Mass Effect 3 Rescue Turians On Tuchanka Assignments

Walkthrough


1) Controls


Xbox 360 Controls
A: Take Cover/Sprint/Interact
B: Melee (Hold for Heavy Melee)
X: Reload (Hold for Previous Weapon)
Y: Power Shortcut
LB: Hold for Weapon Menu, Tap for Power Shortcut
RB: Hold for Power Menu, Tap for Power Shortcut
LT: Aim
RT: Fire
Start: Pause Menu
Back: Map
LS: Move
RS: Aim (Click to View Objective)

PS3 Controls
X: Take Cover/Sprint/Interact
Circle: Melee (Hold for Heavy Melee)
Square: Reload (Hold for Previous Weapon)
Triangle: Power Shortcut
L2: Hold for Weapon Menu, Tap for Power Shortcut
R2: Hold for Power Menu, Tap for Power Shortcut
L1: Aim
R1: Fire
Start: Pause Menu
Back: Map
Left Stick: Move
Right Stick: Aim (R3 to View Objective)

2) Character Creation


Background

If you import your character, this is retained from previous Mass Effect games. Otherwise, you can choose the place of your birth: was your Shepard born and raised on Earth, a human colony, or in space? Secondly, you can select one past event for your service record. If you select Ruthless, you sacrificed your men to accomplish a mission no matter the cost. If you select Sole Survivor, you lost your men in a hopeless fight. If you select War Hero, you led your men to victory. This determines little more than background information.

Previous decisions during the events of Mass Effect and Mass Effect 2 will heavily impact Mass Effect 3. While it is entirely possible to start a new game without importing a save, the player will lose the opportunity to shape the events that influence what happens in Mass Effect 3. That said, it is still possible to enjoy the majority of the game's content and reach a favorable ending without importing a save.

For the ultimate Mass Effect story experience, it is recommended to import a save from Mass Effect 1 into Mass Effect 2 and then into Mass Effect 3, or alternatively to use the Mass Effect: Genesis DLC at the beginning of Mass Effect 2 and import that save into Mass Effect 3. This can potentially unlock content in Mass Effect 3 that would otherwise be inaccesible, depending on what choices the player makes in the previous games. Mass Effect 3 should then be played in the default "Roleplaying Mode," with conversation choices enabled.

Classes

You can import the same class you had in Mass Effect 2, importing any point allocations you made in the previous game. Alternatively, you can complete change classes to try something different. Without a save import, you'll be starting a new character from scratch. The advantages of each class are listed below.

The Soldier is purely devoted to combat, with no technical or biotic powers. Soldiers can carry the most weight in weaponry out of all classes. His unique power, Adrenaline Rush, will briefly slow down time and increase his weapon damage. He gains access to three ammo types: Incendiary for armor, Disruptor for shields and barriers, and Cryo for freezing unprotected enemies and chilling armored ones. Finally, the Soldier's frag grenade deal heavy damage to groups of enemies. The sum of these powers makes the Soldier ideal for directly engaging the enemy.

Adepts are purely devoted to biotics, and get barriers instead of shields. They can carry a low amount of weapon weight, but get many biotic powers. Throw can send enemies flying, while Pull drags them out and suspends them, helpless, in the air. Warp damages armor and barriers, and it weakens the enemy to further damage. Shockwave sends out a close-range wave of force to send whole groups of enemies flying. Their unique power, Singularity, sucks in unprotected enemies and dangles them in the air. Their grenade power, the Cluster Grenade, scatters grenades everywhere, each of which can knock an enemy down with biotic force. Adepts can fight almost exclusively with their biotic powers if they keep their weight low.

Engineers are purely devoted to technical prowess. They can carry low weight, but their array of tech powers makes up for this. Overload damages shields, barriers, and synthetic enemies, and stuns others. Incinerate damages armor and organic enemies, lighting them on fire. Cryo Blast freezes unprotected enemies and both weakens and slows armored foes. Sabotage disables organic enemies' guns and hacks synthetic enemies to fight for you. The Engineer has two unique powers: Combat Drone summons a mobile orb to shock enemies in melee and draw attention. Sentry Turrets, on the other hand, are spawned from a thrown capsule and remain there, protecting the area with its mounted cannon.

Infiltrators combine combat and technical specialization. They can carry a moderate amount of weapon weight. The Infiltrator still gets Disruptor and Cryo Ammo, plus the Engineer's Incinerate and Sabotage powers. Infiltrators get two unique powers: Sticky Grenades will adhere to targets, preventing enemies from dodging them, and Tactical Cloak will turn the Infiltrator briefly invisible, though this delays shield regeneration and is ended by attacking. This encourages a tactical, evasive combat style.

Vanguards combine combat abilities with biotic powers. They carry moderate loads. They retain Incendiary and Cryo Ammo, and they get the biotic powers Pull and Shockwave. Their unique powers are Biotic Charge and Nova. Biotic Charge teleports you to the targeted location and recharges your barrier. Nova has no usage limit, instead using up your barrier to hit all surrounding enemies with a biotic blast. These powers encourage a close-range, high risk fighting style.

Sentinels have a mix of technical and biotic powers. Sentinels are the only non-combat-oriented class to get a medium equipment load. In additon, they get the Engineer's Overload and Cryo Blast and the Adept's Throw and Warp. The Sentinel's unique power is Tech Armor, which slows down the recharging of powers while active but greatly increases damage protection, and when it is turned off, it blasts the surroundings with a close-range burst. Sentinels also get Lift Grenades, which both damage enemies and suspend them helplessly in the air. Sentinels are excellent at tactical defensive combat, and their variety of powers offers a way to exploit any weakness.

3) Story Walkthrough


3.1) Earth

After creating your character (or importing your character from Mass Effect 2), you'll view a cutscene and see the Reapers invade at long last. Immediately afterward, you'll team up with an old friend from Mass Effect: Admiral Anderson. He hands you a pistol, and you're off. This section will be fairly easy, as it basically teaches you how to play the game with on-screen prompts.

Before setting off, you may want to distribute any extra points on your imported character. Now follow Anderson until you see some Husk enemies climbing up the wall. Shoot them down, and Anderson may have a comment based on whether you stopped them all or not. A blue arrow will indicate a ladder leading down to more Husks. After killing a few, you will inevitably run out of ammunition and be forced to resort to melee attacks. Try out your character's heavy melee but holding the button down.

After an explosion rocks the building, head inside and collect the [MED KIT] if you need it. At the door, you will be attacked by another Husk trapped in the door, a perfect chance for a heavy melee kill. As you pass through the door, you'll stop to help a boy in a duct, but there's nothing you can do. You will proceed and talk with Anderson for a spell.

When you regain control, advance to meet your allies and drop down. Take cover and shoot at the Cannibals (Reaper-adapted Batarians) with your pistol. You can also use any offensive powers to help bring them down. After the fight, Anderson will help you deploy the bridge so that you can cross. Pick up the [MED KIT], then head around the corner. Fight the Cannibals off and head to the comm beacon, where you can collect an Avenger assault rifle.

You will now have to defend this area against waves of Cannibals alongside Anderson. Try out your class's powers, new and old, to get a feel for them, or simply to test how they've changed from your previous experience with them in Mass Effect 2. Stay in the indicated extraction zone while you wait for backup. If your ammo is running low and the enemies won't stop coming, try moving to the back of the arena, far from the enemy spawn point, to try and trigger the next scene. Joker should show up in the Normandy and bomb the enemies out when you do this.

You'll depart on the Normandy while Anderson stays behind. You can't convince him to go with you, nor can you save that boy. Your new friend, Vega, is outraged that Anderson isn't coming. A Renegade interrupt will tell him off, but you also have the option of negotiating peaceably. Before you can leave for the Citadel, a call from Hacket redirects you to the Mars base, which holds the secret to stopping the Reapers according to our old friend Liara.

3.2) Mars

You'll land on Mars with Vega and the survivor from Virmire, who may be Kaidan or Ashley depending on the critical choice in Mass Effect 1. You'll also have a Shuriken machine pistol now, in addition to the Predator heavy pistol. A tutorial will show you how to look toward your objective. Head toward the indicated point and drop down to collect the [M-92 MANTIS] sniper rifle. Upon picking it up, you'll have a chance to change your loadout. Keep in mind that the less weight you carry, the faster your powers will recharge.

Ashley/Kaidan will investigate the bodies where you found the gun. On the path ahead, you'll run into a group of soldiers, who prove to be working for your old ally, Cerberus. Just ahead are more deployment vehicles and a larger Cerberus group. Enter the facility and activate the elevator to proceed. In the interim, Ashley/Kaidan will question you about your involvement with Cerberus, and whether or not you're still involved with them.

When you arrive at the facility, who should turn up but Liara T'Soni. She has information on a Prothean device that could have wiped out the Reapers. Obviously, your interaction with her may vary if you were romantically involved with her in Mass Effect 1 or its sequel. Shepard will send James Vega back, and Liara will join your team from here on out.

The game will show you how to use Liara's Singularity to trap the Cerberus soldiers on the balcony above, making them vulnerable. After the fight, you may notice that the elevator is not functioning. Instead, use the nearby vehicle lift controls to raise a vehicle, then run to the opposite platform and climb up on the containers, then jump across to the vehicle. The only way from here is through the door.

Inside, immediately take cover, then slide over to a Cerberus officer and hold the melee button to instantly kill him from stealth. The other enemies will frenzy, so find a better cover position and kill them from there. Don't forget to call in your allies' powers from the power wheel whenever possible. In the next area, head to the control room, where you can collect a [MED KIT] and grenades. Check the security console to confirm the security footage, and your plan will change from investigation to extraction. On the way out, read the [DATAPAD] for a small experience bonus.

When you reach the outside, head down the ladder. Before going up the next ladder, collect the [KASSA FABRICATION CHESTPLATE]. At the top jump across and enter the open airlock. Among the dead bodies is a [DATAPAD] to read. When you reach the windows, you can duck behind cover and the Cerberus operatives ahead won't notice you yet. The glass between you and them is quite breakable, so open fire. After the fight, head into the room they were in and check the control room for a medical station, grenades, and ammo. Use the environmental controls to pressurize the room.

In the next area that opens up, you can use a weapon bench to change your team's loadout. Don't miss the [SMG ULTRALIGHT MATERIALS] in this room, which you can use to mod the Shuriken and reduce its weight. Grab the [DATAPAD] by the stairs too. There is another Cerberus assault squad in the next room. When you attack, a wave of Cerberus Guardians will move in with their indestructible shields. You can fix this with explosives, biotic lifting, or flanking, but if you want the Mail Slot achievement, you must kill them with a single headshot through the thin slots in their shields. Difficult, but satisfying.

As you advance, you'll be moving through a hall full of Cerberus Assault Troopers. When you encounter the second wave, the soldiers will include Centurions, who have energy shields. Powers like Overload and Disruptor Ammo will make short work of these shields, and if you have Kaidan, he just happens to come equipped with Overload. The enemy will be using smoke bombs to obscure your vision. Either wait for the smoke to disperse, or advance past it. At the final room, wait for the lasers in the next room to swing wide, then deactivate the decontamination protocols at one of two terminals.

Pick up the [SHOTGUN HIGH CALIBER BARREL] in front of you when you enter. You don't have a shotgun just yet, and your only shotgun-wielding character was sent back earlier, so there's no need to adjust equipment. Read the [DATAPAD] on the right as well, and the [MED KIT] ahead. Head to the door, if you can reach it. (Otherwise, you must go back, activate the sterilization protocol, and deactivate it again with the lasers out of the way.)

Head down the left path and pick up the [M-23 KATANA] shotgun first. When you enter the door, a battle will begin with a turret emplacement. Sprint from cover to cover to advance without getting shot. At the end, roll from cover to cover toward the left, where the door is. Enter the room where the Cerberus troopers and Centurion are, and attack them. When the coast is clear, grab the [SNIPER RIFLE CONCENTRATION MODULE] and examine the [DATAPAD] next to it. Use the auto-turret controls to disable the turret.

Order one of your squadmates to cover the tram, and you'll regain control. When then arrive, wipe out the tram occupants, then activate it to reach the Archives. Or not. Your tram will get stuck, and an enemy tram will pull up next to you and attack. You can jump across and take the fight to them, or wait until the battle ends, but either way, you need to use that tram to advance. When you arrive, a small army of Cerberus men will greet you: Assault Troopers, Guardians, and Centurions. Continue the strategies of aiming for the Guardian's shield slots and using Overload on Centurions.

After the fight, enter the central room for a med station. In the left back corner is an [M-15 VINDICATOR] assault rifle, which fires three-round bursts, while the right back corner holds a [SHOTGUN SHREDDER MOD]. Exit through the back door once you've collected these for a scene. You'll stumble upon something interesting, and a former friend.

As soon as the scene ends, sprint after Dr. Eva. She will run behind a door, and when you open it, she'll hit you with Incinerate and flee again. Hop through the window and run after her, and she'll run into a doorway that was previously sealed. Pursue her up ladders and hop over any cover in your way by double-tapping the cover/sprint button. At the end of the chase, she will jump into a shuttle. You'll get paid in credits for finishing this mission.

3.3) The Citadel

Welcome back to the Citadel. Though you can choose whether to visit the medbay or Udina first, you will be traveling there on foot regardless. Before taking the elevator, you can speak to a reporter named Diana Allers. You can either accept her invitation to make your journeys into a network show, in which case she becomes a War Asset, or you can refuse her. Now, unless you want to pester Avina, head to the elevator.

First, I'll assume you're going to Huerta to see Ashley/Kaidan. You'll notice a shop that sells a Medi-Gel Capacity upgrade and [TM88 - PERUVIAN WHISKEY], a quest item for a conversation with James. If Chakwas survived Mass Effect 2, you will find her here. Invite Chakwas to join your crew again, and she will accept. Afterward, talk to Dr. Michel about your injured companion. He/she is in the room on your right in the next hall. After speaking to him/her, you can leave and head to the embassy.

On the left, there appears to be nothing to do, but listen in on a Volus dipolomat and you'll get the quest "Shrike Abyssal: Prothean Obelisk." Head to the opposite path and up the stairs, and the C-Sec office is on your left. The familiar reporter, Miss Al-Jilani, is stirring up trouble once again, but there's no time for disingenuous assertions or snide accusations right now. However, you can chat up Commander Bailey about his new post.

Return to the entrance, and you can answer Miss Al-Jilani's questions. If you've had enough of her tabloid journalism, you can give her what she deserves with a Renegade interrupt, or wait for a Paragon interrupt to convince her that you're going to help. Be warned that if you've punched her in the past, she's expecting it and will counter your attack. If you choose the Paragon path, Al-Jilani's report will become a minor War Asset.

Past the C-Sec Office, there's a Spectre Office at the next right. There you'll find an information teminal that keeps you up-to-date on the latest galactic threats, and a requisitions terminal that will sell some of the best weapons in the game: the Black Widow sniper rifle, the M-11 Wraith shotgun, and the M-77 Paladin heavy pistol. These are also among the most expensive, and there's no way you can afford them yet if it's your first playthrough, but it's something to look forward to. There's also a shooting range here where you can try out different weapons and mods with unprotected, shielded, and armored targets. An infinite supply of ammo and grenades, as well as a weapon bench, are available.

Go to Udina's office to meet the Council. Udina is now a councilor... regardless of what you picked at the end of Mass Effect 1, as Anderson will have stepped down if you picked him. The composition of the rest of the Council depends on another choice at the end of Mass Effect. The meeting doesn't exactly resolve anything, but afterward, you'll receive a tip that could help you unite the various species. After talking to Udina, go ahead and head back to the Normandy.

This definitely won't be your last time on the Citadel. As you complete missions, you will frequently receive messages on your private terminal, and it seems that almost everyone wants to meet you somewhere on the Citadel. It may be for a side quest, or simply to say hello to an old friend. Frequent trips back to the Citadel will probably be necessary to keep up with these invitations.

3.4) Normandy

You'll find yourself in a forest, able to move only in slow motion. Head forward until you see benches, then look behind the bench on your right to find the boy from the opening. He'll start running, so follow him to where he's crouching on the ground, crying. And... he's gone. You awaken from your nightmare in his quarters. Liara informs you that the only way to stop the Reapers is to get the turians on your side, which means saving the primarch.

You'll now meet Specialist Traynor, another new face. She'll go over the new ship upgrades. Then Hacket will encourage you to do whatever you can to get War Assets to fight the Reapers. That means making as many allies and gathering as many resources as you can. The old comm room is now a fully equipped War Room, where you can review any War Assets you've collected thus far. Currently, you've only got the Alliance on your side, but soon your numbers will grow. The console gives you a breakdown and description of every element at your disposal. If you're playing the online Galaxy at War mode, you can check on that here as well.

Note that choices in previous games will already have an effect on your holdings in the war. If you saved the council in Mass Effect, then the human fleet will be weakened by about one-third. If you completed all upgrades to the Normandy in Mass Effect 2, those will improve its value as a War Asset. As far as Mass Effect 3 choices go, if you accepted Diana Allers onto your ship, she's adding a (tiny) bonus to your total military strength.

The mission, N7: Cerberus Base, becomes available immediately when you approach Traynor, who has essentially become your new Kelly. However, in the case of certain terminal messages, she'll actually relay their content to you, which is much more useful. You can set off right away if you want. But first, you may wish to explore the rest of the ship. On your current deck, the Combat Information Center, you can talk to Traynor and Joker. The elevator enables you to visit other areas of the ship.

The captain's quarters are where you can customize your armor and your squad from your private terminal. Down in the crew quarters, if you collected the ship models in Mass Effect 2, you can check the life support facility for [MODEL - DESTINY ASCENSION]. Head to Miranda's old office, which is now Liara's office. Glyph will introduce you to the Intel station. You can use Feron's armor modkit to modify either your ammo capacity or your shields by 5%. The Shadow Broker terminal contains Liara's correspondence. And then there's Liara herself, who wants to talk to you about the Prothean design. If you recruited Chakwas, she'll talk to you in the medical bay.

On the Engineering Deck, there's a [MODEL - TURIAN CRUISER] and a [MODEL - SHADOWBROKER] on the lower level. You'll find Engineer Adams running the systems again. He'll have comments on the Normandy SR-2, both on the Cerberus upgrades and those you installed yourself. You can check up on Diana Allers, the reporter, in starboard cargo.

The Shuttle Bay is no longer reserved for a one-off boss fight at the end of the game. Down here, you'll find a weapon bench for making upgrades, and an upgrade station for leveling them up. There's also a second armor locker down here, which saves you a trip back to your quarters. In the left corner is [MODEL - FREIGHTER]. A little further down is a [MODEL - QUARIAN] lying in plain sight. At the end is [MODEL - NORMANDY SR-1]. In the right corner are [MODEL - GETH CRUISER] and [MODEL - ALLIANCE CRUISER]. You can talk to James down here and spar with him. If you hit all of the interrupts, you'll complete the conversation successfully and unlock [FORTIFICATION] as a bonus power at the medical bay.

3.5) Palaven

Head to the world map to start your journey. Your mission to rescue the primarch will take you into the Apien Crest, which is under Reaper control. This is the introduction to the new scanning system. Simply fly around the system and press the scan button to scan for nearby resources, but be warned: the more you scan, the more likely it is that a Reaper will appear and attack you, forcing you to flee the system.

Land on the moon of Menae and outfit your team, which will inevitably consist of Liara and Vega. You'll be flying over the battlefield in the shuttle, giving you the opportunity to get a few shots in before you land. Kill the Husks and ask the turian soldier for directions. Salvage the [SPARE PARTS] near him for 1250 credits before advancing to the location you received from him.

At the turian camp, pick up the [MED KIT] on the fortification on your left, then head to the opposite one and read the [DATAPAD]. Another [DATAPAD] that can be salvaged for 1875 credits and a [M-97 VIPER] sniper rifle are on a cluster of crates in the middle of the camp. Approach General Corinthus at his table to get information on the situation. However, there's still more to collect. Just past Corinthus are crates on your right, one with a [DATAPAD] to salvage for 2500 credits and one with a [PISTOL MAGAZINE UPGRADE]. These are right next to another temporary building with an [ARMAX ARSENAL SHOULDER GUARD] and [PISTOL PIERCING MOD], with a weapon bench handily provided. The last temporary building on your right has a [MED KIT], a [DATAPAD] to read, and [HAHNE-KEDAR GREAVES].

When you leave the camp, you'll pass a group of turian soldiers and encounter the enemies that attacked them: a swarm of Husks. At the end, examine the comm tower. You'll need to assign one of your teammates to repair it while the other fights alongside you. Hold off the first wave, and the character will complete the repairs and join you to help against the second. After the last wave, Corinthus will call you back to the camp.

Garrus will make his return here if he survived Mass Effect 2's suicide mission. The next primarch is Victus, who sounds like Garrus's kind of guy. Regardless, you'll need his help. Liara is recalled to the Normandy, so your squad now (presumably) consists of James and Garrus, who you can level up and then equip at the nearby weapon bench. Your objective is in the airfield, which will be under invasion by Husks and a new Reaper enemy. These Marauders are repurposed turians, and they come equipped with shields and guns, plus the ability to provide armor to other enemies with what appears to be blood magic. Before returning to the general, scavenge the [SUPPLIES] to the right for 2500 credits.

Head up to the main barricade and take the ladder. Hop on the turret and start shooting the Husks down. Note that the turret must be reloaded after every fifty shots. After enough Husks are killed, a Brute will appear and knock you down. This is a giant amalgamation of a krogan and turian, with the combined strength of both. The Brute will rush at you and hit you in melee while its Husk cohorts do the same. If you can, try to kill it while it charges at you for the achievement, Eye of the Hurricane.

Follow the waypoint markers to General Victus, sliding down when necessary. You'll find a [DATAPAD] to salvage for 1875 credits. Continue until you come to a ledge and Husks climb up to attack you, while another group hits you from behind. Jump across the ledge and proceed up the terrace to a turian squad location. Collect the [MED KIT], [SNIPER RIFLE SPARE AMMO], and a [DATAPAD] for 2500 credits, then follow their directions to stay in the general's pursuit.

A ship crashes right in front of you; investigating will only yield that there were no survivors. Keep following the path around the ledge to a [MED KIT], shortly before you reach the turian camp where the primarch is fighting. The enemy force includes Cannibals and Marauders too. When the Brute comes out, kill him and equip the Reaper Blackstar heavy weapon around the right corner. To the left are a [SNIPER RIFLE ENHANCED SCOPE] and a [MED KIT].

Ahead are more Marauders and two more Brutes, which will give you a use for that Blackstar. Heavy weapons in this game are dropped when used or switched out, so you can't take it with you. A [MED KIT] lies upfield if you need it. Fight off the last enemies and push through to General Victus. If Garrus has been following you so far, he joins your team. As for Victus, you'll have to get the krogan to help him to get him to help you, and that means the asari will be upset... It's a political nightmare for Shepard.

After you're back on the Normandy, talk to Hacket through the QED and report on the situation. Victus has joined you in the war room and will speak to you as well. Head down to the crew deck next, because something seems to be wrong with EDI. After the scene, you will be able to have conversations with EDI from the bridge. Head to the main battery to speak to Garrus, if he's alive. After the conversation, you'll unlock [ARMOR-PIERCING AMMO] as a bonus power.

When you go back up, talk to Traynor to unlock the quest, Grissom Academy: Investigation. You may also have begun to receive emails from various parties inviting you to complete miscellaneous quests. Among these, Kaidan or Ashley will ask you to visit thm in the hospital, and you might recognize a few other contacts as well, depending on who you know from the past games.

3.6) Sur'Kesh

Head to the location of the summit in the Annos Basin. When you invite the diplomats onto your ship, you'll find them arguing. Ultimately, you must go to Sur'Kesh and retrieve krogan females who could be the cure for the genophage. The dalatrass isn't happy, but the krogan are, and they're the ones you need to please for this to work. Upon arriving, hostilities will ensue, and only be resolved with great difficulty.

After the incident, you can talk to Wrex (or Wreav), and Major Kirrahe, if he survived Virmire in Mass Effect 1. Either talk to Wiks or try to use the door, and an incident will occur just before you head below. If Mordin is alive, he'll appear and reveal his role in all of this. Mordin will monitor the female as you remove her from the base. Try to enter the elevator, then run to the emergency exit on the other side and take the ladder up.

As you come up, head through the door on the right and collect a [SHOTGUN BLADE ATTACHMENT], then engage the Cerberus Assault Troopers. Ahead is a [MEDICAL STATION], just before the door. Circumvent the fire by climbing through the window to the left and jumping a chasm to [SHOTGUN SPARE AMMO] and stairs leading up to the next level. When you get there, protect the pod from Cerberus. Scan the [DATAPAD] for 2500 credits before activating Quarantine Checkpoint 1.

Shoot the two enemies on the shuttle, then take the balcony around to the left. Shoot out the Cerberus operatives, then collect the [PISTOL HIGH CALIBER BARREL] on the shelf to the left. Proceed through the door and up the stairs, and if he lives, Major Kirrahe will recognize and assist you. Immediately afterward, an enemy engineer will throw down a turret. Flank to the right and kill any engineers before worrying about the turrets and troopers.

Use the Species Observation Area Terminal and stand in front of it to be scanned, then proceed through the door. A [MEDICAL STATION] is just inside. For the next fight, head up top and kill the enemies above, then use your height advantage to decimate the Cerberus operatives below. Among them with be two Guardians. Go down and collect [ARMAX ARSENAL GREAVES], then head around past the ladder to salvage [SPARE PARTS] for 3750 credits and collect [SENTRY INTERFACE]. Now head up the ladder and hack the door.

When you come up, grab the [M-13 RAPTOR] on your right. Fight off the Cerberus agents attacking the krogan female, then search the tables for a [PISTOL SCOPE] by a research table. Now head all the way to the back and collect the [SCORPION] hand cannon and use the [MEDICAL STATION] before activating the Power Terminal. On the way back, kill more Cerberus lackeys, both Guardians and Centurions included. Then activate the second checkpoint.

Fight off a third wave of Cerberus troops, then enter the door from which they came. Proceed up to the final checkpoint before the loading area and activate it immediately, before Cerberus comes back. Afterward an Atlas mech will drop into the battlefield. This boss is shielded and heavily armored, requiring multiple different protection-stripping abilities or ammunitions. Once the mech and his fellow soldiers are down, Wrex will come in and land.

At last, the krogan female is freed, and Wrex has what he wanted. Now you'll be back on the Normandy reporting to Admiral Hackett on the mission. He's dubbed the Prothean weapon "Project Crucible," though it seems more like a Death Star with a rod sticking out of it. Speaking of naming, Mordin has named the female "Eve." Both Wrex and Victus want your help with ceratin concerns of theirs, so you can discuss these issues in the War Room. For this mission, you are paid 12500 credits.

Victus lost a ship on the krogan homeworld. Additionally, you can talk to Wrex about his mission. Note that if Major Kirrahe is alive, he will be a War Asset after showing up on Sur'Kesh. Check your terminal for any other side missions, and remember that these will better prepare you for the final fight with the Reapers. Also, check on Eve, the krogan female, in the medical bay. She'll give you a memento if you ask her how she became a shaman. You must complete two more missions before Mordin's cure is ready.

3.7) Tuchanka

After comleting the quests for either Victus or Wrex (founded in the "Tuchanka" sidequest section), Mordin will reveal that the cure is ready to go. The best way to disperse it is to go to Tuchanka and feed it into the Shroud, a mechanism designed to rebuild the planet's atmosphere by the Salarians. This will allow you to complete the mission, Priority: Tuchanka. Also, you can talk to Liara in her quarters at this point for [WARP AMMO].

After the Shroud mission becomes available, head to the Krogan DMZ and land on Tuchanka, selecting the Shroud location. It's time for the first major battle against a Reaper. The Dalatrass will pose a choice to you: if you sabotage the cure, the Salarians will offer their scientists to help work on the Crucible. However, that would mean lying to the krogan. You'll have to decide when you get there.

Even if you try to reveal the message now, you'll be cut off, and the fighting will start. Fight off the Husks and keep them from reaching the female. After the wave is over, your krogan allies will come out to convince the krogan clans to unite against this Reaper. You'll now have a chance to voice your opinion on whether the krogan should expand, and now you can reveal the Dalatrass's plan for real.

When you get out, collect the [MED KIT] in front of you. By the krogan repairman working on one of the vehicles, you can collect [SHOTGUN SMART CHOKE], [DEATH MASK], and [PISTOL MELEE STUNNER]. Talk to the krogan scout for an explanation. It looks like your convoy is stuck here, and the airstrike is doomed without you. After the ship crashes, collect the [MED KIT] and a special shotgun, the [GRAAL SPIKE THROWER], both near the railing. Over by the hole in the road, collect the [PISTOL MAGAZINE UPGRADE].

When you get out, collect the [MED KIT] in front of you. By the krogan repairman working on one of the vehicles, you can collect [SHOTGUN SMART CHOKE], [DEATH MASK], and [PISTOL MELEE STUNNER]. Talk to the krogan scout for an explanation. It looks like your convoy is stuck here, and the airstrike is doomed without you. After the ship crashes, collect the [MED KIT] and a special shotgun, the [GRAAL SPIKE THROWER], both near the railing. Over by the hole in the road, collect the [PISTOL MAGAZINE UPGRADE].

Head back toward the wall and jump across to the doorway. Jump down and descend the stairs into the Catacombs. You can either drop down at a hole in the wall or take the stairs on the opposite side; both paths lead to more steps leading down in two corridors. Down the left path, there is an [ANCIENT KROGAN ARTIFACT] worth 8500 credits. The path on the right leads on, dropping down into the next hall.

On the left as you work around the rubble, head to the far end of the room and check another [ANCIENT KROGAN ARTIFACT] for 8250 credits, then take the exit on the opposite side of the debris. In the hallway is an obvious [ANCIENT KROGAN ARTIFACT] worth 8250 credits. Proceed until you find a Ravager corpse to examine. Head up the stairs from here to reach the outside again.

Once you're topside, proceed through the ruins until you encounter Cannibals and Ravagers. Take out the Ravagers first with your heaviest firepower, then worry about the Cannibals. From their location, head right and jump the bridge, then engage the Cannibals below. In time, they will be joined by a few Husks, but more dangerously, two Brutes. After they're dead, follow the path they came from and climb up to the next battle zone.

This fight pits you against Husks, Cannibals, and Ravagers. The stairs on your left as you approach can get you to an advantageous position. Use your most powerful tools of destruction to tear through the Ravagers' armor. As you approach the bridge the enemies came from, the thresher maw will tear through the bridge. Jump across and continue. When the next fight begins, look for an [SMG SCOPE] at the location of the first Cannibals you see. Alongside them will be Marauders to buff them and Husks to swarm you. At the end of the platform, collect the [ASSAULT RIFLE EXTENDED BARREL] on your left and then drop down on the opposite side.

Fight off the Cannibals and head up the stairs on the left. At the top, collect an [M-5 PHALANX] pistol on your left, then head right. As you cross the bridge, you'll take a fall, and you'll be headed straight toward the Reaper. Use cover to reach the Reaper's location, and the airstrike will arrive to distract it. In the arena ahead, you must face one Brute, then three Brutes at once. At the same time, you'll have to avoid getting stepped on by the Reaper.

After the fight, head either left or right to activate the first Maw Hammer. You'll then have to run to the other side with more Brutes and the Reaper attacking you. Once both hammers are hit, the thresher maw will arrive, and the next scene will play. If you saved Maelon's research, Eve will have survived the cure synthesis process. Now Mordin just needs to see this through to the end. Another dream sequence, and the mission will end, and you'll earn 25000 credits.

Talk to Hackett if you want information about the state of the galaxy. The krogans and turians have joined your War Assets, though the Salarians' support depends on your choice in the last mission. The people of Zhu's Hope will have an email for you, if they're still alive, becoming a minor War Asset. After this, you should head to the Citadel to meet with the Council again.

3.8) The Citadel, Part 2

You'll be dropped into the midst of a fight at C-Sec Headquarters. You'll be facing a Turret and Engineer, with plenty of Centurions and Assault Troopers covering them. Cerberus is using shield generators to create cover, but the cover can be shorted out by shutting off the generation. Shield pylons are even worse, as they provide shields to all enemies. Destroy any shield pylons you see. After the fight, check the [MEDICAL STATION] behind Bailey, then speak to him.

Head off to save the Councilor. Up the stairs are a few Troopers waiting to be ambushed, but on the stairs to your left, Guardians will pour forth. Behind them is an Engineer throwing down Turrets. Kill the Cerberus forces before searching the area. On this level, a [MED KIT] and [ASSAULT RIFLE PIERCING MOD] are on your right, near a terminal. Bypass the door to advance.

Deal with the Centurion and Engineer, then collect the [RECON HOOD] on the left side of the room. There is a [MEDICAL STATION] by the door. Kill the Engineer in the next room, then grab the [SNIPER RIFLE EXTENDED BARREL] from the shelf inside and shoot the latch off the box to reveal a button that calls the elevator, allowing you to take it up.

The room on your left is locked for now, but the room next door is open, and it contains [SECURITY HELMET] and [PISTOL HIGH CALIBER BARREL]. The opposite room contains a [PISTOL PIERCING MOD]. As you advance, you'll find the [M-25 HORNET] SMG on a body. Circumvent the jammed door by going around to the right, and check the [ACCOUNT DETAILS] for 6250 credits. Use the door control to open the door that was locked before. That room contains the [M-358 TALON], which is basically a shotgun in pistol form. Now return to the side room and go around the glitched door.

Kill the two unsuspecting guards at the end of the hall and head through the door. Inside, there is a [MEDICAL STATION] in the room to your right. Pick up a [SNIPER RIFLE PIERCING MOD] at the far end of the room before taking the stairs to the upper level. The assassin Kai Leng will arrive to kill the Councilor. If Thane is alive, he will save the councilor, but at a dire cost.

As you proceed after the shuttle crash, you will encounter a new foe: a Phantom. Phantoms are basically biotic ninjas: they have barriers and extreme agility, and they can attack in close range with swords. Phantoms also have some technical ability, as they can cloak to escape when injured. Take out the Phantoms' biotic protection, then kill them before they can escape. Nemeses, Cerberus snipers, are accompanying them. After the fight, jump across the ledge to advance to the next platform, where you'll face more of the same enemies.

In the last room, the door is sealed, so jump out the window and descend to access a side window. Proceed through here, jumping across a destroyed platform. When you see another window, turn around and collect 6250 [CREDITS] from the table. On the other side of the window, you'll face an Atlas mech. Take out the remaining troops and head up the stairs to the elevator.

As your elevator ascends, hit the power conduits on the opposite one to slow it down. Another enemy elevator will show up and Phantoms will leap over. Take out the elevator's conduits and any Phantoms that boarded, and your ascent will continue. Take out the third elevator, and when the council elevator shows up, jump to it.

You'll end up in a confrontation with the Council and Ashley/Kaidan, who is protecting them. Udina is working for Cerberus, but you have to convince your Spectre friend of that. You can persuade him based on your Reputation score; otherwise, you'll have to either kill the Spectre or let the council die. Should your persuasion succeed, Udina will pull a gun on the Asari Councilor. A Renegade interrupt will shoot him, but otherwise, the Spectre will shoot him instead.

After exploring the Citadel, go to leave, and Ashley/Kaidan will stop you to talk about what happened. He'll ask if he can rejoin your squad. Afterward, you'll patch back in to Anderson and Hackett simultaneously. The Asari and Salarians will be on board with the war effort now. Now it's time to deal with the Quarians and the Geth. There's also a distress signal from the Asari to deal with. Talk to Vega in your quarters for [CARNAGE] as a bonus power. Also talk to Ashley for [INFERNO GRENADE] or Kaidan for [REAVE].

3.9) Perseus Veil

Head into the Perseus Veil and approach the Quarian envoy ship. It seems that the Quarians have ignored whatever advise you gave them and attacked the geth, causing the geth to ally with the Reapers. If Tali was not exiled, she is now an Admiral. You may or may not agree with their choice, but the reality is that you need to stop that Geth Dreadnought from sending out the Reaper signal.

Upon reaching the ship, you'll have to go in alone and secure the docking tube to make way for your allies. This consists of walking with painful slowness through the tube, walking on the ceiling when the floor is damaged. At the end, the tube will break, and you'll be stuck on the ship, alone. Drop down and head left to collect [SHOTGUN SMART CHOKE]. Head on forward and take the ladder up.

Jump across to the door and pass through. In the next airlock, take the ladder up and use the docking controls to invite your friends over. Also, Tali has a gift for you: the [ARC PISTOL]. Head further into the Dreadnought and collect the [SNIPER RIFLE ENHANCED SCOPE]. At the end, use the bridge controls to pass. As soon as you do so, the Geth will arrive, including some Geth Rocket Troopers. Use anti-synthetic attacks, like the Arc Pistol you just picked up, to defeat them.

The next room contains more Rocket Troopers, with shields. After killing them, salvage the [GETH DATA] at the next terminal for 2500 credits. Opposite the terminal is a door with an [ARCHON VISOR] just on your right. Check the consoles for extra data. In the next room, collect the [GETH PULSE RIFLE] on your right, then enter the door ahead to reach the operation center.

The Geth Troopers in this room are accompanied by three Geth Hunters, which turn invisible and sneak up on you while cloaked. Kill the Hunters as a priority, then once all the Geth are destroyed, head up and collect the [SMG SCOPE] on the panel and the [GETH DATA] (1250 credits) before using the console. Afterward, Geth will pour into the room, including cloaked Hunters. After the fight, take the door to the maintenance tunnel, then bypass the next.

Head left and down a ladder, then continue down a second and collect the [GETH DATA] at the bottom for 1250 credits. Keep heading down to the bottom and collect the [MED KIT] before the door ahead. In the next room, head down on the left to reach a long hall. When the shockwave comes, take cover, then engage the Geth ahead. When a path opens on the left, collect the [GETH DATA] down there for 1250 credits. At the end, override the maintenance access platform to disable the main gun.

Run to the end and jump across to exit the gun's rail just before it fires. On the other side, you must fight more Rocket Troopers. Past them are Geth Hunters, who can barely be seen with their sheeny invisibility cloaks. As you proceed the shockwaves will grow more and more frequent. At the end, take the ramp up on the left and bypass the door. Inside, head around the platform and collect [GETH DATA] (1875 credits), then take the elevator.

After the scene, run to Tali. Take the ladder up, collect a [MED KIT], and enter the door at the end. Here, you'll encounter an old friend: Legion. Take the elevator up and override the data core. Fight through the Geth Troopers and Rocket Trooper ahead. Past them are Hunters and a powerful Geth Prime, a mini-boss of sorts with shields and armor and the ability to deploy turrets. More Troopers and another Geth Prime will constitute the second wave. When you reach the opposite side, take the ladder down.

Salvage the [ASSAULT RIFLE PRECISION SCOPE] and [GETH DATA] on this platform for 2500 credits. Head to the door ahead. Proceed until you must jump across and you fall. Head along the lower level and proceed up to Legion and the Geth Fighter to escape. In the Admirals' dispute, choose which Admiral to side with. Talk to Tali in your quarters to get [ENERGY DRAIN] as a bonus power.

3.10) Rannoch

To advance, you must complete one of the two major Rannoch sidequests for the Quarians to locate the Reaper base. To ensure the safety of the Quarian fleet, you should do both, or they will take heavier losses in the final battle with the Reaper-controlled Geth. Once one (or both) of the previous missions is complete, head to the Reaper Base on Rannoch.

For this mission, if Tali is with you, you are required to bring her. As soon as you land, a group of Geth Troopers will move in ahead of you. Advance from cover point to cover point to push the Geth back, then when the last one goes down, move to the sealed doorway ahead, collecting the [SMG HIGH CALIBER BARREL]. Next, climb up on the platforms to the right of the doorway and take either ladder.

As soon as you reach the top, Geth Rocket Troopers and regular Troopers will attack you. Flank via the platforms on the right path or climb the ladder if you took the left path. Before climbing the next ladder, check the far side of the catwalk for an [ASSAULT RIFLE PIERCING MOD] on the right side and [KASSA FABRICATION GAUNTLETS] on the left, with a platform allowing you to jump between them. At the top, climb up the cover to advance.

Geth will spawn below you, so attack them from above. The Geth will try to flank you via the tubes on your left. Climb up there and hold the area while your squadmates defend the initial zone. After taking out the Geth on both levels, drop down to the bottom and head through the door at the end. When you exit on the other side, kill the single Geth on your left and head down that path to collect [SMG ULTRALIGHT MATERIALS] before taking the opposite path on the right.

Down this path, at about the point where the next Geth wave arrives, head into the dead end on your right to collect an [ASSAULT RIFLE STABILITY DAMPER]. As you proceed, additional Geth will drop in. Rocket Troopers will be attacking from the balcony on the left. After finishing this wave, look for a [GETH PLASMA SHOTGUN] on crates to your left, followed by [DATA] worth 5000 credits.

Through the next door, there's more [DATA] on your right for 10000 credits, plus a [MED KIT]. The next arena has a path to the left, leading to the platform on the opposite side where the Geth are attacking from. Fight through the Geth along this path and hit the override controls, then proceed to the opposite side of the chasm to collect a [MED KIT]. Now you must hold off the Geth that drop in, including Geth Pyros. Override the door from the platform at the far side, and the elevator will open, releasig another Geth swarm of Rocket Troopers and a Prime. After killing them, use the lift.

Collect the [GETH SPITFIRE] on your right and use it against the three Geth Primes up here. Another [GETH SPITFIRE] is in the far right corner if the first runs out of ammunition. Keep moving around the battlefield to flank the Primes while Overloading their drones and turrets if they appear. Avoid getting into melee range, and instead focus on whittling down their shields and armor with the appropriate powers. Finally, proceed to the ledge, and you'll automatically equip the Normandy targeting laser. Use the laser on the base core until it paints the target and the Normandy flies in to bomb it.

When the Reaper emerges, run to the left. You'll hop on the mounted turret of a Geth vehicle to engage the Reaper. Shoot the Reaper to get its attention until the orbital strike comes in. Afterward, you'll be on foot. When the Reaper begins to fire, use the targeting laser on the Reaper's red laser cannon to hit it with another airstrike. The Reaper will attack with a deadly laser, so dodge to the side before it reaches you. The Reaper will become vulnerable again, so paint its weak point with your laser. If it uses its beam attack again, stop painting and dodge to the side, then continue again until the next strike comes in.

Repeat this same process a second time, and the Reaper will draw closer, giving you less time to dodge its lasers while having to dodge more of them. This will slow you down, but follow the same strategy of intermittently dodging lasers and painting the target. When the Reaper comes into immediate range, hurry up and paint it before it gets an unblockable attack off to finish it with an orbital strike from the entire Quarian fleet.

After speaking to the dying Reaper, you must choose whether to upload the Reaper upgrades to the Geth to save them, or to let the Geth be destroyed by the Quarian fleet. If you choose to continue the upload, you will have a second chance to reconsider when the Quarians refuse to stop their attack. With enough Reputation, you can save the Quarians by convincing them to call off the attack and put an end to the war. However, regardless of whether you can end the fighting, Legion must rejoin with the Geth collective to disseminate the Reaper upgrades, so you'll lose him.

25000 credits is your pay for this mission. You also get the Geth fleet and Geth Corps on your side as War Assets, not to mention the Quarian Fleets and Admiral Xen. Rewriting the Geth is Mass Effect 2 will strengthen the Geth fleet, but result in a weakened Quarian fleet. The Asari Councilor (assuming the Council survived) invites you to speak to her directly at the Citadel; what she has to say is too important for an unsecured channel. Meet her in Udina's office.

When you meet with the Councilor, she can offer information on the Catalyst. An artifact on Thessia may be able to assist you in locating the catalyst. While you're here, visit Tali in the Presdium Commons outside the C-Sec office, and you'll get the [DEFENSE DRONE] bonus power.

3.11) Thessia

Head to the Athena Nebula, and Thessia will be in the first star system. You must take Liara with you on this mission. When the shuttle stops, drop down and collect the [UMBRA VISOR] ahead, and [SUPPLIES] for 4500 credits. Speak to Lieutenant Kurin, then hop on the machine gun and shoot the Husks and Brutes attacking the barrier.

After the fight, speak with Kurin. If you tell her to just follow her orders, she'll refuse and pull her troops out, leaving you on your own. However, if you tell her that you're looking for an artifact that can complete the Crucible, her forces will stay to help you. Cross the bridge, and when you see Husks and Cannibals coming from the other side, take cover and kill them before advancing.

Ahead, take cover and fight the Reaper forces below on your left, targeting the Marauders first. Push forward through more waves of Cannibals, shooting any Ravager Spore Pods to detonate them and damage nearby enemies. Along the right path is a [MED KIT], with another one at approximately the same point on the left side. At the far left is a [HYDRA MISSILE LAUNCHER], a heavy weapon. At the far right, a Banshee and Maruaders attack you, giving you a decent target for your single missile volley.

Head up the ramp, then drop down on the right and salvage the [TERMINAL] for 7500 credits. Bypass the door, then proceed into the courtyard. Around the rubble on the right, you will find a room with a [BROKEN SHOTGUN] and get 3000 credits. Climb up the rubble on your left and join the Asari sniper. Be sure to collect the [M-98 WIDOW] sniper rifle next to her. Fight the forces below, and focus on sniping the Marauders.

When the fight is over, drop down and head out along the balcony to the left. After meeting with the Asari soldier at the outpost, you'll have to fight again. Destroy the barrier generator in the back, then focus on the Ravager so it isn't firing on you while you fight the Banshee. Kill the Marauders and climb up the slope, collecting the [ASSAULT RIFLE EXTENDED BARREL] on your right when you reach the top. A mob of Husks will move in, so fight them off before they draw close, or trap them with Liara's Singularity for easy kills.

A little further on, you'll encounter two Harvesters, with some Marauders and a Ravager to distract you. Destroy the barrier generator between the Harvesters to make fighting the other enemies easier, then focus on weakening the Harvesters. Once the Harvesters die or escape, proceed to the temple door and collect the [SMG HEAT SINK] on the left. Bypass the barrier controls on the right to open the door.

Inside, you can read descriptions of the various manuscripts, busts, murals, and shields, but only examining the central statue will cause you to advance. Examine the bust on the right, the manuscript on the left, and the shield on the left to access the beacon. You can attempt to use persuasion, but you'll ultimately be brought back to the same dialogue choice. In the end, you'll have to fight Kai Leng.

Kai Leng will run across the battlefield and slash you with his sword. At range, he can swing and launch a biotic slash wave that flies in your direction, avoidable only by dodging to the side. He is protected by shields, and when they become low, he will stun you and run to cover to recharge them while his gunship attacks you. However, he will wait longer and longer to recharge each time. After Kai Leng loses his shields completely, a scene will ensue.

15000 credits is your pay for this mission. Anderson will want to talk to you on the QED after the mission. Also, talk to Garrus in the Main Battery to get [PROXIMITY MINE] as a bonus power. Liara will also be upset, and understandably so, so you will probably want to talk to her as well. This will get her motivated to help the refugees from Thessia, and it will earn you [STASIS] as a bonus power.

3.12) Horizon

If you intend to aid Miranda, make sure you've offered her Alliance aid in her third appearance on the Citadel before doing this quest. Head to the Shadow Sea, and Horizon will be in the first system, Iera. Land there and head forward, and a Cerberus shuttle will crash, deploying Phantom snipers and a single Nemesis. Countersnipe these foes, then bypass the door ahead.

A [MEDICAL STATION] is on your right when you enter. At the office on the right, there are various video and audio logs you can view, plus a PDA near the front desk. Further back are [INVENTORY LOGS] worth 1500 credits. Take the stairs down to the landing area, then proceed right to the observation deck. Kill the few Cerberus Assault Troopers here, then check the central platform for a [PISTOL SCOPE]. Proceed into the hall on your left.

Salvage the [EQUIPMENT] immediately on your right in the next room for 1500 credits. Use the console in front of you to gain information from Miranda, if she's alive. Outside, use the water pump to remove the excess water from the pool, revealing an entrance into the Cerberus facility. Enter through the door, then salvage the [EQUIPMENT] on the right wall for 1500 credits. Collect the [ROSENOV MATERIALS SHOULDER GUARD] to the left, then open the door.

Activate the console on the upper level to get the power back on. You'll see that the facility is overrun with Husks. Exit through the door on your right, then examine the console ahead for another message from Miranda. Open the door down the steps and fight your way through the Husks. The next room contains logs to view. The room after that contains more Reaper forces: Banshees and Marauders.

Proceed to the end of the chamber and follow the path to find a chamber with a trapped Banshee. On the table to the left, collect a [MED KIT] and read the logs here before taking the door on the right to the next room. Approach the Miranda terminal and repair it to view it. On the nearby tables are a PDA and a [RESEARCH TERMINAL] worth 1500 credits.

Head up the steps into another Reaper fight with Marauders and Cannibals. Shoot the numerous barrier generators on the left and right walls to eliminate a source of protection for these enemies. There are more logs to examine on the lower level, and on the upper level, a [SHOTGUN BLADE ATTACHMENT] and the [M-12 LOCUST]. The latter is a highly accurate SMG first seen in Kasumi's Loyalty Mission in the Mass Effect 2: Stolen Memory DLC. Check the Miranda console on the lower level.

Head up the ladder, and Reaper forces will immediately attack. They consist of Marauders and Cannibals backed up by Ravagers. Again, focus on taking out the barrier generators on the pillars. Then your biggest concern will be Ravagers and their artillery guns. Proceed through the doorway for a [MEDICAL STATION] on your right. On your left is [RESEARCH DATA] to salvage for 3000 credits. Read the logs, then proceed through the door across from them.

Jump across the gap and shoot the box, then activate the lift control inside. On the other side, jump across again and open the door. The next chamber contains two angry Brutes, but you have plenty of space to maneuver and avoid them. On the upper level is a [MED KIT] if you need it. Ahead, there will be another Brute and a Banshee. Before leaving, release the pod status override at the end of the room, then return to the pod at the beginning of the room. Open the pod and collect the [M-99 SABER] assault rifle, which functions much like a sniper rifle. Salvage the [RESEARCH DATA] for 4500 credits before proceeding into the room the Brute and Banshee came from.

At the top of the elevator, continue forward to Lawson's office. Here, Lawson will have taken Miranda's sister, Oriana, hostage. If Miranda's sidequest was completed, she will be injured but alive. You must use your Reputation to convince Lawson to release Oriana. Failing this, you can shoot at Lawson if the negotiation fails, and Miranda will kill him. If you do not shoot him, he and Miranda will kill each other.

You will be paid 15000 credits for this mission. If Miranda lives, she becomes a War Asset and helps you find the Cerberus base. Even without Miranda, it's possible to locate Cerberus Headquarters from the data you collected, and that will be your next destination in either case.

3.13) Cronos Station

Starting this mission will effectively lock you into the endgame path, so if you intend to get your War Assets to a certain level or complete certain missions, take care of this now. Head to the Horsehead Nebula and fly to the Anadius System. Here is Cronos Station, with the enormous sun so often shown in the Illusive Man's window. You'll find Cronos Station hidden in an asteroid field surrounding the star. Admiral Hackett will double check that you're ready first, giving you another chance to opt out.

Your romantic interest will visit you in your quarters before the mission. Follow the running child in the dream while listening to the voices of the fallen. EDI will insist on accompanying you on this mission, so select your other party member and head out. After the shuttle lands, you'll be fighting in the docking bay.

While you fight off the initial troopers, stay out of the paths of any fighters taking off, or they may hit you. After the first wave, an Atlas mech will attack while a Nemesis snipes from above. Countersnipe the Nemesis, then use the ladder to take her position and use it to fight the Atlas from relative safety. Afterward, open the door up here and assign EDI to disable the hangar vent procedure.

A Cerberus team will attack you in this room, so take cover. The Guardian has an advantage in close quarters, but with a physics-based biotic move like Push or Singularity, you can knock his shield away. Proceed through the doorway where the troopers came from and take cover behind the crates as a large Cerberus squad moves in. Take out the Centurions' shields with EDI's Overload power, then bring them down with conventional attack methods. Enter the door on your right, use the [MEDICAL STATION] if needed, and use the rotation controls to rotate the fighter.

Proceed through the next series of doors to collect a [PDA] worth 5000 credits. Take the ladder down from here and use the clamp release to launch the fighter into the hangar. Out of the hangar comes another Atlas. Take out the Assault Troopers dropping down from above. Collect the [M-37 FALCON] grenade rifle and examine the door on your left to advance to a new area.

Head down the ladder in front of you and take cover to engage troops. The enemy population is thick with Centurions, so expect their smoke grenades to obscure the battlefield. You can even take advantage of the enemy smoke grenades to change cover positions if needed. Nemeses will be sniping from a distance, so don't neglect to neutralize them, or they may be putting your party members down left and right. When another wave pours in from the path on your right, kill them and follow the path to a ladder. Check the dead end past the ladder for a [TERMINAL] with 5000 credits and a [MEDICAL STATION].

Up top, view the terminal on the Lazarus project. Your non-EDI party member will comment on each entry. You can also pick up [SERRICE COUNCIL GREAVES] on the table across from the terminal. Proceed through the door that EDI hacked and proceed to where you must drop down on the right. Here you'll have to climb through some rubble to reach a drop into a room with Engineers and Turrets.

While I would normally suggest destroying the shield pylons, you can use them to your advantage pretty easily here. Kill the first group and take up their cover position to fight the enemies further along. Destroy the pylons near the enemy forces, but keep the one behind you to restore your shields whenever you come near it. You can also take out the generator on the right side of the hall to eliminate the enemy cover. When you push forward to where the hall turns to the right, kill the last Engineers and ascend the ladder.

Up here is a Cerberus console with more video logs regarding EDI. You can talk to her about each log. Once she gets the door open, proceed into the next room. There will be a [MEDICAL STATION] on your left and a [PDA] on your right with 5000 credits. In the next hall, avoid the place to drop down on your left and continue down a winding path for some hidden treasures: a [MED KIT], a [DELUMCORE OVERLAY], and more Cerberus video logs, this time about Kai Leng. Now head back to the blue hole in the wall to drop down.

Here, you will see the remaining evidence of the Collector Base. The volume of evidence remaining depends on what you did to the base, of course. On the catwalk ahead, if you failed to save Grissom Academy, you'll face an indoctrinated Jack, in the form of a Cerberus Phantom mini-boss. She fights with a katana and biotics like the other Phantoms here. The enemies coming up from below during the fight include Troopers and Phantoms. They will be supplemented by shield pylons at each corner, but by taking these key points, you can use the pylons for yourself. Continue until you reach the ladder on the opposite side.

At the top, you'll face another small group: Phantoms in close-range, Troopers taking cover, and a Nemesis sniping from a distance, with a shield pylon to protect them. The pylon is safely behind cover, but you can destroy the generator behind the ladder to make the pylon lose power, allowing you to kill the enemies it was protecting. Head up the ladder and through a door. In this control room, look for a [MED KIT] and [PDA] with 5000 credits on your left. Proceed across the unsafe-looking bridge ahead to reach the Illusive Man's control room.

You can try to convince the Illusive Man, but he's still immune. Coveniently, the Catalyst and your final mission to retake Earth have been consolidated into a single goal. After the conversation, you must fight Tai Leng for the last time. It will begin with him attacking you in close range. Rapidly tap the melee button to interrupt, and the real fight will begin.

Tai Leng has a thick shield layer, so wear it down with every anti-shield technique at your disposal. Once he takes a certain amount of damage, he will tear into the floor panels and draw power from the underlying power nodes to recharge, while Cerberus Assault Troopers take cover in the explosed floor area. Once his shields are back, he will attack again, so kill the troopers before that happens, or he'll be forcing you out of your cover position and into enemy fire. Once he's torn up the floor three times (not including at the start of the fight), he will stop recharging, and you can begin damaging his health. After he is apparently dead, use the Renegade interrupt when prompted to finish him.

Your pay for this mission is a whopping 55000 credits. Even if the Collector base was destroyed in Mass Effect 2, you can still recover the Reaper Heart from the Illusive Man's base for your War Assets. Your next mission is Earth, but before you depart, make sure you're properly equipped. Also, see what your crew has to say about this final mission before you set out. At this point, you'll be locked into the final mission, and you'll be unable to travel anywhere but the Local Cluster.

3.14) Earth, Part 2

Prior to the final fight, you'll have a meeting with Admiral Hackett. The Admiral will make a speech to your combined fleets, and you'll see the various races that have joined you readying for the fight. Next you'll speak with Admiral Anderson about the battle plan. You'll be fighting on the ground to reach the teleporter in London. Select whichever two party members you wish to accompany you.

The course of the space battle depends on your fleet's preparedness. Your forces will be at a disadvantage if you didn't completely fill the War Asset bar, but as long as you reached the minimum threshold, the fleet will at least be able to buy you some time to complete your mission. On the way down, the loss of your demolition team forces you to change plans: you must now take out the enemy Hades cannons so Hammer team can land. To do this, you'll need to search the wreckage of their shuttle for heavy weapons.

Fight your way up the stairs and into the heat of the fight. The Reaper forces here are Cannibals and Marauders, but a couple of Brutes will appear further ahead. After fighting through the street, climb the rubble on the right to get into the building. As you fight through the ruined building, Ravagers will join the enemy ranks, firing artillery from behind enemy lines. After reaching the enemy position, you will find a [MED KIT] and two [M-920 CAIN] heavy weapons, which are effectively mini-nuke launchers.

Take one Cain and use it to destroy the enormous Reaper weapon towering above you. After that, a Banshee and a host of blood-armored Cannibals appear, and you must hold them off until you can be extracted. Luckily, you have another Cain. I suggest saving it for when your Alliance shuttle arrives. Fire the Cain to wipe out all the enemies between you and the evacuation zone, then run straight through the mushroom cloud and jump to the shuttle before more enemies spawn. Don't worry; there's no friendly fire in Mass Effect.

After the scene, head down the ladder and have a look around. You can talk to James right outside. Outside the next building on the right is Kaidan or Ashley. Inside, talk to the comm tech to speak with anyone on your Mass Effect 2 team that joined your War Assets in Mass Effect 3 and is still alive. You can also talk to your shuttle pilot. Outside, head up the rubble on the left, and you'll find your turian allies, Garrus and Victus. Through the next door, a fight will begin.

Hop on the turret and shoot the Husks and Cannibals before they reach the camp. Keep up the covering fire until the ships roll in and bomb the enemy forces, wiping them out. Then continue to the next door, across the bridge to your left. Speak to Liara. Afterward, there will be a [MED KIT] underneath each of the two beds on the left. Through the next door, Javik will be on the right if you completed the From Ashes DLC, and Wrex or Wreav will be on the mound ahead and to the left. Through the door past him, check the [MED KIT] on your right, then talk to EDI, Tali (if alive), and finally Anderson. If you're ready, tell Anderson it's time to go.

Before you go, you'll have a chance to address your squad. Afterward, select your team and move out. You'll be hitting a group of Cannibals and Marauders from behind. Kill them and drop down, following the Mako tank. Eliminate the Maruader leaders on the upper level and on the ground, then eliminate their Cannibal subordinates. Meanwhile, use the Mako for cover.

In the next courtyard, a Harvester will swoop down and engage the Mako. Take cover behind it while using anti-armor powers against the Harvester. Afterward, a Banshee will appear and move in on you. Disable the Banshee's barriers and keep on the move to avoid its deadly close range attacks. After killing the remaining Cannibals, enter the Reaper stronghold ahead.

Inside, you'll face a wave of Husks followed by two Brutes. Due to the lack of enemies with ranged attacks, you can stay on the move to avoid the Brutes without having to remain in cover. Use dodge rolls to avoid Brute charges and follow up with anti-armor powers. After fighting off the Brutes and dealing with an extra Husk, head to the far side and take the ladder up.

Wipe out the Ravager on the upper level first, then worry about the Marauders and Cannibals. Afterward, your forces can move up. Head to the back of the room for a [MED KIT] under a stretcher, another [MED KIT] in a room to the side, and the door out of here. As you open the door, a Husk will pop out. Heavy melee him, then kill his two companions. Drop down to the street level.

You'll face an army of Marauders in this street, with a single Ravager overlooking the battlefield from a hill. Kill the Ravager and focus on the Marauders until a bigger problem arrives: a Brute with a pack of Husks. Focus your squad's assault on the Brute until it dies, then pick off the remaining enemies. Advance into the building on your right where the next wave spawns and push through these Cannibals until you reach the exit on the other side.

Approach the building ahead and pick off the Marauders inside, then deal with the Cannibals. Afterward, climb inside and open the door to reveal another small army of Marauders and Cannibals. At the back is a [MEDICAL STATION]. The next wave will attack from the opening on the right, but you can flank them by jumping over the counter and heading around the back. Kill the Marauders, and a second wave of Cannibals with one Brute will come out of the alley.

After the fight, proceed into the alley. At the far end, two Brutes will break through the wall. Quickly run back out of the alley, as the Brutes will have an advantage in this confined space. Open fire with your strongest powers on one of the Brutes as they charge out of the alley, and with luck you'll kill one, leaving the other as a manageable threat. Return to the hole in the alley wall and head through the door inside.

Clear out the enemies around the missile launcher, then approach it and use the controls to deactivate the firewalls. Until EDI finishes reprogramming the artillery, you must defend this location. In the building to your left you have a [MED KIT] and a [HYDRA MISSILE LAUNCHER]. In the building on the right is a [MEDICAL STATION]. After a few waves of simple Cannibals and Marauders, a new wave with multiple Banshees will move in from the left. This is a good time to use that Hydra. After the wave is over, head back to the missile truck and fire the missiles.

You will now have to defend the second missile truck while the strongest Reaper forces converge on your position. This begins with no less than four Brutes. Stay on the run to keep the Brutes from overrunning your position, and focus your squad's attacks on one Brute at a time. When the Brutes start going down, a Harvester will land in the middle of the arena. Get behind the Harvester and unload your heavy-hitting attacks to wear down its armor, and it should die.

With the Harvester dead, a group of Banshees will land in the middle of the street, and an army of Marauders won't be far behind. To make things worse, the Reaper is approaching and it will begin shooting its deadly laser across the battlefield at the most inopportune times. The building on the left has a [MEDICAL STATION], along with a flanking path between the two street entrances. When the missiles are ready to fire, run to the truck and activate them.

Sprint from here to the beam, avoiding the incoming lasers. Don't run too close to the other men, as they all get targeted at some point. After you fall and get up, approach the beam. When a few Husks show up, shoot them, and try to aim for the head so they don't reach you in your weakened state. Do the same to the Marauder that emerges, then proceed to the beam.

This article is part 14 of a 89 part series. Other articles in this series are shown below:

  • Mass Effect 3 Walkthrough Part 1: Canada

    Mass Effect 3 Walkthrough Part 1: Canada

  • Mass Effect 3 Walkthrough Part 2: Mars

    Mass Effect 3 Walkthrough Part 2: Mars

  • Mass Effect 3 Walkthrough Part 3: The Citadel Part 1

    Mass Effect 3 Walkthrough Part 3: The Citadel Part 1

  • Mass Effect 3 Walkthrough Part 4: The Citadel Part 2

    Mass Effect 3 Walkthrough Part 4: The Citadel Part 2

  • Mass Effect 3 Walkthrough Part 5: Normandy

    Mass Effect 3 Walkthrough Part 5: Normandy

  • Mass Effect 3 Walkthrough Part 6: Cerberus Lab & Shrike Abyssal

    Mass Effect 3 Walkthrough Part 6: Cerberus Lab & Shrike Abyssal

  • Mass Effect 3 Walkthrough Part 7: Rescue the Turian Primarch Part 1

    Mass Effect 3 Walkthrough Part 7: Rescue the Turian Primarch Part 1

  • Mass Effect 3 Walkthrough Part 8: Rescue the Turian Primarch Part 2

    Mass Effect 3 Walkthrough Part 8: Rescue the Turian Primarch Part 2

  • Mass Effect 3 Walkthrough Part 9: Rescue the Turian Primarch Part 3

    Mass Effect 3 Walkthrough Part 9: Rescue the Turian Primarch Part 3

  • Mass Effect 3 Walkthrough Part 10: Rescue the Turian Primarch Part 4

    Mass Effect 3 Walkthrough Part 10: Rescue the Turian Primarch Part 4

  • Mass Effect 3 Walkthrough Part 11: Normandy Part 2

    Mass Effect 3 Walkthrough Part 11: Normandy Part 2

  • Mass Effect 3 Walkthrough Part 12: Apien Crest: Banner of the First Regiment & Aria: Blood Pack, Blue Suns, Eclipse

    Mass Effect 3 Walkthrough Part 12: Apien Crest: Banner of the First Regiment & Aria: Blood Pack, Blue Suns, Eclipse

  • Mass Effect 3 Walkthrough Part 13: Barla Von, Benning: Evidence, and Biotic Amp Interfaces

    Mass Effect 3 Walkthrough Part 13: Barla Von, Benning: Evidence, and Biotic Amp Interfaces

  • Mass Effect 3 Walkthrough Part 14: Grissom Academy: Investigation Part 1

    Mass Effect 3 Walkthrough Part 14: Grissom Academy: Investigation Part 1

  • Mass Effect 3 Walkthrough Part 15: Grissom Academy: Investigation Part 2

    Mass Effect 3 Walkthrough Part 15: Grissom Academy: Investigation Part 2

  • Mass Effect 3 Walkthrough Part 16: Hanar Diplomats

    Mass Effect 3 Walkthrough Part 16: Hanar Diplomats

  • Mass Effect 3 Walkthrough Part 17: Heating Units & Improved Power Grid

    Mass Effect 3 Walkthrough Part 17: Heating Units & Improved Power Grid

  • Mass Effect 3 Walkthrough Part 18: Irune: Book of Plenix, Ismar Frontier: Prototype Components & Kite’s Nest: Pillars of Strength

    Mass Effect 3 Walkthrough Part 18: Irune: Book of Plenix, Ismar Frontier: Prototype Components & Kite’s Nest: Pillars of Strength

  • Mass Effect 3 Walkthrough Part 19: Peace Summit

    Mass Effect 3 Walkthrough Part 19: Peace Summit

  • Mass Effect 3 Walkthrough Part 20: Free the Krogan Females Part 1

    Mass Effect 3 Walkthrough Part 20: Free the Krogan Females Part 1

  • Mass Effect 3 Walkthrough Part 21: Free the Krogan Females Part 2

    Mass Effect 3 Walkthrough Part 21: Free the Krogan Females Part 2

  • Mass Effect 3 Walkthrough Part 22: Free the Krogan Females Part 3

    Mass Effect 3 Walkthrough Part 22: Free the Krogan Females Part 3

  • Mass Effect 3 Walkthrough Part 23: Free the Krogan Females Part 4

    Mass Effect 3 Walkthrough Part 23: Free the Krogan Females Part 4

  • Mass Effect 3 Walkthrough Part 24: Free the Krogan Females Part 5

    Mass Effect 3 Walkthrough Part 24: Free the Krogan Females Part 5

  • Mass Effect 3 Walkthrough Part 25: Normandy Part 3

    Mass Effect 3 Walkthrough Part 25: Normandy Part 3

  • Mass Effect 3 Walkthrough Part 26: Extract Turian Survivors Part 1

    Mass Effect 3 Walkthrough Part 26: Extract Turian Survivors Part 1

  • Mass Effect 3 Walkthrough Part 27: Extract Turian Survivors Part 2

    Mass Effect 3 Walkthrough Part 27: Extract Turian Survivors Part 2

  • Mass Effect 3 Walkthrough Part 28: Tuchanka: Bomb

    Mass Effect 3 Walkthrough Part 28: Tuchanka: Bomb

  • Mass Effect 3 Walkthrough Part 29: Investigate Missing Scouts Part 1

    Mass Effect 3 Walkthrough Part 29: Investigate Missing Scouts Part 1

  • Mass Effect 3 Walkthrough Part 30: Investigate Missing Scouts Part 2

    Mass Effect 3 Walkthrough Part 30: Investigate Missing Scouts Part 2

  • Mass Effect 3 Walkthrough Part 31: Cerberus Abductions

    Mass Effect 3 Walkthrough Part 31: Cerberus Abductions

  • Mass Effect 3 Walkthrough Part 32: Cerberus Attack

    Mass Effect 3 Walkthrough Part 32: Cerberus Attack

  • Mass Effect 3 Walkthrough Part 33: Normandy Part 4

    Mass Effect 3 Walkthrough Part 33: Normandy Part 4

  • Mass Effect 3 Walkthrough Part 34: A Tempting Offer

    Mass Effect 3 Walkthrough Part 34: A Tempting Offer

  • Mass Effect 3 Walkthrough Part 35: Cure the Genophage Part 1

    Mass Effect 3 Walkthrough Part 35: Cure the Genophage Part 1

  • Mass Effect 3 Walkthrough Part 36: Cure the Genophage Part 2

    Mass Effect 3 Walkthrough Part 36: Cure the Genophage Part 2

  • Mass Effect 3 Walkthrough Part 37: Cure the Genophage Part 3

    Mass Effect 3 Walkthrough Part 37: Cure the Genophage Part 3

  • Mass Effect 3 Walkthrough Part 38: The Shroud

    Mass Effect 3 Walkthrough Part 38: The Shroud

  • Mass Effect 3 Walkthrough Part 39: The Citadel Part 1

    Mass Effect 3 Walkthrough Part 39: The Citadel Part 1

  • Mass Effect 3 Walkthrough Part 40: The Citadel Part 2

    Mass Effect 3 Walkthrough Part 40: The Citadel Part 2

  • Mass Effect 3 Walkthrough Part 41: The Citadel Part 3

    Mass Effect 3 Walkthrough Part 41: The Citadel Part 3

  • Mass Effect 3 Walkthrough Part 42: The Citadel (Post Invasion)

    Mass Effect 3 Walkthrough Part 42: The Citadel (Post Invasion)

  • Mass Effect 3 Walkthrough Part 43: Citadel: Cerberus Ciphers, Cerberus Turian Poison, & Chemical Treatment

    Mass Effect 3 Walkthrough Part 43: Citadel: Cerberus Ciphers, Cerberus Turian Poison, & Chemical Treatment

  • Mass Effect 3 Walkthrough Part 44: Citadel: Reaper Code Fragments, Medical Supplies, & Medi-Gel Sabotae

    Mass Effect 3 Walkthrough Part 44: Citadel: Reaper Code Fragments, Medical Supplies, & Medi-Gel Sabotae

  • Mass Effect 3 Walkthrough Part 45: Volus Ambassador

    Mass Effect 3 Walkthrough Part 45: Volus Ambassador

  • Mass Effect 3 Walkthrough Part 46: Citadel: Inspirational Stories, Dekuuna: Code of the Ancients, & Dekuuna: Elcor Extraction

    Mass Effect 3 Walkthrough Part 46: Citadel: Inspirational Stories, Dekuuna: Code of the Ancients, & Dekuuna: Elcor Extraction

  • Mass Effect 3 Walkthrough Part 47: Silean Nebula: Ring of Alune, Nimbus Cluster: Library of Asha, Valhallan Threshold: Prothean Data Drives, & Hades Nexus: Prothean Sphere

    Mass Effect 3 Walkthrough Part 47: Silean Nebula: Ring of Alune, Nimbus Cluster: Library of Asha, Valhallan Threshold: Prothean Data Drives, & Hades Nexus: Prothean Sphere

  • Mass Effect 3 Walkthrough Part 48: Lesuss: Ardat-Yakshi Monastery

    Mass Effect 3 Walkthrough Part 48: Lesuss: Ardat-Yakshi Monastery

  • Mass Effect 3 Walkthrough Part 49: Arrae: Ex-Cerberus Scientists

    Mass Effect 3 Walkthrough Part 49: Arrae: Ex-Cerberus Scientists

  • Mass Effect 3 Walkthrough Part 50: Normandy Part 5

    Mass Effect 3 Walkthrough Part 50: Normandy Part 5

  • Mass Effect 3 Walkthrough Part 51: The Citadel (Post Invasion) Part 2

    Mass Effect 3 Walkthrough Part 51: The Citadel (Post Invasion) Part 2

  • Mass Effect 3 Walkthrough Part 52: Cerberus Fighter Base

    Mass Effect 3 Walkthrough Part 52: Cerberus Fighter Base

  • Mass Effect 3 Walkthrough Part 53: Speak With Quarians

    Mass Effect 3 Walkthrough Part 53: Speak With Quarians

  • Mass Effect 3 Walkthrough Part 54: Disable the Dreadnought Part 1

    Mass Effect 3 Walkthrough Part 54: Disable the Dreadnought Part 1

  • Mass Effect 3 Walkthrough Part 55: Disable the Dreadnought Part 2

    Mass Effect 3 Walkthrough Part 55: Disable the Dreadnought Part 2

  • Mass Effect 3 Walkthrough Part 56: Disable the Dreadnought Part 3

    Mass Effect 3 Walkthrough Part 56: Disable the Dreadnought Part 3

  • Mass Effect 3 Walkthrough Part 57: Normandy Part 6 and Citadel (Post Invasion) Part 3

    Mass Effect 3 Walkthrough Part 57: Normandy Part 6 and Citadel (Post Invasion) Part 3

  • Mass Effect 3 Walkthrough Part 58: Fuel Reactor

    Mass Effect 3 Walkthrough Part 58: Fuel Reactor

  • Mass Effect 3 Walkthrough Part 59: Citadel: Wounded Batarian, Target Jamming Technology; Hades Nexus: Obelisk of Karza, & Athena Nebula: Hesperia-Period Statue

    Mass Effect 3 Walkthrough Part 59: Citadel: Wounded Batarian, Target Jamming Technology; Hades Nexus: Obelisk of Karza, & Athena Nebula: Hesperia-Period Statue

  • Mass Effect 3 Walkthrough Part 60: Geth Fighter Squadrons

    Mass Effect 3 Walkthrough Part 60: Geth Fighter Squadrons

  • Mass Effect 3 Walkthrough Part 61: Admiral Koris

    Mass Effect 3 Walkthrough Part 61: Admiral Koris

  • Mass Effect 3 Walkthrough Part 62: Priority: Rannoch Part 1

    Mass Effect 3 Walkthrough Part 62: Priority: Rannoch Part 1

  • Mass Effect 3 Walkthrough Part 63: Priority: Rannoch Part 2

    Mass Effect 3 Walkthrough Part 63: Priority: Rannoch Part 2

  • Mass Effect 3 Walkthrough Part 64: Priority: Rannoch Part 3

    Mass Effect 3 Walkthrough Part 64: Priority: Rannoch Part 3

  • Mass Effect 3 Walkthrough Part 65: Geth and Quarian Standoff

    Mass Effect 3 Walkthrough Part 65: Geth and Quarian Standoff

  • Mass Effect 3 Walkthrough Part 66: Normandy Part 7

    Mass Effect 3 Walkthrough Part 66: Normandy Part 7

  • Mass Effect 3 Walkthrough Part 67: Priority: Thessia Part 1

    Mass Effect 3 Walkthrough Part 67: Priority: Thessia Part 1

  • Mass Effect 3 Walkthrough Part 68: Priority: Thessia Part 2

    Mass Effect 3 Walkthrough Part 68: Priority: Thessia Part 2

  • Mass Effect 3 Walkthrough Part 69: Priority: Thessia Part 3

    Mass Effect 3 Walkthrough Part 69: Priority: Thessia Part 3

  • Mass Effect 3 Walkthrough Part 70: Normandy Part 8

    Mass Effect 3 Walkthrough Part 70: Normandy Part 8

  • Mass Effect 3 Walkthrough Part 71: Priority: Horizon

    Mass Effect 3 Walkthrough Part 71: Priority: Horizon

  • Mass Effect 3 Walkthrough Part 72: Priority: Horizon Part 2

    Mass Effect 3 Walkthrough Part 72: Priority: Horizon Part 2

  • Mass Effect 3 Walkthrough Part 73: Communications Hub

    Mass Effect 3 Walkthrough Part 73: Communications Hub

  • Mass Effect 3 Walkthrough Part 74: Normandy Part 9

    Mass Effect 3 Walkthrough Part 74: Normandy Part 9

  • Mass Effect 3 Walkthrough Part 75: Priority: Cerberus Headquarters Part 1

    Mass Effect 3 Walkthrough Part 75: Priority: Cerberus Headquarters Part 1

  • Mass Effect 3 Walkthrough Part 76: Priority: Cerberus Headquarters Part 2

    Mass Effect 3 Walkthrough Part 76: Priority: Cerberus Headquarters Part 2

  • Mass Effect 3 Walkthrough Part 77: Priority: Cerberus Headquarters Part 3

    Mass Effect 3 Walkthrough Part 77: Priority: Cerberus Headquarters Part 3

  • Mass Effect 3 Walkthrough Part 78: Priority: Cerberus Headquarters Part 4

    Mass Effect 3 Walkthrough Part 78: Priority: Cerberus Headquarters Part 4

  • Mass Effect 3 Walkthrough Part 79: Priority: Earth Part 1

    Mass Effect 3 Walkthrough Part 79: Priority: Earth Part 1

  • Mass Effect 3 Walkthrough Part 80: Priority: Earth Part 2

    Mass Effect 3 Walkthrough Part 80: Priority: Earth Part 2

  • Mass Effect 3 Walkthrough Part 81: Priority: Earth Part 3

    Mass Effect 3 Walkthrough Part 81: Priority: Earth Part 3

  • Mass Effect 3 Walkthrough Part 82: Priority: Earth Part 4

    Mass Effect 3 Walkthrough Part 82: Priority: Earth Part 4

  • Mass Effect 3 Walkthrough Part 83: Priority: Earth Part 5

    Mass Effect 3 Walkthrough Part 83: Priority: Earth Part 5

  • Mass Effect 3 Walkthrough Part 84: Priority: Earth Part 6

    Mass Effect 3 Walkthrough Part 84: Priority: Earth Part 6

  • Mass Effect 3 Walkthrough Part 85: Priority: Earth Part 7

    Mass Effect 3 Walkthrough Part 85: Priority: Earth Part 7

  • Mass Effect 3 Walkthrough Part 86: Priority: Earth Part 8

    Mass Effect 3 Walkthrough Part 86: Priority: Earth Part 8

  • Mass Effect 3 Walkthrough Part 87: Priority: Earth Part 9

    Mass Effect 3 Walkthrough Part 87: Priority: Earth Part 9

  • Mass Effect 3 Walkthrough Part 88: Priority: Earth Part 10

    Mass Effect 3 Walkthrough Part 88: Priority: Earth Part 10

  • Mass Effect 3 Walkthrough Part 89: The End

    Mass Effect 3 Walkthrough Part 89: The End

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