2000 credits), another Wall Safe (+4000 credits) that can be bypassed, and a Work Log. Dr. Chandana is the leader of the Cerberus research team. His log indicates the beginning of Reaper indoctrination of his team. At the end of the hallway are two medical stations with two medi-gels , and another Work Log by a Cerberus scientist, reporting on the examination of specimens inside the Reaper. Dr. Chandana was apparently "listening" to the specimens.
Go through the airlock into the Reaper itself. The Reaper activates its kinetic barriers. Joker radios that the Normandy cannot retrieve them until the barriers come down. EDI advises destroying the mass effect core to remove the barriers. However, the mass effect core also powers the mass effect fields that prevent the Reaper from falling into the brown dwarf.
Reaper Interior [ ]
Across the catwalk the next work log plays the message:
As soon as you pass by an explosive crate, Husks and an Abomination appear. It is best to backpedal and to blow up the crates when Husks are nearby. Husks only have melee attacks, so it is wise to keep your distance. Also, Abominations do suicide charges and will explode upon death, no matter how they died. Throughout this level in certain areas, Husks spawn by climbing up over the sides of the walkways. There will also be numerous explosive items mainly explosive crates and containers. Use them wisely, because the husks can quickly overwhelm you and your squad. Using Overload on an explosive item produces a larger blast than just shooting it. Try to use Overload on an explosive item only when there is a mass of enemies nearby to maximize the effect.
Once the Husks are down, move up to the next set of crates and be prepared for another fight. There will be more here so the nearby explosive crate is useful. Just make sure that your squadmates are not using the crates for cover. After that group is sent to oblivion, your party comments that this proves that husks must be made from Reaper technology, not geth. There's another work log in this area that plays the message:
Head down the walkway to see and hear gunfire from an unknown party shooting Husks. Your party makes the comments about another person being on the ship. At the end of the walkway to the right are some power cells , a crate of Refined Platinum (+2000 platinum), a Cerberus Rifle that awards a Sniper Rifle Damage upgrade, and a Terminal (+3500 credits).
Turn left into an open area. Take note of the cover, explosive items, and locations of thermal clips before moving too far in. Once you move in waves of Husks and Abominations attack. A Scion is in the final wave. You can retreat back to the walkway if you need a breather or more thermal clips.
Tip: If you are very fast in bypassing and willing to forego the Heavy Skin Weave upgrade, you can go to the right after the first wave, bypass the door, leave the area, and skip the fight. However, any attack on Shepard will interrupt the bypass and you have to start the bypass over. Note that following the bypass there is a brief (several seconds) "airlock procedure" during which you will need to stay alive. Fortunately as long as you take down the first wave of husks before attempting this, the huge hordes that spawn for the last wave won't make it into this passage in time to stop you.
Once you defeat all the enemies, walk to the other end of the room. At the end of the area are a med-kit with medi-gel, and a hackable Research Terminal which awards a Heavy Skin Weave upgrade. Some Dragon's teeth are visible, and if certain squadmates are present, the person will comment upon them. You can earn some morality points based on your dialogue choice. A Work Log in the area will play the message:
“Chandana said the ship was dead. We trusted him. He was right. But even a dead god can dream. A god — a real god — is a verb. Not some old man with magic powers. It's a force. It warps reality just by being there. It doesn't have to want to. It doesn't have to think about it. It just does. That's what Chandana didn't get. Not until it was too late. The god's mind is gone but it still dreams. He knows now. He's tuned in on our dreams. If I close my eyes I can feel him. I can feel every one of us.”
Once done here, head to the airlock and on to the next area.
Reaper Exterior [ ]
Bypass the door and go through the airlock. A cutscene starts. A geth sniper with bits of N7 armor attached to it snipes several Husks by Shepard's party. The geth recognizes you as "Shepard-Commander", then leaves.
More Husks and an Abomination soon appear; deal with them and then put your squad into cover and walk down the stairs. Once you go past the crate in the center, there will be Husks, an Abomination, and a Scion. You can retreat back upwards to make the stairs as a chokepoint.
Since Husks are melee enemies, it is generally best to stay "on the move" rather than getting in cover—this makes it much less likely you will be trapped by husks, and by moving around you will often confuse them. Obviously as the Scion approaches you will need to either interpose objects between you and it, or move perpendicular to the line of its shockwave. The site of the first battle after you leave the airlock makes a good battlefield-of-last-resort to pull back to—you have room to run around to dodge husks but also the giant tank on the right side to interpose between you and the Scion.
Once the enemies are dealt with, go up the stairs at the other end. To the left will be med-kit with medi-gel and a Terminal (+3000 credits). Advance carefully because moving too far will result in attacks by more Husks and one Abomination. Once they are down, nearby there is another Terminal (+3500 credits). Down the stairs are more Husks, Abominations, and a Scion. Use the stairs as a choke point again and then take them out. Once done, a med-kit with medi-gel is on the staircase. A Cerberus Shotgun with a Shotgun Damage upgrade and some power cells await you at the bottom of the stairs around the corner. Further on, up the ramp, are a bunch of thermal clips and another Terminal (+3500 credits). This area will be crucial in the next fight.
The next battle will be Husks, Abominations, and two Scions. This battle will be tough no matter the difficulty because of the amount of enemies that come at you. The Husks will charge at you. Keep your squadmates, and yourself for that matter, back or you will regret it. Use powers, specialized ammunition, and shotguns for close up damage when you need to.
One way to finish this area easily is to retreat back to the room you just came from, where only three or so husks and the two Scions will approach, since the additional husks only spawn when you get close again. Once the Husks are down, focus on the Scions. The Scions will approach last and are easier to deal with than the Husks; the best thing is to take one yourself and use your squadmates against the other. Once they are down, move on but be careful.
When you reach a left turn, get ready because Husks, Abominations, and two more Scions will come crawling over the railings and from the core. Take them out and do not be afraid to backpedal if necessary.
After they all have fallen, pick up the power cells and a little further down near the doorway is a med-kit with medi-gel. Bypass the door and enter yet another airlock. Inside is the Reaper IFF and a Wall Safe (+2500 credits) that can be bypassed.
Tip: Save your game at this point before the final battle. If you are going to use the M-920 Cain to one-shot the Core, you may want to pull it out before you go into the room.
Mass Effect Core [ ]
Once you enter, the game auto-saves and a cutscene plays. The geth sniper from before is manipulating some controls. It drops a barrier allowing Shepard and the team inside. However, Husks overcome the geth and knock it out.
The objective of the battle is to destroy the Reaper Core, but an iris often closes to cover it, preventing any damage. The iris is open at the beginning, but closes when attacked or when the initial Husks are dead. It will stay closed for between 45 seconds and a minute. Subsequent closures are between 30 and 45 seconds in length. Meanwhile, waves of Husks and Abominations attack you. They respawn as long as the Core is closed, but they always come from the same areas every time. Use that to your advantage if you start to get overwhelmed.
Cain the Core: As mentioned above, the M-920 Cain can destroy the Core in one direct hit on any difficulty, but be careful as a Cain projectile's trajectory can be affected by Mass Effect 2's aim assist, so any enemies highlighted in the HUD when you fire it can cause the shot to fire off target. The Cain ignores cover and is capable of destroying the Core even if its shutters are closed, so there's no rush—take the time to eliminate the first couple of husks between you and the Core before lining up your shot.
If you choose to destroy the Core without using the Cain, you can only damage it when the iris is open. It will stay open until you have taken its health down by a third, so do not feel pressured into immediately firing into it when it opens up—just take pot shots whenever you're presently safe from husks.
When the Core is open, enemies do not spawn, so it is possible to eliminate them all, then sweep up thermal clips and let powers recharge before shooting up the Core, though this may of course result in the spawning of more total enemies. Squadmates will also revive when the Core is open and all enemies are dead, so it may be best to put off using medi-gel if the Core is going to open soon. The thermal clips around the room will regenerate so there is no lack of ammunition as long as you can get to them.
Tip: It is a good idea to fight this battle while facing away from the Core as much as possible, as having the Core in view will often result in your powers and your squadmates' powers (if you have them on manual cast) hitting the Core instead of what you were trying to target. Likewise, if you're trying to hit the Core with powers, try to avoid having other enemy targets in view that can interfere.
Unlike the rest of the level, there are no handy explosive items. On the lefthand side on a table, there's a Laptop (+1000 credits). It must be taken during battle since there will be no opportunity to walk around the area afterwards.
Every enemy here is effectively a melee opponent, so mobility is key. If you can just avoid being trapped/surrounded by husks you can keep on the move and be fine. Your best position, when possible, is the top of the central bridge from which you have a commanding view of both sides of the room and can throw area effect powers at the masses of husks. Since most enemies will attempt to climb the stairs at the end away from the Reaper Core, standing on the bridge directly beneath the Reaper Core makes a very defensible position with easy escape routes on both sides. If things get too hot on the bridge then flee down to one side or the other where there is more space to dodge around—remember the husks aren't very good at stopping and turning around, and use their lack of maneuverability against them. Prioritize taking out any Abominations to prevent them from detonating on you or your team.
Normandy [ ]
Once the battle is over, a cutscene plays. The party debate what to do with the fallen geth, but Shepard makes the decision to take it with them. Joker brings the Normandy alongside the falling Reaper. The squad retreats while pursued by hordes of Husks. They take advantage of the microgravity by tossing the geth into the Normandy's airlock and jumping in afterwards.
In the debriefing, Miranda states that the geth is being stored in EDI's AI Core. Jacob and Miranda debate what to do with the recovered geth. Jacob is in favor of tossing it out the airlock. Miranda wishes to give it to Cerberus. If you decide to talk to the geth, it will stay onboard deactivated, waiting for you to talk to it, and you gain 15 Paragon points. You can also hand the geth over to Cerberus for 50,000 credits and 15 Renegade points, but "Legion" is permanently lost as a potential party member .
E-Mail Messages [ ]
This message is received from the Illusive Man if Legion is activated:
Alternatively, the following e-mail is received in case Legion is handed over to Cerberus:
Mass Effect 3 Consequences [ ]
If Legion was sold to Cerberus, it will appear as an enemy during Priority: Cerberus Headquarters . If it was sold to Cerberus or if it wasn't activated at all a Geth VI will take its place during the three missions it appears in. If Legion was activated, assuming it survived the suicide mission , it appears in the aforementioned missions and it will be possible to gain both geth and quarian allegiance.
Enemies [ ]
Mission Summary [ ]
Reaper IFF successfully retrieved.
Loss of Cerberus team on the Reaper vessel unfortunate but unsurprising. Will use team's health records for comparisons against husks encountered on Reaper for possible insight into indoctrination and husk conversion process.
- Experience reward: 1,000 (1,250)
- Cerberus Funding: 25,000
- Credits Found: 25,000
- Heavy Skin Weave (Lattice Shunting)
- Sniper Rifle Damage (Scram Pulsar)
- Shotgun Damage (Synchronized Pulsar)
- Platinum: 2,000
- It is possible to see Legion standing at the far end of the room when you turn left after the two husks are dropped by its sniper fire. If you look around in the back of the room the shots came from and zoom your weapon, Legion can be seen standing on the ledge at the back. It will walk away once you enter the room.
- The work log near the Heavy Skin Weave upgrade is most likely a reference to H. P. Lovecraft's The Call of Cthulhu . More specifically, it references the couplet " In his house at R'lyeh Dead Cthulhu waits dreaming ."
- After the Core is destroyed and the cutscene where Shepard's team debates what to do with the geth plays, if Tali has been recruited but is not in the squad, Shepard will mention her by name, stating Tali once said no one has ever captured a geth intact before. If Tali has yet to be recruited, Shepard will only refer to her as "a quarian".
- If any husks are still alive after the Core is destroyed they can still continue to swipe harmlessly at your squad during the ensuing cutscene.
- Mass Effect
- 3 Romance (Mass Effect: Andromeda)
Mass Effect 2: How to Acquire the Reaper IFF & Recruit Legion
In Mass Effect 2, facing hordes of indoctrinated to acquire the IFF and confront the Collectors won't be easy, but Shepard's got some unexpected help.
Before Shepard's team can safely travel through the Omega 4 Relay to confront the Collectors in Mass Effect 2 , they'll need a Reaper IFF is needed for safe passage. Upon completion of the previous Collector Ship Mission, the Illusive Man will give Shepard the location of a Reaper thought to be destroyed millions of years ago. A Cerberus science team had been tasked with investigating it, but the team has since stopped reporting in.
Despite the extensive damage, the Reaper is still somehow able to indoctrinate lesser species, and the Cerberus team are now Husks, Abominations and Scions. This mission also kickstarts a soft point of no return in the story, so players will want to leave this one until all available squad recruitment and loyalty missions have been completed.
Related: Mass Effect 2: How to Earn Miranda's Loyalty
There's a ton of fighting on the Reaper ship, so you'll want a squad that can fight. Grunt is arguably the best companion to add to your squad for this mission due to his incendiary ammo being useful against well-armored Scions, as well as his health regeneration and fortification ability. Mordin Solus is a great choice if equipped with his omni-tool upgrade, as his Incinerate and Cryo Blasts are helpful against the armored and fast-moving opponents you'll be facing. Bringing along one of your many biotic teammates can also be helpful since, with careful timing, they can take out multiple Husks at once with their abilities. Weapons and abilities with an area of effect or specialized for crowd control are also recommended for this mission.
Mission: Reaper Interior
When first arriving at the Cerberus facility connected to the Reaper, you'll find it abandoned with only a few terminals, safes and medical stations to loot. When traveling through the airlock into the Reaper interior, kinetic barriers will activate keeping you from returning to that section. EDI will recommend destroying the Reaper's mass effect core to be able to escape, however, this will also cause it to fall into the star it orbits. Throughout this mission, you'll occasionally come across audio logs showing the research team slowly becoming indoctrinated and losing their minds.
Related: Mass Effect Guide: How to Find Matriarch Benezia
A soon as you pass by the first explosive crate in the area, Husks and an Abomination will begin climbing onto the catwalk from either side. It's best to fall back and blow up the crates when they get close enough. Throughout this mission, Husks will spawn by climbing up onto the catwalks, sometimes right behind you. It's best to always stay alert, keep moving and don't let yourself get surrounded. Even a single husk will attack very quickly and each attack interrupts you, but they are fairly clumsy and will have a hard time cornering you if you keep moving.
Scions are the only enemy in this mission with ranged attacks, but they are powerful. It's best to get solid objects between you and it or move perpendicular to the direction of its shockwave. Once these first enemies are down, move on but don't get comfortable as there's more up ahead. Make sure that you and your squadmates don't use any explosive crates as cover so you're not unintentionally caught in the blast. In fact, given that staying mobile is key, cover should almost never be taken in this mission.
Further along, you'll see and hear gunfire from an unknown party also fighting the Husks. At the end of the walkway to the right is some valuable loot you to take. Turning to the left will enter into an open area where you'll fight more waves of Husks and Abominations, as well as a Scion at the end. After taking them all down, taking note of the Dragon's Teeth spikes will indicate how exactly the researchers became Husks. When finished looting and exploring this room, bypass the next door to go through the airlock into the next section.
RELATED: Mass Effect 2: How to Earn Thane's Loyalty
Mission: Reaper Exterior
The team will find itself on the exterior of the Reaper, with more catwalks to use. A cutscene will soon start showing a Geth sniper with attached bits of N7 armor saving you from ambushing Husks. It'll then call Shepard by name, indicating that it knows them, before leaving. Soon after, more waves of Husks and an Abomination will appear and attack. Taking care of them and proceeding past a crate in the middle of the walkway will bring a wave of Husks, an Abomination and a Scion.
Afterward, proceed up the stairs at the end to gather some additional loot while watching out for another wave of Husks, multiple Abominations and a Scion. After this will be an even larger wave of Husks, Abominations and two Scions, where you should definitely fall back and establish a choke point so you're not overwhelmed by their huge numbers. Further on the path will be a similarly sized wave like last time, so make sure to fall back and use the same tactics as before.
Mission: Mass Effect Core
With this final wave defeated, bypass the door and enter the airlock that brings you back into the interior of the Reaper. Inside, you'll find the Reaper IFF and a hackable wall safe. The next door leads to the Mass Effect Core of the Reaper, which you need to deactivate in order to leave. A cutscene will play showing the same Geth managing to drop a barrier to let you and your team inside before being overwhelmed by Husks and temporarily disabled.
Related: Mass Effect 2: How to Earn Grunt's Loyalty
The objective of this final battle is to destroy the Reaper Core, but a metal iris often closes to cover it, preventing any damage. The iris is open at the beginning but closes when attacked or when the initial Husks are dead. It will stay closed for between 45 seconds and a minute, with subsequent closures between 30 and 45 seconds in length.
Meanwhile, waves of Husks and Abominations will attack and respawn as long as the Core is closed, but they always come from the same areas every time. You can only damage the Core when it is open. It will stay open until you have taken its health down by a third, so do not feel pressured into immediately firing into it when it opens up -- just take pot shots whenever you're presently safe from husks.
Since every enemy in this final battle is melee-focused, it's best to always stay mobile and never hide behind cover. Using seeking projectiles on the Core can be tricky as they might sometimes prioritize targeting the many Husks and Abominations instead. If you have the M-920 Cain heavy weapon equipped, you can destroy the Core in one direct hit on any difficulty, even when its protective shutters are closed.
Related: Mass Effect 2 Guide: How to Save the Colony of Horizon
Mission: Normandy Debrief
Once the fight is over, a cutscene will play, with the party debating what to do with the fallen Geth, but ultimately Shepard makes the decision to take it with them. Joker brings the Normandy alongside the falling Reaper. The squad retreats while pursued by more hordes and boards the Normandy and escapes right before the Reaper falls into the brown dwarf and is completely destroyed.
Back on the ship, Miranda, Jacob and Shepard will debate on what to do with the Geth. Players will have the choice of either handing it over to Cerberus for 50,000 credits and 20 Renegade points or keeping it on the ship for the time being, netting you 20 Paragon points. Keep in mind that giving up Legion to Cerberus results in his permanent loss as a party member. Afterward, Shepard can go down to the AI Core to reactivate it at any time, leading to the Geth being named Legion and joining as the final member of your team.
Keep Reading: Mass Effect: Captain Bailey Is a True Hero. Here's Why.
Mass Effect 2 Mission Order: optimal DLC, dossier, loyalty quest sequence
Just like its predecessor, Mass Effect 2 has an open-ended story that lets you tackle its various objectives in a relatively open-ended manner - and that means some people are inevitably going to be struck wondering what the best mission order for ME2 might look like.
Just like our suggestions on the ME1 mission order , any list you’ll find from us or anyone else online is merely a suggestion - but there are definitely certain missions that work better than others in certain places within ME2’s story. On top of that, there’s also more DLC missions in this game than its predecessor, and slotting those into the story is… quite difficult, honestly.
On this page, we proffer our suggestion for the optimum sequence of story missions and events in Mass Effect 2. Simple!
Mass Effect 2 Mission Order: optimal order for recruitment, loyalty & DLC missions
The basic structure of Mass Effect 2 is pretty simple. It starts you off with a string of prologue missions where it’ll ferry you from event to event, including two story mission planets that have combat encounters and even an early mini boss battle of sorts. After that, you’ll get your ship - and this is where the game opens up.
From here on out, ME2 is broken into segments. You get your ship and a smattering of story ‘recruitment’ missions to build your team. After recruiting all the available team members, you will automatically go to the story planet of Horizon for a mandatory story interlude. After that, you’ll get more missions. After finishing five of those, you’ll have another mandatory story mission. From there, you can complete whatever you like to the end.
No missions are mandatory, but towards the end of the game taking on too many side missions & optional assignments after a time-sensitive story event can have a negative impact on the end of the game. This guide avoids that, but check out our Mass Effect 2 Suicide Mission & endings guide for more detailed information on how to avoid that.
Below is our suggested mission order. While we've built in a few breaks where we suggest you tackle side missions and scan planets for resources, we also recommend you do this as often as you like throughout the game to break things up. The only exception is once you get the Reaper IFF - before doing that, you should complete absolutely everything you need to.
Remember that the mission order presented on this page is just a suggestion; deviate from it as much as you like.
Act 1 Mission Order: Cerberus and Building a Team
- Prologue: Awakening & Freedom’s Progress: as mentioned above, for the first few hours of the game, things will play out in a linear fashion. Just complete all the missions until you get your ship.
- Return to the Citadel: while you have pressing matters to deal with on Omega, first direct the Normandy back to the Citadel. Here you can meet with Anderson, announce your return, potentially get your Spectre status back, shop at stores including for some Normandy side quest items, complete a few other side quests.
- Dossier: The Master Thief: while on the Citadel, you should also immediately recruit Kasumi, if you've got access to her DLC.
- Omega intro & side activities: once you've visited the Citadel, head to your originally suggested destination, Omega. Here you'll need to speak to Aria to learn more about the next few story missions, shop at stores, and generally get to know the area.
- Dossier: The Veteran: as soon as you land on Omega, you can and should also immediately recruit Zaeed,
- Dossier: The Professor: after speaking to Aria, you'll have all the info you need to undertake two different recruitment missions on Omega. Recruit the Professor first.
- Early DLC Adventures Firewalker & Crash Site: leave Omega and head out into space. There’s a few things you should do out here:
- Normandy Crash Site: this is a short and simple DLC quest that was originally a pre-order bonus. It’s got decent rewards, and some nice ME1 fanservice.
- Project Firewalker: this DLC will take you to several places and give you access to a vehicle that otherwise isn't used in the core ME2 story. It's worth getting this quest out of the way here, and early, as it has good rewards.
- Kasumi's Loyalty Mission - Stealing Memory: this is Kasumi's loyalty mission, and we're making it the first of these missions we do primarily because it has some great rewards and resources, including the best SMG Mass Effect 2 has to offer. If your choice of character class relies on the SMG, do this mission now. Otherwise, you can bump it back to after recruiting Archangel.
- Dossier: Archangel: also on Omega, you can complete a mission to recruit the mysterious crusading mercenary Archangel. You can actually do this before or after the next step, but since you're already at Omega, it's easy to do it right after the previous recruitment mission.
- Planet Scanning & Material Gathering break: a big part of ME2 is scanning planets and gathering materials. The amount of materials you have can impact ME3, as can the upgrades you've purchased for your ship. With Mordin in the science bay, you'll have your first unlocks available - so take some time to scan some planets and gather some resources. You're free to tackle any side missions you discover if you want, or you can save them for later.
- Dossier: The Convict: your team currently lacks a dedicated Biotic - so to fill that mage-shaped hole in your ME2 squad, go recruit Jack next.
- Dossier: The Warlord: next, go and grab Grunt, Mass Effect 2's Krogan squad member. After completing the mission, he doesn't automatically join your party - go and get him on the lower floors of the Normandy if you want to have him join the crew properly.
- Horizon [automatic]: after all of the current batch of recruitment missions is complete, you'll be forced to tackle a mission on Horizon.
Act 2 Mission Order: Old Friends & Loyalties
- Dossier: Tali: she's been off your team for too long - is it really the Normandy without her aboard? Go get Tali. If Kal’Reegar survives, it’ll make Tali’s later loyalty mission easier.
- Visiting Illium: for a nice change of scenery, head to Illium, the next hub planet and home to another recruit. Catch up with Liara, but do not take her up on the offer to help her with the Shadow Broker after completing her short side quest. We'll save that for later. There's other side quests you can do on Illium also, plus new shops and so on.
- OPTIONAL // Lair of the Shadow Broker (Give Liara Intel): we don't really like this mission in this position, but you've got two choices - do it here to get significant rewards for the rest of the game, or save it for the post-game where it fits best for story. The choice is yours. If you do it here, Liara becomes an easy source of free upgrades and resources, with new ones added every time you complete a main story quest.
- Dossier: The Assassin: complete this mission to recruit Thane. There’s a cool ME1 callback here if you did a certain side quest.
- Dossier: The Justicar: a straightforward quest with no major consequences down the line. It gets you Samara.
- Scanning, Materials & Upgrades break: while you can do side quests whenever you like, this is another ideal period to take a load off and do any side content, scanning planets, and purchasing any upgrades you can afford. Major story events are coming, so it’s good to be prepared.
- Visiting Tuchanka: you heard a lot about the Krogan homeworld of Tuchanka in the first Mass Effect, but now you can experience it. There’s all the normal hub world distractions here, plus a chance to reunite with a friend if they survived ME1.
- Mordin’s Loyalty Mission - Old Blood: while on Tuchanka, undertake Mordin’s loyalty quest. This is a quest whose repercussions will echo loudly in ME3 , so consider your choices carefully.
- Grunt’s Loyalty Mission - Rite of Passage: While you’re on Tuchanka, also undertake Grunt’s loyalty mission. Be sure to bring another squadmate with a high damage output on this one, like Zaeed. You only have to survive the battle for 5 minutes, but if you successfully kill the beast you’ll get an even better reward.
- Collector Vessel [automatic]: like Horizon, this is a generally story-advancing mission that’ll trigger automatically after you’ve logged five missions post-Horizon. You’ll also be able to pick a weapon specialization here.
Act 3 Mission Order: Loyalties Secured
- Jacob’s Loyalty Mission - The Gift of Greatness: this is a straightforward mission.
- Miranda’s Loyalty Mission - The Prodigal: another straightforward mission, with choices that will be minorly referenced in ME3.
- Garrus’ Loyalty Mission - Eye for an Eye: help Garrus get his revenge.
- Thane’s Loyalty Mission - Sins of the Father: you must stay close to your target and get the information you ended at the end.
- Samara’s Loyalty Mission - The Ardat-Yakshi: you must successfully lure Morinth and not lose her in order to obtain loyalty.
- To get the best ending of this mission, both Kal’Reegar and Veetor must have survived the earlier Tali missions & be present.
- Jack’s Loyalty Mission - Subject Zero: after completing this simple mission, Jack and Miranda will have a fight. You must resolve it with a Paragon or Renegade dialogue option to keep both of them loyal; taking a side revokes one character’s loyalty.
- Zaeed’s Loyalty Mission - The Price of Revenge: at the end of the mission, you must make a choice between Zaeed’s wishes and innocent lives. Renegade Shepard can easily side with Zaeed and get his loyalty; Paragon Shepard must pass a difficult check to talk him down and keep him loyal.
- Project Overlord: this DLC is a multi-mission series and brings back the vehicle from the Firewalker DLC. It also has minor repercussions in ME3, depending on the coices you make.
- The Point of No Return: at this point, you should have one story mission on your plate - the Reaper IFF. Once you tackle this mission, it’s a rollercoaster ride to the end - so make sure you have all character loyalties, Normandy upgrades, have completed side missions, and done everything you want to do on hub planets. Treat starting the Reaper IFF Mission as ME2's point of no return .
ME2 Ending & Postgame
- IMPORTANT NOTE: after acquiring the Reaper IFF, you can only trigger two specific missions without incurring negative consequences - Legion's Loyalty Mission and Tali's Loyalty Mission. If you take on ANY OTHER MISSION, some of Normandy's crew will die during the Suicide Mission. Do not travel to any other location other than those two missions, not even to scan planets .
- Tali’s Loyalty Mission - Treason: as well as being a mission you can fail, the outcome has major repercussions in ME3. If you didn't do this mission earlier, you can now do it here and take Legion along for the ride, resulting in some very unique dialogue. To get the best ending of this mission, both Kal’Reegar and Veetor must have survived the earlier Tali missions & be present.
- Legion’s Loyalty Mission - A House Divided: complete this loyalty mission. At the end, Tali and Legion will end up in conflict. As with Jack and Miranda, use the Paragon or Renegade dialogue option to end the argument without losing either’s loyalty.
- The Suicide Mission: after some story events that begin the next time you access the Galaxy Map, you’ll finally undertake the ME2 finale. Head through the Omega 4 Relay - and brush up on how to get the best ending with our ME2 Suicide Mission walkthrough . After the game is over, load up your completed game to tackle two DLC missions best experienced post-game.
- Lair of the Shadow Broker / Give Liara Intel: go back to Illium and finally talk to Liara about starting this mission. While this DLC mission will be on your galaxy map from early on and you'll have to actively avoid starting it on your earlier visit to Illium, it works best as a coda to ME2 in our opinion. It’s arguably the best mission in the game; enjoy it!
- Arrival: this DLC was the last released for ME2, and basically is a little mini prologue to Mass Effect 3. It actually becomes available any time after Horizon, but it totally fits best into the story if you do it here, at the very end of ME2. After it’s complete, save - and move on to ME3 - which we also have an ME3 mission order guide for, too!
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Time limit to save the crew?
Mass effect 2, xbox 360 pc playstation 3, mass effect 2 (xbox 360).
- Two questions: How many missions after getting the Reaper IFF and Legion until the crew gets taken? How many missions once the crew is taken until they cannot be saved? REPTILIAN609 - 13 years ago - report
- 1. Two missions after Reaper IFF, the crew will be taken. 2. After the crew is taken, you can complete one mission and still save them. Do more than one mission and you will save the colonists instead, and your crew will die. (except Chakwas, who is always fine regardless) Legion's Loyalty mission DOES NOT COUNT as that one mission. You can do Legion's Loyalty Mission AND any one other mission and still save your crew. Dude1203 - 13 years ago - report 8 2
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Mass Effect 2 - The Reaper IFF - Walkthrough
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Mass Effect 2 (2010)
Originally posted by Knuckles the ♥♥♥♥♥♥ : The game only ends when you decide to go through the Omega 4 Relay, at your discretion. When people say the game ends quickly after that, they're likely referring to that being the last mission that drives the story before starting the ending.
Originally posted by Dethlane : Originally posted by Knuckles the ♥♥♥♥♥♥ : The game only ends when you decide to go through the Omega 4 Relay, at your discretion. When people say the game ends quickly after that, they're likely referring to that being the last mission that drives the story before starting the ending.
Originally posted by Starblind : I have just done the collector ship on the colony and heard this is a good time to do side quests. I would like to do as many as I can so I don't want to trigger the Reaper IFF thing that starts the timer and brings the end of the game quickly. Do I decide when the Reaper IFF thing happens? Is there a way to avoid it starting, like not recruiting more squadmates? I'm confused about what I have read online.
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Can you do loyalty missions after collector ship?
Yep. Do all the missions you can before the Reaper IFF mission and after the Collector Ship . I always do Legion’s and Tali’s loyalty missions after the IFF though. The game gives you enough time to do these.
Can you do loyalty missions after IFF?
Once you do the IFF mission, you only have enough time to do one or two missions before the crew is taken, and you’ll have Legion’s loyalty mission for that. I’d use the time to do Legion’s loyalty mission if you want him to live.
How many missions can you do before collector ship?
You need to have completed five Missions and / or Side Quests after Horizon. This can include Dossier levels, Loyalty Missions, N7 Side Quests, or DLC like Overlord or Lair of the Shadow Broker.
What happens if you don t do the loyalty missions Mass Effect 2?
To put it short, anyone who’s not loyal is more liable to die during the Suicide Mission, and will not be able to perform tasks they would have done perfectly had they been loyal.
When can you do loyalty missions Mass Effect 2?
Loyalty Missions Explained
For the core ten Squad Mates, Loyalty Missions cannot be unlocked until you complete the Horizon Mission halfway into the game, and those also require you to have talked with said Squad Mates between Missions a few times to learn more about them.
Mass Effect 2 – What Happens If You Give the Collector Base to Cerberus?
How do you trigger loyalty missions in me2?
Acquiring Loyalty Missions
The trigger for Loyalty Missions is more or less the same: you have to complete a Mission or an Assignment that ends with a “Mission Complete” screen. (Small Assignments from the Normandy, Omega, Illium, Tuchanka and the Citadel do not count as triggers for the Loyalty Missions).
Can you romance Tali before loyalty mission?
You can pick an option that results in her being exiled and still have her available, but if you presented the evidence, a Romance with her will NOT be possible. Once you complete Tali’s Loyalty Mission, you can begin courting her, which happens in three conversation stages.
Can you not recruit Garrus?
Garrus and Wrex are optional, but you have to recruit at least one of them. Once you recruit one you can decide if you want to get the other. They’re the only characters that can be skipped in the game. I don’t think it effects their dialogue too much in the sequels.
How much Paragon do you need to make Zaeed loyal?
But if another player played more of the game and did more of the other quests before he came to this same point, and a total of 200 paragon points are possible now, that means the game might demand at least 160 paragon for him to pass the check.
Can Tali survive without loyalty?
Any character can survive without their loyalty done, but it gets harder and harder the more character you don’t have loyal. There are 5 death locations in the mission. In-flight: No one dies here if you upgraded. Tech Tunnel: You need at least Legion OR Tali loyal for no one to die here.
What happens if you keep the collector ship?
Furthermore, players that save the Collector Base will receive the Reaper Brain in Mass Effect 3, while those that destroy it will receive the Reaper Heart.
Who should I bring on the collector ship?
There are no right or wrong answers in terms of teammates, but go with who you’re most comfortable with. A well-rounded team will go a long way here. That said, for the most unique dialogue here, we recommend bringing Garrus and Jack.
What happens after collector ship mission?
You’re not forced to do anything after the collector’s ship, but you’re semi-forced to continue if you start the Reaper IFF mission, so if you want to do side missions and all that, the best possible time is between the collector ship and the Reaper IFF.
Should I do all loyalty missions before Reaper IFF?
My recommendation is you do every loyalty mission before the Reaper IFF mission and either (1) save one loyalty mission and then gain Legion’s mission after completing it and activating Legion (recommend turning him on after getting the IFF) preventing the IFF Installation when traveling up the Map ramp, or (2) finish …
How do you trigger loyalty missions?
At any time after completing the mission on Horizon, you will be informed by Kelly Chambers that members would like to talk with you. The trigger for all loyalty missions is largely the same: every next loyalty mission is triggered simply by completing a mission and/or an assignment with a “Mission Complete” screen.
How many missions before collector ship Mass Effect 2?
Should i let vido get away.
Shepard can choose to save the facility and workers, or go after Vido. Choosing to go after Vido and leave the facility to its fate will always secure Zaeed’s Loyalty, as this is what he really wants. It is also the Renegade option.
Can you get Zaeed’s loyalty if you save the workers?
Zaeed Loyal: Shepard chose to save the refinery and workers, and Vido escapes. With a high enough Paragon score, Shepard then uses the Charm dialogue option to convince Zaeed to put his grudge aside for another time, securing his Loyalty.
What happens if you don’t get Zaeed’s loyalty?
If Shepard cannot convince Zaeed to let go of his grudge against Vido, they will lose the veteran mercenary’s Loyalty, which has consequences during the Suicide Mission and for the ending of Mass Effect 3.
Who replaces Garrus if he dies?
No one replaces Garrus. On Palavan, Liara doesn’t go back to the ship stays with you the rest of the mission. Tali’s important scenes are replaced by Admiral Raan (Her “aunt” of sorts, she was in ME 2 as the main judge in Tali’s trial). Tali is also replaced by Admiral Xen for the first mission.
Can you romance Jacob and Garrus?
As female Shepard you can romance the following characters: Garrus Vakarian. Jacob Taylor. Thane Krios.
Can I still romance Garrus if I romanced Liara?
Can I still romance Garrus if I romanced Liara? You can keep both romances alive until you “lock-in” either one. At some point after the Cerberus coup you can meet with Liara on the Presidium and Garrus at the Normandy dock.
Can you sleep with Jack and still romance Tali?
Can you sleep with Jack and romance Tali? Yes, but you have to break up with one then start a relationship with the other. first you have to romance miranda, then after you beat the game you can romance jack and then tali.
Do Tali and Garrus get together?
Garrus and Tali behave very differently to the other romance options in the game, and that’s why it’s much better for you and for them if you leave them alone. If you opt not to romance either of them, they will eventually begin to romance each other, in one of the best squadmate subplots the trilogy gets to tell.
What does Tali look like under her mask?
Tali still has a human-looking face (except for the all white eyes), which I reckon will disappoint some who had hoped for a more alien look. Tali is an alien, after all!
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Best Mission Order In Mass Effect 2
Quick links, prologue: joining cerberus, act 1: putting together your team, act 2 – part 1: finishing recruitment, act 2 – part 2: gaining loyalty, act 3: endgame.
For the most part, Mass Effect 2 is a linear RPG. However, the game does give you some freedom when it comes to mission order. Each act of the adventure has an abundance of quests to take on, and it doesn't matter which you do first or which you save for later.
Mass Effect 2: All Upgrade Locations
Yet, playing each mission in a specific order can improve a playthrough in various ways. For instance, if you complete quests in the optimal sequence, you lower the risk of losing characters by the end of the game. Plus, your narrative experience can be enhanced simply by doing certain missions at certain times. So, here is the order in which you should complete all of the main content.
Updated January 26, 2024 By Ben Jessey: You can play most of the Mass Effect 2 missions in any order you want. However, there is an optimal order that improves the narrative experience and keeps characters alive. We laid out that optimal order in this guide. And now, we've returned to the piece to make sure it's still accurate and easy to read.
During Mass Effect 2's prologue, you have no control over which missions you play . The sequence of events includes an attack on the Normandy, Shepard joining Cerberus, and a visit to Freedom's Progress.
The lack of freedom in the opening stages makes sense as the game slowly introduces you to its mechanics and sets up the story.
Things start to open up once the prologue ends as the Illusive Man gives you multiple recruitment missions to do at your leisure . You also have a few other quests to keep you busy.
Optimal Mission Order:
After the Horizon quest, the Illusive Man points you toward three more people you should recruit. Plus, this is when loyalty missions start appearing, so make sure you're regularly talking to your teammates.
For the first part of this act, you can only do five quests before triggering the next Collector assignment.
You have plenty of freedom in the wake of the Collector Ship investigation as the game doesn't force you to start the next mission. In fact, you want to avoid initiating the Reaper IFF quest for quite some time .
Instead, the second part of Act 2 is about getting almost all of the loyalty missions done . And these quests are crucial because they help you keep everyone alive during the Suicide Mission .
Mass Effect 2: Should You Save The City Or The Spaceport?
Act 3 serves as the endgame , and it doesn't allow much time for side content. So, make sure that you've done everything before starting these quests .