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Mass Effect: Andromeda
Strategy Guide

Author(s): Nathan Garvin
Editor(s): Claire Farnworth
First Published: 16-02-2017 / 00:00 GMT
Last Updated: 20-08-2018 / 12:45 GMT
Version: 1.4 (????) 23-10-2018 / 04:06 GMT

Mass Effect: Andromeda Strategy Guide Download PDF

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Questing Kadara

Questing Kadara

Mind Games

Drive east from the Forward Station near the Kadara Slums and follow the road as it turns north-east and north. Ignore the first fork (to the south) and take the second fork, this one initially running east through a Collective camp before turning south, southeast. Near a Mining Zone you’ll find a humble structure east of the road, inside of which you’ll find Exiles behaving strangely. Talk to a crouching Salarian and he’ll mutter about some Datapad owned by the evil "them". This starts the quest "Mind Games".

Talk to the Salarian exile and listen to his crazy rambling (left) then scan his fellow aliens (right).

Read the Datapad "Observation Log" to confirm that somebody is, indeed, messing with the minds of these poor aliens. Scan all three of the poor Exiles so SAM can locate the source of the signal that’s messing with their brains, then leave the building. Head south and slightly east through one of Kadara’s lovely sulfur springs to find another structure, which will be marked as your objective once you approach.

Head upstairs and enter the building to confront two Scientists, who openly expose their past affiliations, tout their own brilliance, and explain the purpose of their exploitative experiments. Not very subtle, are they? Exhaust their dialogue options after which Ryder will contact SAM, who states that he can shut the experiment down. Interface with a Mind Control Device (the Scientists will kindly just stand around while you tinker with their experiment) and you’ll get three options.

Did You Know?: The Scientists claim to have worked for a group called Cerberus, a xenophobic human extremist group in the original Mass Effect trilogy. The "Project Lazarus" they mention was a Cerberus initiative intended to restore Commander Shepard to fighting form in Mass Effect 2.

Confront the scientists in the nearby structure (left) then decide what to do with their mind control device (right).

If you pick "Walk away" the quest will end and you’ll get 270 XP. Not very glamorous. If you pick the option "Turn it against scientists" you’ll make them share in their victim’s suffering, but won’t actually ease the pain for the aforementioned victims. This option will earn you 29 AVP, +2% Kadara viability and 270 XP. Finally, you can pick the option "Ease victim’s situation" to thwart - if not punish the scientists - and ease their victim’s pain. This is also worth 29 AVP, +2% Kadara viability and 270 XP.