Mass Effect UNC: Hostile Takeover Walkthrough—Planets, Combat, and Choices

UNC: Hostile Takeover is one of Mass Effect’s more structured missions, and the way it’s split across multiple planets means your choices—and your loadout—can matter at several different points. This guide walks through each stage in order: where to go, what to clear out, how to survive the combat, and how to steer the conversation with the people you meet along the way.

Release & availability tracker (what to expect)

UNC: Hostile Takeover is part of the Mass Effect story content, and it’s handled in four distinct phases across different worlds. The mission begins on the Citadel, continues through Mavigon and Klensal, and concludes on Amaranthine. Several steps reference gameplay requirements tied to hacking/Decryption difficulty, and the guide also notes that using certain tools can affect XP depending on whether you’re playing Legendary Edition.

Section Where it takes place Key requirements mentioned
Start / prerequisites Citadel (Serpent Nebula) Hard Decryption; Hard Electronics; prerequisite is “Citadel: Expose Saren”
Boss bases Mavigon, then Klensal Cold hazard on Mavigon; Mako recommended; Decryption thresholds vary by loot
Final confrontation Engineering Outpost on Amaranthine Conversation checks based on Charm/Intimidate thresholds

Task Search

If you just want to jump straight to a specific portion, the checklist is laid out as follows: you’ll move from the initial setup into travel segments (Widow, Han, Mavigon, Dis, Klensal, Fortuna, and the Engineering Outpost), then finish by meeting Helena Blake and resolving the assignment’s final outcome.

Before We Begin

This Assignment has a four-part flow. You pick it up on the Citadel, move it forward on Mavigon and Klensal, and wrap it up on Amaranthine. Because of that structure, the guide organizes the walkthrough into three major breakdowns to help you quickly locate any Discoveries tied to each stage—exactly where you’d expect them to be.

If you’re working through the Uncharted Worlds Roadmap, each part ends with the usual blue navigation box pointing you to the next step. In practice, that means you’ll return to this page multiple times as you progress.

Assignment Stats

Video Guide

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Essential Stats

  • Persuasion Points: 10 Charm / 7 Intimidate
  • Minimum Decryption: Hard Decryption
  • Minimum Electronics: Hard Electronics
  • Prerequisite: Present Evidence to Saren in “Citadel: Expose Saren”
  • Location: Serpent Nebula → Widow → Citadel → Presidium → Financial District → Emporium

Even though the mission name sounds like it’s about a takeover, the Assignment itself is tied to the Citadel. The Citadel is the galactic hub sitting in the Serpent Nebula—described here as the only cluster in the western portion of the Milky Way. It’s also where you carry out “Citadel: Expose Saren.”

Within this mission’s immediate environment, the Citadel is treated as having only one system (Widow) and no Discoveries.

The most direct way to unlock “Citadel: Hostile Takeover” is to visit the C-Sec Offices on the Citadel—though the guide notes that this requires Shepard or a squadmate who can perform Hard Decryption.

Inside the C-Sec area, look for a smaller side-room where officers are taking a break. In the back you’ll find a Computer Console you can hack. Completing that hack earns XP, and it also advances the Assignment under the label “Person of Interest.”

Regardless of whether you use the C-Sec route, you’ll still need to locate and speak with Helena Blake in the Financial District on the Presidium. The guide places her across from the Wards Access, near Barla Von’s Bank and Delan’s Emporium. She stands outside the Emporium and calls out as you pass.

After talking to Helena, the conversation quickly makes it clear you’ll need to gather enough information to act. She points you toward two rival crime bosses and explains that both must be removed. You’ll receive the Assignment no matter what you choose, but you can earn Morality Points depending on your responses:

  • Choose “No. I won’t do this” for +8 Paragon Points.
  • Choose either “Not a problem” or “I’ll do it” for +2 Renegade Points.

Even if you “refuse” to go along with the plan, you still get the coordinates to the two crime bosses’ bases scattered across the galaxy, along with the option to pursue them.

  • Persuasion Points: N/A
  • Minimum Decryption: Hard Decryption
  • Minimum Electronics: Medium Electronics

Recommended Loadout

  • Squad Tactics:
    • Garrus is highlighted as a strong pick because the Mercenaries you face include snipers, and Garrus can counter them with his Sniper Rifle skill. The guide also emphasizes that he brings a lot of health and can Decrypt loot objects.
    • Wrex or Ashley pair well with Garrus. It specifically calls out Ashley as being good with Sniper Rifles.
  • Shepard’s Loadout:
    • The Assignment’s combat is described as being primarily against organic enemies, so the guide recommends Anti-Personnel / Shredder Rounds.
  • Garrus is a strong pick because the Mercenaries have snipers that he can counter with his own Sniper Rifle skill. He also has high health and can Decrypt loot objects.
  • Wrex or Ashley round out the team, with Ashley also being noted for Sniper Rifle proficiency.
  • Because the enemies are mainly organic, bring Anti-Personnel / Shredder Rounds.

Travel to Han

  • Location: Gemini Sigma → Han → Mavigon

The first place you’re told to go is Han, in the southern part of the Gemini Sigma region. The guide gives geography context too: Han is said to be north-east of the Horse Head Nebula where Noveria is. Before you land on Mavigon, you should scan the system for the Discoveries you need.

When you’re ready, land on Mavigon, described as the second planet in the system.

Travel to the Mavigon Hideout

The Syndicate Hideout is placed in the south-east corner of the map. If you want additional value, the guide suggests taking care of other things on Mavigon first for XP, Credits, and additional Assignments.

It also strongly advises against leaving the Mako unless it’s necessary. The reason: there’s a level two cold hazard that can deal heavy damage if you’re not careful. On top of that, the terrain is rough and the weather makes it easy to get turned around, so constant map-checking is recommended—especially in a nebulous environment where your map is your best navigation tool.

When you spot the base marker on your radar (described as a huge red blotch), the guide warns it can look confusing at first. The base sits on top of a large mountain and is only reasonably reachable from the south-west side. Once you reach the mountain’s top level, you should be able to find the base quickly.

Before you enter, you need to destroy three automated Heavy Turrets outside the facility. Staying inside the Mako is emphasized here—not only because of the weather, but because the turrets can quickly eliminate your party if you aren’t protected by the landing craft’s armor.

After all three turrets are down, approach the facility, exit the Mako immediately in front of the entrance, and run into the research building fast to reduce how much cold damage you take before you’re inside.

Finish the Mavigon Crimelord

The hideout map is presented as an aid to navigating the area efficiently. The central chamber is singled out as the only room where you’ll fight, and the guide stresses that you’ll face all enemies there—so be ready for a full-on engagement.

These mercenaries are described as more cautious than the second base’s defenders, but they can still deal a high amount of damage. The recommended tactic is to let them come to you, keeping your party in place and waiting for enemies to reveal themselves. When someone appears, unload your weapons, hold position, and repeat with the next wave.

The Crime Boss’s behavior is noted as especially disruptive: he joins the fight as soon as he can, regardless of whether the rest of his people are still alive. That means you might kill the Crime Boss before every henchman is cleared. If that happens, you still must make sure everyone is eliminated—until the game provides the on-screen prompt confirming the Crime Boss is defeated. Otherwise, you’ll waste time leaving early only to return later to finish off any survivors.

After winning the fight, you’ll want to sweep the hideout for additional items. The guide breaks the loot down by room:

  • South-East room:
    • Wetware Kit — in the south-east area, at the end of a bunk along the northern wall.
    • Medical Station — in the south-east room, on the east wall.
  • South-West room:
    • Secure Crate — Average Decryption; directly in front of you when you enter.
    • Technician Kit — on shelves to the left of the Secure Crate.
    • Medical Kit x2 — on shelves to the right of the Secure Crate.
    • Malfunctioning Object — tucked into the south-east corner of the room.

Then, with everything opened, exit the hideout, return to the Mako, and head back to Normandy.

  • Persuasion Points: N/A
  • Minimum Decryption: Average Decryption
  • Minimum Electronics: Hard Electronics

Travel to Dis

  • Location: Hades Gamma → Dis → Klensal

The next set of travel instructions puts you in Hades Gamma, which the guide describes as east of Gemini Sigma and south-east of Attican Beta (where Feros is located). From there, travel to Dis in the north-west portion of the region, then sweep the system for Discoveries.

Once those scans are handled, land on Klensal, described as the third planet in the Hades Gamma system.

Travel to the Klensal Hideout

The planet’s surface is presented as fairly simple to navigate. While you’ll eventually explore other points of interest, you should focus on driving the Mako southwest toward the location of the crime syndicate.

The ground is icy, so you can explore at your leisure, but the guide recommends heading straight to the target for now.

When you reach the base, you’ll see it’s guarded by both human and Turian forces. Some defenders are positioned in sniper towers with heavy weapons, while others move around more freely, making them easier to eliminate.

The guide reminds you that there’s no immediate hazard that forces you to fear exiting the Mako. Still, the Mako provides unmatched defensive value here. It’s described as the best way to take everyone out—unless you’re avoiding the XP penalty in Legendary Edition, in which case you might need to rely on a different approach. If you can’t use sniper weapons effectively, the guide warns you’ll have to close the distance and fight at closer range.

Eliminate the Klensal Crimelord

Once you go inside, you’re safe until you enter the main chamber of the mining tunnels, where the rest of the crime syndicate is waiting. When you’re ready, push into the chamber and prepare for the fight.

Your best option is to hold position in the small nook you find when you first enter. Let the enemies come toward you so they have to funnel together, making them easier targets. Some opponents will resist more effectively and force you to move around and take them down one by one—but overall, the guide stresses that this syndicate is serious and won’t collapse easily.

When the area looks clear, it’s almost done. The Crime Boss is hiding behind a big pile of crates at the far end of the main chamber. The guide frames him as a longer-term challenge: he takes know-how and patience to defeat, and that becomes even more important if you lost any members of your Squad.

He has multiple shield layers and regenerating health. That means you must keep damaging him so he can’t regenerate. The advice is to be patient: take cover, recover lost health, then expose yourself again to resume fire.

After the Crime Boss is finally killed, you can start exploring. The guide adds a caveat: even though the map shows a northern side room at the back of the main chamber, you can’t actually access it.

  • Medical Kit — on top of crates near the entrance to the main chamber. Reaching it requires vaulting over a smaller crate. To do that, holster weapons, approach the low crate, and press the Interact button (X on PlayStation, A on Xbox).
  • Upgrade Kit — at the back of the large box pile where the Crime Boss was.
  • Aid Station — in the eastern side-room, on a metal platform structure near the back-left.
  • Secure Weapons Locker — Average Decryption; to the left of the Aid Station.
  • Weapons Locker x2 — Easy Decryption; to the left of the Secure Weapons Locker.

When you’ve killed everyone and collected everything, head back outside. Then use the Mako to “beam back up.” Alternatively, you can keep exploring Klensal.

  • Persuasion Points: 10 Charm / 7 Intimidate
  • Minimum Decryption: Hard Decryption
  • Minimum Electronics: Average Electronics

Travel to Fortuna

  • Prerequisite: Kill the Crime Bosses on Mavigon and Klensal
  • Location: Horse Head Nebula → Fortuna → Amaranthine

Once both Crime Bosses are dead, you’re instructed to meet Helena Blake at an Engineering Outpost. Travel to the Horse Head Nebula (the guide ties it to Noveria’s location), but instead of going straight there, enter the Fortuna system in the north-west section of the cluster.

Before landing on Amaranthine, scan the Fortuna system for Discoveries as listed by the guide. After that, land on Amaranthine, described as the third planet in the system.

Travel to the Engineering Outpost

The Engineering Outpost is located in the southern portion of the area. It’s described as completely undefended, so the route is straightforward: drive the Mako down to it, disembark, and enter through the front door.

Meet Helena Blake

When you enter the facility, Helena appears after you open the door to the main room. She’s running the crime syndicate now and is trying to steer Shepard toward “smaller” crimes instead—an attempt to deflect the anger of your confrontation with her. The guide lists each option and what it leads to:

  • If you have 10 Charm, choose “Walk away” to encourage Helena to reconsider and earn +8 Paragon Points. You can still select “No” afterward to fight Helena and her gang for XP, loot, and Credits.
  • If you have 9 Intimidate, choose “Disband the group” to push Helena toward dissolving it and earn +9 Renegade Points. You can still pick “No” afterward to fight for XP, loot, and Credits.
  • Choose “You’re under arrest” to fight Helena and her Mercenaries for XP, loot, and +2 Paragon Points.
  • Choose “Then we’re fine” or “You better stay clean” to let her go for +2 Renegade Points plus some Credits as payment. The guide notes this is more generous than if you fight, but it also prevents you from entering the building afterward, locking you out of the loot inside.

If you decide to fight, be ready for a shield to go up in the doorway. You’ll need to shoot it down—similar to the hexagonal shields used by the Geth.

The guide’s recommended approach is to remain in the first room and let enemies come to you. There’s cover on both sides of the door, and you can shut the door to temporarily separate your party from the attackers. That gives you room to rest, heal, or wait for Powers to recharge.

Helena herself is described as the most irritating enemy due to biotic abilities that can knock Shepard to the floor. However, the guide emphasizes that you must kill all opponents in the outpost to continue, not just Helena.

Regardless of how the Assignment ends, the guide tells you to loot the Engineering Outpost for the listed items—unless you agreed with Helena, since that choice locks you out and prevents you from returning.

  • Lower Floor:
    • Technician Kit — behind a large box across from the locked side-room door.
    • Medical Kit — behind a large box farther from the locked door.
  • Upper Floor:
    • Aid Station — in the upper side-room, in the corner to the left of the entry door.
    • Technician Kit — on shelves along the south wall of the upper side-room; to your right when standing in the doorway.
    • Hardened Wall Safe — Hard Decryption; on the western door of the upper side-room.
  • Technician Kit — behind a large box across from the locked side-room door.
  • Medical Kit — behind a large box, a bit further away from the locked door.
  • Aid Station — in the upper side-room, in the corner to the left of the entry door.
  • Technician Kit — on shelves along the south wall of the upper side-room; to your right when standing in the doorway.
  • Hardened Wall Safe — Hard Decryption; on the western door of the upper side-room.

Once you’re done, exit the building and head back to the Mako. From there you can either keep exploring Amaranthine or travel back to Normandy.

Want more Mass Effect help? The guide lists additional pages to check out:

  • Legendary Edition Changes
  • How-To Guides
  • Key Choices and Consequences
  • Romance Options
  • Walkthrough
  • Side Quests

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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.