Mass Effect 3: Leviathan

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Release Date: August 28, 2012

Blood Ties

Edit Page    Last Edit: 7 months 14 days ago


  1. Deliver Lucy's Message.
  2. Check the West Residence.
  3. Check the Schenzy Residence.
  4. Check the Ewers Residence.
  5. Report to Evan King.
  6. Locate The Family.
  7. Locate Ian West.
  8. Speak to Vance about Ian's decision.
  9. Return to Evan King.


  • Rad-X
  • Stimpak (x4)
  • Dirty Water
  • Nuka-Cola (x5)
  • Sawed-Off Shotgun
  • Blood Pack
  • Jet
  • Bottle Caps (M)
  • Shotgun Shells
  • Combat Armor
  • Assault Rifle
  • Murphy's Footlocker Key
  • RadAway
  • Vodka.
  • Vampires edge (if you kill the family)
  • Shishkibob (if you kill  the family)

Part 1

In Megaton, there's a mysterious woman named Lucy West. Upon exploring the town, you might come across her dwelling, but chances are you're going to run into her in person at Moriarty's Saloon, since she's a bit of a regular there. This blond-haired woman will appeal to you almost immediately after you begin speaking with her. She's been sending letters north to her family located in a small settlement known as Arefu. But she hasn't heard anything from them. She's not necessarily worried about their safety, but she still wants you to go check on their situation, giving them a letter she hands off to you in the process.

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As soon as you accept Lucy's request, Arefu will be added to your map (though you won't be able to transport yourself there automatically until you yourself arrive there). Located roughly northwest of Arefu, it's a bit of a trek getting there, but it's a worthwhile trek. This is because not only will you undoubtedly run into some enemies that are worth plenty of experience, but because you'll add at least the Arefu location as a permanent launch point once you arrive there. Either way, leave Megaton and begin heading north, northwest to begin working towards Arefu.

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En route, you'll run into various enemies. We ran into a couple of Radscorpions, and even a Giant Radscorpion. You may have different experiences (be ready to fight a Yao Yuai as well, since those things are a major pain in the ass). On our particular journey northward, we also ran into Kaelyn's Bed & Breakfast, added as a permanent location once we arrived. This area, located slightly northeast of Arefu, is a great place to add to your map, but be weary of the Raiders guarding it. There are many of them, and they are well-armed!

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As you go northward from there, you'll run into a gigantic bridge scaling a gap ahead. At the foot of the bridge, you'll find a seemingly-abandoned farm, with a small pen for Brahmin attached to it. But all of the Brahmin are dead and, upon closer examination, picked completely clear. What's going on here? Approach the bridge from here and begin scaling it. Holes in the bridge have been gapped by wooden planking. But as soon as you see a figure in the distance and get to close, you're shot at. This man is named Evan King, and he's guarding this disheveled settlement known as Arefu.

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Approach Mr. King after his initial warning shot to get the 411 on what's going on here. It seems that there's good reason as to why Lucy's letters to her family haven't been getting through. Arefu is under constant siege by a group of hooligans called The Family (King refers to them as a gang). These guys attack the Arefu settlement regularly, and are the ones responsible for the dead Brahmin at the foot of the bridge. Whether or not you offer up Lucy's letter to Evan is irrelevant (he'll decline to take the letter, anyway). Instead, he wants your help defending the Arefu settlement from the wrath of The Family.

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Part 2

But before you get underway with that, offer to help him out by checking in on some of the families that still call Arefu home. There are only three families here (four dwellings total, when you include King's residence), so this shouldn't be too difficult for you to manage. The first family you're going to visit is nearest to King's location. The Ewer family is perhaps Arefu's most interesting, with an extremely rude, agitated husband (feel free to talk as much crap to him as possible) and a delusional wife who doesn't even seem aware of the fact that nuclear war has ruined everything. After speaking with them, head outside and work towards the back of the settlement to explore the other two homes (King's is locked; don't mess with it for now).

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You'll likely come across the Schenzy residence next. The shack's lone resident, Karen, is a little nicer to you than Mr. Ewer was, but she's wound up tight because if the incompetence of Evan King. She's tired of sitting in her house and wants the threat The Family provides nullified once and for all. I suppose you can't blame her! Finally, you can then explore the West residence, but you won't find a pretty scene within. Both of Lucy's parents can be found in the house, slain, with THE FAMILY written in their blood on one of the walls of their home. Lucy wasn't worried about them, but she was wrong not to worry, because her parents are dead, and this dangerous gang known as The Family is responsible for it.

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With the information garnered from checking up on all three houses, you can report your findings back to Evan King. Inform him that the West family appears to have been killed, and he'll inquire about their son, Ian. Let him know that Ian wasn't amongst the dead bodies in the house, and he'll inform you that there's a good chance young Ian is hanging out with The Family. He's been seen with them recently. With that in mind, it's time to go after The Family, but not before you pick King's brain about anything else he can possibly tell you.

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Among the information King will feed you is the general direction of The Family's settlement (northeast), and a few specific locations -- Hamilton's Hideaway, Moonbeam Cinema, and Northwest Seneca Metro Station. You can explore the first two locations to your heart's content if you so desire, but The Family's main base of operation is indeed the latter location, the metro station. All three locations are on your map, so you should know where all three are located. Getting to the metro station will require you to backtrack towards the farm where the dead Brahmin are. You can then hug the river which the Arefu bridge crosses, but don't enter into it! Remember, you'll get radiation sickness if you aren't careful! Do, however, cap the Mirelurks that come your way. They seem especially susceptible to Flamer attacks, if you're interested in easy kills.

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Mirelurks are the least of your worries as far as enemies are concerned, because chances are you'll also run into some Raiders. The Raiders we ran into here weren't especially well-armed; in fact, they had only melee weapons on them. But they were tenacious, aggressive foes who required some quick burning to take down. Nonetheless, as you deal with these foes, follow the water source away from Arefu, following it as it winds back towards the bridge, heading northward. In case you were wondering why we didn't just go down the bridge towards the other side of the water from Arefu, you should now see the answer to that inquiry for yourself. The bridge drops off on the far side, making it quite the fortified position. Now you see why those few settlers settled there to begin with.

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When you finally arrive at North Seneca Metro Station, don't expect to find much. The area surrounding the metro station's entrance is completely devoid of any enemies, goods, or people to speak to. Explore as you'd like, but again, don't expect to find anything interesting. When you're ready, seek out the staircase leading downward at the center of the small area. This leads to the metro station itself, where you're likely to find plenty of interesting stuff.

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Things will be relatively quiet in the early-going (if you're having trouble seeing, don't forget your Pip-Boy has a light you can activate). Head forward down the linear pathway. Before heading left towards the turnstiles, however, continue forward into an adjacent room. This was once a waiting room of some sort that now has Mole Rats aplenty within it (so get ready for some easy fights). There's also an irradiated corpse within you'll want to avoid. Explore both bathrooms shooting off of the waiting room. Each has a medical kit on the wall, where you can find a combined two Stimpaks, some Dirty Water, and Rad-X. A downed Nuka-Cola machine in the waiting room will also surrender two Nuka-Colas upon closer inspection.

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Part 3

Now, head back to the main corridor and go through the turnstiles. A pair of flaming barrels will flank a door leading into an office space. Within, you're likely to find at least one Ghoul, perhaps two, but neither of them will give you a hard time. Try to steal their stuff, however, and you're going to be in for a fight. Believe it or not, stealing their stuff is well worth it, even if it's worth plenty of negative karma. Why? Well, not only will you net all sorts of crap (like Jet, an insane amount of Abraxo Cleaner, a Sawed-Off Shotgun, Shotgun Shells, Cigarettes, Stimpaks and more, but the Ghoul named Barrett will turn on you if you steal their stuff. And he has Combat Armor on him, ridiculously powerful armor that you'll want for yourself. But how you treat this situation is entirely up to you.

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You'll notice that you can't go much further than this series of offices. To proceed, you'll need to find the conduit that leads to the adjoining Meresti Service Tunnel. Thankfully, the secret entrance to the tunnel isn't too far off. Head to the room on the left of the front-most office, and go through the door there. This room is highly irradiated due to some barrels of radioactive goo in the small room, but you can open the manhole in the middle of the floor to enter the path. Once down there, get ready for a fight! There are a few Mirelurks lurking around down there (pardon the pun).

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This linear tunnel, other than being lined with a few pesky Mirelurks, will also house either Murphy or Barrett, if you didn't kill one or both when you were in the office (so get ready to down one or both of them if you stole their stuff and haven't yet snuffed them out). Also, move quickly from the outset so that you get out of the mildly-irradiated where the manhole leaves you. Otherwise, you'll soon come to a pathway that heads upward to an actual train tunnel. Just be careful of the explosive trap left there. It's hard to avoid, but if you're moving quickly enough, chances are you won't take any substantial damage.

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Expect more traps going forward (keep an eye out for hard-to-spot tripwires that can set off devastating explosives). When the path splits, take the top split, which will lead in another direction (ignore the other direction for the time being, as it's not pertinent whatsoever to this particular side quest). Dodge more traps that are undoubtedly there, and ultimately, you'll run into a small barricaded area guarded by a lone member of The Family named Robert. And he doesn't seem too happy to see you.

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But Robert is an amicable man, and as long as you don't open fire on him, you should be able to bribe him for 100 Bottle Caps. This will allow you to gain entrance into The Family's hideout with any trouble. If you open fire on Robert, you can steal the myriad goods he's guarding, but be aware that you're going to have to fight everyone in The Family to successfully end this side quest. Even if you're playing with an evil slant, therefore, you'll want to play this one cool. Just trust us on that. After you're able to bribe him, he'll grant you entrance to there arms storehouse (again, keep your hands to yourself). Follow the linear pathway from there to a doorway that leads to Meresti Metro Station proper. It's time to meet The Family.

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Part 4

Head straight down the tunnel towards the large opening (where the train platform once was). This is where The Family lives and congregates, and as long as you didn't kill Robert or act in a hostile manner towards him (which, again, we must stress not to if you want to finish this side quest successfully), they'll all be friendly and willing to speak with you. But remember... as tempting as it is, and it's going to be tempting because there's so much valuable crap lying around, keep your hands to yourself. You'll lose karma for sure if you steal, but what's worse, if they know you stole, you're going to have your hands full with a plethora of well-armed thugs. It's best to get out of here, good or evil, without raising a fist. if you decide to kill the family you get a ton of useful items.

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You'll have one real objective here, and one only, and that's to speak to everyone and use your power of persuasion to get a computer password out of any of these guys. You'll have plenty of people to talk to (at least a half-dozen), so even those with incredibly low persuasion should be able to convince one of The Family's members to give up the password. Just inquire about everything, speak nicely, and take the highroad, even with the incredibly rude shopkeeper in the settlement. Once you have that password, all that's left to do is find Ian and convince him to get out of here.

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If you haven't yet realized it, The Family is a rogue group practicing rampant vampirism. They aren't necessarily bad people, they just live outside of the very loose laws of the Capital Wasteland and must kill creatures and sometimes humans to survive (feel free to hack into one of their computers once a password is garnered to learn more about them, their laws, and more). But ultimately, you'll need to head up to the top platform via the broken-down escalator. Swing left, follow the linear corridor, and approach the computer terminal on the wall near a locked door. Yes, you'll encounter a bedroom (likely Vance's) on the left en route to the terminal, but as usual, look but don't touch.

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Since you gleaned a password from one of the unsuspecting Family members, all you have to do is examine the computer and you will be given access to its programs automatically. Tell the computer to unlock the door, and then head on through. You'll find Ian sleeping on a bed within this room. Approach him and stir him awake to speak with him. From here, how you handle yourself is up to you, but remember that your primary goal is to convince him to head back to Arefu. Once you've done that, you've almost completely finished the side quest, save for one pretty important part. You still have to talk to the head of The Family, Vance, and tell him that Ian is going home.

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This might seem like a bit of a daunting task, but it really isn't. Leave Ian's chambers and walk back down the corridor towards the broken-down escalators, and you should run into Vance. Speak with him (he'll likely talk to you first) and tell him that Ian is heading home. Vance will accept this (he seems like a pretty nice dude, after all), and while you can pick his brain as much as you want, and we encourage you to do so, once he knows Ian is heading back to Arefu, you are free to go. The final leg of the side quest should have flashed onto the screen at this point.

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Head back to Arefu -- there are two routes you can take. The one that leads to Seneca, and the one down the alternate route before you go to the room Robert is guarding. The alternate route is actually quicker, since you'll find yourself outside before long, which will allow you to instantaneously transport yourself to Arefu. Find Evan King once you're back and speak with him, and let him know Ian is coming back. He'll be thrilled, and the side quest will conclude. Keep talking to him, and he may even give you some Vodka for your trouble. Good work!

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