Mass Effect 2 Arrival DLC Guide: Key Choices, Loot, and ME3 Setup

The Arrival DLC assignment in Mass Effect 2 is one of those rare side stories that punches way above its “optional” weight. It drops you into a solo, high-stakes mission line that feeds directly into the opening events of Mass Effect 3, while also giving you a steady stream of loot, morality decisions, and combat set pieces that can feel very different from the rest of the game.

Checklists

This wiki-style guide page focuses specifically on Arrival, covering where to locate items, how to survive every combat section, and which choices matter for your playthrough.

Looking for something specific? Click the links below to jump to…

  • How to Get the Arrival DLC
  • When Should You Start Arrival?
  • Assignment Stats
  • Check Private Terminal
  • Travel to Bahak
  • Rescue Dr. Amanda Kenson
  • Escape the Batarian Prison
  • Confirm the Reaper Invasion
  • Fight for Your Life
  • Escape Captivity
  • Activate the Project
  • Stop Dr. Kenson
  • Go to the Comm Tower
  • Back on the Normandy

How to Get the Arrival DLC

When Arrival first launched, you needed to download the Cerberus Network service to access it. Since Bioware’s website is now deactivated, the code required to obtain Cerberus Network has to be handled through your EA account.

If you’re on the Legendary Edition, or if you’re playing the original release through Steam, the DLC is bundled with the game and installs automatically.

When Should You Start Arrival?

Arrival is unusual because it connects straight into the beginning of Mass Effect 3, yet it becomes available extremely early in Mass Effect 2. Specifically, it unlocks after you complete Act 1 by finishing the “Horizon” mission.

There’s an annoying wrinkle: once the DLC is present, you’ll receive a mandatory briefing from Admiral Hackett the moment you interact with your Private Terminal after completing “Horizon.”

Even with that, the walkthrough recommends saving Arrival until the very end of the game—after the Suicide Mission. The guide claims there are no consequences for waiting, and that doing so makes more story sense while also adjusting the ending in small ways. It also suggests using the delay to fully upgrade Shepard and complete Research Projects so the DLC’s difficulty feels more manageable.

Assignment Stats

Assignment Rewards

  • Experience: 1,000 XP
  • Research:
    • Heavy Weapon Ammo
    • Medi-Gel Capacity
    • Heavy Skin Weave
  • Mission Credits: 3,500 credits
  • Found Credits: 17,550 credits
  • Resources:
    • 1,500 Element Zero
    • 1,500 Palladium
    • 2,000 Iridium

Check Private Terminal

  • Prerequisite: Complete “Horizon”

After you finish “Horizon,” you get the Arrival call on the Normandy if you check your Personal Terminal. That triggers an automatic conversation with Admiral Hackett in the Captain’s Cabin.

Hackett explains why he’s contacting a dead Spectre who’s currently working for Cerberus: one of his deep-cover agents has intel on an imminent Reaper invasion, but the agent has been captured by Batarians. The mission is framed as urgent—because it is.

How you conclude the briefing affects Morality Points:

  • Choose “I’ll save her” for +2 Paragon Points.
  • Choose “If I have time” for +2 Renegade Points.

Travel to Bahak

  • Location: Viper Nebula – Bahak – Aratoht

The Hackett conversation unlocks the Viper Nebula, described as a system on the “southern” edge of the Milky Way. Bahak is portrayed as relatively barren, which the guide ties to it being a batarian-controlled region.

While you’re there, the guide strongly recommends mining the one Rich planet in the Bahak system. It notes that, like the Overlord DLC, Arrival cannot be revisited after completion—so you want that resource done before you commit.

Because Arrival is a solo mission for Shepard, and is also described as tough, the guide argues it’s best to wait until the end of the campaign. If you haven’t already, it points you to the Shepard loadout guidance on this page for preparation tips.

Shepard’s Loadout

Unlike almost every other assignment in the game, Arrival is completed with Shepard entirely alone (the guide attributes this to political reasoning explained by Hackett). Because of that, the focus should be on building up Shepard, not relying on squadmates.

  • Shepard’s Powers: Fully level up your class’s signature Power (example given: Combat Mastery for Soldiers) to increase Shepard’s core Health. The guide says this Power is at the bottom of the Powers list inside the Squad menu.
  • Armor: Prioritize armor setups that improve Health and Shields. It calls out specific DLC armor sets:
    • Terminus Armor – +15% Shields, +10% Storm speed, +10% ammo reserves.
    • Cerberus Assault Armor – +10% Shields, +10% Health, +10% Heavy Weapon ammo.
    • Collector Chitin Armor – +20% Health, +10% Regeneration bonus, +10% Storm speed.
  • Bonus Power: If you can spend Eezo, change Bonus Power to one that affects organic enemies. The guide lists options tied to squadmate abilities, including Tali’s Energy Drain, Samara’s Reave, or Thane’s Shredder Ammo.
  • Heavy Weapon: The assignment is framed as crowded and chaotic, so the guide recommends Arc Projector or M-622 Avalanche.
  • Terminus Armor – +15% Shields, +10% Storm speed, +10% ammo reserves.
  • Cerberus Assault Armor – +10% Shields, +10% Health, +10% Heavy Weapon ammo.
  • Collector Chitin Armor – +20% Health, +10% Regeneration bonus, +10% Storm speed.

NOTICE

For players on the original release of Mass Effect 2 on Xbox 360, PS3, and PC, there is an Achievement / Trophy on Aratoht called “Covert Action”. The requirement is to reach Dr. Kenson without raising the alarm—an extra constraint the guide notes even Infiltrators can’t bypass, because they can’t use Cloak for this.

The guide says it will help with the route, but warns you’ll miss some loot. It recommends making a manual save first, then attempting a stealth approach to Dr. Kenson to trigger the Achievement, and finally reloading to do a combat-focused run for loot. For Legendary Edition players, the guide notes the “Covert Action” Achievement was removed.

Rescue Dr. Amanda Kenson

When you regain control of Shepard, the first move is to turn around and locate a locked door in the corner. You can open it by Cutting the Power of the Power Relay on the right-hand side of the door, then enter the bunker. Once inside, go right at the intersection.

  • 400 Refined Iridium: At the second intersection, turn left to find an alcove with metal bars. The guide says it’s directly across from the Bridge Controls. Check the left-hand corner to find the Iridium box near a dead Varren.

Next, you’ll reach a gap with a Bridge Control that barely works—the guide attributes this to the bridge being badly damaged. Instead, head down the tunnel to the left of the Bridge Control and kill the Batarian War Beast at the bottom. It guards a second Bridge Control that will extend the bridge. Return and cross it.

On the far side, go right and up the stairs to hunt the tail of another Batarian War Beast. The guide instructs you to kill it in the hallway areas around the yellow lasers. When you reach the second set of lasers, you’ll hear Batarians talking to Dr. Kenson behind a locked door. It strongly warns: do not go through the lasers, because that trips the alarm and forces additional War Beast fights.

Ignore the yellow lasers and continue down the hallways to a dead-end. In the alcove on the right, look up to find a fuel container on ceiling pipes. Shoot it to blow down the wall—then deal with the gas leak hazard it creates. The guide says to use the Gas Valve to the left of the fires to redirect the flames and keep moving.

You’ll reach another fiery leak area. Getting around it is optional, but the guide recommends diverting it for loot. First, turn the Gas Valve on the right side of the fires, then head left to find a third Gas Valve—and it notes a Batarian War Beast will ambush you there. Backtrack to the second leak, then pass through the door to find a small kitchen. Grab the following items:

  • Personal Log: A datapad on the white circular table.
  • Locker: 400 credits, on the shelves to the right of the white circular table.
  • Technology: Heavy Weapon Ammo. The guide places it as a grenade launcher sitting on top of a crate in the back-left corner, at the bottom of some stairs.

After that, return to the third Gas Valve you used and turn it again to clear the fires blocking the path. Continue down the hallways and up the stairs to escape the prison section, overhear some Batarians, and exit outside.

Outside, you get your first real fork: go loud for extra loot, or stay stealthy for the Covert Action requirement in the original release.

If you want loot, head left to the far end and kill the two Prison Guards along the way. Turn around and look for:

  • Junk: 400 credits. The guide describes rusty PC towers next to a blue dumpster.

Return to the start of the outdoor area to resume the main route.

At the top of the stairs, find the blue pickup vehicle at the bottom. Check to the right of it to locate a Power Relay: cutting the power disables some lasers. That lets you vault safely onto the pickup’s bed and onto a balcony. Head left and back inside.

  • Locker: 400 credits. The guide says it’s on a bookshelf to your right when you re-enter.
  • 400 Refined Iridium: Leave via the doorway in the back-right corner, move out into the rain, then go left again to return indoors. Turn right to find the Iridium box on a table in the back-right corner.

Between these two rooms, there’s a drop point via the top of a dumpster. The guide calls this a minor Point of No Return—so make sure you’ve cleared every loot item before going down. Once ready, drop down and then climb the stairs on your right to get back inside.

As you move through this segment, you’ll overhear two more Batarians in a side-room lit in yellow-orange. The guide says this is another location where you can potentially skip a Covert Action run and still grab some rewards.

If you want the loot, enter the side-room and kill the two Prison Guards (it also says this will spawn a third Prison Guard).

  • Personal Log: On the round white table near the barred windows in the side-room.
  • Locker: 400 credits, on the countertop near the barred windows.

Continue into the hangar bay, where you can see a Kodiak shuttle land. Turn left and listen for another pair of Batarians. On the right are Crane Controls. The guide says you can move the yellow claw and drop down, but you’ll lose loot if you do it the easy way. Instead, it provides a button sequence:

  1. Press the middle button to shift the Yellow Claw to the back of the room.
  2. Press the left button to move the Yellow Claw left.
  3. Press the right button twice to drop the Yellow Claw, then raise it using a container.
  • 1,200 Refined Iridium: Found in the corner behind the crate you raised with the yellow claw.
  • PDA: Medi-Gel Capacity. Also placed in that same corner behind the crate.

After grabbing or skipping that loot, locate and Activate the Vehicle Lift button to lower the blue pickup vehicle and continue.

  • PDA: 1,000 credits. After dropping down using the Vehicle Lift button, locate a second Vehicle Lift and activate it to lift the pickup back up. Check the well where it was.
  • Med Kit: 100 credits. Next to the PDA described above.

Keep moving through the door here to find the next stretch—and more loot:

  • Locker: 400 credits. In the back-right corner of the red kitchen area ahead.
  • Personal Log: On a countertop in the same red kitchen area ahead.

Use the Power Relay in the kitchen area to lower the yellow lasers so you can maintain a Covert Action stealth attempt. The guide says you can ignore two Prison Guards unless you want the Intercom and Security Log for lore.

Turn the corner, go through the next door, and trigger a cutscene where Shepard alone takes down Dr. Kenson’s interrogator. Afterward, you can earn Morality Points:

  • Choose “I’m here for the evidence” for +2 Renegade Points.

Escape the Batarian Prison

For the next few minutes, Kenson acts as your partner. The guide says she’s hard to kill and has access to Incinerate, so the main concern is less about her survivability and more about the game’s rules: you can’t upgrade her Powers in the Squad menu because the game still treats Shepard as operating solo.

  • Locker: 1,000 credits. Check the wall near the entry door before you leave Kenson’s torture chamber.

Kill the lone Prison Guard in the hallway, then go down the opposite route and take the stairs.

  • Med Kit: 100 credits. At the bottom of the stairs, turn left to find a locked door. The Med Kit is on the crates to the left of it.

At the bottom, head right into an underground facility with a lot of cover and a lot of Prison Guards. After you defeat them and move deeper, a second wave spawns on your right with an Elite Prison Guard backing them up. The guide warns not to get complacent.

Once that’s cleared, move into the side-area the wave came from. At the end of a white room, examine a Security Console. The guide states Kenson hacks your way out.

Now the mission becomes defense: stop Batarians from reaching Dr. Kenson and draining her health. The first waves come from the door you entered from. Kill them quickly, then move up to hit the Door Override button on the right side of that door.

After that, Kenson says, “They’re coming from below!” Turn around and look down the left-hand side to find Batarians climbing onto a platform to ride up. The guide recommends pre-aiming and shooting them before they arrive.

After two waves from that pattern, the Batarians start riding platforms directly below you. The guide instructs you to rush across to the opposite side and mirror the same approach.

When the defense is done, Kenson drops a central platform you can reach via a walkway. That lifts you up to the hangar where the earlier Kodiak shuttle lands. You’ll face two waves of Prison Guards (including an Elite Prison Guard), plus the need to shoot the yellow-striped boxes on either side of the hangar bay door to exit. The guide warns not to stand too close, because their explosions can hurt you.

It also notes you can’t end the fight early by shooting the two boxes: Kenson will say the gunfire is too hot. Instead, kill the Batarians first, then shoot the boxes and enter the Kodiak. After the hot exit, Shepard and Kenson escape.

Confirm the Reaper Invasion

After an extended conversation with Kenson, you’re automatically sent to Project Rho on the asteroid 157-Golgotha. Before you ride the elevator to join her, you can grab loot in the hangar bay:

  • Power Cells: 100 credits. On crates to the left of the elevator.
  • Shipping Records: 1,050 credits. Collected from the terminal to the right of the elevator.
  • 450 Refined Palladium: On the base of the metal strut behind the Kodiak shuttle.

Follow Kenson into the Lab Access room, but watch for a loot stash that’s easy to miss:

  • 525 Refined Palladium: In a small white room marked with an “Observation Deck” sign. The guide says to stop and turn around when you enter, since the box is tucked next to the left side of the steps.

After bypassing the second Lab Access door, you reach another cutscene with Kenson at Object Rho.

Fight for Your Life

Once the truth is revealed, you must survive ten waves of tougher enemies, including two YMIR Mechs. The battle is accompanied by the voice of Harbinger, identified in the guide as the leader of the Reapers.

The guide frames this as unwinnable by design: if you die, Shepard gets captured and the game moves to the next section.

Escape Captivity

When Shepard wakes up—after taking down two armored enemies with assault rifles using only fists—the story traps you in the Medical Bay. You need to find a way out.

Head up the steps on your left and stand in the doorway.

  • Medical Station: 100 credits. On the back wall of this side-area, to the left as you stand in the doorway.
  • Research Log: Directly to your left when standing in the doorway to this side area.

From the doorway, look right to spot a Mech terminal lit in red. The guide tells you to “assume control” of the LOKI Mech.

As the LOKI Mech, the guide instructs you to shoot the Scientist on your right, then aim at the doorway ahead and kill two more LOKI Mechs. After entering that doorway, quickly aim right and destroy two more LOKI Mechs attacking you. When they’re down, move forward to the glass door with the Power Junction behind it and shoot it to lower the barrier keeping Shepard locked in the Medical Bay.

  • Medical Station: 100 credits. The guide says it’s across from the Research Log.

Once you regain control of Shepard, return through the doorway and proceed straight ahead. Watch your left side for another Weapons Locker, use it to re-equip, and then be ready for a running fight out of the sick bay into the living quarters.

Activate the Project

Before moving on, the guide says to sweep the Medical Bay and LOKI Mech areas for loot.

  • Datapad: Lying on the floor just outside the LOKI Mech room—where you first started controlling the mech.
  • Mech Parts: 1,320 credits. Salvage from a LOKI Mech on a shelf in the back-right corner of the room.
  • Research Log: A terminal under the window near the entry door. It includes a long pause before the final line, where the scientist says she can “even now” see it “in [her] mind.”
  • 250 Refined Element Zero: Return to the Weapons Locker area. Then go down the right-hand hallway to the green-switch door at the end on the right. The guide places it on the ground on the left side of the room where the medical beds are.
  • Research Log: A laptop on the white round table near the box of Refined Element Zero.

After collecting everything, head down the left-hand corridor from the Weapons Locker to the orange-switch door at the end. Bypass it to continue, then immediately turn left and take cover to protect yourself from two Project Guards. Kill them and proceed through the far door into a long round tunnel and into the Recreation Room.

The guide calls the Recreation Room awkward due to its layout: it’s split into two lanes, with the right lane barricaded and manned by a Project Guard. Standard Project Guards carry sub-machine guns and flash grenades, which the guide says you’ll recognize from the Object Rho fight. Once everyone is down, move to the far end of the left-hand lane for loot:

  • Mech Parts: 1,320 credits. Salvage from a LOKI Mech on a shelf in the back-right corner of the left-hand lane.

With the credits salvaged, head right from the LOKI Mechs to return to the right-hand lane, then push forward down another round tunnel. At the end, you enter the Mess Hall as enemies pour in from the left—so take cover behind a column.

Among them is a Project Pyro with a flamethrower. The guide emphasizes that these enemies have more health than they visually suggest. It also notes a contrast: a Project Pyro has no Armor or Shields, yet is one of the only organic enemies with enough HP to soak up a body shot from the Widow, and that they charge your position aggressively.

After you think they’re finished, a new wave arrives from a door in the kitchen nook, located in the opposite corner from where you entered. The guide tells you to take cover behind a table and clear them. Then it’s time for more loot:

  • Wall Safe: 1,360 credits. Across from the kitchen nook near the exit door. It’s under a wide window into a red-lit room; check the left side of that window.
  • Research Log: On the right-hand side of the window sill. The guide repeats that it has a long pause before the final line begins with “Reapers are coming”.

Before opening the next door, be careful: you’ll immediately face a Project Guard behind a table that’s overturned. On the left is the Project Control room with a Project Engineer inside. These enemies have Shields and can use Incinerate, which sets you on fire. The guide warns not to stick out of cover when they throw it.

The Engineer is backed by a Project Elite. The guide notes the Elite may not match the Engineer’s skills, but it has plenty of health.

When the area is cleared, head to the back of the room near the exit door, but stop first for additional items:

  • 250 Refined Element Zero: On the corner desk to the left of the exit door.
  • Research Log: A laptop on the corner desk next to the Element Zero box.

After that, proceed through the next tunnel to the Reactor Module room. The guide says you’ll find two Pyros, an Elite, an Engineer, and several regular enemies. Deal with them carefully, and then grab this item while no one else is around:

  • Medical Station: 100 credits. On the left-hand wall of the Reactor Module room.

Across from the Medical Station is the Engine Control terminal. Here, there’s a choice about what to use the radio for:

  • Pick “[Warm batarian colonies]” for +5 Paragon Points.
  • Pick “[Call Normandy for pickup]” for +2 Renegade Points.

The guide states that which option you pick doesn’t truly matter beyond the points, because Dr. Kenson blocks the message from getting out. That leaves Shepard trapped and keeps Batarians in the dark. However, Shepard can still use the computer to locate Kenson, and the next task becomes:

Stop Dr. Kenson

After talking with Kenson, the guide says to eliminate two more Project Guards that appear to your left. Take cover behind the control panels, kill them, and exit the room through the elevator they came from.

At the bottom of the elevator, Shepard meets Kenson for another conversation. Kenson explains she overloaded the base’s reactor in an attempt to stop 157-Golgotha from hitting the Alpha Relay. This does not award Morality Points, so the guide says you can pick any response.

Once the exchange ends, take cover behind a pillar so you can kill two Project Guards in the doorway to the right. After they’re down, make sure to pick up:

  • 200 Refined Element Zero: After the enemies fall, turn around and go down the hallway. The guide places the Element Zero box on a large container on the left-hand wall.

You’re described as “trapped” in Control Room 01, but the guide says you can shoot a fuel tank on the wall where the two guards were to reveal an override for the exit door. Use the Door Lock to open the route to the elevator and reach the second floor.

  • 200 Refined Element Zero: After riding up, head straight into an alcove. The guide states the box is on the left-hand side.

From the Element Zero box, go left and take cover so you can kill an Engineer and her group of Project Guards. Once cleared, descend to the small lower area with the terminal and use the Cooling Controls to reverse Kenson’s sabotage.

After that, two more Project Guards attack from the corridor on your left. Kill them, move down the hallway, and take the next elevator down one floor. The next door is blocked, so for now go right into the next room and grab loot:

  • Medical Station: 100 credits. On the back wall, visible when you enter.
  • PDA: 1,000 credits. The guide places it on a terminal in the lower area, to the right of the Safety Console.

Use the Safety Console in the lower area to Deactivate the Plasma Venting. That opens the way to Control Room 02 via the door outside the elevator you noticed earlier. The guide says to cross the empty plasma venting chamber and take cover on your left, because a Project Pyro and guard will attack.

  • 200 Refined Element Zero: After the empty plasma venting chamber, head right into an empty control room. In the dark back-right corner, the box rests on crates.

Return to where you fought the Project Pyro and go left from that position. Take cover behind the railing and eliminate the Project members in this engineering room, including the Elite and Pyro that enter from the back door.

After the fight, route around to where they were through a short side corridor. The guide says Control Room 03 remains locked, but you can open a side path by shooting the fuel tanks to the right of the door. In the control area ahead is a character named Williams, a guard who radios that he has you trapped. Kill him and remove the lockdown using his Security Console.

This prompts a new ambush involving a Project Pyro and Guard arriving via a nearby elevator, which the guide notes can be tricky due to the close quarters. Clear them, ride the elevator upward, and find:

  • 200 Refined Element Zero: After the elevator ride, do a left-hand U-turn to find the box on shelves next to a window, near thermal clips.

Take the next elevator up and search the room for:

  • PDA: 1,000 credits. It’s in the lower area on the left overlooking the reactor core, on a table on the right-hand side of the lower area.

Open the nearby door to trigger another ambush from a well-positioned group of Project Guards, including a Project Elite, an Engineer, and a Pyro. The guide says they use crates to barricade themselves, so you must zig around the left side to get past. Once they’re all dead, bypass the final door at the end to reach Control Station 03, where you can also collect:

  • 200 Refined Element Zero: From the entry point, look right over the railing. The box sits on an office desk.
  • Wall Safe: 3,000 credits. In the back-left corner of Control Station 03, on the triangular wall beside the window.

With those collected, use the Cooling Control in the lower area of this room to stop the reactor overload, then take the elevator down to where Dr. Kenson is. This is another morality moment:

  • Pull the Renegade Interrupt to shoot Dr. Kenson for +5 Renegade Points.

As with the Engine Control radio scene earlier, using the interrupt doesn’t change the outcome. Kenson still pushes the button in the process of being killed, which kills her instantly and knocks Shepard out.

Go to the Comm Tower

When Shepard regains consciousness, the base’s VI warns of an imminent collision. Communications are damaged, so Shepard can’t immediately contact Joker. Instead, the guide says you must reach the shuttles and use the comm tower there.

WARNING!

From this point, you have about 28 minutes and 40 seconds to escape 175-Golgotha. The guide emphasizes this is a REAL TIMER: failing to make it results in a Critical Mission Failure.

It also claims this is likely the best time in the game to view the unique Critical Mission Failure cutscene for Arrival, since you’ll reach it with the shortest wait time if things go wrong.

Head through the elevator directly ahead to return to the Lab Access room where you first arrived on the asteroid. Then move through the door into the corridor leading to the Comm Tower. The guide urges grabbing remaining loot quickly, starting with a dark side-room on the left:

  • 525 Refined Palladium: Inside the dark projection room, head right to find it wedged between the wall, a glass railing, and the terminal station.
  • Analysis Data: Heavy Skin Weave. The guide says to take it from the terminal left of the steps.
  • Wall Safe: 1,400 credits. In the back-left corner of the dark projection room under a blue light.
  • Survey Data: 2,100 credits. The guide calls this one very easy to miss. It instructs you to reach the end of the Comm Tower hallway, go down a staircase, and check a small balcony between the two staircases for the PDA.
  • Power Cells: 100 credits. After passing through the airlock door, it’s directly in front of you at the base of the wall.

After this, the guide frames it as the final Arrival loot. From the Power Cells location, head right to exit the airlock and step outside for the last showdown.

Outside, you’re immediately under fire. The guide says eight Project Guards with flash grenades attack right away, and that they can kill you in seconds if you’re caught outside cover. It also notes they’ll flank when given the chance. It adds that they begin at a decent distance from the door, giving you a chance to thin them out with Incinerate or similar powers before backup arrives—specifically the YMIR Mech.

Once the guards are dealt with, rush to the Comm Relay at the far end of the shuttle platform. The guide describes it as at the base of the spire with satellite dishes. Use it to contact the Normandy.

Harbinger appears in a face-to-hologram conversation. The guide notes the exact format depends on timing: if you do this before the Suicide Mission, it can play through the Collector General; if you do it after, the call is routed through the Reaper itself. Then you can earn Morality Points:

  • Choose “We will not go quietly” for +5 Paragon Points.
  • Choose “No cost is too great” for +5 Renegade Points.

Back on the Normandy

You return to the Normandy in a scene compared to the moment after Eden Prime in the first game, but now you’re speaking with Admiral Hackett in his first in-person appearance across the trilogy.

There are final morality choices here:

  • Paragon: “I had no choice”, “What I did saved a lot more”, and “I’ll turn myself in” for +6 Paragon Points total.
  • Renegade: “I did what I had to do”, “I was worth the price”, and “They should be thanking me” for +6 Renegade Points.
  • You also earn +2 Renegade Points simply for completing Arrival.

And that’s the end of the DLC: you’ve delayed the Reaper invasion of the Milky Way—for now.

Want more Mass Effect 2 help? The guide points players toward additional pages for 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: Weapons and Weapon Locations

Top Guide Sections

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  • Tips and Tricks
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In This Guide

Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.