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Vetra's sister, Sid, is waiting for a call from you and Vetra. It turns out that Sid believes some colonists have been kidnapped and taken to an abandoned mine on H-047c.


AcquisitionEdit

Some time after Ryder has visited Kadara Port and returns to the Tempest, Ryder will receive an email, which begins the mission.


WalkthroughEdit

Read Vetra's messageEdit

Vetra has received an encrypted message from Sid saying she wants to talk with Vetra and Ryder. It sounds urgent.

Sid
To: Ryder
From: Vetra

Ryder,

An encrypted message came from Sid. Says she wants to talk to us. Sounds urgent.

Going to need you for this one, so swing by when you can.

Vetra

Acknowledge the e-mail to get the next objective.


Go to Vetra on the TempestEdit

Vetra connects to Sid over the comm. Sid has been listening to outpost updates and caught a message about settlers going missing - probably kidnapped. She sends the navpoint to the location she believes is where the settlers have been taken. Vetra isn't happy about her sister getting involved in something potentially dangerous.


Go to H-047c in the Remav systemEdit

Land on H-047c.


Go to the abandoned mineEdit

The navpoint is far to the southwest. When entering the building you can change your loadout. A short way into the building the pathfinder team falls through a trap door. A woman named Meriweather tells them that the missing people was a bait to lure Nyx into the trap. Nyx has interfered in Meriweathers affairs.

There are other prisoners down here. They were part of Meriweather's smuggler ring, and Vetra helped them out from it, their spokesman Galloway says. Vetra has no idea what's it all about. She wants some answers but first they have to get out of there.

Note: Manual saves are disabled for this mission after entering the building.


Find a way out of Meriweather's prisonEdit

You might want to speak with Galloway to get more information, for instance that they never meet Vetra in person - only talked over the comm. They wanted to leave the gang because Meriweather started doing bad things they didn't agree with. A datapad reveals that they were living in Prodromos after leaving the gang.

Go downstairs and scan the locked door. It can't be opened from this side. Over the comm a Mysterious Ally says she can open the door from the other side when it has power. That has to be done from Ryder's side.

Find a way to activate the doorEdit

Use the scanner to find the generator. It's working but it has to be connected to the door. Search upstairs using the scanner. Some cables on the floor might do. Bring them and connect them. The ally unlocks the door. Exit the room.

The ally says that opening door has triggered a silent alarm, and the colonists have to hide in a nearby storage room.


Accompany colonists to to storage roomEdit

A timer starts a count-down for incoming hostiles. Stay inside the storage room. When the timer runs out the ally says you can see the guards on the security screen and if you let them pass by you can surprise them.


Check security cam footageEdit

You see the guards passing the door.


Deal with the guardsEdit

Take out the guards.

Note: In some instances the guards will line up in a row making an upgraded shockwave the power of choice.


Speak to GallowayEdit

The ally asks if everyone is okay. Then Vetra recognize who it is - her sister Sid. It was her all the time pretending to be Vetra and helped the colonists get away from the smuggler gang. She says she is in a shuttle outside - well hidden. She now starts to guide Ryder and the colonists out of the building.


Head to the mess hallEdit

By the door to the mess hall activate the security cam.


Use the security cam to find an advantageEdit

You see a locked workshop door, an generator, and some guards. In there, there are two containers with the usual loot. The generator can discharge electricity and take out some guards. Chose between unlocking the workshop and blowing up the generator.

Deal with the outlaws in the mess hallEdit

When the mess hall is cleared Sid gives the next location to head to.


Get to the menagerieEdit

Meriwheater is upset because she has discovered that someone is messing with their security, but she doesn't seem to know that her prisoners are escaping.


Use the menagerie's security camEdit

In the room, there are cages with various wildlife (that will probably attack the guards as well as Ryder's team), turrets, and a cage with a fiend. You can chose to turn off the turrets, make the turrets attack the guards or free the beasts but not the fiend as its cage has a manual release.

Kill the fiendEdit

In their desperation the guards released the fiend.


Clear out the menagerieEdit

There are some doors that can be opened.


Get to the workshopEdit

Meriweather says there is a rat in the system, and promises double rations to the one who finds it.


Use the workshop's security camEdit

In the room is a Hydra Mech, a Crane Rig, four Compressed gas tanks, and some guards. You chose to blow the crane rig's engine (it's core will explode), gas the guards (but that might effect Ryder's team as well), or disable the Hydra armor.


Deal with the workshop guardsEdit

On the harder difficulties, the mech will be more difficult to defeat.


Move forward through the rest off the facilityEdit

Over the comm they hear that Sid has been discovered.


Deal with security and the guardsEdit

In the next room are guards, turrets, and some adhi beasts.


Get to SidEdit

Meriweather has captured Sid, and tells Vetra to come to her. In the shuttle area is Meriweather holding Sid in front of her and an unsecured grenade in hand. She orders Ryder to put down their weapons. For some seconds there is an option to shoot (Ryder shoots the grenade out of Meriwether's hand and Vetra picks it up and throws it at the guards). Even if you don't shoot the situation will be resolved without getting Sid killed.


Kill Meriweather and her guardsEdit

A group of reinforcements will come in from the right.


Talk to SidEdit

She says she is sorry. She was just trying to help those people who wanted to get away from Kadara. Vetra is afraid Sid eventually will get hurt if she gets involved with dangerous people. Sid returns to the Nexus. Vetra is grateful for Ryder's help.

AftermathEdit

Vetra's rank 6 skills are unlocked.

Speak with Vetra on the Tempest. She is annoyed that Sid has been using her name to call in favors. She has acquired the genome for something called "cat", and Vetra has no idea what that is. And she is worried about Sid. During the conversation there is a romance option for Ryder.


RewardEdit

1330 xp.

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