Derelict Reaper
Cerberus has managed to locate a derelict Reaper ship in Hawking ETA and would like you to recover the IFF that will allow the Normandy to safely use the Omega 4 Relay. You're going to need to stock up on some fuel before you attempt the journey. You will be dealing with a Husks and Abominations. As you know, these walking corpses can swarm you in great numbers so it's important to avoid staying in one place and getting overrun by these dangerous enemies.
After entering the ship itself, it activates its shields, preventing crew extraction from the Reaper ship. You're going to have to manually disable it from the inside. Advance through the ship, cashing in on the opportunities to collect more credits while you're at it. Eventually, the path narrows out onto a catwalk littered with combustible explosives--a good indication of the ambush to come. Husks start hauling themselves onto the catwalk. Run forward and trigger their appearance to gather them all, then run back and wait for these horrors to run by an explosive, prompting you to finish them all off in one swift move. You will want to utilize this strategy for dealing with Husks as you progress through the Reaper ship. Some useful Biotics for mowing down Husks also include Incinerate and an area of effect Pull.
Pass through the Husk-filled area only to be met with more Husks, but they are purposefully dispatched by an unidentified sniper. This friend (or possibly foe?) doesn't seem to show sign of aggression toward you for now. Nearby you can pick up a Cerberus sniper rifle, some credits, and valuable Platinum. Ready your weapons as the going is about to get tough. Further ahead hordes of Husks along with a Scion pick a fight with you. Wait as long as you can to demolish all the Husks at once with an explosive and keep backpedaling to gain distance between you and the approaching enemies. Abominations are also a target here, and the resulting splash damage from killing one can inflict damage on Husks as well. Biotics like a fully upgraded Charge, Pull, Slam and Incinerate should work quite well here. Check the far back of the area for a Medi-Gel and a Lattice Shunting.
Turn onto a diverging catwalk to a locked door. What you find beyond the locked door should surprise you, but attending to more threatening matters takes precedence: Husks pull themselves onto the walkway and start lumbering toward you. Not long thereafter, a Scion files in behind as well. Fall back to the wider, more open space to properly maneuver around this madness. Biotics work best at ripping apart the Husks instantly. Progressing along this area only calls forth more Husks, Abominations, and eventually a Scion. At the very least, you have several Medi-Gel stops as well as a number of credit terminals. Check near the bottom of the stairs for power cells and a Cerberus shotgun for a boost to shotgun damage.
After inspecting the terminal for credits, you start heading down only to be stopped in your tracks by the approach of not one but two Scions as well as the usual flood of Husks and Abominations. Don't drain your heavy ammo completely because you'll receive another healthy dose of the same medicine just a little further ahead. Luckily, you'll be able to replenish some of your stores with some power cells at the bridge. Afterwards, bypass the security door and head inside to take the Reaper IFF. Seems a little too easy, doesn't it?
The mysterious sniper from earlier is hunched over the Reaper core, frantically working on something as he is assaulted by Husks. He fends them off with ease at first but eventually becomes overwhelmed and unconscious. This is where you step in to mop up the remaining mess. Husks and Abominations clamber onto the platform from both sides. Eliminate them all, check the laptop on the left side, and then target the Reaper core. The Reaper core closes its protective shield after sustaining some damage and unleashes legions of Husks. Keep whittling away the health of the core until it is completely destroyed.
Shepard and crew decide to bring the stranger they meet onboard the Normandy. Miranda, Jacob, and Shepard argue over what to do with the hitchhiker. You decide his fate. He would make a welcome addition to this powerful team, offering a number of useful techs. However, be warned that embracing him as a companion may close down social avenues with Tali. If you still want to activate him, head to the Crew Quarters and enter the room beyond Dr. Chakwas' office.
Table of Contents
- Getting Started
- Walkthrough
- Loyalty Missions
- Side Quests
- Xbox 360 Achievements
- PlayStation 3 Trophies
- Guide Feedback
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