Mordin: Old Blood
As you've picked up from earlier conversations with the loquacious salarian, Mordin has been wrestling with regret of his past actions over the krogan genophage project. Mordin has picked up word that a former associate of his named Maelon was captured by Blood Pack mercs on Tuchanka. Mordin wants to rescue him at all costs. On Tuchanka, speak first to the clan leader and inquire about the captured salarian. Wreav refers you to the scout stationed at the gun range. The scout is aware of the situation and provides you with a truck to fetch the salarian yourself. For this mission, you'd want to bring a good balance of Biotic-users and soldiers since Mordin himself is a tech user.
There's a weapons locker nearby for your weapon-swapping convenience. From here, step through the automatic door into potentially dangerous grounds. You don't need to venture too far out before the first enemies arrive on sight. Klixen skitter straight at you; be sure to kill them from afar as their death triggers a detonation sequence that can damage all within. Not much farther in front, more klixen scurry from hiding although this time they are joined by some varren. These warm you up substantially for the tide of Blood Pack mercs that about to come.
A mix of Warriors, more varren, and some Pyros comprise the first attack party. The streets know these warring conflicts well as there is plenty of cover behind which you can hide. Past the Pyros is a box of Iridium that should properly be looted. As you slide down the slope, you spot a door in the distance, but it is protected by a myriad of Blood Packs. After clearing out the area, search the area for the combustion manifold. This item can be presented to the krogan mechanic to complete an optional assignment. This is discussed in-depth in the Side Quest section, under Combustion Manifest.
The door ahead connect to the hospital, but they can't be opened without some prior security override. Once inside, you spy a dead human body lying on the ground. Mordin scans the body but is unable to identify the poor sap. The krogans are known to be more prone to aggression, but neither Mordin nor Shepard can condone the krogan-related activities that transpired here. Obtain some Iridium nearby and continue through the door here to confront some Blood Pack, who graciously decide to let you walk freely in order for you to spread the word of the Blood Pack. While the talking krogan gets on his high horse and spews gibberish, you have a Renegade opportunity to prematurely end his verbal diarrhea of the Blood Pack's mission.
This act of aggression spurs the rest of the Blood Packs into action, as they flow into the room from the door above. Most of them enter with armor, but there shouldn't be enough of them to present any threat. Pillage the crate of Iridium and a Medi-Gel before heading upstairs into the experimental labs. You can holster the weapon--there are no gunfights to be had. There is, however, more Iridium and credits to fatten your wallets. Among other things to examine are a computer console and the lifeless body of a krogan on the experiment table. Then, inspect the terminal near the body to receive an armor upgrade for Grunt.
The hallway outside of the lab leads to two doors: one on the right and another on the left. The door to the right unveils the missing krogan the chief scout had mentioned earlier. The krogan has been experimented on and is brainwashed into thinking that he is doing his clan good by allowing to be tested on. You can either let him rot away or appeal to his warrior spirit, convincing him that he need not be a pansy and return to Urdnot's side. This also completes the side quest concerning the Missing Scout.
The next room boasts more Blood Packs and volatile containers that can be used to shatter the armor. Continue to crush the opposition and work your way down, picking up the power cells by the stairs in the process. Armored krogan and varren emerge from the door. While you're fighting them, the real catch, Chief Weyrloc Guld, storms into the room. He hides under protective layers of thick armor and a barrier, but hopefully by now you know how to deal with such foes. Following the battle, enter through the unopened door to find a credit-collecting opportunity, then proceed to the lower levels. A research terminal yields a Microfusion Array upgrade. Finally, head through the door here to find Maelon.
It turns out that Maelon is doing this on his own accord. The way he sees it is that curing the genophage is the only way to repent for his past sins. Mordin's objects, but Maelon's radical notions drive Mordin to a rash but--in his eyes--necessary action. You have a couple of seconds to use the Paragon interrupt to prevent the action from finalizing, but inaction ends the mission faster. Either way, you must decide what to do with Maelon's data that was left behind. Preserve it and bank Renegade points, or destroy it to place a firm hold on your Paragon status. Opt to stay behind a little longer to exploit the opportunity for more credits in the room.
Table of Contents
- Getting Started
- The Awakening
- Freedom's Progress
- The Normandy SR2
- Dossier: The Convict
- Dossier: The Warlord
- Dossier: Tali
- Collector Ship
- Derelict Reaper
- Stop the Collectors
- Loyalty Missions
- Side Quests
- Xbox 360 Achievements
- PlayStation 3 Trophies