Mass Effect 2 Hints

Disable Valves.

  • 1 of 13: In the room just ahead is a large green heat exchanger that you can remove. Doing so starts a timed sequence in which you'll have to find and remove seven more heat exchange valves before your tech person dies from the heat.
  • 2 of 13: NOTE: Your tech's vitality will be completely renewed every time you remove a heat exchanger, and there's no rush to get to the next one unless the on-screen vitality line is getting low.
  • 3 of 13: Run past the first valve to find a few collectors (including one that Harbinger possesses) and a barricade you'll have to vault. Just past it is the second heat exchanger.
  • 4 of 13: Watch for several collectors flying in and landing just ahead as you move forward toward the third heat exchanger.
  • 5 of 13: There aren't any enemies between the third and fourth exchangers -- just another little barricade to vault over.
  • 6 of 13: Unfortunately, there are a lot of collectors and several barricades between the fourth and fifth exchangers. Use your heavy weapon if you have to in order to get to the exchanger before your tech person dies.
  • 7 of 13: NOTE: You don't have to finish off all nearby enemies before going for an exchanger. It's just more dangerous not to since you'll be under fire as you go.
  • 8 of 13: Vault onto a couple of higher ledges to get to the next heat exchanger, then be ready to blast some more collectors in the next room.
  • 9 of 13: Past that is a large open area with the last two exchanger valves. There are also a lot of collectors, including assassins. Thankfully, it's a quick and cover-filled run to the seventh exchanger.
  • 10 of 13: After you remove it, you'll have a bit of time to shoot at collectors before running over to the final exchanger.
  • 11 of 13: However, there's no need to expend any more ammo. The run to the final exchanger is fairly short and obstacle-free, and removing it will immediately start up a series of cut-scenes whether the collectors are all dead or not.
  • 12 of 13: During the cut-scenes, you'll have to decide which follower is going to erect a protective biotic barrier for your team, who will lead the diversion team, and who (if anyone) is going to escort the surviving Normandy crew back to the ship.
  • 13 of 13: Note that you get Paragon points for sending someone with the crew, and Renegade points for not sending anyone. Also note that the people you choose for those three tasks will be unavailable when you choose your new two-person squad.