Mass Effect 2 Loyalty Mission Guide: Legion in A House Divided
This guide section walks through Legion’s loyalty mission, “Legion: A House Divided,” in Mass Effect 2’s Sea of Storms. It covers every major combat beat, where to grab each collectible, and which conversation options to choose depending on whether you want Paragon or Renegade outcomes.
If you’re trying to nail a particular stage of the loyalty mission, the guide’s jump list includes Mission Rewards, Before We Begin, talking to Legion, traveling to the Sea of Storms, reaching Heretic Station, defending the core, choosing what to do with the Geth virus, escaping, returning to the Normandy, the Legion vs Tali confrontation, and the follow-up Normandy conversations.
Quick facts
- Mission Rewards: 750 XP, Geth Shield Boost, Geth Shield Strength, 15,000 mission credits, 15,000 found credits, and 2,000 Palladium resources.
- Before We Begin: Watch out for the Reaper IFF Journal Check when approaching the Galaxy Map.
- Recommended squad: Tali is ideal; if she’s not available, Garrus, Kasumi, or Zaeed can fill in with Overload.
- Location: Phoenix Massing cluster, specifically The Sea of Storms system, ending at Heretic Station.
- Main choice: Rewrite the Heretics (+30 Paragon) or delete them (+30 Renegade).
- Afterward: Legion vs Tali can be resolved in the AI Core, and more conversations follow once you regain control of Shepard.
Mission Summary
Video Guide
This section is presented alongside a video guide entry, but the checklist-style navigation focuses on the mission flow and decision points rather than discussing the video content itself.
Mission Rewards
- Experience: 750 XP
- Power: Geth Shield Boost
- Research: Geth Shield Strength
- Mission Credits: 15,000
- Found Credits: 15,000
- Resources: 2,000 Palladium
Before We Begin
Getting access to this final loyalty mission can be tricky because of the Reaper IFF Journal Check. The game checks your Journal when you near the Galaxy Map to see whether you still have any N7, Dossier, or loyalty tasks left active.
The trigger area is shown as an orange box in the image referenced by the guide. If you have no remaining N7, Dossier, or loyalty missions left, but you still haven’t started “A House Divided,” you should not approach that trigger zone at all.
Approaching it will cause the Journal Check to activate the IFF installation the next time you use the Galaxy Map. That effectively prevents you from completing “A House Divided” without endangering innocent lives. The safe route is to circle around the orange-box area and use the elevator to reach the Crew Deck, then speak with Legion to obtain the loyalty mission.
By doing it that way, when you eventually enter the trigger zone, the Journal Check will detect it and won’t trigger the IFF installation when you go back to the Galaxy Map.
Talk to Legion
Once you’ve set up the mission correctly, head to the AI Core on the Crew Deck. The AI Core is reached through the Med Bay.
Legion’s loyalty mission is unlocked last, so you need to have completed the loyalty missions for every other squad mate first. The only exceptions mentioned are Zaeed and Kasumi, which are handled differently from the rest of the squad’s loyalty requirements.
The story beats start with Legion explaining a tense “civil war” among the geth. Legion believes the geth should leave organics alone, but the Reapers have persuaded the “heretic” geth to wipe out organic life through a virus.
The heretics intend to use the virus to bring all geth under Reaper control. Legion reveals he and his people were on the Derelict Reaper searching for a method to remove or erase it, and now that the virus is gone, he asks Shepard to help deploy the solution onto Heretic Station.
Travel to The Sea of Storms
- Location: The Phoenix Massing – The Sea of Storms – Heretic Station
Heretic Station sits in the Phoenix Massing cluster. It’s not a commonly visited area; you can only access it by completing this loyalty mission, using the Overlord DLC, or using the Project Firewalker DLC.
The guide places it in the northeast portion of the Milky Way, with the usual space-cartography caveat that “north” doesn’t literally exist. In practice, it’s a directional label so players know where to look.
When you’re in the Tassrah Relay System, the guide suggests mining Rich planets for resources. For the actual travel, Heretic Station is reached in The Sea of Storms system and costs about 200 Fuel from Tassrah.
The Sea of Storms has no star, so there’s nothing else to chase—Heretic Station is the only major point of interest. Land there to continue.
Recommended Loadout
- Squad Tactics:
- Tali is a strong pick because of her tech skillset, and because the mission features only geth enemies.
- If Tali isn’t available, Garrus, Kasumi, or Zaeed are suggested due to their Overload ability.
- Unique Dialogue:
- Tali is again highlighted as a great choice since she provides unique dialogue during the mission.
Go to Heretic Station
After you land, there’s another short cutscene before you regain control and push deeper into the station. Legion explains how the station’s alarm system functions and notes that they’ve managed to stall it.
Legion also informs Shepard that the virus work is already completed. That gives you a split decision: you can destroy Heretic Station, or you can use the virus to reprogram the heretics so they fall in line with the logic of other geth.
- Choose “Rewriting is unethical” for +2 Paragon Points.
- Choose “They’re just machines” for +2 Renegade Points.
Before pushing further, grab loot from the station interior.
- Med Kit – 100 Credits. Located in the back-right corner near the top of the ramp that drops to the next area.
Move down the ramp into the next room. Green data lines run across the floor, and stepping on them alerts every geth present—so don’t. Instead, locate the Geth Hub hidden from plain sight, guarded by two Geth Troopers and a Geth Hunter.
The guide recommends destroying the hub to deal heavy damage, then cleaning up any survivors. Once all geth are disabled, the ground lines vanish completely, which serves as your confirmation that the encounter is over.
- Geth Hub – 3,000 Credits. The hub you find sits to the right of the exit door.
Interacting with the Geth Hub triggers another cutscene. If you ask Legion about how data is traded among geth, you can unlock additional replies that grant Morality Points.
- Select “The heretics are part of you” for +2 Paragon Points, then choose either:
- “That could be traumatizing” for +2 Paragon Points.
- “You feel guilty” for +2 Renegade Points.
- Select “Why worry about brainwashing?” for +2 Renegade Points, then choose either:
- “You’d lose that perspective” for +2 Paragon Points.
- “Their judgment sucks” for +2 Renegade Points.
Continue through the nearby doorway toward the core. In the hallway, turn right and you’ll notice two inactive gun turrets on the left side of the corridor leading forward. Legion warns that activating them will cause them to fire at nearby targets and then explode.
The explosion happens about ten seconds after activation, so only switch them on when something is available for them to shoot. Turn on the far turret, immediately take cover, and when the geth spill into the room from the far end of the hallway, you’ll have an extra heavy weapon backing you up.
Destroy the Hunters and their smaller escorts, check the area for ammunition, and then continue rightward down the next hallway.
This winding passage leads quickly to a large open chamber. This time you’ll face two Geth Hubs instead of one, so you must choose which one to destroy first to cripple some of the geth before dealing with the rest. One hub is directly in front of you when you enter, and the other sits to the left of the exit door.
Take cover behind the environment, destroy one hub to kick off the firefight, then finish the encounter.
- Geth Hub x2 – 6,000 Credits. These are the pair of hubs you destroyed to damage the enemies during the battle.
After exiting through the next door, take cover behind the pillars in the following hallway. Two Geth Troopers are waiting here.
- Med Kit – 100 Credits. Look near the far end of the hallway—go past the next door and continue to the end.
Leave the hallway, climb the two ramps, then turn right into another corridor. Again, you’re met with fire from two Geth Troopers. After they’re down, move to the end of the hall and enter the door.
The next room is very open. Two doorways on the far side bring in additional geth, and the only safe routes across are walkways along the outer walls or going through the lower maze in the center. Fortunately, there are two turrets inside this room.
Activate those turrets, bunker near the entrance, and keep an eye on the Geth Hunters—they travel straight toward you and carry shotguns.
When the area is quiet, head to the opposite side and use one of the doorways to reach the next hallway.
- Med Kit – 100 Credits. Located at the end of the first hallway, past the right-side exit door.
- Power Cells – 100 Credits. In the same spot as the Med Kit described above.
Go through the next door and descend the two ramps to a T junction.
- 2,000 Refined Palladium – At the T junction, turn right and check the end of the corridor.
Turn around and head to the opposite end to enter the next room. As soon as you step in, sprint right and take cover from the geth that immediately fire at you. Hack the nearest turret for extra damage, then deal with the enemy group.
- Geth Terminal – Geth Shield Strength. Found along the left-hand side of the room, between two open windows, tucked into a small corner.
The following door leads to a long walkway covered with more floor lines. You need to be extremely careful not to step on them. If you do, you’ll be forced into a fight on a thin, narrow path with no real cover.
Work your way quietly to the bottom, then repeat the same approach as before: destroy one Geth Hub from behind cover and then clear out the rest. If you want a higher-risk option, you can dash to one machine, destroy it, then cross immediately to hit the second—but the guide warns that this can be dangerous.
- Geth Hub x2 – 6,000 Credits. Salvage these before leaving the area.
This corridor includes a moment the guide calls out as a definite interaction: some Geth Servers that start a conversation with Legion. It appears the heretics placed “runtimes” inside the original geth network, which is unusual enough to surprise Legion.
You can respond with either “Things change” to gain +2 Paragon Points, or “You were naive” for +2 Renegade Points.
Legion remains troubled and asks how everything went wrong. After that, you can reply “It’s not your fault” for +2 Paragon Points, or “It’s their fault” for +2 Renegade Points.
After the conversation, go further down the corridor and through the door into the core room. This massive chamber is where the virus is stored, and it’s where you’ll attempt to remove it for good.
There are gun turrets around you, but the guide advises ignoring them for now. Regardless of whether they fire, they will explode about ten seconds after you activate them.
Interact with the Geth Terminal to talk with Legion again.
- The option described as “Activating defenses” on the right is the explanation toggle, not the “Yes” prompt on the left.
When you confirm with “Yes,” Legion begins erasing the Reaper virus. However, Legion states this won’t happen instantly—it takes time, and that sets up the next defensive phase.
Defend the Core
Once the computer has been used, a nearby group of geth learns of your presence. They rush your position through three doors at the far end of the lower maze area.
When the geth arrive, activate two turrets positioned in the maze to gain additional support. If you have a Sniper Rifle—or a very accurate pistol or assault rifle—the balcony rail is a suggested position to use for damage.
If geth climb up onto the top walkways along the sides, they can drop directly onto your location. If that happens, the guide recommends using cover behind a nearby barricade with the Thermal Clip so you’re not exposed in the open.
The enemies come in waves, giving you breathing room between assaults to reposition back to the balcony rail. The waves escalate, with more Hunters and rocket-using enemies appearing over time, but the guide says you can get through it if you stay patient and play smart.
- Med Kit – 100 Credits. If things go badly, grab this item to the left of the Geth Terminal.
Rewrite or Destroy the Geth Virus?
After the wave attacks are fully defeated, Legion comes to Shepard with the final call about what to do with the heretics. Legion’s geth runtimes don’t all agree internally: half prefer rewriting, while the other half want deletion.
Here’s what each option does:
- Choosing “We’ll rewrite them” rewrites the Heretics, adds them into the original geth networks, strengthens their position, and grants +30 Paragon Points.
- Choosing “It’s safer to kill them” deletes the Heretics, leaves the original geth networks unchanged, and grants +30 Renegade Points.
Escape the Station
Now the mission turns into an exfiltration sprint. You have to get out fast because the station is either being destroyed or, if you choose rewriting, the released EMP effect will kill Shepard and a squad mate.
You have three minutes to de-escalate the area before you’re forced out.
Run to the door ahead, then angle to the corner at the end of the hallway and take cover. Many geth will spill in around the corner to block your escape, so thin them quickly and move through the corridor.
Near the end, you’ll almost run straight into a powerful Geth Prime. Since it’s so close, the guide recommends backing up down the hallway to create space first. Pick off any lesser enemies accompanying Prime, then focus only on Prime itself.
Break down its shield and barrier, but avoid unloading everything at once—if you burst too hard, you can get cut down rapidly. Once every enemy is defeated, you’ll get a clean path to the escape hatch and leave Heretic Station in time.
Back on the Normandy
Legion VS Tali
If you’ve also completed “Tali: Treason” (as long as you’ve followed the guide in order), you’ll face a confrontation between Tali and Legion in the AI Core. The conflict starts because Legion was scanning Tali’s omni-tool to obtain classified data intended for the geth consensus.
Legion argues he’s defending his people, just like Tali defends hers, but Tali refuses to accept the justification. The guide lists the available resolutions:
- The Charm option “You’re both right” lets Shepard identify the weaknesses in both viewpoints—Tali’s father experimenting on a sentient species, and Legion continuing the war. This leads both sides to back down and grants +15 Paragon Points.
- The Intimidate option “Knock this crap off” pressures both of them for doing what the Reapers want by splitting opponents apart. This makes both back down and grants +15 Renegade Points.
- The line “Back off, Tali” appeases Legion, but costs Tali’s Loyalty, leaving her vulnerable later in the game. It also halts all romance options and progress with Tali.
- The option “Legion, stop transmitting” appeases Tali, but costs Legion’s Loyalty, putting him at risk later in the game.
If you couldn’t choose the Charm or Intimidate solution and had to side with only one squad mate, the guide says you can still fix loyalty—talk to the character you upset, then use Charm or Intimidate again to restore their loyalty. It won’t bring back a Tali romance, and it still requires a very high Persuasion check, but that second check is easier than the one during the argument itself.
If you succeed, you earn +15 Paragon Points or +15 Renegade Points, depending on which approach you picked. If you fail the second Persuasion check, the guide recommends returning later after earning more Morality Points, since you’ll be allowed to attempt it again.
Normandy Chats
After Shepard regains full control, you’ll have multiple conversations to choose from. Legion adds a few more, but the guide warns: DO NOT ASK ABOUT THE HERETICS FIRST.
Doing so locks you out of Legion’s casual conversation options until you complete the next mission.
- Crew Deck – You can talk with Thane for additional dialogue.
- Engineering – Tali also has more dialogue available.
- CIC – Speak with Joker for his thoughts on Legion’s loyalty mission, and also ask Jacob for his final impressions of the crew.
If you want more Mass Effect 2 help, the guide points you toward additional pages covering Legendary Edition changes, how-to guides, key choices and consequences, romance options, walkthroughs, and side quests.
- Legendary Edition Changes
- How-To Guides
- Key Choices and Consequences
- Romance Options
- Walkthrough
- Side Quests
Up Next: Miranda – The Prodigal
Top Guide Sections
- Legendary Edition Changes
- Basics
- Tips and Tricks
- How-To Guides


