ANNOUNCEMENTS
16 April 2019 -- ME2Re v1.1 is out. For ME1Recalibrated users, this is the release you've been waiting for, that incorporates Kinkojiro's fix for Conrad Verner. Also included: Anderson visual overhaul, aquarium improvements, more work on the SB dossiers, more bugfixes, and a few other things.
This is a FULL release, folks, not an incremental update. I tried to avoid it, but it was easier this way. Also, I have *not* built a custom installer for this release, like I was considering in the March 20th update below. I do plan on moving forward with that for v2.0, but I didn't have time to get into it right now. Enjoy!
20 March 2019 -- I have again used 10-15 hours of my time to troubleshoot a reported issue that doesn't exist. There have been a half dozen or so scattered reports over the last year about Horizon not triggering and Aeia not being accessible on the galaxy map. Therefore, as a precaution, and despite fully testing the mod myself prior to the v1.0 release, I did a new playthrough of only that content. I followed the same recruitment pattern that a user reported as problematic: Zaeed > Grunt > Garrus > Kasumi > Mordin > Jack.
My result? Horizon triggered when it should. Jacob's loyalty mission triggered as it should. Aeia became accessible, as it should. No problems.
In addition, Deager, the author of CEM for ME3, also did a recent test. His order was: Kasumi > Thane > Samara > Grunt > Jack > Zaeed > Mordin.
His result? Horizon triggered when it should. Jacob's loyalty mission triggered as it should. Aeia became accessible, as it should. No problems.
Let me be very clear: recruitment order does not matter for Horizon. Kasumi and Zaeed have never counted toward the Horizon tally, not in vanilla and not in ME2Re. You need Mordin + 3 to trigger Horizon. That is all. There is no problem with Horizon triggering or accessing Aeia when using ME2Re. Period.
I will not continue to field troubleshooting questions for this issue. I will not ask for more information; I will not offer to look at your saves. If you are having a problem, you have either installed the mod wrong (possibly missing the PlotManager.pcc installed to the base game), are using a conflicting mod, or have installed A.L.O.T. after ME2Re and it is doing something unexpected to my files.To determine the source of your problem, use the Troubleshooting page on the ThaneMOD website. When troubleshooting, keep in mind that if your problem ultimately results from missing plot data, fixing the cause will not fix your playthrough. You'll need to start a fresh playthrough, since your current playthrough did not set plot data properly that ME2Re needs to function. (FYI, this is not something unique to ME2Re. The same action would need to be taken for any DLC mod that alters plot data, including BW's own DLC.)
Further reports stating that these features of the mod 'don't work' will be deleted. Smart mod users read the comments for a mod before they download it, looking for potential problems and reasons to avoid downloading. While I don't care about download counts and I do not use Nexus' Donation Points program (that rewards authors for said download counts), *nobody* should be deterred from using ME2Re due to erroneous bug reports.
I'll be releasing a small update soon (a few bug fixes and a MINOR amount of new content; really small, don't get excited). Along with this, I'm considering releasing the mod as an installer executable, just to take installation errors out of the equation. We'll see.
16 April 2019 -- ME2Re v1.1 is out. For ME1Recalibrated users, this is the release you've been waiting for, that incorporates Kinkojiro's fix for Conrad Verner. Also included: Anderson visual overhaul, aquarium improvements, more work on the SB dossiers, more bugfixes, and a few other things.
This is a FULL release, folks, not an incremental update. I tried to avoid it, but it was easier this way. Also, I have *not* built a custom installer for this release, like I was considering in the March 20th update below. I do plan on moving forward with that for v2.0, but I didn't have time to get into it right now. Enjoy!
20 March 2019 -- I have again used 10-15 hours of my time to troubleshoot a reported issue that doesn't exist. There have been a half dozen or so scattered reports over the last year about Horizon not triggering and Aeia not being accessible on the galaxy map. Therefore, as a precaution, and despite fully testing the mod myself prior to the v1.0 release, I did a new playthrough of only that content. I followed the same recruitment pattern that a user reported as problematic: Zaeed > Grunt > Garrus > Kasumi > Mordin > Jack.
My result? Horizon triggered when it should. Jacob's loyalty mission triggered as it should. Aeia became accessible, as it should. No problems.
In addition, Deager, the author of CEM for ME3, also did a recent test. His order was: Kasumi > Thane > Samara > Grunt > Jack > Zaeed > Mordin.
His result? Horizon triggered when it should. Jacob's loyalty mission triggered as it should. Aeia became accessible, as it should. No problems.
Let me be very clear: recruitment order does not matter for Horizon. Kasumi and Zaeed have never counted toward the Horizon tally, not in vanilla and not in ME2Re. You need Mordin + 3 to trigger Horizon. That is all. There is no problem with Horizon triggering or accessing Aeia when using ME2Re. Period.
I will not continue to field troubleshooting questions for this issue. I will not ask for more information; I will not offer to look at your saves. If you are having a problem, you have either installed the mod wrong (possibly missing the PlotManager.pcc installed to the base game), are using a conflicting mod, or have installed A.L.O.T. after ME2Re and it is doing something unexpected to my files.To determine the source of your problem, use the Troubleshooting page on the ThaneMOD website. When troubleshooting, keep in mind that if your problem ultimately results from missing plot data, fixing the cause will not fix your playthrough. You'll need to start a fresh playthrough, since your current playthrough did not set plot data properly that ME2Re needs to function. (FYI, this is not something unique to ME2Re. The same action would need to be taken for any DLC mod that alters plot data, including BW's own DLC.)
Further reports stating that these features of the mod 'don't work' will be deleted. Smart mod users read the comments for a mod before they download it, looking for potential problems and reasons to avoid downloading. While I don't care about download counts and I do not use Nexus' Donation Points program (that rewards authors for said download counts), *nobody* should be deterred from using ME2Re due to erroneous bug reports.
I'll be releasing a small update soon (a few bug fixes and a MINOR amount of new content; really small, don't get excited). Along with this, I'm considering releasing the mod as an installer executable, just to take installation errors out of the equation. We'll see.
Introduction
For anyone wondering, you need to download the DLC to unlock Zaeed. He doesn’t have a recruitment mission. You just have to go talk to him by the airlock in Omega.
Zaeed’s loyalty mission will take us to an occupied oil refinery and we’ll be in for one very big firefight. I suggest you bring a good combat loadout. Zaeed fills the soldier role well, so you should bring Mordin or Jack along to give either engineer or biotic support. Miranda might be good too, since you’ll be facing a lot of shielded mercenaries but might still need some armor abilities.
A Moral Question
Move forward and past the bodies. You’ll approach a large access point to the base and it should be pretty easy to tell when the battle has started.
Rush to cover and start firing. The Blue Suns out here should drop like flies to a little focused fire. Go up and around to run into the reinforcements. Just get behind something and gun them down. Approach the bridge ahead and activate it. After a little conversation you can approach the gatehouse. Go inside to see Video. Zaeed will take things into his own hands and start one big fire.
You can start to make your choice here. There are a few Blue Suns left past the destroyed gate. Gun them down and rush to the door. Grab the minerals and then open the door. You get your choice here. You can either stop to save the workers or push ahead. Saving the workers means that there will be no combat, for a bit. You will get more money thanks to some extra salvage and a larger reward for saving the refinery. You will also get a boost to heavy weapon ammo rather than an upgrade for the assault weapon. You will then need to pass a paragon speech function to actually get his loyalty at the end. Renegade means a little less money, an upgrade for you assault rifle, and guaranteed loyalty along with a ton of renegade points.
Catching Video
The paragon options just requires you to get inside and redirect the burning fuel out of your path. You’ll find the extinguisher system at the end. Hit it and grab the research. Move forward and drop down. You’ll find the Firestorm weapon. Pick it up and skip past the renegade section. I suggest you swap it back out at the weapon locker, since it’s worthless against mechs.
The renegade path requires a bit of a fire fight. Get behind the barrier ahead and start shooting at the first guards. The ones across the way should get killed in the explosion that knocks out the bridge. Advance until two guards run out of the locked door. Take cover and take them out. Go inside and work through this little area. Grab the research and kill a few more guys until you pop out at the end. You’ll hit a fairly strong guard unit here. Just take out the heavy weapons guy on the raised platform and snipe the rest. Get to the door and go inside. You should be able to find a Firestorm heavy weapon on a dead merc. Pick it up and then swap it out at the locker.
There are two mercs in the next room. Just go in and take cover on the desk. They die easily. Move into the big factory area. The big danger here is that mercs will move in from both sides of the room in the middle, so don’t advance too far. You will probably leave yourself open to a flanking attack. Just hang back on the little square like wall by the entrance. Stay down and kill the first few. Watch out for pyros closing in on your position. Pick a side and move forward, then hit the second wave and the third. That should be it. Advance and look for the mech on the ground floor. It will come up. It should be alone, so just hit it with whatever you can. It will go down.
Search the first side rooms for salvage, then go out the big door in back.
If you saved the workers then you’ll be too late. The paragon speech will save the mission and earn his loyalty. Nothing else will. If you want, then you can leave him to die. Not sure why you’d do that though, except for role playing.
Renegades will catch up to a wounded Video. Zaeed will take care of him and thank you. This will end the mission.
This post is part of the series: Mass Effect 2 Walkthrough – Loyalty Missions – Part 1
Gaining your squad’s loyalty is crucial to the final mission. Each member’s loyalty can be gained through a corresponding mission. Once they’re loyal, you’ll have access to a new outfit for them and you’ll unlock their fairly nice fourth ability.
In the Mass Effect 3 mission Citadel: Volus Ambassador, why does my Zaeed die?
My reputation is very high, but the special conversation doesn't appear.
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2 Answers
You have to make him loyal in mass effect 2. This is done by completing his loyalty mission in mass effect 2, before attacking the collector base. He of course, also has to be alive by the end of said collector base mission
BenBen
According to the Mass Effect Wiki, if Zaeed was not loyal at the end of ME2, he will die in this mission. If he was loyal, then he survives and becomes a war asset.
KyanarKyanar
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Mass Effect 2 Zaeed Loyalty Mission
Zaeed: The Price of Revenge
This is available as soon as you recruit Zaeed (DLC character only accessible through the Cerberus Network) from the dock at Omega. He has a job to finish, on a planet called Zorya, where a refinery has been taken over by Blue Suns mercenaries and must be liberated. There are a lot of choices to make during this quest.
Zorya:
Travel to Zorya through the Mass Relay and into the Ismar Frontier, before directing the Normandy towards Faia. Land on theplanet Zorya in this system.
Liberate the Refinery:
Once you land you can see the refinery in the distance. Use the sun-baked path to proceed. Zaeed has helpfully tapped into the Blue Suns' radio system, so you can hear the mercenaries react to your presence. There are no enemies for a while, however. First, you will come to some Dead Bodies that you can investigate. Zaeed recognises the workmanship.
Evidence of the Blue Suns in the area does not take long to find. |
On the path ahead feel free to shoot the pyjaks scurrying around. Soon you will go under a small bridge and come to an open area with cover in. As you may have guessed, this is the first location for a Blue Suns encounter. Take cover and pick off the Blue Suns Troopers in the region, as well as the Heavy firing rockets from the gangway above.
As you move around the area reinforcements will come in, signalled through the radio. As well as Troopers, you will encounter some Pyros and a shielded Heavy in this battle. Once you hear 'all squads, fall back', the level is clear for you to explore. Access the PDA leaning against a crate towards the exit of the area and collect the Med-Kit in the corner underneath the structure built into the cliff.
Move along the path out of this area and access the Bridge Controls. Zaeed reveals that he started the Blue Suns mercenaries, along with Vido, the man in control of the refinery. These two did not end on the best of terms (Vido having shot him in the head..), and Zaeed now wants revenge. Paragon or Renegade points are available depending on how you handle this conversation.
Once you have crossed the bridge, follow the path, collecting the Refined Palladium on the way, and enter the door at the end. Vido meets you inside. He taunts Zaeed until he loses his cool and fires, eventually blowing igniting the gas in this refinery. Deal with him how you see fit, with obvious good/bad morality choices.
Zaeed makes a Renegade choice of his own. |
Defeat the Blue Suns:
Once all this is done, you will be back in gameplay and face a few Blue Suns mercenaries as Vido retreats. Kill the first mercs and stumble through the explosions to get some Refined Palladium and through the door.
Mass Effect 2 Zaeed Walkthrough
It is at this point that the major decision in this quest must be made.
Note: if you choose to save the refinery but your Paragon rating isn't high enough, you risk losing the loyalty of Zaeed. It is recommended that you save your game here in case the decision does not work out.
Above you is a refinery worker who states that there are other workers trapped inside. You can choose to go and help the refinery workers, who of course are only trapped because of Zaeed's petulance, or continue on to chase down Vido. While you will come pretty close to getting Vido if you help the workers, Zaeed will not be best please as he still escapes. The two choices are given walkthroughs below – skip to whichever one you take and ignore the other.
Saving the Trapped Workers:
If you choose to save the refinery workers, Zaeed is angry but eventually follows you. From where you begin following the cut scene, head straight on and enter the door to the left by bypassing it. Go up the stairs and through the next door. Redirect the fuel using the Fuel Control in the next room. Do the same at the next panel. To your right will be a Generator Pipe to salvage, so do this and move through the flames to go upstairs. Ignore the trapped workers, focusing instead on diverting the fuel using the panel nearby.
You are the refinery workers' only hope. |
Go up to the next floor with this done. Get the Refined Palladium in the nook to the left, before using the gangway to bypass the flames blocking your original path.
Enter the next door and access the Research Terminal for an ammo upgrade. Access the Fire Extinguisher System using the panel by the window to save the refinery workers. You now have a chase on to catch Vido. Move through the door that unlocked when you extinguished the flames to see a refinery worker thanking you below. Skip the 'Stop Vido Santiago' section to get the walkthrough for the rest of the mission.
Stop Vido Santiago:
If you choose to stop Vido, you will have plenty of Blue Suns to fight. Move through the door and the next room until you come upon some Blue Suns Troopers. Take them out and move on. Soon you will engage some more Troopers but most importantly, a Blue Suns Pyro. Do not allow him to get close to you, using biotics if necessary to pick him up and remove the threat. Access the terminal for an assault rifle upgrade, and get the nearby credits from the Servo before pressing onwards. In the next area you will encounter more Troopers and another Pyro. With the first wave taken care of, more will follow, including a Blue Suns Heavy, complete with RPG, to the flank. After all this has been done, both paths (whether you saved the refinery workers or not) now form up for the last stage of the level.
Chase Vido:
Follow the path ahead, collecting the Refined Palladium, then pick up the M-451 Flamethrower on the floor in the next room. Move into the room to the right and engage the Blue Suns Troopers inside.
Eliminate the Blue Suns Troopers to move on. |
Be sure to collect the Power Cells in this room, and use the Weapons Locker to swap out the Flamethrower if you would prefer something more functional for the battle ahead. You can also salvage the Servo in this room for some credits. Proceed through the door by the Weapons Locker to begin a fight with a lot of Blue Suns Troopers. Use the pipes for cover as you press through the room. There are Troopers throughout the room, including the corners, so check your flanks as you move.
Once in the centre, more Troopers will enter the room as the fuel tanks above spring into action. If you get caught in the flames underneath them it will dislodge your from cover, so ensure you bring them down with weapons fire, preferably on top of the enemy, as soon as possible. Some sneaky Pyros may also try and get around behind you, so try to spot them as early as you can to avoid this.
With the room clear, move up to collect the Med-Kit as a YMIR Mech shows itself. As usual, equip heavy weaponry and use Overload to take down its shield and armour. You can then move into the rooms on the left and right hand sides of the area to salvage the machinery inside before returning to the middle. Directly ahead is the door you want to proceed.
When you enter, a cut-scene will play and the level will effectively end. You still have choices to make, however. Sweater with patches on elbows. If you picked the Renegade option of ignoring the refinery workers earlier, Vido will be killed be Zaeed. If you did the Paragon one, however, Zaeed narrowly misses Vido. Zaeed turns on you, before being crushed by a pillar from the crumbling refinery. You can use a Paragon option to save him and gain his loyalty, or regular conversation to merely salvage your team mate but fail the loyalty element.
Zaeed's character may not appeal to Paragon players |
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