Mass Effect 2 Reaper IFF Guide: Missions, Collectibles, and Best Dialogue
This section of the Mass Effect 2 wiki guide focuses on the Reaper IFF mission set in the Hawking Eta cluster. It covers getting through every combat encounter, tracking down all collectible items, and selecting the dialogue responses that fit your playthrough goals.
Checklists
- Before We Begin
- Mission Summary
- Board the Reaper
- Search for the Reaper IFF
- Escape the Wreck
- Leave with IFF
- Back on the Normandy
- Post-Reaper IFF Roadmap
Before We Begin
The Reaper IFF mission is packed with caveats you should understand before you start, mainly because the game doesn’t clearly explain what’s coming next. Completing the mission begins a set of hidden triggers that can push you toward the final phase of the campaign—especially if you’re trying to keep everyone alive during the Suicide Mission.
After you finish the mission, two invisible systems activate: a Countdown and a Journal Check. When either one reaches zero, the game prepares the Reaper IFF for installation.
How each trigger works:
- The Countdown is set to either 2, 3, or 4, though the exact selection isn’t clearly spelled out. In general, having more entries in your Journal tends to increase the number. The timer drops by 1 after completing any Mission, an N7 Assignment, the Lair of the Shadow Broker DLC, or the Arrival DLC. When it hits 0, the next time you approach the Galaxy Map, the Reaper IFF will be ready to install.
- The Overlord DLC deserves a special callout: it’s effectively made of four Assignments. Finishing it will instantly ready the Reaper IFF.
- The Journal Check reviews your Journal for N7 Side Quests, plus Dossier Missions and Loyalty Missions. If the only remaining mission listed is “Stop the Collectors” when you reach the Galaxy Map next, the Reaper IFF will be ready to install.
- Important detail: the Journal Check does not consider DLC content, including Kasumi, Zaeed, Firewalker, Shadow Broker, Overlord, and Arrival. So, if you currently have two Loyalty Missions and two Firewalker missions, doing the Loyalty Missions first can cause the IFF installation to trigger earlier than you expect.
You’ll know the Reaper IFF is ready to install when EDI brings it up as you walk over to the Galaxy Map and enter the trigger area in front of it (the orange box shown in the screenshot). Walking down from the platform does not count.
Once the IFF is ready, interacting with the Galaxy Map immediately starts a required mission called Joker’s Jump. This adds urgency: you’ll need to hit the Collector Base quickly. Even though waiting is technically possible, delaying can put innocent lives at risk—and may force you into a choice between preparing your team or rushing in unready.
In practice, the Reaper IFF mission is the hidden switch that kicks off the endgame. Because of that, you should postpone it until you’re as prepared as possible (leaving aside an empty Squad Mate slot on the left). We strongly recommend doing it this way for the best possible results. Leaving a couple of Firewalker DLC missions unfinished can also help with late-game character relationship tasks and romance-related needs.
Mission Summary
Video Guide
Mission Rewards
- Experience: 1,000 XP
- Research:
- Heavy Skin Weave
- Shotgun Damage
- Sniper Rifle Damage
- Mission Credits: 25,000 credits
- Found Credits: 25,000 credits
- Resources: 2,000 Platinum
- Heavy Skin Weave
- Shotgun Damage
- Sniper Rifle Damage
Board the Reaper
- Location: Hawking Eta – Thorne – Derelict Reaper
If you’re following the guide in order, the Reaper IFF mission should be among your final checklist items as you approach the end of the story. Your destination is a Derelict Reaper inside the Thorne system of the Hawking Eta cluster. This isn’t a “Relay System,” so you’ll need roughly 400 Fuel to get there—and the same amount to return afterward.
If you’re planning to mine while you’re there, here’s the one planet worth noting:
Recommended Loadout
- Squad Tactics:
- For the strongest tactical approach, Grunt and Zaeed are recommended. They excel at stripping armor and also bring Concussive Shot abilities.
- Unique Dialogue:
- For special dialogue moments, choose Jacob and Tali.
- Tactically, Grunt and Zaeed are recommended because they can strip armor and use Concussive Shot abilities.
- For unique dialogue, Jacob and Tali are recommended picks.
Search for the Reaper IFF
Once the Normandy clears the local storm and reaches range of the Derelict Reaper, you board and start inside the Cerberus Facility. Go through the door, then turn left and descend the stairs. On your left is an alcove containing a Work Log that sets the tone for the facility’s unsettling beginnings.
- Wall Safe – 2,000 Credits. Located on the left wall of the alcove, near the outer edge of the corner.
- Terminal – 2,000 Credits. Found to the right of the Wall Safe—specifically the middle one of three terminals.
- Wall Safe – 4,000 Credits. Directly across from the first Wall Safe, on the right wall of the alcove.
- Medical Station x2 – 200 Credits. At the end of the hallway branching off to the left of the door.
At the end of that hallway, you’ll find a second Work Log to read. After passing through the doors to the right of these items, you’ll discover that the Reaper—despite being dead—has erected kinetic barriers that prevent Joker from picking you up on the Normandy. The fix is to destroy the Reaper’s Mass Effect core, but that also means the wreck will drop into the destructive gravity of the nearby gas giant. Great!
Escape the Wreck
Move forward down the next corridor. At the intersection, check another Work Log for a disturbing exchange between two scientists. Continue to the right and you’ll spot explosive crates scattered around—an obvious sign you’re about to get hit by enemies. Sure enough, as you press on, you’ll be attacked by multiple waves of Husks.
You’ll also run into Abominations, which are red Husks that detonate when they rush you or when they’re killed. The most efficient method is to shoot their legs first, which is much faster than trying to chew through their upper bodies with sustained fire. Once the lower portion is cleared, check the left side for another Work Log showing the scientists spiraling deeper into madness.
When you reach the top of the next ramp, you’ll see two Husks ahead being picked off by snipers. Who could possibly have done that? The mystery deepens—check the right side of the area.
- Power Cells – 100 Credits. In an alcove to the right of the sniped Husks; located toward the back-right.
- 2,000 Refined Platinum – In the back-left corner of the alcove, beside a Terminal.
- Terminal – 3,500 Credits. Also in the back-left corner of the alcove.
- Cerberus Rifle – Sniper Rifle Damage. On the left side of the Terminal described above.
KBABZ TIP
The upcoming section is especially punishing, and the game’s autosave triggers before you pick up the items listed above. Because of that, it’s a good idea to create a manual save right before you enter the next area.
This next stretch is hard because you’ll face a huge number of Husks, plus a Scion. You’ve fought Scions previously on “Horizon” and during the “Collector Ship” sequence, but here they’re at their worst due to the tight spaces and explosive crates left out in the open plaza. That setup makes it extremely difficult to dodge Shockwave attacks, which can kill Shepard in just three hits on CASUAL difficulty!
To avoid the Shockwaves directly, you can’t really play close. The only consistent approach is to keep a long distance away and avoid aiming in a way that increases Shepard’s movement speed. The best solution is to backtrack around the corner to the earlier area. Doing so forces Husks to funnel into you and uses the wall as cover against the Scion’s Shockwave attacks. Clear the Husks first, then focus on the Scion.
After the area calms down, return to the main battlefield and explore the open plaza. On the left side you’ll find another Work Log that reveals more of the paranoia infecting the facility. Then head toward the rail:
- Med Kit – 100 Credits. Placed near the back rail overlooking the spikes, around the middle-right.
- Research Terminal – Heavy Skin Weave. One of the two terminals on the right side of the rail, positioned next to the Med Kit.
On the rail you’ll also find an Altar. If you bring Jacob, you’ll unlock extra dialogue because he was on Eden Prime and has seen those Dragon Teeth spikes before. Garrus and Tali can also remark here, but Jacob’s lines take priority if he’s present. Regardless of which character you have with you, you can respond for Morality Points—the exact phrasing changes depending on who’s in your party.
- Select the upper-right response for +2 Paragon Points.
- Select “Nobody touch anything” for +2 Renegade Points.
To leave this section, find the exit door on the right side of the plaza near where you entered. Skip past the door and go through the airlock to reach the facility exterior. Once you step outside, you’ll be hit with a very interesting cutscene: the mysterious sniper is about to be revealed as someone far more unexpected than you’d assume.
Take a step forward and Husks plus an Abomination will swarm you immediately. Because you’ll be fighting a lot of them, move quickly and efficiently. If any enemies are standing near you, use the explosive crate on the right to clear the area.
The forward lower route continues the spawn with more Husks and Abominations, but it’s worse because a Scion shows up on the ramp ahead. This is extremely dangerous due to how little room you have down here. We strongly recommend backing up to the previous battleground where you fought the last Husks. That creates a chokepoint for the Husks and keeps you farther from the Scion, letting you dodge its Shockwaves more effectively. Just remember: if you can see the Scion, it can still hurt you—its Shockwaves can travel over obstacles.
After everything in this segment is cleared, return down to the lower area and climb the two ramps.
- Terminal – 3,000 Credits. At the top of the pair of ramps, take a tight U-turn to the left into an alcove with three Terminals. The one you want is the middle option.
- Med Kit – 100 Credits. Further down the dead-end route on the left, sitting atop canisters in the back-left corner.
Continue along the right-hand path and you’ll eventually be attacked by additional Husks and some Abominations. This part is fairly linear, so a smart approach is to retreat to the opposite end and let enemies come to you.
- Terminal – 3,500 Credits. Return to the top of the ramp pair from earlier and face forward. A few steps ahead, you’ll reach an alcove on your right containing three Terminals, one of which includes Credits.
Next, take the ramps down into another lower area with a familiar pattern: Husks rushing in while a Scion waits at distance, putting you in serious danger. As before, backtrack to the previous area to funnel the Husks toward you and keep the Scion’s Shockwaves out of range. After the Husks are gone, you can focus on the Scion—but remember that dodging is easiest when you aren’t aiming, since aiming slows Shepard’s movement.
- Cerberus Shotgun – Shotgun Damage. Head down the ramp into the lower region where Husks and Scions were coming from. Then U-turn right into a small alcove; the shotgun is inside.
- Power Cells – 100 Credits. Next to the Cerberus Shotgun.
- Terminal – 3,500 Credits. From the lower area, proceed up the next ramp. At the top, look to the right to find three Terminals in the back-right corner; access the middle one.
Go down the next ramp to start the next fight.
You’ll have the advantage of elevation and more open space here, but the trade-off is brutal: you’re now dealing with TWO Scions. The way they appear at range makes it hard to damage them safely, and they’ll still shred your Squad Mates without trouble. So you have to manage two priorities at once: fire at one Scion from long range while defending yourself against Husks at close quarters. Down one Scion first, then switch to the other. Once both are eliminated, rush down the ramp, clear any remaining Husks, collect ammunition, and then push up the ramp on the far side.
What’s waiting beyond the next ramp? More Husks, more Abominations, and the final two Scions of the level. This area offers much less room to maneuver, so reuse the same plan: retreat back toward the earlier section to trap Husks in a bottleneck, and keep the Scions behind a wall so their Shockwaves can’t connect. After the Husks stop pressing in, move back and focus fire on the Scions while maintaining a safe distance.
- Power Cells – 100 Credits. Look in the right-hand corner at the bottom of the arrival ramp.
- Med Kit – 100 Credits. As you approach the door ahead, it will be on the left, in front of some canisters and two white crates.
Approach the door next and bypass it to open it. Inside the hallway, ignore the Reaper IFF for the moment:
- Wall Safe – 2,500 Credits. Easy to miss. It’s at the far end of the tunnel on the right wall. Grab it now—if you forget and step into the next room, the door can lock behind you.
To open the door ahead, use the computer terminal to pick up the Reaper IFF. Then proceed through the newly accessible door to reach the final area.
Leave with IFF
You’ll see a cutscene here where the Geth Sniper gets taken out by Husks, forcing you to handle the situation yourself. Luckily, there are no Scions in this finale, but you still need to shoot the Reaper Core when it’s exposed. The core only becomes vulnerable at intervals, and the Husks and Abominations won’t wait patiently while you aim. You’ll need to balance your attention between deleting Husks and timing your shots at the Reaper Core when it’s unprotected.
- Laptop – 1,000 Credits. Sitting on the desk in the back-left corner near the Reaper Core. Pick it up as soon as you can: destroying the Reaper Core immediately ends the level, so if you forget, you won’t get a chance to access the Laptop afterward.
Once you destroy the Reaper Core, it becomes unstable right away. Shepard must make a quick decision about whether to take the Geth Sniper to the Normandy. Shepard insists, and the squad manages to throw it across to the Normandy and jump over themselves, escaping just before the Reaper collapses and is crushed by the local gas giant. Completing the mission grants +5 Paragon and Renegade Points.
Back on the Normandy
Back on the Normandy, Shepard talks with Miranda and Jacob about the captured Geth Sniper. Shepard believes it might be an ally since it briefly communicated with the squad. Miranda argues it should be sold to Cerberus for a large payout. Jacob says that’s still a risk he doesn’t like, and he’d rather see it destroyed. Eventually, you’ll be given a choice.
- Choose “I want to talk to it first” to keep the Geth Sniper and earn +15 Paragon Points. This places the Geth Sniper into a holding state similar to Grunt—present in the background, but not available until you activate it.
- Choose “Cerberus gets the geth” to gain +15 Renegade Points and receive a large 50,000 Credits reward.
Once you’ve made your decision, it’s time to do your rounds. Kelly will have something new to say, and Jacob will also add commentary if you ask about his thoughts on the mission. You may also want to stop by Thane to advance your conversations with him.
If you elected to keep the Geth Sniper, head to the AI Core next. Select “I’m reactivating the geth,” and Shepard will bring it back online safely thanks to precautions handled by EDI. There are multiple Morality responses available here:
- Paragon: “You want to work with me?” and “That works” (+4 Paragon Points total).
- Renegade: “Why not?”, “All geth are the same”, “I don’t ‘cooperate.’ I lead”, and “Quiet, EDI” (+8 Renegade Points total).
It turns out the Geth Sniper is actually friendly and wants to help, though conversation can be a little awkward because the “person” you’re dealing with is composed of thousands of separate geth software units. Eventually EDI interrupts with the appropriate name: Legion.
After Legion agrees to join you, you can talk more. Legion’s upgrade is primarily for itself: it grants access to an extremely powerful sniper rifle called the M-98 Widow, which can one-shot most standard enemies on the lower difficulty settings. While you’re here, don’t forget to use EDI’s terminal to learn more about the AI Core, and talk with Joker as well—he’ll have a comment if you activated Legion.
Now continue the rest of your conversation checklist:
- Crew Deck – If you’re still following the guide’s order, talk to Thane to advance his dialogue.
- CIC – Speak with Jacob for an additional thought if you ask him about the mission ahead.
Post-Reaper IFF Roadmap
Now comes the important planning portion. Completing the Reaper IFF mission effectively starts the path to the end of the game by activating the hidden Countdown and Journal Check. Here’s again how those systems run:
- The Countdown is set to 2, 3, or 4, with the exact selection not clearly defined (though more Journal entries typically push it higher). It decreases by 1 after completing any Mission, an N7 Assignment, or the DLC chapters from Lair of the Shadow Broker and Arrival. Once it reaches 0, the next time you approach the Galaxy Map, the Reaper IFF will be ready to install.
- The Overlord DLC matters because it’s made of four Assignments. Completing it will instantly prepare the Reaper IFF.
- The Journal Check searches your Journal for N7 Side Quests, plus Dossier Missions and Loyalty Missions. If “Stop the Collectors” is the only thing left when you approach the Galaxy Map next, the Reaper IFF will be ready to install.
- Again, the Journal Check DOES NOT consider DLC missions, including Kasumi, Zaeed, Firewalker, Shadow Broker, Overlord, and Arrival. If you only have two Loyalty Missions and two Firewalker Missions, completing the Loyalty Missions first can trigger the IFF installation “early.”
Both checks are evaluated when you approach the Galaxy Map. Walking down from the podium does not count. The screenshot above illustrates the area around the platform that triggers the check. If you can avoid triggering it and instead earn another Loyalty Mission from a Squad Mate, the Journal Check can pick that up and prevent the IFF installation from firing at that moment.
Here’s what happens after either trigger runs out:
- When the countdown ends, approaching the Galaxy Map will prompt EDI to announce that the Reaper IFF is ready to install (again, walking down from the podium won’t count). This is permanent. Once EDI says it’s ready, there’s no way to undo the trigger.
- Using the Galaxy Map then begins Joker’s Jump. It’s a smaller mission, but it’s still a crucial step that leads to “Tap to Reveal.”
- Because of what follows, you’re forced to decide between focusing on building your team and satisfying Loyalty requirements, or striking immediately to prevent innocent casualties. Even completing a single Mission or Side Quest can have consequences. This is why delaying the Reaper IFF mission until last is so important: it gives you time to prepare without triggering the consequences right away.
With all of that in mind, after the Reaper IFF mission you effectively gain four more opportunities for Missions and N7 Side Quests before the next required story moment. Prioritize Dossier Missions and Loyalty Missions first, since they’re far and away the most important tasks to handle.
Want more Mass Effect 2 help? These additional guide sections are listed here:
- Legendary Edition Changes
- How-To Guides
- Key Choices and Consequences
- Romance Options
- Walkthrough
- Side Quests
Up Next: Jokers Jump
Top Guide Sections
- Legendary Edition Changes
- Basics
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