Guide to Mass Effect: Andromeda's High Noon quest. Learn how to help Sloane Kelly confront the Charlatan and shape Kadara's future.
Alright, so you've just finished up the "Behind Enemy Lines" mission, and now the game's automatically kicking off a new quest called "High Noon." Basically, Sloane Kelly wants to see you. Yeah, I know, you two haven't exactly been best buds, so it's a bit weird she's calling you in. Head back to Kadara Port and make your way to the Outcast Headquarters. Sloane will be waiting for you there. She's got some bad news for herself, but good news for us – it looks like the Charlatan has finally pushed Sloane to the point where she wants a final showdown. Because the Charlatan has gotten into Sloane's crew, she can't trust anyone, which is a bit concerning if you ask me, but hey, she's turning to you, the Pathfinder, for help. Desperate times, right?
Sloane's right, the future of Kadara really does hinge on this mission, so it's definitely worth jumping into. Who knows, you might even get to influence Kadara's political landscape. To get started, fast travel to the Sulfur Springs Forward Station in the badlands. From there, head uphill to the south until you hit a fork in the road. Take the southwest path until you reach another fork, then veer west. Follow that road as it curves north and leads you into the mountains. You might want to save your game here, just in case you want to see how different choices play out.
Keep driving north until you find a cave. Sloane's inside, waiting for you. Go in and agree to enter the cave with her. Inside, she'll confront the Charlatan, who turns out to be someone you'll recognize from Kadara. Sloane and the Charlatan will decide to duel, but your part is more about reacting. Just watch them go at it (they do a lot of circling, it's quite the spectacle!). When you see an interrupt prompt pop up, press [R2]/[RB] to save Sloane from the Charlatan. You'll get another interrupt prompt as the Charlatan tries to escape, but this one isn't as critical. How you handle these prompts and your conversation with Sloane afterward mostly just adds flavor to your political relationship with her and doesn't change the main outcome.
However, if you decide not to step in, the Charlatan will end up getting the upper hand on Sloane. After you've played kingmaker, you'll need to discuss terms with whoever ends up in charge of Kadara Port. If Sloane wins, you'll need to head back to her headquarters in Kadara Port to wrap things up. If the Charlatan wins, they'll meet you back at Tartarus, and you might have some personal stuff to sort out with them depending on past dialogue choices. Regardless of who wins, you'll earn 73 AVP, boost Kadara's viability by 5%, and get 1,330 XP. Most importantly, the Initiative will now be ready to establish a settlement on Kadara. Your next steps will be to activate the vault and solve Kadara's water issues.
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