You came across some people living in a hut; they are acting strangely and babbling nonsensically. Investigate the cause of their odd behavior.
In a house east of Kadara Port in the Haarfel region, Pathfinder Ryder will find an asari, a krogan, and a salarian speaking nonsense. The only one with any coherence is the salarian. He is speaking of some mysterious "them" who are behind all this, but he can't remember anything, except that they left a datapad. After speaking with him, the mission starts.
Examine The Datapad Edit
The datapad is on the floor near the salarian.
It seems someone is using them for an experiment.
Scan The People (0/3) Edit
Scanning the unfortunate three reveals unusual neural patterns and an outside interference signal. SAM locates a navpoint for the source of the signal.
Locate The Source Of The Mysterious Signal Edit
The source of the signal is south of the currently location. Travel to the building. Outside of the building is a container that can be looted and the transmitter on top of the building can be scanned for +10 .
Go into the building and find that inside are two scientists.
Speak To The Scientists Edit
The scientists say it's an experiment and that no physical harm has been done. They used to work for an organization called Cerberus, but they left when the boss prioritized spending money on the Lazarus project to resurrect the dead.
The two scientists are doing a mind control experiment on the three exiles by connecting their brains to each other. The experiment has gone so far that the exiles are dependent on the signal to function.
There is a terminal in the room with four messages on it that give some background as to what is going on.
Alter The Mind Control Signal Edit
Ryder is now given three options:
- Walk away (letting the experiment continue).
- Turn the signal against the scientists, which will likely have some negative effects on the three exiles.
- Change the signal to ease the victims' situation and lock the system against further changes.
The rewards for the mission change depending upon the choice made.
Once Ryder has decided what to do, the mission is complete.
If Ryder Turns The Signal or Changes The Signal:
- +270 XP
- +29 AVP
- +2% Kadara viability
If Ryder Walks Away:
- +270 XP