Follow this walkthrough to complete the 'Mind Games' quest in Mass Effect: Andromeda. Learn how to find the Exiles, confront the scientists, and choose your ending.
Alright, let's get this 'Mind Games' quest sorted out. First things first, you'll need to head east from the Forward Station near the Kadara Slums. Keep following the road as it winds north-east and then north. Don't take that first turn-off to the south; instead, hang on until you see the second fork. This one will initially lead you east through a Collective camp before it turns south, then southeast. You're looking for a modest structure just east of the road, close to a Mining Zone. Inside, you'll find some Exiles acting pretty strangely. Your first step is to find a crouching Salarian and chat with him. He'll ramble about a Datapad belonging to some shady characters, and that's how you'll officially kick off the 'Mind Games' quest.
After you've had your chat with the Salarian, you'll need to examine the Datapad, which is labeled 'Observation Log'. Reading it will confirm that someone's definitely messing with these aliens' heads. Next, you'll want to scan all three of the Exiles. This will allow SAM to pinpoint the source of the signal causing their distress. Once that's done, it's time to leave the building. Head south and a little bit east, making your way through some of Kadara's rather… fragrant sulfur springs. You're looking for another structure, and it'll be marked as your objective once you get close enough.
Once you've found the second building, head upstairs and go inside. You'll find yourself confronting two Scientists. They're not exactly subtle, openly admitting their past affiliations and bragging about their brilliance and their exploitative experiments. After you've exhausted all their dialogue options, Ryder will contact SAM, who can then shut down the experiment. You'll need to interface with a device labeled 'Mind Control Device'. Don't worry, the Scientists will just stand there while you tinker with their creation. You'll be presented with three choices.
Now, about those choices: If you decide to 'Walk away,' the quest will simply end, and you'll get 270 XP. It's not the most exciting outcome. If you choose to 'Turn it against scientists,' you'll force them to experience what their victims went through, but it won't actually alleviate the victims' suffering. This option nets you 29 AVP, a +2% boost to Kadara's viability, and 270 XP. The third option, 'Ease victim’s situation,' is probably the most compassionate. It thwarts the scientists and helps ease the victims' pain, and it also rewards you with 29 AVP, +2% Kadara viability, and 270 XP.
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