Mass effect andromeda mission. Mass Effect Andromeda Solving Remnant Puzzles

New Mass Effect turned out to be noticeably longer than its predecessor - a complete passage of Mass Effect: Andromeda will take you on average 50-55 hours of real time. In the majority story missions you will have to make difficult decisions that entail various consequences. Naturally, many would like to choose best option and for this we advise you to read this guide, where we will describe the implementation of all the main tasks of the game.

Class selection

As in previous parts, the first thing we have to do is create our own hero. You will need to select his gender (male or female), appearance(you can choose ready-made presets or plan your own Pinocchio), training (this word hides regular classes), name and biography.

You can most likely figure out most of the parameters on your own, but we will dwell on the choice of classes in more detail:

  • The soldier is a typical warrior who has three basic skills, related, of course, to weapons. It is worth choosing for players who prefer to act directly, without inventing cunning tactics and strategies. Can be carried with you large number various guns.
  • Biotic is a classic magician who has three offensive and defensive “spells”. When playing as this class, you will have to rely more on your skills than on weapons. A biotic shield will allow you to stay in open areas for a long time without receiving serious damage.
  • Engineer is a support class that hacks enemy equipment, creates auxiliary drones and helps the group survive in difficult battles. Not the most interesting character, however, and he can be made into candy if necessary.
  • The leader is another character aimed at supporting the team. True, this class allows you to behave more aggressively on the battlefield thanks to Energy Absorption and Extermination. In general, not for everybody.
  • The Badass is a kind of berserker in the world of Mass Effect, who bursts into a group of enemies and scatters them in all directions. He doesn't live long, but he dies beautifully. But seriously, it’s better to take a closer look at the Soldier if you like to be in the midst of a fight.
  • An operative is a standard killer (assassin), with the help of which you can go behind enemy lines and destroy them on the sly. Let us immediately note that at easy and medium difficulty levels such tricks are useless, since most enemies are crushed by ordinary bursts of rifle fire, but on difficult levels they can be useful.

Note: let's add that primary class in the game - this is just one of the directions you can take, that is, at any time you will be able to change the path of development of your hero, since the skills here are not tied to classes.

Prologue: Hyperion

The Ark "Hyperion", on which there are representatives of our race, has finally reached the outskirts of its destination. Ryder wakes up from cryosleep in a noisy ship. Scientists and doctors awaken the necessary personnel to prepare for arrival at the target location. Your first action in Andromeda will be to determine Rider's identity. Choose between casual and professional responses when talking to Dr. Lexi T'Perro, then decide what you'll say when talking to the artificial intelligence called SAM.

Soon after the impromptu exam, everything goes wrong. The Hyperion collides with an unknown object, causing chaos on the ship. Cora Harper sneaks into cryo bay and restores gravity. Unfortunately, during the accident, many of the starship's systems were damaged.

Next, you will have full control of Ryder and can either check under the twins (your first optional task) with Dr. T'Perro, or leave the room. The dashboard also contains information about your mission in Andromeda. Near the beds you can find two datapads. You can chat with the people in the bay before meeting Cora standing near the door.

One of the blocks on the left will explode. Take out your Scanner and scan the right side of the device to find the problem. Reset the power relay on the side of the device and you will be allowed to pass. Thus, you will save everyone who was in the cryo bay. Follow Cora to the futuristic carriage. Much of the ship is still being restored from the wreck. When you're ready to move on to the next area, simply activate the tram.

In a couple of minutes you will have to wedge yourself into a heated argument between Alec Ryder and Captain Dunn. You will need to decide which side you are on. Team members will then comment on your decision. No matter who you choose, Alex will still scold someone.

The Hyperion finally reaches the supposed golden world, Habitat 7, but the graphs show that something is wrong with the planet. Resolved - Pathfinder needs to take his room and land on the planet to make sure it is safe to land.

Return to the equipment room and talk to Cora there about your family. Take the helmet and explore the area to find several datapads and other objects that can be interacted with main character. Let's note in advance that communicating with other people and interacting with various objects sometimes leads to unique conversations later. Having finished examining the room, exit through the door. Talk to Alec, who will cheer you up a little, and then, together with other team members, climb into the shuttle and go to a new mysterious world.

On the surface

Liam and Ryder find themselves on a mysterious cliff after being thrown from a shuttle. This false golden world is incredibly mysterious. In this location you will come across quite a few Andromeda Initiative technologies - we advise you to scan them to start receiving Research points. Start by scanning the QEC communication relay, which you will see after turning away from the cliff. SAM is offline so you will not be able to receive full information from these scans, but they will not give you any less points. You can also scan some interesting plants, for example, mushrooms and bushes with curls.

Follow the road of rubble to your goal. You will find yourself near a static field covered in lightning. Avoid this obstacle with your jetpack and continue forward. Liam will ask you about the gun and ask you to aim for the fuel cell. Scan it before destroying it to get extra points. After it is detonated, go further along the improvised path, not forgetting to collect the ammunition lying on the ground.

Ryder manages to get to know Liam a little better while searching for the Pathfinder team. You will then be taught how to wall jump and climb up ledges. On the nearest hill, by the way, you can see something interesting - a huge structure in the distance, emitting rays. You will also get the opportunity to choose the reaction of the main character when Fisher and the new alien race appear. You can click on the following options: follow the protocol or expect the worst. Afterwards, talk to the aliens. Two soldiers will attack Fischer unless you draw their attention to you. Your actions will be recorded in a log after completing the mission. Take out two enemies and then check on Fisher.

Fischer is alive, but he is not feeling well. The team members who were with him went in search of help, now you need to find them. At this stage you will also receive several additional tasks. The first of these is body scanning. The next assignment involves finding the remaining supplies. Be sure to search containers when exploring locations, as they may contain ammunition, weapons, crafting materials and other useful things.

Here you can choose several paths. If you decide to take the right path, you will find another member of the Pathfinder, Kirkland. It was captured by three opponents. Go forward and attack the enemies. Unfortunately, Kirkland won't make it out of this mess alive. Approach his body to view a short cutscene. If you get closer to the building, you can scan the door and a strange pillar with floating blocks.

Return to main road and continue along the path of burning leaves and ship parts. Don't forget to scan the shuttle elements to get research points. At the end of the path you will come across an atmospheric sensor. Interact with him to get more detailed information about "Dwelling 7" and continue moving forward. You'll encounter three enemies patrolling the front of another strange structure. Take advantage of the fact that your opponents can't see you and you're on high ground, sweeping them out of the way with a couple of powerful abilities. Then check the pit nearby - it contains a box and several scannable items.

After destroying all enemies, you will come to another fork in the road. Both paths lead to debris. In one part of the shuttle you will find a container filled with useful things, a flight recorder and ammunition. In the north, an ambush of four aliens awaits you, including animals that can camouflage themselves with their surroundings. Deal with the enemies and move on.

Now you should go in search of Greer. To do this, you need to go past the alien structure and under the large bridge located on the upper level. Then you will see some rocks. Go forward without stopping, and then look to the left - you will be able to notice a passage leading to a dark cave. Near the entrance to it, our heroes will hear the voice of Greer, who does not understand what the aliens need from him. Quickly enter the dungeon and attack the enemies, otherwise your comrade will die. After the shootout, you learn that Greer was unable to contact the rest of the group because his receiver was broken.

Since the signal fire was launched from the same area that your mini-map points to, we immediately go to this location. As you get closer to her, you will hear an SOS signal sent by Cora. You will have a new goal - to find the second shuttle. Move forward without wasting time on trifles. Do not forget that any obstacles, if necessary, can be overcome using a jetpack.

Having reached the new shuttle, complete a new task - protect the members of the Pioneer group from hostile aliens. We advise you to take a position not far from your comrades, and then eliminate the enemies one by one. Some of them will throw grenades at you, which you can dodge by rolling or jumping using your backpack. The aliens will come in waves. When one of them stops, you can rest and prepare for the next attack.

The last wave will consist of a heavily armed enemy. He is capable of removing your shield and health in the blink of an eye, so you should attack him carefully, while being behind reliable cover. When the battle is over, a cutscene will start.

The enemies retreated, and communication was established. The main characters immediately contact SAM, who gives them the opportunity to talk to Alec. You will learn that the Pathfinder is trapped. Now your main goal is to find and save him. Go east to the next key point marked on the mini-map. Kill a couple more aliens, and then watch a new cutscene.

Alec will tell you that you need to destroy the huge alien tower, otherwise the Hyperion will not be able to leave its current location. For this reason, the Pathfinder blows up the structure and lightning begins to strike across the entire area. Now you should follow your father, eliminating all opponents on your way.

Afterwards, you will be shown several cutscenes, from which you will understand that from now on your hero is the Pathfinder, and not Alec.

Reunion with Nexus

Head to the monorail and launch it. Talk to a member of the construction crew. Watch a short cutscene and then chat with Tann and several other key Nexus characters. When you finish the dialogue with the first of them, SAM will contact you. An additional quest to develop the station will appear.

From scratch

When a new mission appears, go to the monorail and get to the Hyperion. Talk to the AI ​​in the right room, and then go to the transport system again. Find the docking bay point on the monorail map and click on it. Eventually they will show you your spacecraft, which is called "Storm".

Participate in a few more dialogues, and then head to the ship's bridge to continue the mission. Set the route point - the planet Eos (Pytheas system). Land on new world.

Go to the indicated marker. The door will be locked. You will need an access code, located in a nearby building. Enter it and examine the data block located on the table.

Note: Remember that it is worth activating the scanner from time to time to study various objects. This way you will significantly reduce the time spent researching new technologies. You should also check each container for useful items.

Return to the locked door and open it. Next, you will again have to face a closed door that does not open due to lack of power. Turn right and use the console in the far room. There you will be able to find out where the power antenna is located.

Follow the marker and get to the tower located next to the Tempest. Go to the back door and click on the console. Ask Clancy to activate the power supply. Go to the generator located near the front door and try to activate it. You won't succeed. Scan the nearby turret, jump up and interact with the generator panel.

Now you should activate another energy tower. To do this, we repeat the previous steps. Then deal with the kett that attacked you and make your way into the station, where you will find Clancy. Chat with him. You can sell him the entire temple you collected along the way and purchase useful resources, needed for crafting things. Not worth taking assault rifle A hoe, since you can find it a little later in the same building (it lies in a container). Interact with the control panel to activate power supply.

From the starship, head towards Oyyekt-1, where you previously opened the door using the access code. On the way to it, on the right, find a large rectangular container. Scan it for information about the Ark all-terrain vehicle. Interact with the side terminal. You will need a mobile station. Follow the marker and wait until she appears. It will be possible to change your equipment and replenish ammunition. Go to the terminal again, open the “box” and get into the transport.

Head towards the marker. Having reached the desired object, explore the area using a scanner and examine the alien device to find the first glyph. At the top you will notice a control point located on a tower. There are scaffolding next to it. Thanks to them, you can climb up and check the glyph by starting the alien device again.

Talk to Peebee, and then engage in battle with the relics - Monoliths, Collectors. Get back into the Nomad and head to the other checkpoints - alien devices that need to be turned on. Near the first of them, a scientific laboratory belonging to the kett was built. Climb up and destroy all enemies.

On the way to the goal, use the generator to cut down the power barriers. The entrance to the station will be closed by the generator. Climb onto the roof and get to the other entrance. There you will find the required object. Deactivate it and enter the building. Watch a short cutscene and watch Drac appear.

You head towards the alien equipment. You need to find the glyphs. Activate the scanner to see the outlines yellow, showing where the turrets with glyphs are located. Climb them and scan the desired objects. Apply the device.

Now it's time to move on to the next alien technology. You should drive through the arch in the rock, go up and destroy all the relics. Now find the glyphs using the scanner. Having found the necessary towers, go to the control panels of the remnants. Turn them on to create steps along which you can reach the glyphs. Scan objects and then turn on the device. You have to solve a simple puzzle to start the device. The answer is shown in the picture below:

Go to central region location to which the rays from the towers are directed. Use the relic control panel and drive to the structure. Head down and then enter the building. Use the console and then follow the yellow outline that appears. Talk to the AI ​​and go through the door. You will begin another cutscene.

Follow the contour without stopping for trifles and destroying all opponents along the way. After chatting with Peebee, go to the nearest corridor - you will eventually find yourself in a spacious hall. The outlines will show on two devices. New opponents await you ahead. We advise you to first turn on the relic control panel on the right side, and only then attack the robots, since in this case the turret will be activated, which will help you in destroying the cans. Then launch the second console and use the gravity well.

Once downstairs, get to the locked door. Head to the panel opposite - you will notice a leak. Explore it until Peebee approaches you. Interact with the hole again to seal it. Activate the console and go to the new room.

Here you will find several separate platforms with relic control panels. Turn on each of them to move on. Having reached the left platform where the relics are located, activate the far panel, and then get to the platform with the tree. Follow the marker, jumping on the emerging platforms. As a result, you will have to open the required door.

Go to the desired point and watch the cutscene. Then you need to quickly get out of the storage - run to the marker. Drive to the highlighted point and turn on the module.

An important decision: you will need to choose which outpost to create - military or scientific. The first is aimed at improving weapons, and the second is aimed at accelerating research.

Board the ship and fly out of the system. Head to the Nexus and disembark at the docking bay. Some characters will thank or scold you for choosing the outpost. Get on the monorail and get to the command compartment. There, chat with Tann to complete the mission.

OPA: cryostasis bonus system

A kind of educational quest. You should talk to Vladimir and Addison Breka, and then activate the OPA control panel. You will learn about how and why you need to awaken new members of the Andromeda Initiative, and also consider bonuses from certain categories of specialists. Next, you will need to choose who exactly to get from the cryocapsules this time.

First strike

While on your spaceship, go down and look on the round table computer system with the inscription "Shock Groups". Then you should talk to Kandros while visiting the Nexus. After talking to him, use the console nearby and explore the possibilities of sending strike forces to complete various missions.

Ray of hope

Afterwards a new story quest starts. You should return to your starship and head to the Onaon system. Watch a couple of cutscenes and chat with all the active characters. You will also meet your new ally, the Angara race.

Then go up to the bridge of the ship and select a new task (go to Voeld or Havarl). This will need to be done to complete the Ray of Hope mission.

Help for Havarla scientists

Point to a new star system called Faroang and land on the planet Havarl by holding down the right mouse button and selecting a landing site.

Go to the research station and talk to Kiiran Dals. Continue following the marker and destroy all enemies. Enter the monolith, deal with the relics and find the researchers who were captured. Try to interact with the control panel, but you don't have enough information to do this - you need to find the glyphs. However, if you have a special set, then the console can be opened without solving the puzzle.

The first glyph is located on the right side of the building, and the second is on the left side on a large column. To recognize them, you should use a scanner. Solve the puzzle on the alien control panel. The solution to the puzzle looks like this:

Now you should return to Kiiran and talk with another NPC, which is marked with a plot marker on the map. As a result, you will complete the task.

Ray of Hope (continued)

Go back aboard the Tempest and engage in dialogue with Efra using the vidcon. Head to the Nol system and land on the planet Voeld, where you could have arrived instead of Havarl.

Once there, go forward until you reach a camp belonging to members of the resistance. Large lamps will keep you warm and restore life support, so you shouldn't be away from these devices for long. Head to the hangar ahead, then turn left (you don't have to look at the marker as it doesn't show exact location goals). This is it command center, which you were supposed to get into. Check out the new screensaver.

Follow the marker and exit the camp. You will notice a couple of sentries standing near the rock. Chat with them. Then head to the outskirts of the base - in the direction from which you previously came. Here you will be able to find a resistance pilot. Enter into dialogue with him and agree to start the mission.

The main character will face force field. Walk towards it and then turn to the right. Below you will see the console. Activate it to start hacking. If this process is delayed, a marker will appear in the required place.

Make your way through the energy shield, deal with two opponents and go upstairs. Approach the passage and destroy the grate. Go inside and deal with all the enemies. On the lower level, chat with Captain Hecht. Next, get to the top floor and open the door facing the marker.

Once in the new hall, destroy all the adversaries and stand near the glass. Interact with the remote control. You will be shown several kett and a Cardinal who are performing some kind of ritual. Agree to provide assistance during the conversation with Jaal.

Go through the nearby door and follow the marker. You will eventually end up near an inactive door. You should go back a little and turn left, running through the force field located below. Destroy all enemies on your way, and then jump over a small obstacle. Shoot the grate and go through the passage.

Scan all interesting objects in the room and interact with the control panel located in the center of the room. You will be able to find out where the capsules are sent. Destroy all enemies, and then chat with the Angaran.

Go forward until you reach a large hall, where you will have to fight the Cardinal and the kett. Deal with the standard enemies first, remembering to replenish your health and ammo using the boxes located around the area. To destroy the Cardinal, you must first attack his sphere, which revolves around him. When it is blown up, you can shoot at the Cardinal himself. It won’t be possible to send it to the next world in one go, so get ready to blow up the sphere 3-4 times.

Then talk with Moshae and make a choice: destroy the base or save the hangar. However, you can perform two tasks at once. To do this, you must first provide assistance to the hangar, and then click on the right mouse button when the opportunity arises to deal with the Cardinal.

Next, clean the site. Go forward, destroying all the adversaries. Hide under the force field that Moshae will create for you. Once you get to the other end, wait for new enemies to appear, among which will be the terrible Demon. It is not necessary to kill everyone, since the enemies will attack you in endless waves - you just need to hold out until the shuttle arrives. As soon as he arrives, run towards him to complete the task.

While on the ship, go up to the bridge and head to the planet Ayu (Onaon system). Use the shuttle and watch the cutscene. Now it's worth going to Efra's headquarters and chatting with him. This will end the quest.

Hunt for the Archon

Return to the ship and fly to the Govorkam system. You will need to land on the planet Kadara. Then go to the bar called Kralla's Song and follow the marker. Chat with Shena (Reyes Vidal), leave the establishment and go to Sloane Cassie.

During a conversation with her, you should speak directly and without subterfuge. If you need her help (in the last mission she will help you in battle), then you will have to agree to kill Ven, and it is she who must send him to the next world. If you refuse, you will have to come to Shena with nothing.

Since we are knights without fear or reproach, we advise you to choose the second path without agreeing to Sloane’s conditions. Then you will need to chat with Reyes again, and then follow the marker and use 2 control panels to get into the cell where Ven is kept. Enter into a dialogue with him and find out where the switch is located. Now you should go to the wasteland.

Follow the marker and interact with the control panel. Click on the first line, that is, go to the slums. Select your companions, get into the Nomad and get to the desired location. The road ahead is long, but in the end you only have to take the Archon's transmitter. Go back and use the same terminal to go straight to your ship. Travel to the Tafeno system and fly up to the Archon's flagship. There you will see one of the Initiative starships - dock with the ship.

Go ahead a little and view the information from the panel. Turn right and go through the door leading to the medical department. Examine two bodies belonging to the salarian race lying on the beds. On the left side of them there is a console - use it. Then go to the opposite part of the room and activate the second control panel.

You will need to get to the capsules. Follow the marker, but don't rush into the room with the main information panel. Near the door that leads into it, on the left and right sides you can see capsules hanging on the walls. Scan them to find the Salarian Pathfinder. Then wake him up from cryosleep using the nearby console.

Watch the cutscene and deal with all the enemies in the first room. Using the control panel and terminal, open a passage for a group of salarians. Take the other path and deal with the opponents in the large room. After talking with the scientist, you will find yourself in another spacious hall.

You need to get to the door on the opposite side of the room. It will be quite difficult to do this, since a large number of adversaries will immediately attack you. Hide in the shelters next to the door and try to survive until the salarians arrive to your aid. However, you will still have to fight the Forsaken alone. The tactics of fighting him are the same as with the Cardinal - destroy the spheres, and then beat the boss himself, and so on until the bitter end.

Run forward and you will end up trapped. Watch the cutscene and talk to the Archon. Then you will need to get out of the trap. Head to the side room, which contains stands with representatives of different races - opposite them there is a console that controls the service hatch. Use it to open the hatch at the top of the main hall. Follow the marker.

Deal with several groups of enemies, and then go to the Archon's chambers. Here you will be able to discover the relic. Take it and watch another cutscene. You will then be attacked by a modified krogan named "Behemoth". Hit him with all your weapons, trying not to let the monster get too close to you.

When the boss has about half his life left, ordinary opponents will come to his aid. We advise you to deal with the kett first, and only then take on the Behemoth again, since at a certain moment it can become invulnerable. Towards the end of the battle, the boss will begin to use dashes, causing great damage and stunning the character. It is necessary to dodge these attacks using a flying jetpack or rolls.

After the battle is over, you will have to decide who to save - the Salarian Pathfinder or the Draka reconnaissance squad. The Pathfinder plays a role in the story, but the Scouts are your companion's companions, so the choice is entirely up to you. Let's just say that the death of the salarian will not greatly affect the ending.

Get to the characters you decide to save, destroying all enemies on your way, and then leave the hostile territory. The mission has been successfully completed.

H-047c: new world

Pack your bags and fly to the Remav system, then selecting planet H-047c on the map, or rather what’s left of it. Head to question mark, located on the left side of the map and enter the orange mining dome. Destroy all enemies, and then go inside the hall. Examine the data block to begin the next task.

From the dust

Inside you will be able to find one of the codes, but you need to find two more of the same. Therefore, we need to clear out two more such halls and find everything necessary elements code. Afterwards you can go to your base. Deal with enemies and find out about the place where helium-3 is mined. You will only be able to get into the small dome if you have all three parts of the code.

How to get on the ship from the Nomad?

To return to your spaceship from an all-terrain vehicle, you should approach it and then press the “T” key (English). There is no other way to get onto the shuttle, since the level of radiation on the surface of the planet is off the charts.

Elaaden: New World

Land on the planet Elaaden (Zobran system), where only side quests will await you, since the main quest has already been completed. That is, you just need to visit this world once.

Path to Meridian

Get back to basics story quest, flying to the Zheng He system and docking with the Nexus. Approach the monorail and select your destination - the command center. Here you have to talk with Tann. Next, return to the docking area.

Go to the upper level in the indicated room and talk to the other Pathfinders. Return to the Tempest and follow the marker. Use the terminal to install the Phantom Storm system, and then gather your crew to discuss the current situation. Now go to the bridge and point to the Tsivka system. You need to land on the planet Hi Tasira.

Move forward until you reach the control panel on the right side. Then go down to the lower level and go across the bridge. Behind the door you will have to use another console and a gravity well. Deal with several enemies, including Relics and kett, and then activate the remote controls on both towers. First, head to the research tower (on the left side). After a few meters you will have to fight a group of Relics. There is also a console that controls the Creator (a large robot) - use it so that the machine will help you in the battle.

Go to the research tower and get to the control panel. To activate it, you need to supply the equipment with electricity. You should notice four more consoles nearby: you should activate them in in the right order. Every mistake you make will lead to the appearance of hostile Relics.

Standing near the main control panel and facing the door through which you entered the room, turn on the four consoles in the following order: the one closest to the main one (on the right side), opposite it (on the left side), the farthest one on the right side and the farthest one on the right side. left side. Then interact with the main panel and watch the cutscene.

Relics will attack you, and in addition to standard models, a Destroyer will also appear. We advise you to first deal with ordinary opponents, and only then take on the “big guy”. It has three points at which it is necessary to fire: the main body and the turrets on the sides. Surely you already guessed that you first need to blow up the turrets and then shoot at the body. He has very strong armor and from time to time carries out a powerful attack (opens his “mouth” and fires several missiles). When the boss attacks you with a special attack, you should hide behind cover. You should also run as far away from the Relic as possible when its life bar reaches zero, because upon death it self-destructs.

After defeating the Destroyer, exit the hall and destroy a couple more enemies. On the way to the scientific complex you will meet the kett. Deal with them and go to the desired console. Interact with her to find information about the appearance of the hangar and the capabilities of Meridian.

Follow the marker, destroying everyone in your path. Note that on the bridge you will have to deal with the Demon and several ordinary enemies, and a little further you will have to fight the Destroyer. However, you can wait a little and watch the fight between the two big guys, and then kill the survivor.

After going through several rooms, you will be able to reach the gravity well. Use it to go to the Meridian control center. Here you have to use the terminal, and then watch the splash screen. Next, the battle with the Sword of the Archon and the kett will begin. Immediately attack the boss, and only then deal with his henchmen. It's easier to defend at the top level: order your companions to defend the right and left flanks.

When you activate invisibility with the Sword of the Archon, you can notice it using the scanner (click on the “G” key). Your job will become somewhat more difficult when the Demon appears, but if you don't go to the front line, you can easily deal with both enemies.

Meridian: the way home

Enter into a dialogue with Suvi while on board the ship, and then begin researching any three systems that were noted earlier. When entering the cluster, you will hear a message about a girl who will tell you that an anomaly has been found. Click on the right mouse button and start moving the cursor towards the signal. Once you find a strange object, interact with it by sending a probe to study it.

As a result, you will investigate 3 anomalies. Study the data received, and then fly to the planet Hi Tasira (Tsivki system). Confirm your decision. Don't worry, side quests can be completed after completing the main storyline (although some of them may still be lost).

Get to the control panel, having dealt with the robots, and activate it. When the cutscene ends, you will be given control of the protagonist's twin. Take the cannon from the closet and follow the marker, destroying all the enemies you encounter. Once in the corridor where larger opponents live, go immediately through the left door. Go along another corridor and use the terminal, thereby helping the protagonist.

Go back to the gravity well and use the door. Continue forward until the Archon himself appears before you.

Final battle

To destroy the last boss, you need to cut out the panels that feed it with energy. Go to the control points, near which you will have to stand a little to fill the scale located in the upper corner of the screen. Here you just need to fight off opponents.

The Archon will start hitting you with energy blast fields that can penetrate cover, so you will have to constantly move from place to place. Once all panels are turned off, the Archon will lose his power. Watch the long cutscene and celebrate your victory.

Epilogue: Home and Away

Talk to your comrades and crew, then return to the Tempest and continue exploring the galaxy. It's also worth heading to the Nexus to make a few more decisions and chat with a few story characters. Don't forget to check out our ending guide to find out which solutions are the most optimal.

This completes the passage of Mass Effect: Andromeda. The main plot may seem short, but it is greatly supplemented by secondary tasks.

Mass Effect: Andromeda. Walkthrough.

On new part Mass Effect will take a lot of time (about 60 hours), and you need to be prepared for this. There are a lot more adventures, the world is freer, decisions still affect further development events. If so, then there is no shame in asking what is in the game and what affects it, in order to avoid making stupid mistakes or missing something important. So, here's a walkthrough of the main story.


Mass Effect Classes

It all starts in the best traditions of Mass Effect - creating a hero. We decide on the gender of the character, how he will look, and his preparation. We give him a name and biography. The choice of gender is classic (m\f), the look can be chosen from templates or customized yourself, and the preparation is the same class. By the way, I would like to write about it in more detail.

We are given a choice:

Biotic is a standard wizard with defense and attack spells. There are six of them in total (three of each type). Want more testing of your gaming skills? It seems that any fool can shoot? Then this preparation is for you. With the biotic shield ability, it becomes possible to stay on for a long time open space, without fear of being killed.

A soldier is an ordinary fighter, a lover of war. Of the skills - three basic and all for weapons. This preparation is perfect for players who don’t want to bother too much. Those who want to move forward with the plot without unnecessary hassles will definitely appreciate this option. He can carry a lot of weapons with him.

Leader - shares the role with the engineer, but is more of an aggressor. Such leader abilities as “energy absorption” and “extermination” allow you to show yourself on the militant side.

Engineer - more suitable for those who like to help. For it you can destroy equipment and create drones. The engineer's task is technical support. It may not seem as tempting compared to the others, but if you try, then he too can “play.”

Bully - fierce preparation. It will appeal to those who like to scatter enemies left and right. With this class, players will face a quick death, but a beautiful one. The class is strictly for lovers of bloody madness.

An operative is a silent death. We sneak up on the enemy, sabotage and win. If this is your thing, then feel free to choose. It’s worth mentioning right away that at difficulty levels below “hard” all this sneaking is not needed, since the enemies are too weak.

Note: Preparation does not limit your character development in any way. It only outlines the approximate scope of development, since in Mass Effect: Andromeda your skills are not tied to a class.

Hyperion

Our ark has finally reached its destination. You have just come out of cryosleep, and life is already seething around you. Specially trained personnel are engaged in awakening. Preparing for arrival is full on the move. First, let's define the personality. We talk with Dr. Lexi T'Perro. You can choose both casual and professional. Then again the dialogue is only with artificial intelligence, whose name is SAM.

So, all the necessary checks have been passed, but everything is still wrong. The ark collides with an unidentified object. There is panic on the ship. It would seem that Cora Harper is able to restore gravity, but the ship is so damaged that too many systems have been disabled.

Finally, Ryder is under your control. It's time to choose: do you and Dr. T'Perro deal with the twins or leave the room? Look at the information panel - there is data about the mission to Andromeda. If you crawl around the beds, you can find a couple of datapads. We find ourselves in the bay. We can chat with someone there, or we can go straight to Cora. She's near the door.

Block explosion! We take out the scanner and scan the first part of the device. This way we will find the problem. To the side of the device, turn off the power and move on. By the way, congratulations, you just saved everyone who was in the bay. We head for the bark to the transport. The ship is in terrible condition, it is being restored by the sweat of their brow. When ready, we board the tram and head forward to the new location.

A couple of minutes later you find a scene of an argument between Captain Dan and Alec Ryder. So who are you for? As soon as you choose, each

a team member will say something about your decision. Who you choose is not so important, since Alex will still swear.

And now Hyperion is finally at a place of paradise. It's called "Dwelling 7". Of course, something is wrong with her. Otherwise it wouldn't be interesting. After a little consultation, the team comes to the decision that they need a “pioneer” who, taking his room, would go to the planet to determine the level of safety of the landing.


We run to the room with the equipment. Cora is waiting for us there. We talk to her about family. We take the helmet and look for everything useful and important. There are several datapads and objects to interact with in the room. Once everything is done, we go out the door. Next is a conversation with Alec. He will try to support you. We sit down with other team members in the device and fly to a brave new world. Let's make a reservation in advance that talking with different characters and pulling different objects can affect the development of the plot, so think about what you are doing.

New world

We fall out of the shuttle. Liam finds himself and Ryder in an unknown location. Many mysteries await us here. Don’t forget to inspect and scan everything. This will give you a lot of research points. After you turn away from the rock, a QEC communication relay will appear. Let's start our research with it. Don't forget about plants, they can tell you a lot too.

Follow the rubble towards the target, all the way to the static field. You can get around it using a jetpack. Next, we use a pistol, since Liam is interested in it and hints that it would be a good idea to shoot through the fuel tank. Before you blow it up, you can use the scanner. After the explosion, a passage will appear. We go along it and collect ammunition.

The plot brings Ryder and Liam closer and closer. We learn to climb ledges and jump on walls. We climb higher, admire the scenery and find something in the distance emitting energy. Then there is a choice again, as Fisher appears with an unknown race. What will you do? Will you follow protocol or expect the worst? Regardless of the choice, we chat with the aliens. We observe an attack on Fischer, if the soldiers were not lured away. We deal with the enemies. Let's check Fischer.

Fischer turns out to be alive, but not very healthy. Those who were with him went for help. We begin searching for them. A couple more side tasks are included: body scanning, searching for supplies. We highly recommend not to miss containers, because they can become your main source of ammunition and weapons. In addition, there is often material for creating useful items and simply necessary things.

We make a choice again, only this time between paths. The right path will lead you to the "pioneer" member. His name is Kirkland. He's in captivity. We attack enemies. Our new friend dies. We approach the body and enjoy the short video. The path near the building will lead you to scan a door and a strange pillar with unstable blocks.

We run to the main path. We walk along scorched foliage mixed with ship parts. We will definitely continue to scan everything we can get our hands on, as this is an excellent source of research points. Once the road is completed, you will see an atmosphere sensor. Such a gift of fate will give you information about the planet. Without a doubt we will interact with him. Let's run further. Enemies again, but no big deal. There are only three of them, so they still don’t suspect that you are nearby. We easily deal with them, find a large hole and look for a box. There will be items nearby to scan.

So, all opponents are killed. We again have several paths to choose from. It's good that they all definitely lead to the wreckage. We examine the wreckage and find a container. It contains a lot of useful gizmos, ammunition and a recorder. A little further north you will run into an ambush, so be prepared! Four aliens will be waiting for you in it, and a couple of creatures capable of skillfully hiding.


We hit the road after Greer. We run under a large bridge, right next to the alien structure. We see rocks. We move forward, but carefully watch the left side, as there should be a small passage there. He will lead you to the cave. Here is our unfortunate Greer, talking to the aliens and still can’t understand what they need from him. We break into the cave. We quickly process the aliens before they have time to explain anything to the poor guy. Once everything is completed, Greer will tell you about the broken transmitter. Because of him, he was never able to contact the others.

We see that a signal was launched somewhere. Of course, we run there. As we approach, we hear a signal for help. Cora sends him away. We accept a new task and begin the search for the second shuttle. There will be many obstacles on the way to it, so don’t forget about the jetpack. It can save you time.

At the shuttle we will again have to defend our own from the aliens. It is best to do this among friends. It is recommended to shoot enemies one at a time. Grenades will fly at you, so don't lose face and use rolls and a backpack. The battle will be quite intense, but between waves of enemies you will be able to rest a little and prepare.

In the end, a heavily armed colossus will come. The enemy can very quickly remove your shield and also quickly remove all your health. We are not in a hurry to attack, we think everything will work out for you. Be sure to use cover. As soon as victory comes, watch the video.

Finally, the adversaries are leaving, communication is being established. We go out to SAM, the latter takes us to Alec. It turns out that the Pioneer is trapped. The task is clear - we find him and save him to the best of our ability. Direction – east. There is the desired location marked on the map. We destroy more aliens and watch the scene.

We listen to Alec, and he talks about the need to destroy the tower, which definitely does not allow new arrivals to fly away. Therefore, the structure explodes, resulting in a colorful but dangerous burst of lightning. We stick to our father, while at the same time fighting off enemies.

Again we watch the scenes that tell about your becoming a “pioneer”. Alec is no longer at the helm.

Together with Nexus again

We launch the monorail. We speak with the builder, which leads to the launch of a scene. We head to Tann, talk to him and several other characters. After completing the dialogue with one of them, tasks to explore the station will appear.

Let's start all over again


Attention: in our opinion, Vetra will perform better among the partners, since she will assist in relations with Drac.

On the road again. The new mission will direct you to the monorail. We're going to Hyperion. We communicate with artificial intelligence and return to transport.

Open the map of the monorail and look for the docking bay point. Click on it. Meet us! They will show you the “Storm” - this is your spaceship.


We need to go to the icon on the map. Doors don't work - need a code. It lies in a building not far from here. It contains a block of data. Lying on the table.

Attention: never forget to turn on the scanner! This helps a lot in saving scanning time. Containers should not be skipped either. Nothing will get in the way on the way.

We open the locked door and again run into an obstacle. Again the door, only it no longer works due to lack of power. We run into the far room a little to the right and use the console. Determine the location of the power antenna.


The mark will lead you to the tower. It is located near your ship. Clancy activates the power supply at your request. We run to the generator and try to turn on the electricity. The generator is located next to front door. Nothing will come of it, so we scan the tower nearby. Then jump up and dig into the generator panel.

Another energy tower requires activation. We do the same steps as with the first one. You will be attacked. Once you figure it out, run to the station to see Clancy. He's a merchant, so take advantage of this opportunity and sell everything you don't need. You can buy what you need, by the way. If the “Hoe” rifle attracts your attention, do not take it, as you will find it in a container a little later. Let's work with the control panel again. We provide food again.

Then we go to Object-1. It is located near the door that you opened with the access code. Next to the door, scan the huge container and get data about the Ark. We use the terminal on the side. We run along the map to our destination. You need to get to the mobile station, which will soon appear in the target. You can change clothes a little and load your weapon. When you're done, go to the terminal, open the container and go.

Back to the goal. We get to where we need to go and study the area with a scanner. We examine the alien devices until we find the glyph. A little higher you can find a control point on the tower. She has scaffolding. We climb along them to the glyph and launch the device.

Next comes a conversation with Peebee. We are preparing for battle, as Monoliths and Collectors will attack. We get into the “Nomad” again and drive to the marked places. There we turn off the alien devices. Next to the first one you will find a laboratory. It belongs to the Kets. We go upstairs and kill everyone.

On the way, we turn off the barriers and use the generator along the way. You won't be able to get into the station because the entrance is closed. The roof will help with this. We climb onto it and find another entrance. We find what we need. We turn it off and get into the building. Here we will see a video about the appearance of Drac.

Now our goal is alien equipment. We are looking for glyphs. We activate the scanner. Thanks to this, we see the location of the towers with glyphs. We climb the towers and scan what we need. Let's use the device.

Next on the plan is another technology from other worlds. We use the opening in the rock to get to the relics. We destroy them. We look for glyphs with a scanner. Once everything is found, we go to the Remnant control panel. With its help we create steps along which we go to the glyphs. We scan and turn on the device. To turn it on you will need to solve a puzzle. It's not difficult.

Now we are interested in the place to which the rays are directed. We use the alien control panel and go to the structure. We move down towards the building. Let's go into it. There will be a console in front of us, which we will activate. We follow the contour and talk with artificial intelligence. Enjoy the cutscene.

We don’t change the landmark and follow the same thing. Don't focus too much on the little things. We don’t lag behind and shoot enemies along the way. Chatting with Peebee. Then we go to the spacious hall through the corridor nearby. A couple of devices will be allocated for us. Next are the opponents again. It is best to launch the relic control panel, which is located on the right side, before attacking the robots. This way you can launch a weapon that can help you in a difficult battle. Let's launch console number two. We use a gravity well.


Once you're downstairs, find closed door. If you find the panel opposite, you will find a leak along with it. We are doing research and waiting for Peebee. We close the hole and activate the console. So we have moved on.

The place is interesting. We see some separate platforms with relic control panels. If you click on each of them, you will advance further. Activate the farthest panel. First go to the left platform, to the relics. There you will find a panel. Then go to the trees to the trees. We run to the mark, simultaneously jumping on the platforms. This will open the right door.

We run to the goal, watch the video. Now we urgently run away from the storage facility to the target that appears. We go to the goal again, turn on the module.

Solution: Think about which outpost you prefer - scientific or military. Both have their advantages. The first one speeds up research, and the second one upgrades your weapons.

We board the ship and fly out of the system. We disembark in the docking bay in the Nexus. Your choice of outpost will influence the characters' opinions of you. Someone will thank you, and someone will scold you. We get to the command compartment on the monorail. All that remains is a conversation with Tan, and the mission is completed.

We choose who to wake up. OPA.

Training task. We speak with Addison Brack and together with Vladimir. Next, we launch the OPA. This is how we gain knowledge about cryosleep sleepers. We learn to select the right specialists. As soon as you learn and decide, start awakening those you need.

Start of strike missions

Once you are on the ship, find the digital “strike groups” system. It lies on a round table. We speak with Kandras in the Nexus. After the conversation, we learn how to manage shock troops. This can be done using the console. Shock troops capable of performing certain missions.

Ray of hope

Let's move on to the next task. Let's go to the starship. It will fly to Onaon. We watch the next videos, talk with all the heroes that are available. Here you will also meet the Angara race - your new brothers in arms.

On the captain's bridge we select a task. Two options will be given. We choose and that’s it - the mission “Ray of Hope” is completed.

Havarl. Helping scientists

So, let's go to the Faraong system, namely Havarl. Everything is extremely simple - select the desired place with the mouse, click and go!

We communicate with Kiiran Dals. It can be found at scientific station nearby. We run to the goal, dealing with all the enemies along the way. We find ourselves in a monolith, scattering enemies. Now our goal is to find scientists. They were captured. We try to interact with the panel, but nothing works - there is not enough information. Glyphs are needed again. A properly upgraded character will be able to hack this panel. Someone else will still have to solve the puzzle.


On the right side of the building is the first glyph. On the left side is the second glyph, right on the large pillar. We recognize them, as expected, using a scanner. We solve the vile problems of the aliens. Not difficult. You'll get it right.

We return to Kiiran. We speak with the character marked on the map and complete the mission.

There are many endings, each of which depends on what decisions the gamer made during the development of the plot. And there are an incredible number of such solutions. But besides this, there are many other decisions and choices in the game for the development of the plot and the world, which will be reflected and described in one way or another at the end. So, some options greatly influence the ending, for example, who exactly will come to your aid in the finale. And there are also options that will affect the development of Mass Effect Andromeda in the future (continuation of the series). There are even moments that have almost no meaning at all.

Below we will look in detail at all the endings and some decisions that exist in the game and what they affect, the consequences of choice

Mass Effect Andromeda All endings and resolutions Part 1

Several hero choices and decisions can be found in the Codex. For example, these are the consequences of completing story missions. Relations with allies and satellites are also reflected in the corresponding category. But, in fact, This game has many endings, because they all depend on what decisions you made. Everything is taken into account: from the plot to an additional task or loyalty mission. Therefore, we will consider variations in decisions and choices.

In this material: Plot, missions influencing the ending and allies.

ME Andromeda Storyline Decisions

Prologue. Has the hero explored Habitat 7 in detail? If so, Alec Ryder will speak highly of the future Trailblazer as being hardworking and moral.

Mission 1. On Eos, at the end you will have a choice of which outpost to build: scientific or military.

  • If you choose scientific, then all subsequent cut scenes and dialogues will refer to that moment. Also, the solution to internal issues of development of this colony will also depend on what you choose. There will be no significant result for the plot.
  • If you select military, then this will be mentioned in the dialogues. But in the future development of the plot, if military support is needed, it will be possible to get it from Prodromos.

Mission 3. While on Voeld (Nol), at the very end of the mission at the base, you will have to fight the Kett Cardinal. After the battle and a short cutscene, a choice will appear: destroy the entire base along with the Cardinal, save the temple as the Cardinal asks, and save the hangars, but take a plot shot at the Cardinal OR save both the object (the temple) and the Cardinal. If you save, save the temple (the Cardinal will give the order to free the prisoners in the hangar), but kill the Cardinal (a QTE activity for him will appear in the lower right corner during the dialogue), then in the last mission on Meridian the hangars will come to your aid. If the facility and hangars are destroyed, then no one will help you in the finale. Thus, first you agree to rescue the prisoners (answer on the left), and then shoot the Cardinal.

Mission 4. Was the deal with Sloane Kelly accepted? Let her kill Verena or not.

  • If you keep him alive, he will then appear in the Angaran resistance.
  • If you agree with her that he should die, you can still talk to him, and then he will be executed. This way, regardless of your choice, you will see him.

Mission 4. Whom Ryder saved at the end of the quest after a boss fight with a modified krogan. Found Kroans or Salarian Pioneer. The choice will affect who joins you in the final mission. The escape phase itself will not undergo any changes. Either a krogan or a salarian will simply join you, but you will still have to shoot back from waves of kett.

If Drac is on your team, then he will definitely speak out about any of your choices.

Mission 6. Point of no return. The fate of Captain Dunn (Captain Hyperion). She may die, or she may survive.

In order for Dunn to survive, you need to before starting this task : Complete Cora's loyalty mission and in the Turian Ark mission, convince Avitus to become a Turian Pathfinder. Thus, in the last mission you should have three Pathfinders: One of two salarians, one turian, and one of two asari variants. As a result, Captain Daa will survive the emergency landing.

If the conditions are not met, she will die after the heroic rescue of the crew.

Epilogue. Who will Ryder make ambassador to the Nexus? Just choose whoever you think is right for you :)

ME Andromeda Solutions to important additional missions

Nexus: The First Killer. This is a long chain of various tasks that will end with a choice: expel Rensus or let him go in peace.

  • If you expel then later you will meet him on Kadara. Chat with him and he will tell you about his fate.
  • If you let me go in peace, then a terrible life and eternal torment, pressure from others awaits him. He will return to cryostasis, but before that you can chat with him in the cryo-compartment.

There are many missions that influence the plot, the ability to establish an outpost on the planet or enlist support for the final battle, therefore

ME Andromeda Ally and Romance Decisions

Who did Ryder build a relationship with? Here, only the chosen one is important, who is mentioned at the end, but it will not actually affect the development of the plot. Therefore, choose exactly the one you like.

Cora's task. What will happen to the asari pioneer.

  • If you keep everything a secret, the asari will appear at the end of the story and provide support to Rider.
  • If you disgrace the asari and appoint another as the pioneer, then Vederia will appear at the end of the game and will also come to the aid of the hero.
  • If you disgrace Sarissa, but allow her to be a pioneer, the dialogue will change a little, but the asari will help in the final game.

Liam's mission. During the quest to save Veranda and company, at the very end of the task you will have a choice: send everyone home or change the Nexus codes first.

  • If you select sending home, then everything will end well and you will receive Liam’s loyalty and the opportunity to develop the relationship further
  • If you select change codes, then later during the dialogue it will happen discord in relationships (romance). Loyalty will be gained.

Jaal's mission. At the end of the task, you will have to make a choice regarding the life and death of Akksul. During the cutscene to reunite Jal's family, the girl will try to kill him. Look at the lower right corner of the screen and make a choice.

  • If you kill him, Jaal will be upset, but his family will help you in the finale.
  • If you save your life (as Jaal will want), then Jaal will be wounded in the face, but his family will still come to the rescue.

Pibee's mission. The fate of the mysterious device. If Ryder makes the choice (to kill Kalinda or not), then there will be no consequences as such (you will have to come up with excuses for Peebee), but if Peebee herself makes the choice, saving Kalinda and losing the device, then Kalinda will appear in the finale.

Mission Brawl. What will happen to Aaron?

  • If Drac interrogates him and saves his life, then Vorn will appear in the finale.
  • If Drak throws him down, Vorn will still appear in the finale.

Gil's mission. Was Ryder able to cheat him at poker? Regardless of the choice, only the dialogue itself at the end will change. The choice to accept SAM’s help or not will not have any plot influence.

A similar situation will occur in the case of the subsequent choice regarding the child. Only the dialogues will change.

Callo's mission (Tempest pilot). There will be a choice of point of view. Options to support Kallo or Gil will not affect anything. Loyalty will still be there. It won't affect the ending.

There are also choices and decisions in stories, in additional tasks or decisions on planets.

Completed. Added glyphs and new puzzles.

One more thing the abandoned storage facility is located in the northern part of the planet. Inside there will be a container with a puzzle.

Relic Code planet Elaaden

After arriving on the planet, complete several missions and, one way or another, a task will appear to explore the abandoned Remnant ship (north of the map). How to reach and enter the room with the console The glyph will be on the second column from the left.

During a routine examination and quest “Pacifying the Desert”» Examine any of the three monoliths to access the glyph search and console. Then there will be a second puzzle inside the vault. The vault code can only be entered once; if unsuccessful, it will be blocked.

North Console Glyphs located nearby on the tops of the monolith, just trace the yellow pipeline with your scanner. The western monolith also has all the glyphs nearby, but on the southern one, your goal is to use additional consoles to raise a ladder of blocks and use it to climb to the top of the column and scan the glyphs.


First, talk to Suvi on the Tempest, then continue through Mass Effect: Andromeda in that we need to start researching the three systems that we have already noted earlier in this guide. When you enter the desired cluster, you will receive a notification regarding the anomaly. Using a scanner, find the source of this signal on the surface of the planet; when it is detected, send a probe to get more information.

This way you can study three anomalies, after which you head to the Tsivki system on the planet Hi Tasira. Remember that, in general, this is reaching the finish line and there will be no turning back, however, almost all additional tasks can be completed after the end of the main story campaign. But still keyword- “almost”, some missions will no longer be available after the end of the story, so make sure you complete everything that interests you.

Returning to the actual task, at the first stage we will need a control panel. Access to it is limited to attacking robots, but when you destroy aggressive machines, you can activate the console, after which a cut-scene will start. The result will be an unexpected gain of control over the brother or sister of the main character (depending on your choice).

In his role, we take the weapon from the cabinet and run forward, following the sign. On the way, of course, there will be enemies - they all need to be neutralized. When you go out into the corridor, you will encounter more powerful opponents, so it is better to jump straight into the door on the left. There you will enter another corridor, at the end of which you will come out to the console, activate it. Now follow the gravity well and open the door. Walking a little further along the marker, you will come face to face with the Archon.

Finale of Mass Effect: Andromeda

The ending of Mass Effect: Andromeda will quite predictably have increased intensity and complexity: we have met a key antagonist who is more than capable of giving us a worthy rebuff, but he is still not invulnerable. More precisely, it is, but only by default and this can be corrected. This situation is corrected as follows: The Archon receives energy from the panels, which we can easily turn off.

Once you reach these points, you need to hold your position while the gauge fills. While filling it, simply repel enemy attacks in your direction. The boss, seeing that things smell frying, will begin to use more effective attacks: this time he will throw energy explosive fields at you and, worst of all, nothing will really help from this rubbish, including shelters - the fields will safely pass them and hit the target, that is, you.

The only salvation in such an uncomfortable situation is constant movement, don't stand still, run and shoot at the same time. When it is possible to turn off all the panels, the Archon will become much weaker and will no longer be able to really resist. Now all that remains is to watch the very lengthy final cut-scene.

Epilogue

Despite the end of the main story campaign, the passage of Mass Effect: Andromeda as a whole does not end there. You can chat with your allies and return to the spaceship, where the endless Andromeda galaxy is still available for study and exploration. If you wish, you can also visit the “Nexus”, where there are more side missions and colorful characters available for communication. In general, after the elimination of the Archon, the game is essentially over.