Description Edit

Architects are massive, mechanical Remnant constructs that inhabit golden worlds in the Heleus Cluster and are encountered by Pathfinder Ryder of the Andromeda Initiative in 2819. Although their true purpose is not currently known, Pelessaria B'Sayle theorized that they played a part in sculpting the massive caves that house the Remnant's underground vaults.

Architects are able to burrow into the ground, fly, and loiter in orbit around their homeworlds. Physically, Architects consist of three tendrils that each house one conduit and a "head" that houses a conduit and its weapon systems. Architects have a variety of weapons, including an energy cannon, grenades, and a spherical energy field that damages anything within its radius when it detonates. The Architects' armor makes them impervious to ground fire, but they are vulnerable when their tendril and head conduits are exposed.

Encounters Edit

Eos Edit

Ryder is asked by Hainly Abrams to deploy three seismic hammers to monitor unusual seismic activity near the outpost at Prodromos. After placing the second hammer over either an aquifer or natural gas deposit, an Architect reveals itself as the cause of the seismic anomaly and attacks Ryder. Once defeated and interfaced with by the Pathfinder, the Architect retreats into Eos's orbit and holds in standby mode, monitoring the planet's atmosphere.

Voeld Edit

Ryder is tasked with searching for a missing Initiative science by Taerve Uni outpost mayor Priya Blake. The Pathfinder finds the team's shuttle, which was destroyed leaving all of its occupants dead. An Architect is revealed to be the culprit, who then attacks Ryder at an abandoned Kett base. Once defeated and interfaced with by the Pathfinder, the Architect retreats in Voeld's orbit and enters standby mode.

Kadara Edit

Ryder is asked to search for a cultist named Bishop in the Kurinth Valley. Upon discovering Bishop's corpse, an Architect attacks Ryder and their team. After being defeated and interfaced with, the Architect retreats into Kadara's orbit. In stand by mode, it appeared to continue to monitor Kadara's groundwater.

Elaaden Edit

Ryder is tasked with destroying an Architect by Kariste Archana. The Architect is found prowling over a Remnant ruin above the planet's Languish region. Like the other Architects, once defeated, it retreats to Elaaden's orbit and remains in standby mode.

Meridian Edit

The Archon summons an Architect when Ryder confronts him and he successfully accesses the Remnant vault network. The Architect harasses the Pathfinders' fireteam while their twin works to sever the Archon's connection.

Capabilities Edit

Offensive Edit

Defensive Edit

Tactics Edit

Each stage becomes progressively harder. Try to damage (but not destroy) as many components as possible, to at least below half health. This makes stages 2 and 3 significantly easier and faster to complete.

Once done a "leg component" is destroyed, the Architect will fly off towards somewhere not far in the same battleground. Try not to get close when it lands,or you might find yourself too close and without cover. Approach in the Nomad if possible to allow a quick retreat.

Repeat until the third tendril is destroyed and by then, the accumulated damage inflicted upon its head will leave you just one more push to finish it off. Once done, its head will fall to the ground, leaving you a chance to interface with it. Once interfaced, The Architect will drop loot and fly off to the planet's orbit, where it remains dormant.

Stage: Attack PatternEdit

While local hazards and cover opportunities vary, its attack cycles and the corresponding countermeasures are the same:

  1. Stage One: The Architect plants its 3 tendrils into the ground, leaving one outside its shield, which would exposed its inner parts from its armour, attack until it closes and prepare for next stage ;
  2. Stage Two: The Architect will open is head, brings its main gun online against you. However, the main gun takes time to charge and its strike area can be easily seen with its targeting beam, attack the exposed head until it closes and prepare for next stage;
  3. Stage Three: The Architect will now spawn a squad of Breacher / Assembler / Observer / Nullifier. Once dealt with prepare to repeat the cycle until that particular tendril is destroyed.


Tactical Cloak is useful to evade the Architect's sight, Biotic Charge helps to survive troop waves by keeping your shields up,Barricade can save your life if you are caught in the open to a machinegun volley,and Turbocharge will drastically increase your weapon damage. Overload and its combo detonators(Energy Drain,perhaps,being the most beneficial as it restores your shields;and the two can act as primers and detonators to each other if Energy Drain is specced accordingly)stand as obvious choices.


Assault Rifles and shotguns are optimal for low-level characters. Kett-manufactured weapons,namely the Thokin and Dhan,prove effective against the Architect. One can also consider carrying a Reegar Carbine to deal with the troops it summons,as its torrents of electricity shred through shields and Remnant health.


Disruptor Ammo is an obvious choice as it increases damage against shields and synthetics. One could also consider carrying Cobra RPGs to effectively bypass the main gun stage by putting a shot through to the vulnerable conduits as the Architect brings its head about.

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