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Mass Effect 3 eGuide
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Contents

  • Extras
    • Collectors Edition
      • Mass Effect Inception
      • Q&A: The Art Direction of Mass Effect
      • Q&A: The Writing of Mass Effect
      • What Makes BioWare Tick?
      • Cinematic Design
      • Cinematic Storytelling in Mass Effect
      • Digital Characters
      • Level Design in Mass Effect 3
      • Creature Design
      • The Future of Interactive Storytelling
      • Theme of Survival
      • Gameplay
  • Essentials
    • Introduction
      • Single Player Campaign
      • Intro to Mass Effect
      • Galaxy at War Introduction
    • Special Tactics and Reconnaissance
      • Character Creation
      • Character Development
      • Preparing for and Getting to the Fight
      • The Enemy
    • Armaments and Armour
      • Weapons
      • Weapon Mods
      • Armor
      • Combat and Movement
      • Attacking
      • Powers
    • The Squad
      • Importing Saves
      • Commander Shepard
      • Adept
      • Engineer
      • Infiltrator
      • Sentinel
      • Soldier
      • Vanguard
      • Ashley Williams
      • Edi
      • Garrus Vakarian
      • James Vega
      • Kaidan Alenko (Sentinel)
      • Liara T’Soni
      • Tali’Zorah
      • Familiar Faces
  • Walkthrough
    • Prologue
      • Prologue: Earth
      • Fear the Reapers
      • Prologue - Priority: Mars
      • First Chance for Hope
      • Prologue – Priority: Citadel
      • To the Citadel
      • A Favor for a Favor
      • Dream Sequence 1
    • Act 1
      • Act 1- Priority: Palaven
      • Rescue the Turian Primarch
      • Act 1- Priority: Sur’kesk
      • Host the Summit
      • Free the Krogan Females
      • Act 1: Tuchanka – Turian Platoon
      • Extract Turian Survivors
      • Act 1- Attican Traverse: Krogan Team
      • Investigate Missing Scouts
      • Act 1- Priority: Tuchanka
      • Cure the Genophage
      • Dream Sequence 2
    • Act 2
      • Act 2- Priority: The Citadel
      • Visit the Citadel
      • Act 2 – Priority: Persus Veil
      • Speak With Quarians
      • Disable the Dreadnought
      • Act 2 – Rannoch: Geth Fighter Squadrons
      • Geth Comm Hub
      • Act 2 – Rannoch: Admiral Koris
      • Save the Admiral
      • Act 2 – Priority: Rannoch
      • Reaper Base
      • Act 2 – Priority: Thessia
      • Priority: The Citadel
      • Priority: Thessia
      • Act 2 – Priority: Horizon
      • Investigate Sanctuary
    • Act 3
      • Act 3 – Priority: Cerberus Headquarters
      • Assault the Illusive Man’s Base
      • Act 3 – Priority: Earth
      • Order Fleets to Earth
      • No Man’s-Land
      • Decisions Decisions
      • Heart Vs. Brain (Spoiler Alert!)
    • N7 Missions
      • Introduction
      • N7: Cerberus Lab
      • N7: Cerberus Attack
      • N7: Cerberus Abductions
      • N7: Cerberus Fighter Base
      • N7: Fuel Reactor
      • N7: Communication Hub
    • Side Missions
      • Introduction
      • Grissom Academy: Investigation
      • Tuchanka: Bomb
      • Lessuss: Ardat-Yakshi Monastery
      • Arrae: Ex-Cerberus Scientists
      • Hub Missions
    • Achievements
      • Achievements/Trophies
  • Multiplayer
    • Galaxy at War
      • Introduction
      • Joining and Fighting the Good Fight
      • Before Deployment
      • In the Field
      • Level Strategy
    • The Races
      • Humans
      • Asari
      • Drell
      • Krogan
      • Quarians
      • Salarians
      • Turians
    • The Enemy
      • Cerberus
      • The Reapers
      • The Geth
    • The Battlefields
      • Location: Ghost
      • Location: White
      • Location: Dagger
      • Location: Giant
      • Location: Glacier
      • Location: Reactor

Mass Effect 3 Guide › Walkthrough › Side Missions

Lessuss: Ardat-Yakshi Monastery

With the Reapers now encroaching into asari space, their fleets are fully engaged in battles to protect their homeworld, leaving many colonies undefended in the face of the onslaught.

A distress signal from a colony in the Nimbus Cluster has asari high command concerned, but they are unable or unwilling to tell you what their commandos were doing on that world or what you can expect when you arrive.

It eventually comes to light that the colony is a haven for asari Ardat-Yakshi and that the Reapers have a very specific interest in these genetic aberrations.

MISSION BREIFING

Availability: During “Priority: Perseus Veil”

Battlegrounds: Your visit to this colony begins peacefully, but you are still filled with a certain amount of dread.

Parts of the monastery are without power, making exploration difficult, even with flashlights on. Eventually, the Reapers will ambush your squad.

The monastery is filled with Husks, Cannibals, and Marauders.

If this mission is taken on as soon as it becomes available, you will have your first encounter with arguably the most dangerous Reaper unit in the game: the Banshee.

You must race to kill this threat before it gets close to you or anyone in your squad.

NOTE

Liara is not a required squadmate for this mission, but her unique perspective on the Ardat-Yakshi can make her an informative companion.

Consequence Overview: Ardat-Yakshi are extremely dangerous asari who grow stronger whenever they mate...usually at the cost of their lover’s life.

There’s a good reason why the asari high command wanted to keep this place a secret, and why they want to ensure none of the women here leave alive.

How you handle this delicate situation will weigh upon the total war effort and on your moral alignment.

NOTE

Shepards imported from Mass Effect 2 have the chance to meet up with the asari justicar Samara during this mission, assuming she survived the climactic battle against the Collectors.

Her appearance at this monastery changes many events throughout the mission, and reveals more about a pair of Ardat-Yakshi found within.

ITEMS REQUISITION RUNDOWN

Assault Rifle Precision Scope

Assault Rifle Stability Damper

Credits: 7,500; 5,000

Disciple Shotgun

Gallae’s Electronic Signature

Medical Station (x3)

Med Kit

PDA

Pistol Melee Stunner

Serrice Council Shoulder Guards

Sniper Rifle Spare Ammo

DARKNESS

The shuttle ride to the monastery is fairly uneventful, though it is possible to earn alignment points during the conversation along the way.

You arrive at the entrance to the monastery and are greeted by peaceful silence.

NOTE

Players who imported a save with Samara still alive will find a second shuttle at the landing zone. It can be inspected for additional dialogue.

ITEM REQUESITION

Check the entrance area thoroughly for an Assault Rifle Stability Damper .

With the LZ clear of activity, the squad has to move indoors. The elevator is out, requiring you to use the emergency ladders to get deeper into the facility.

Eventually, you reach a dining hall, with screams echoing throughout the area, but there is no movement other than your own.

It’s dark, and the squad is forced to use their flashlights.

ITEM REQUISITION

The dining hall is dark, but there are no hostiles to contend with, making your item search simple. As soon as you enter this room, make a left and begin a circuit of the room.

A Pistol Melee Stunner is located in an abandoned bedroom near Gallae’s Electronic Signature.

In a room to the right of the elevator shaft, you find a Sniper Rifle Spare Ammo mod, along with a wall safe with 7,500 credits .

Be sure to inspect any datapads or terminals you come across for additional information about the monastery.

After clearing out the dining area of items, take note of the asari commando’s corpse near an exit leading to a lit area.

The PDA next to her marks the ultimate destination of the commando team, as well as their objective: the destruction of the monastery, using a bomb planted in the great hall.

You get a dialogue option here, and then the team moves on, now with a goal in mind.

The enemy continues to remain elusive as you press through a lit corridor and bypass a security door.

After breaking through the lock, check to the right side of the catwalk to locate another asari commando’s body.

Her PDA contains a last message to her lover somewhere on the Citadel. This begins the “Citadel: Asari Widow” side quest.

NOTE

Samara will make her first appearance at the temple here, conversing with Shepard after the security door is breached.

The exit to this area leads to a wide courtyard and to your first hostile contact of the mission.

SCREAMING DEATH

The first Banshee you encounter simply teleports in with little warning beyond her bloodcurdling shrieks. Banshees are a grave threat.

They fling Biotic blasts that tear through your shields and prevent any form of regeneration, except when you use Medi-Gel.

Their ability to warp in rapid succession toward a target makes keeping them away difficult, and you want to stay beyond their reach at all times.

They can kill Shepard or disable a squadmate in a single, brutal melee grab!

When you defeat the Banshee, Cannibals begin crawling into the courtyard. Watch out for attempted flanking maneuvers as you engage them.

Remember you can kill one Cannibal to use as bait to draw a large group toward the new corpse.

After you finish off the Cannibals, continue into another section of the monastery.

You come across an asari named Falere, who is on the run from another Cannibal, but your team is able to save her.

She reveals herself to be Ardat-Yakshi; she wants to survive the Reaper assault and save her sister Rila, currently in the hands of the enemy.

Your responses to her can earn you Paragon or Renegade points. When it’s revealed a bomb has been planted in the great hall, Falere dashes off to save Rila.

You’re forced to give chase on foot.

NOTE

If Samara is at the monastery, she will be present for this conversation as well, leading to an interesting reveal.

Before entering the door to the next combat, there is a computer to the left of the door that you can examine for experience.

Continue through another passage, and you come across a squad of Reaper troops led by a Marauder.

Engaging them opens another room to your right that is full of Cannibals enhanced by a barrier engine. Try to disable the engine first.

ITEM REQUISITION

In the room where the Cannibals and barrier engine were, you find an asari Disciple shotgun and Serrice Council Shoulder Guards .

Consider equipping the Disciple right away. It may not be as lethal as other weapons of its class, but it is light, allowing for a more flexible loadout.

It also has a chance of causing most humanoid threats to stagger with each shot, making it great as a support weapon. A Medical Station is nearby to help refill your Medi-Gel reserves.

On the opposite side of this upper floor, a room with a wall safe contains 5,000 credits .

There’s also a weapon bench in case you want to switch out weapons and mods, and there are two computers that you can examine for info.

Taking the stairs down to the lower levels summons another Banshee and another group of Cannibals.

As always, make the Banshee a top priority, as their teleportation ability can allow them to quickly flank your squad. Don’t be afraid to fall back up the stairs if necessary.

With the Banshee out of the picture, you can easily deal with the Cannibals.

Clear the room and then bypass the door lock.

ITEM REQUISITION

In the room after the second Banshee encounter, look for an Assault Rifle Precision Scope on the left side.

Afterward, inspect the asari corpse in the center of the room for more information; then move through the last door, taking an elevator that leads to the great hall.

THE GREAT HALL

As you enter the great hall, check for Medical Stations on the first sets of pillars. There’s also a Med Kit in the center of the room. Stock up if necessary.

Things are about to get hot.

Falere has found Rila, but the latter does not seem to be herself, attacking her sister. After Falere repels her, the scream of Banshees fills the room.

Two Banshees, supported by Husks, charge at your squad.

This can arguably be one of the hardest fights of the game, as the Banshees can close the distance rapidly and kill you in a single moment if you’re careless.

Focus on burning them down, but do not discount the threat of the Husks, lest they pin you down long enough for a Banshee to get close to you.

After surviving the Banshee onslaught, Rila comes to her senses and urges you to flee with Falere.

Your team pulls a distraught Falere away from her sister to the elevator as more Banshees pour into the room.

The surviving Ardat-Yakshi does not take the death of her sister well, and through conversation, you can calm her down.

You’re also given the option to execute her to finish what the commandos started, or you can show a measure of mercy.

NOTE

The final battle at the Great Hall, as well as the aftermath, all change dramatically if Samara is present.

She will attempt to kill herself in the wake of Rila’s sacrifice.

You can stop this with a Paragon interrupt. Doing this will also disallow the option of executing Falere.

Whatever your choices, your obligation to asari high command is complete. The monastery has been purged.

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