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Mass Effect 3 FAQ/Walkthrough

by ExtremePhobia   Updated to v2.1 on

For Collectible Videos: tinyurl.com/Mass-Effect-3-Collectibles

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Version History

1.0 - March 15, 2012

First half complete including side missions
Finish this weekend hopefully

1.1 - March 26, 2012

Completed but needs cleanup badly.

1.2 - March 28, 2012

Sorry about the mix-up folks
Wrong version previously posted
Minor fixes.

2.1 - March 30, 2012

Major update, almost completely done.

Walkthrough

Earth, Vancouver

Collectibles Video: tinyurl.com/ME3-Vancouver

CItem
M-8 Avenger

You'll wake up in a room and James (no, you shouldn't know who he is) will come to get you. He'll take you down the hall to meet up with Admiral Anderson who will fill you in. Admiral Anderson will take you to the Command Council because they have some questions and you're going to be the only one with any answers. After all hell breaks loose, follow Anderson out of the "window." He'll travel left, follow him.

You'll come to a point where Husks will start to scale a building. You can shoot them as they climb or at the top as they run away. Kill a few (or run low on ammo) and you'll be sent to go down the nearby ladder. Empty your weapon and then you will have to melee the Husks to death. Go up to them and rapidly press the melee button to execute multiple consecutive melee attacks. After you kill them, the building next to you will explode, allowing you to enter the wreckage. Go inside. In the first room will be a Med Kit. Go into the next room and kill the husk stuck in the door with a heavy melee attack (executed by holding the melee button).

When you regain control after the cutscene, follow Anderson outside. Far in the distance, a dreadnought class ship will explode (in atmosphere!) causing you some problems. Follow the line of wreckage and you'll come across a couple of soldiers, one of which is wounded. You'll encounter your first new enemy here called a Cannibal. Cannibals were originally Batarians that have been horrendously altered by the reapers. They are capable of using guns and grenades. They can also eat the corpses of Husks and other Cannibals (where they get their name) which will restore their health and add a layer of armor that needs to be shot off to damage them. These enemies can't get to you so you can make quick work of them. Kill them and then cross your new bridge to the other side. Turn left and make your way up to the higher ground. Watch out for the Med Kit on the right as you go.

Veteran

If you're short on kills for the Veteran Achievement/Trophy then the spot where you found the medic and the wounded soldier is a good spot. You'll start the battle in cover but if you step out (put the difficulty on Narrative) then the Cannibals will spawn indefinitely. The ammo just in front and to the right of you will also continually spawn allowing you to shoot and use powers constantly. While it seems boring, you can get as many kills in an hour here as you can in half of a playthrough.

You'll come to another encounter with Cannibals. This time it's a real fight so be careful. In particular, they will start to make use of their grenades which will force you to leave cover and brave their bullets. Remember that if you have imported a character, you should have full access to your abilities from Mass Effect 2 so use them to your advantage here. You have a decent amount of running up space so take your time and kill them. Once they are dead, head up to where they were and go left. Drop down and head to the far side of the wreckage.

^l1|M-8 Avenger

As you get close to the end, you will find an M-8 Avenger on the ground next to the Radio. Activate the radio and then you will be attacked. The goal for this encounter is to actually run out of ammo. This is the only way to trigger your rescue so use bullets for most kills and only use powers sparingly to keep yourself alive. Once you are low or out of ammo, your ride will arrive.

NOTE

Before you leave Earth, make sure that you set your difficulty to whatever you would like it to be. Once you leave Earth, changing it can affect achievements.

Spoiler. Highlight text to view

It is possible to actually just shoot your weapon backwards from behind cover (so that you don't stand up) and run out of ammo to finish this almost instantly. But where's the fun in that? It is also possible to use strictly powers and after a certain amount of time, the battle will end. Complete inaction (aside from moving) will not complete this battle however.

Mars

Collectibles Video: tinyurl.com/ME3-Mars-c

CItemCItem
M-92 Mantis SMG Scope
Ariake Gauntlets SMG Ultralight
M-4 Shuriken Shotgun High Cal
Kassa Chestplate Sniper Rifle Extended
M-23 Katana Sniper Rifle Concentration
M-15 Vindicator Shotgun Shredder Mod

Before you actually land on Mars, you'll have a Paragon and Renegade interrupt opportunity while talking to James.

Level up if you need to (you likely do). When you are done placing ability points, follow the ridge along the right side. You will come to a point where you can drop down and when you do, you'll find the M-92 Mantis Sniper Rifle at your feet.

NOTE

Picking up a new weapon will allow you to change your weapon load out. If you change to the new weapon, note that you won't have any mods on it. Remember that your carry weight affects Power recharge speed so if you are a power heavy class, equipping the Sniper Rifle may be more detrimental than helpful.

^l2|M-92 Mantis Sniper.

Follow the nearby path and you'll come to a Mako-like vehicle with a group of Cerberus. If you have the sniper, take a shot at one of the enemies and then immediately cue up powers for everyone. I would take cover behind the right barrier rather than the left. It seems to provide all around better cover so you aren't attacked as well from the sides. Watch out for grenades. If they throw one at you, go to the far side of your cover and you should see an arrow pointing directly to the other piece of cover. Hit A and you'll roll over to the other cover and be safe.

After they have been cleared out, make your way down to the vehicle. Then start going up the hill on the other side. You will encounter another Cerberus Group here that will be a little bit tougher. There are more of them, they have a height advantage, and the cover isn't close enough for a combat roll. My best advice is to have everyone on your squad focus on one enemy and be extra careful. If they throw a grenade at you, you're going to want your shields as high as possible so that you can run for new cover.

Go up the hill the rest of the way and take a right into the compound. Once inside, you'll meet an old friend and send James back to the ship. After this point, you'll have a sort of tutorial on using Singularity. Use it to pull the troops out so you can shoot them. Kill them all and then head to the left to activate the nearby vehicle lift. Go up the nearby ramp, climb the boxes and jump over to the vehicle. Vault over the railing and then make your way over to the door ahead and to the right.

In the next room, take cover and slide to the right. Use the instant-kill melee attack from here. Any time you melee an enemy from behind cover like this, it will be an instant kill. This isn't particularly important in normal play but fantastic for Multiplayer. Clean up the other enemies but watch out for grenades. Head for the door at the back right of the room.

In the next room, check behind the large reception desk for the Ariake Technologies Gauntlets just as you walk in. On the nearby wall will be a Med Station and some ammo. On the floor between the legs of a dead man will be the M-4 Shuriken. Pick that up and watch the cutscene. From here, head up the stairs in this room and take the door on the right side. This will bring you outside.

^l4|Ariake Technologies Gauntlets. ^l60|M-4 Shuriken.

NOTE:

The M-4 Shuriken may not appear if your class began this mission with the weapon.

Outside, turn left and drop down the ladder. Turn left at the corner and head towards the ladder. Just before the ladder on the left will be the Kassa Fabrication Chestplate on metal stack. Go up the ladder now and jump the gap to the right. After you cross the gap, turn left and go into the dark doorway. Take a sharp left once inside and walk into the darkness to find that stairs lead downward. You'll come to a large dark room. There's a large ring around the outside. If you follow it, you'll find a datapad for some XP. From here, head down the stairs to the lower part of the room. You'll turn your lights off automatically. Go up to the far wall at the front and do an instant-kill on one of the enemies on the other side of the glass. Now fight the enemies off from here. These enemies shouldn't pose a problem because they likely won't vault the middle and you're on even ground. Kill them and hop barrier. Go up the small stairs and take the left door.

^l5|Kassa Fabrication Chestplate.

You'll find yourself in a small, damaged room. There is a work bench just to your right and a datapad by the stairs as well as a mod tucked into the wreckage in the middle of the room. Head up the nearby stairs and go through the door. When you open the door, you'll see some Cerberus in the distance who are unaware of your presence. Take cover just to the left and get ready to surprise them. Hit them with a singularity to start things off and then start blasting away. Because of the tight confines, you may have picked up three or more enemies with that one singularity and prevented the rest from moving on you. Kill the enemies here and then explore the right side of the next room for a datapad.

At the next corner, turn left and you will find more enemies. You may have to back track a little to get good distance on them. Be particularly careful of the Guardians here. Try to put a Singularity just behind them (or use Pull on them if you can) which will pull them back from behind their shield. Clear near the door way and move up to the doorway. Start clearing down the long hallway and gradually move up. Watch out for enemies flanking on the left as you go. Once you get to the end of the hallway, Cerberus will lock you out of a room.

Nearby, you'll find a terminal next to a door that leads into a side room. In the room are two laser walls. If you activate the terminal, the walls will start moving and if you activate the terminal again, they will stop moving. You want to stop their movement when they create a tunnel that leads up the stairs at the back and all the way to the door on the right. Once that is set up, go into the room and collect datapad and med kit from the room. Go through that door and at the intersection, go left. Turn right at the corner and in the distance on the right will be a dead soldier with the M-23 Katana nearby.

^l3|M-23 Katana.

NOTE:

The M-23 Katana may not appear if your class started this mission with the weapon.

Open the left door and watch out for the turret. You'll have to bounce back and forth up the hall to stay in cover and not be shot. When you get to the end, take cover in the middle and then slowly start making your way along the left. Use combat rolls to get from one piece of cover to another when you can. Eventually you will get behind the range of the gun and a group of Cerberus will come out to confront you. Go through the nearby door and take cover at the corner of the wall as the room turns right.

This room will open into a larger area with many Cerberus and they'll make frequent use of smoke grenades to obscure your vision. Keep hitting them with everything you've got and be opportunistic. Every time that smoke comes down, try to get another kill. If you get rushed or they throw a grenade your way, don't be shy about retreating out of the room and then pushing back up to that corner. The biggest concern here is that you need to be careful with your squad because they seem very drawn to the center of this room where they will die. Make your way to the other side of the room

After you kill them, go to the room on the other side. Near the glass will be a datapad and a locker just left of it which has a Sniper mod in it. Use the computer to the right to trigger a cutscene where one of your squad members has a great idea.

After the cutscene, place one of your squad members in the blue circle. Once they are there, place your other squad member wherever you would like. Get ready because a group of Cerberus are going to come through the middle of that large doorway below. When they come, they'll be aggressive and try to rush you. Use Singularity on the stairs leading up here from the lower level and they won't be able to get by. Now just shoot the fish in the barrel and board the tram they just used to get here. Part way to the other side, you'll be attacked by more Cerberus troops on another Tram. Singularity can pull them right out of the tram and let them fall to their deaths. Kill any stragglers and board their Tram. This will take you to the far end of the rail.

When you get to the dock, you'll have to fight some more Cerberus troops. I would set my two squad members up at the front of the tram car while you go further back and stand behind a pillar. This should keep you out of range of most grenades, allowing you to relax and pick out targets as well as to watch for any enemies trying to flank you and come in the door. Be careful of any shielded enemies that come at you. Make sure to take their shields so that you can use biotics on them. Once you've cleaned out most of the enemies, move up to the boxes just outside of the car. When all is clear, move to the back of the platform. On the back walls, grab the Shotgun mod on the right and the M-15 Vindicator on the left. Check inside the small ticket station for a med kit and then go through the nearby doors.

^l6|M-15 Vindicator.

Spoiler. Highlight text to view

To get the best ending while having an Effective Military Rating in the 4k-4999 range (usually requires 5k+), you must use the Charm options available each time you talk to the Illusive Man. Intimidate will not help you do this.

When you regain control, you will need to try and catch Dr. Eva. You don't actually have to deal any damage to her so just keep running. Follow her out of the room and she'll go into the center security area (previously med kit). Go in and open the gates, then follow her up a ladder to the left. Once outside, you'll be attacked by some Cerberus in a hovering shuttle. Kill the two men and keep chasing her. At the end of this platform go right and down the small ramp. Follow her through the under areas and at the end she will climb up left and go up a ladder. Follow her up and continue the chase.

When you regain control again this time, shoot her a few times in the head until another cutscene is triggered.

Spoiler. Highlight text to view

[2]To get the best ending while having an Effective Military Rating in the 4k-4999 range (usually requires 5k+), you must use the Charm options available each time you talk to the Illusive Man. Intimidate will not help you do this.

Priority: Citadel

Once you are on the citadel, head to the Hospital to check on your wounded comrade. I highly recommend checking the Sirta Industries shopping terminal in the middle of the Lobby and picking up any Medi-Gel upgrades. Your comrade will be in the first room on the right just after leaving the lobby. Now head to the embassies and take a right once you get there. Go up the steps and go to C-Sec office for a chat with an old friend. Then go to Udina's office just across the hall to be brought to the council.

Talk to the council for a bit and then you'll be returned to Udina's office. Check the Spectre office which is just across the hall. There are two terminals in here, one that will give you new information and allow you to authorize certain requests while the other allows you to purchase weapons, armor, and mission critical items that you missed on a mission. There is also a shooting range here so you can compare how weapons handle and see which ones you like. Now head back to the main lobby of the embassies and talk to the reporter. You'll have a Renegade and a Paragon interrupt chance. Use the Paragon chance to acquire her as a War Asset. You can also talk to James here by the window. Visit C-Sec and Udina again to "investigate" if you like.

If you return to the Hospital and you can talk to two doctors. Talk to Dr. Chakwas to get her back onboard the Normandy with you and then Dr. Michel who will tell you about your comrade's condition. Head to the Normandy Dock and talk to Diana Allers in the Lounge area. She's the reporter in the area who sounds remarkably like Jessica Chobot (because she is). She can join your ship (non-combat).

Just when you try to get on the Normandy, you'll have a very peculiar dream. You will be running through a forest and find the little boy from Earth in the white sweater. Try to talk to him and he'll run away. Keep running and trying to find him. When you find him the second time, the dream will end.

NOTE: You can recruit Dr. Michel for your ship's Med Bay instead of Dr. Chakwas. You must first have to turn Dr. Chakwas down and then have enough reputation to persuade Dr. Michel to join. This may not be possible on your first playthrough.

Normandy

You'll automatically talk to Liara and meet your new Comms Specialist, Traynor. After that, you'll have a quick recap with Admiral Hackett. If you go to the War Room, you can check your Galactic Readiness (the higher, the better the ending) on the terminal there. You can head to the Galaxy map, talk to Traynor (Lesbian romance opp for FemSheps) and check your messages to the left of the map. Head up to the bridge and chat with Joker. Up one floor is your room but it's not particularly interesting since you can now change your armor and casual wear in the Shuttle Bay.

Head to the Shuttle Bay and check out the work bench, terminals, and armor station. Talk to Cortez nearby (Gay romance opp for ManSheps). You'll also find James further in on the left. After that, head to engineering and talk to Engineer Adams and Diana the reporter. Go to the third level. Talk to Chakwas. In the med bay are two tables which will allow you to equip extra abilities (1 at a time and costs money every change) and reset skill points. Now visit Liara to meet Glyph. There's a terminal to the left of the door which will have upgrades found during your exploration. There's also a terminal near the screens with additional information. When you are ready, visit the Galaxy Map and head to the Apien Crest. Look near Palaven for a moon named Menae. Go there to rescue the Primarch.

NOTE:

  • New Systems are available for exploration. Check the Galactic Exploration section for more information.
  • N7: Cerberus Lab is now available.
  • Priority: Eden Prime is now available if you have the DLC "From Ashes".
  • Recommend you wait to do both missions because your Squad will be more balanced for those missions after Menae.

Priority: Palaven

Collectibles Video: tinyurl.com/ME3-Palaven

CItemCItem
M-97 Viper Pistol Magazine Upgrade
M-27 Scimitar Pistol Piercing Mod
Armax Should Guard Assault Rifle Piercing Mod
Hahne-Kedar Greaves Assault Rifle Magazine Mod
Sniper Rifle Enhanced Scope Sniper Rifle Ammo Mod

Make sure that you are leveled up and well equipped. As you make your decent to be dropped off, Cortez will tell you that the landing area is hostile and that you'll need to clear it out some. The side door will open and you'll have to start shooting at the Husks on the ground. Then you'll be put down and have to fend off a group of them. Use Singularity to stop them in their tracks and create choke points. Once they are done, talk to the nearby Turian guard to be pointed to the base proper. Just next to his building on the right will be some Salvage.

^l7|M-97 Viper Sniper. ^l47|Armax Arsenal Should Guards.

When you get into the base, the first building on the left will have a med kit. In the middle of the path will be a pile of boxes with a Datapad and M-97 Sniper Rifle. The first building on the right will have another Datapad while the second building on the right will have the Commanding Officer that you're looking for. Talk to him and he will fill you in on the state of the base. He'll ask you to help repair a Comm tower so that they can communicate with the planet below (above?). Just past his building on the right will be the Pistol Magazine Upgrade and a Datapad and in the next building will be the Armax Arsenal Shoulder Guards and a Pistol Piercing Mod. At the far end of the base, just to the left of the main barricade (with the big gun on it) will be a building containing a Med Kit, Datapad, and Hahne-Kedar Greaves. As you make your way to the gate to the Comm Tower, you will pass a small segment of wall with the M-27 Scimitar leaning against it and an Assault Rifle Piercing Mod on the ground next to it.

^l49|Hahne-Kedar Greaves. ^l48|M-27 Scimitar.

Follow the waypoint to a gate which will lead to the Comm Tower. You'll have to climb up a little bit to get there. When you do, you'll be attacked by waves of Husks while one of your squad members works on the tower. I would highly recommend James to do this task even if you are a biotic yourself. Biotics are fantastic and crowd controlling Husks. When they start attacking, use singularity aggressively to keep the Husks controlled. After enough Husks have been killed, James will come down and you will continue fighting until the General has made contact with his people. When he has, head back to the base and talk to him again to find out that the next person in line to become Primarch is a General on this very moon.

You'll have to send Liara back to the ship (which is kind of unfortunate) and then defend the base. Exit the base and go behind the nearest cover. There are Marauders here who have shields and have the ability to toughen Husks and Cannibals. Use Garrus' Overload on them and then hit them hard. Always try for marauders first because they shoot, have shields, and have support abilities making fights tougher. You will have to fight off a couple of waves. Hang in there and check your radar (power wheel) frequently. Once they are down, you'll want to search for a couple of items. The second set of cover after you enter the area should have an Assault Rifle Magazine mod and to the far right on a slightly raised piece of land is some Salvage. Now, head back to the base. Go to the front gate and climb up to the gun.

The gun has 50 shots before reload so reload when you can. The best spots to aim are near the top of the cliffs because the Husks slow down a bunch up there. Keep killing them and eventually you will be attacked by a Brute. The Brute will knock you off the wall. He isn't too tough except your team is a little dumb and dies frequently meaning you may have to deal with the Brute and Husks alone. Go into your weapon wheel and choose slow shooting weapons since they do more damage to armor. Warp is also useful. Also have both allies focus their attacks on it with up on the d-pad. Once it is dead, kill any remaining Husks.

From here, follow Garrus along a winding path and when you pass over some dead bodies, look amongst them for a datapad. When you pass another group of bodies, check amongst them for a Datapad. Once you pass the bodies, you'll be attacked by some Husks. Just keep back pedaling and kill them. Jump over a nearby gap and you'll come to a couple of Turians. There will be Med Kit, a Datapad and the Sniper Rifle Spare Ammo mod nearby. You'll pass by one more Med Kit on your right later and then come to a new camp.

This camp is difficult. Go just inside the doors and take cover. You'll have to fight Marauders and Cannibals. Use Garrus' Overload and kill a Marauder every chance you can, otherwise focus on killing the Cannibals to thin the number of enemies shooting at you. They will be aggressive with their grenades so be careful. Once they are dead, climb up to the higher level. It gets worse.

You will be attacked by a Marauder and a Brute. Try to take the Marauder out and focus fire on the Brute. Back up and there will be a round area that will be protected from the Marauder's fire for a while but big enough to run around in. Kill them both. It gets worse still.

Marauders will start swarming and then two more Brutes will come at you. It seems the Marauders won't stop until you kill the Brutes. Focus fire on one of them and take him down as quickly as possible. Make sure to keep an eye on the Marauders who are going to keep coming. Use Overload on one every chance you can just to keep them away long enough to kill the Brutes. After they are dead, you'll still have to clear the camp. First, turn around and check the open area behind you for a Med Kit and a Sniper Rifle Enhanced Scope mod. Move through the camp and check left near a building for another Med Kit.

After all are dead, you'll talk to the General here and then leave.

NOTE:

  • New Systems are available for exploration. Check the Galactic Exploration section for more information. Recommend you explore before visiting the Citadel.

Normandy 2

Talk on the Comm a little bit and then enter the War Room to talk to the Primarch. Make your way to the third floor behind Chakwas Med Bay to the AI Mainframe to meet the new EDI. Go up to the flight deck and talk to Joker and EDI twice. Talk to Traynar and check your messages. Go down to the Shuttle Bay and talk to James. Go back to Crew Quarters and talk to Garrus who's calibrating the guns. Then go talk to Liara.

Citadel 2 NOTE: Missions that start in that area will have the entire walkthrough in that area. It may be more efficient to follow each area and complete what you can in each area but it is written this way for maximum readability.

  • At the Citadel, talk to Dr. Michel and Thane in the Hospital Lobby, then visit your wounded comrade.
  • Go to the Embassy level and turn left. Toward the back will be a Volus Diplomat. Talk to him to complete Shrike Abyssal: Prothean Obelisk. and head over to the stairs and talk to Jondum Bau in the hall on the left. This will put you in the Spectre room. Check the terminal here for two new entries. Authorize the pardon for the two Engineers (if you wish) and enable the other entry. Go down the stairs again and immediately to your left is a terminal. Use it and then use the terminal all the way across the room from that one. Use the terminal on your left just as you come in. Make your way through the holding area and at the end, use the terminal on the right wall. Turn around and head back. Go back to the lift and just before you leave, use the terminal here again. head to the embassies and meet up with Jondum Bau again.
  • Visit the Docks Holding Area. Go through the blue beams and side with one of the two people arguing at the desk. Go up the long aisle and go into the first "room" on the right to talk to a Preacher and finish Kite's Nest: Pillars of Strength. Talk to Garrus at the end on the right.
  • Go to Purgatory and talk to James upstairs on the left and Aria upstairs on the right. On this level, go to the far end by the bar and turn right into the sitting area. Talk to one of the Turians to finish Apien Crest: Banner of the First Regiment. After the cutscene, go to the Embassies and talk to Commander Bailey. Go to the Presidium Commons and if you visit the apartments and Narl, it will automatically trigger a cutscene as if you agreed to help Aria. This grants a Galaxy at War resource but could be construed as a "bad" action. Visit the C-Sec Outpost here to talk to Sederis. Go to the Holding Areas and talk to Sayn and Darner Vosque. Go to the Presidium and talk to Oraka and then the Salarian Merchant, Kannik. Travel to Kite's Nest, Vular, Vana and scan the planet for the Black Market Artifact. Return it to Kannik and then talk to Oraka. Talk to Aria.
  • On the Presidium there's a few conversations to take sides in here as well. Check all the different shops, talk to EDI and Joker on the lower level. Talk to Liara in the cafĂ©. She will send you to the bank on the Presidium to talk to a Volus, Barla Von. He will tell you about some mercenaries you can save.
  • Before you leave, make sure you explored everywhere for shops.

N7: Cerberus Lab

Collectibles Video: http://tinyurl.com/ME3-Labs

CItems
Sniper Enhanced Scope
Failed Medi-Gel Experiment

A piece of Reaper Technology will be marked for you. You'll have to go to it and deactive the force field around it, then retrieve it. On the way, you'll have to fight a variety of Cerberus enemies including centurions (shields) and Engineers (shields + Turrets). From the landing site, go up the stairs to the left and just inside turn left. On the ground, tucked away will be a Sniper Rifle mod. A little ways past that will be a Med Station to check. Past the Med Station on the left will be a Journal Entry for XP. Amongst the first set of terminals as you entered the room will be Credits on the right. If you follow that wall past an ammo crate, you'll find more Credits on another computer. 

If you go in through the other door on the right, you will find Credits directly across from the doorway. Turn left and if you go down the stairs to the right, you will find a Journal Entry on the landing to the back right. If you continue past those stairs, you will go up a set of stairs and there will be a room on the right. Go inside to get the Medi-Gel Experiment which is part of the Citadel: Alien Medi-Gel Formula mission.

^l62|Failed Medi-Gel Experiment.

Now for the actual mission. Go inside and fight your way to the first relic. Clear the room and use the computer to low the shield. Take the relic and another group of enemies will attack you. Kill them and make your way back to the landing pad. Drop the relic off with the shuttle.

This time, go up the stairs to the left and in the back left of the building, you will notice a room that's mostly closed off except for two doors right next to each other. Remember this room. Fight your way to the next relic and go through the same process. Immediately run back up to this room and position your squad mates near the doors while you take cover further back in the room by the pillar. You'll have to fight Cerberus until Cortez returns with your ride. Clear out as many Cerberus as you can, then head out to the landing pad. He still won't be here but you'll be ambushed again. Activate the ambush and then retreat to your safe room again. When it seems safer, use the radar on your power wheel to see how busy it is outside. Slowly make your way out, cleaning up any stragglers. Get to the shuttle and leave this place.

Normandy 3

New Messages in Liara's room. If you authorized the pardon of the two engineers, you can talk to Engineer Adams about them. Talk to Cortez or Traynar.

Citadel 3

Visit the Hospital and talk to Dr. Rivan to complete Citadel: Alien Medi-Gel Formula. Talk to your companion who is now up and about. Visit the Normandy Dock and talk to Miranda.

Grissom Academy: Emergency Evacuation

NOTE:

This mission can be failed if you do not complete it in a timely manner. It is important to do it now to prevent that from happening.

Collectibles Video: http://tinyurl.com/ME3-Grissom-Academy

CItemCItem
Assault Rifle Stability M-96 Mattock II
SMG Heat Sink Sniper Rifle Piercing
M-22 Eviscerator Biotic Amp Schematics
M-96 Mattock Serrice Council Chestplate
Mnemonic Visor SMG Magazine
Assault Rifle Precision

For a squad, I would go with two people with Overload (primarily) and a good biotic (pull and warp would be very useful). The Engineers are more important. Once you land, go straight down the wall and take Cerberus Troops, then check the room to the right with the partially opened door. In the room, talk to Kaleigh Sanders (nice nod to the books). She'll send you to help her students. Back into the hall, take a right. In the room with the window go right again.

^l10|M-22 Eviscerator.

The left branch of this room has two enemies facing away from you. Kill them both, talk to the biotic and then hop the barrier into the next room to the left. The closest desk on the left has a datapad, the middle desk ahead has a mod and the teacher's desk at front has a datapad. Exit the door near the teacher's desk. In the next room, stay at the back and destroy the Generator at the far end to draw enemies in. If they throw grenades, roll left and right between desks. Make sure you use Overload to take out shields. Once they are dead go through the left door they came through and pick up the M-22 Eviscerator on the bench. Now go through the other door and pick up the M-96 Mattock on the bench in the middle. Just around the left corner is a survivor. On the bench by her is the Mnemonic Visor. Talk to her then walk down the long hallway nearby.

^l8|M-96 Mattock. ^l9|Mnemonic Visor.

The next room has the students. On the left is an Atlas (Hope you brought a biotic) and in the middle are enemies. Focus your teammates on the Atlas and make sure they keep using Overload when ready. Once the Atlas' shields are down, use Overload on the soldiers nearby as needed and clear out the minor enemies while your team takes down the Atlas (make sure they switch weapons). Make sure you keep an eye on the Atlas though because he's going to move around a lot and you'll need to move from cover to cover to stay away from him.

When you're done fighting, check the corner of the room just left of where you entered, collect the datapad there and use the computer. Check upstairs for the Assault Rifle Precision Scope mod and then activate the terminal to open the door. Go downstairs and talk to Jack downstairs. This will lead outside.

The next two fights can be very difficult because small enemies will respawn infinitely until you destroy the Atlas.. You will face an Atlas, Enemies with energy shields and regular shields, and engineers that will set up turrets. Go up the ramp to the right, set one of your teammates at the base of the ramp and one closer to the top. Take a position at the middle and take down the Atlas' shields. Set your squadmates to finish the Atlas and use their abilities to help you keep the enemies thin. This may take a while but you'll get there. Don't be disheartened if you die because I did quite a bit here.

After you've cleared the area of all enemies (including turrets), head down to the lower level and head indoors. Inside this hallway, grab the med kit to the right and check the computer on the bench to the left. When you come outside, you will find another infinite spawn area. Immediately as you come outside, check the left back area for an engineer running right. Try to take him out quickly with an Overload and biotics or bullets before he sets up a turret. After that, try to clear the lower area as quickly as possible and head for the base of the stairs. At the base of the stairs in a structure you can use for cover. When you feel comfortable, start making your way up the stairs, clearing enemies as you go. When you get to the top, the enemies will stop spawning. Go through the door on the lower level and through the door at the end of the hall.

In the next room, turn left and take out the Cerberus troops and then talk to the students. You may encounter David Archer here if you played Project Overlord in ME2 otherwise you'll have to persuade the students that you are friendly. If David is present, you'll be able to enter the office behind him and find a couple of upgrades and the M-96 Mattock again. If you took the previous one, this will upgrade the gun to level 2. Make your way to the Cerberus Shuttle and in the first hall will be a terminal on your right (by a door) that will have a Biotic Amp Interface for a mission. You'll come to a room with a burning bench. Off to the left side on another bench is a Serrice Council Chestplate.

^l12|Biotic Amp Interface. ^l11|Serrice Council Chestplate.

The next room has an empty Atlas and an Engineer in it. Leave (kill) the engineer, take the Atlas. You won't be able to use the Power Wheel or any powers in the Atlas but it's very strong. Watch for grenades and keep moving. Use large structures for cover. Watch for enemies up high when they start appearing. The Melee is pretty terrible, skip it. Use the minigun most of the time but don't be shy about the rockets either. They have minor homing but the lock on is fidgety. Once you've cleared the room, get out of the Atlas and get the mod at the beginning of the room and then follow the others through the door.

Normandy 4

Check your message terminal for a few new messages. Head down to the crew quarters for some fun chat with Garrus and Liara. There will be new messages at Liara's terminal as well. Talk to Cortez or Traynar (if you are romancing) and then stop by to visit James in the Shuttle Bay.

Citadel 4

Go to the Spectre HQ and authorize the lodging for the Grissom Academy Students. Go the hospistal and find the lab technician just past the waiting room. She will take the Biotic Amp Interface to finish a mission Citadel: Biotic Amp Interfaces. If Miranda survived ME2, head to the Docking bay and you should find her in the lounge area.

Priority: Sur'Kesh

Collectible Video: tinyurl.com/ME3-Surkesh

CItemCItem
Assault Rifle Barrel Sentry Interface
Shotgun Blade Pistol Scope
Shotgun Spare Ammo Scorpion
Pistol Barrel M-13 Raptor
Armax Greaves

Travel to the meeting point just above Sur'Kesh. The war meeting will start aboard the Normandy and some words will certainly be had. You'll have an opportunity for Renegade Interrupt here, you'll be called a fool, and you'll walk out of the room confidently. Pack a couple of people with Overload and Biotic if you can. Make your way down to the planet and talk with the Salarians there. Eventually, they'll let you inside and send you downstairs to see the females. After talking to a possible old friend and the female Krogan, turn around and head for the door at the back left. That will be unsuccessful so head for the door to the back right and watch out for the weapon mod on the left side on a book shelf. After you have it, go up the ladder to get to a balcony.

Go around the corner and find a group of Salarians shooting at enemies below. Flank to the right and you'll see some Cerberus enemies kill the Salarians. From here you have a good flanking position to attack from. Kill them and make your way further along the lab. Toward the end, enemies will drop down from a shuttle. Try to take them out one by one as they come down. Once they are dead, investigate the area and you will find a med station on the wall. Check the bookshelves for a Shotgun Combat Knife mod. Head for the exit and go into the next room. Hop the barrier to get around the flame. After you hop the gap, pick up the Shotgun Spare Ammo mod that will be on the floor.

Go up the stairs and you will come to a new balcony. Enemies will drop out of a shuttle but most of them will be closer to you than the Pod. Try to kill them as they make their way over to the pod. Once they are all dead, make your way to the Pod and use the control panel to send the pod up a level. Check the terminal by the back wall for some credits and then go through the hole that Cerberus left in the wall.

While moving along the balcony, kill the enemies that are dropping down in the distance. Head inside a little bit and you should find a Pistol High Caliber Barrel mod. Grab that and continue to make your way across the balcony. Go up the stairs at the end and prepare for lots of engineers and turrets. You can actually manage these from where you come up. Just keep using Overload every chance you get and if you have a biotic, use warp to make short work of the turrets. Every time you have an engineer without shields, make sure to stun them in some way and then kill them so they can't repair or build turrets. Grab the salvage just inside on the right and then follow that wall to a locked door. Stand in front of the authorization terminal until the door unlocks and then go through. On the other side, grab the med kit and then grab the ammo on the floor around the corner.

^l63|Armax Arsenal Greaves.

Go through the door here and you will see a varren attack one of the Cerberus troopers. While your squad will direct you upward, there's a lot more to get down below. Directly in front of you on a desk will be the Armax Arsenal Greaves and further back around a corner will be a Sentry Interface and Spare Parts. It may benefit you to go upstairs right now though because it will give you a good vantage on the enemies below. Be careful because the enemy still has jet packs that allow them to come up through holes in the floor. Once you've picked up your loot and cleared the enemy, go through the door on the second floor.

^l64|Sentry Interface.

The next area is very dense with enemies. Make your way to the pod slowly so as not to die but if you find you are meeting little resistance, move faster because the enemies will really be after the Pod on this level. Kill them all and head to the back left of this balcony. Along the way, grab the Pistol Scope mod next to a research terminal. Further along, you will find the power conduit. Activate that and then check the corners of this room for a Scorpion pistol on the ground. Head back to the pod and use the control panel to lift the pod. You'll be attacked by Cerberus again. Kill them all and then make your way to where they came from. Jump the nearby gap and grab the M-13 Raptor sitting on the bench. Climb the nearby ladder to get to the top floor.

^l14|Scorpion. ^l13|M-13 Raptor.

At the top of the ladder, you'll find more Cerberus. They will mostly start at the lower level but some will come up the stairs. Almost all of them will be focused on destroying the Pod. Kill the two that will likely come up and then clear the enemies on the bottom level. Hit the button to move the pod to the landing pad. When you do, a giant Atlas Mech will drop down and attack you. Back up a bit to fight this thing. Have your entire squad focus on it, including you. More Cerberus troops will show up too but they won't appear immediately so try and take the Atlas down first. Once you kill the Atlas, clean up the remaining Cerberus and you will be done.

Normandy 5

Make your way to the meeting room for a little chat, then head back to the War room and talk to Victus and the Urdnot leader for a couple of missions. Head out to the CIC and listen to Traynar. Check your messages and then head to the Crew Quarters. Talk to Engineer Adams and Dr. Chakwas in the bunk area. Head over to the Med Bay and talk to Mordin and the Krogan female, Eve. After you're done there, head over to talk to Garrus and listen to Liara's conversation with Wrex. Check Liara's terminal for a new message and then talk to Engineer Daniels in Engineering if you like. Allers will have a disagreement with one of your ensigns and you can take a side here. Head to the Shuttle Bay and talk to both James and Cortez (if you like). Lastly, head to the cockpit and listen to Joker and EDI. Now head off to the Citadel.

Citadel 5

When you visit the hospital, make sure to pick up the new Medi-gel upgrade. Check out the Spectre HQ terminal for a new authorization opportunity. Report to Barla Von in the Commons to complete Citadel: Barla Von. Go to the hospital and talk to the Asari Scientist just inside the Inpatient Wing to complete Citadel: Biotic Amp Interfaces.

Attican Traverse: The Rachni

Collectible Video: tinyurl.com/ME3-Rachni

CItemCItem
M-300 Claymore Krogan Dying Message
Pistol Barrel Shotgun Spare Ammo
SMG Barrel Ariake Should Guard
Shotgun Shredder Mod Pistol Piercing Mod

Travel to the Ninmah Cluster, Mulla Xul, and to the planet Utukku. A well rounded squad (with at least one biotic) would be good for this mission. Overload will be helpful in a few instances but you will only need one. Drop down to the planet and you'll meet up with a Krogan Squad which may be led by Grunt if he survived ME2. He will be leading the Aralakh Company. Talk to him and then when he departs, check the building to your left for Salvage, the M-300 Claymore and the Pistol High Caliber Barrel. Once you have all of that, head down the hill and check the next building on your left for an SMG High Caliber Barrel and some salvage just outside the building. Talk to the Aralakh leader and then head into the building.

^l15|M-300 Claymore.

After a nasty happenstance, you will regain control of Shepherd. Move down the tunnels and you will find a dead Krogan on the right side. Next to his body will be the M-451 Firestorm. This is a heavy weapon and you won't be able to keep it. Once it runs out of ammo, it's empty and you'll have to drop it. To drop it, simply change weapons. Carry this with you and use it to destroy the webs blocking your path and the spore pods scattered around. The Spore Pods explode if you get too close to them so make sure you destroy them before you proceed.

The area is a rather linear set of corridors and at the few places where the path splits, it leads back to the same path. You will soon come to a large open room and will be introduced to your first Ravagers. Watch out for the Ravager's rockets and make sure that you destroy the Barrier Engine here (This is why you brought Overload) quickly because a Ravager with shields is bad. Set your squad to attack the Ravager while you keep off the Husks and Cannibals that will swarm you. When the Ravager dies, it will release little bugs called Swarmers. They carry a corrosive material that does damage over time which prevents shields from recharging and does serious damage besides. They'll also leave a puddle of it on the floor when they hit you which will have the same effect on you. From where you dropped down into this room, if you turn left you will find a Shotgun Shredder mod. Move up the hill in the distance.

^l16|Reaper Node.

You should find another Firestorm at the base of this hill. Grab it and make your way to the top of the hill. Destroy the pods with your new Firestorm. Not far after the pods will be a web with a barrier on it. If you look to the right, you will find a Reaper Node. Destroy the Reaper Nod to get rid of the barrier and then burn the web like you normally would. You'll find another Firestorm not far from here and then there will be a crash. Continue on down the tunnels and watch for some Reaper Tech behind one of the side webs. Further along, before you come to another large room will be a dead Krogan behind a web. If you check his body, you'll find a message that starts Citadel: Krogan Dying Message. Move a little further ahead and you'll come to another large room similar to the previous one.

^l21|Krogan Dying Message.

This room actually uses the same strategy as before but just be careful because you are at a height disadvantage. This will cause you more problems in visibility than anything else since the ranged enemies are likely too far away to shoot you. Destroy the Barrier Engine, stop the oncoming Husks, take out the Ravager and clean up the Cannibals. Further on you will be ambushed by another group of similar structure but smaller and closer. They shouldn't pose a real problem though you may want to back up a little to get better cover. Kill them and you should find a small slope just behind them and to the right. On that slope will be another dead Krogan and a Spare Shotgun Ammo mod. Take that and move down the hill.

Jump off and move forward. Destroy the Spore Pods to the left and you should find some Reaper Tech there. Moving forward, you should eventually find another Firestorm on the left. Go over a bridge and then jump over a small gap. In this new room, you'll find more Pods. Destroy them and find the ramp at the back right. Go up this ramp and at the point where you have to start climbing upward, you'll find the Ariake Technologies Shoulder Guard. Destroy more pods and jump across another gap.

^l22|Ariake Shoulders.

Now go down a ramp and you'll see the Aralakh squad in the distance off to the right. Burn through some webs and you'll find a dead Krogan. Near the Krogan should be a med kit, a new Firestorm, and the Pistol Piercing mod. There will be a Reaper Node nearby. Destroy that and you will regroup with Aralakh Company. After a short talk, they'll stay behind to protect your back. Go through the door near the dead Krogan and destroy the pods to the right to find more Reaper Tech. There will be a crawl space so start crawling. On the other side, run forward to the dead end and look up. You'll find another Reaper Node up above you. Destroy it.

This will trigger an attack from your left flank. The barriers will lower and you will be attacked by a group with two Ravagers, a good amount of Husks and some Cannibals. I would back up and use the cover on the left but be careful for the frequent grenades. Again, have your squad focus on one of the Ravagers and do everything you can to slow down the advancing Husks. Keep laying singularities to slow them down. This fight will be a little messy so don't hesitate to use some Medi-gel if your squad mates go down or if you need it. Once you've dealt with most of the Husks, use biotics to hinder the Cannibals so they stop using grenades on you. Hopefully your squad will have killed one or both of the Ravagers by this point and can help with the cleanup. When you are down, move past the dead enemies and you will find another Reaper Node to destroy which will start another wave.

This fight is more of the same as the last one except that you have more distance and a little bit of height. Otherwise, use the same tactics as before but watch out for the Swarmers that might sneak up on you. The toughest part of this fight is going to be finding good cover but back up and there will be a large section of rock that will allow you to fight off of both sides. Once this group is clear, move to central bridge for another similar fight. Again, your biggest battle is going to be finding cover. Don't hesitate to move backwards because the enemies will slowly come towards you and around the corner to fight. This will allow you to control the pace of the fight better. After they are dead, go past them, destroy another Node and fight one more group. This group is pretty simple compared to the others but just watch out because you have even less good cover here. I would try to stick to the right if it's possible since it seems to be the cover that gives you the most distance. Once everything is dead, head back to the bridge and go straight up the middle to find a (potentially) old friend.

Spoiler. Highlight text to view

If Grunt was loyal to you in Mass Effect 2, he will survive should you choose to save the Queen. Since I found the difficult decision to be whether I was up for genocide to save Grunt, it might be comforting to know that you can save both in the right circumstances.

0169FyusfnfQipcjb

Normandy 6

You should talk to Wrex (or Wreav). Head out to the CIC and listen to Traynar. Check your messages again and then talk to joker and EDI. Go to the shuttle bay and talk to James briefly. Go to the crew quarters and talk to Dr. Chakwas in the sleeping quarters again. Talk to Garrus in the lounge for a change. Head over and talk to Liara and check her terminal while you're there. Go to CIC and use the galaxy map to start your next mission. You need to go to the Eular system in the Arcturus Stream. Land on the planet Benning.

Citadel 6

You do not need to visit the citadel at this time.

N7: Cerberus Abduction

Collectible Video: tinyurl.com/ME3-Abduction

CItem
Capacitor Helmet
Dog Tags

As with all Cerberus missions I recommend two squad members with overload and one biotic. This mission involves a lot of Cerberus killing but it's not a particularly large area. Just kill the Cerberus as you move from point to point and be careful. Make your way to the back right part of the map where you will find a Capacitor Helmet on the ground. There are loads of datapads scattered around the various houses. Your main objective are the survivors at the back right of the map. Make your way over there and find them to help them. At this point, you will have to escort them back to the extraction point which was your infiltration point. Cerberus enemies will start spawning indefinitely so you will have to slowly work your way there while fending off enemies. Be careful because they will start throwing a lot of engineers and turrets at you. I travelled right along that side of the map, through the long building and it will bring you right to the landing pad.

^l17|Capacitor Helmet.

Normandy 7

Talk to Traynar again. Check your messages for a message from Liara. Provided you do, head to your cabin as requested for a short chat. Visit the shuttle bay and check the white crates on your way to James for a model Quarian Ship. Talk to James while you're there. Visit Engineering and talk to Engineer Adams for a short chat. Visit Liara and the upgrade station. Check her terminal as while you are here. See what Joker and EDI are up to and then go to the CIC and to the Citadel.

Citadel 7

Go the Spectre HQ and check the Requisitions terminal for Information on Bilal Osroba. Talk to his father by the elevator to finish this mission. Check the Elkoss Combine Arsenal Supplies terminal at the Bank on the Presidium Commons and buy the E-Gel Thermal Conduit for Adams. Go to the café and talk to the Asari bartender who you may recognize from ME2. After that, be sure to talk to Liara. Make your way to the Nos Astra Sporting Goods shop in the Meridian Place Market. Talk to the Asari on the right. When you board the Normandy, visit Adams in Engineering again.

N7: Cerberus Attack

Collectible Video: tinyurl.com/ME3-Attack

CItem
Armax Gauntlets
Old Grid Schematics

You should know the drill at this point. Take two overloads and a Biotic. There will be plenty of enemies around but just take it slow. You'll come across all sorts of enemies here including the new Nemesis type enemies. 
They attack using a Sniper Rifle with a red laser on it so if you so the laser duck or risk being severely damaged. Strip their shields and quickly hit them with a biotic ability to nullify them. If you miss that opportunity, they are very quick and might escape. Make your way to the Canon controls by the left path. In this first building, you will find some Salvage behind a large silver crate. Start killing the enemies here and work your way to the Canon controls. They will keep coming at you so you'll have to fight through and inch forward. Once you get there, go up the ladder to get into the building and go left. In this room, along the left wall will be the Armax Arsenal Gauntlets. Go into the next room and the extra terminal to find the Old Grid Schematics. The other terminal will have the button you need to press to control the canon. 

^l18|Armax Arsenal Gauntlets. ^l19|Old Grid Schematics.

Power to the canon will be cut when you try to activate so now you'll have to make your way back to where you started to fix the power panels. This will be very similar to your first trip except that this is when the Nemesis should show up so take your time and be careful. When you get to the waypoint, you'll have to shoot the locks on the boxes to open them. Open them up and fix both of the power panels, then work your way back to the canon controls. This will be the same trip again except that you may have a little bit of a wake behind you so that you can make some quick early progress. When you make it back to the Canon controls and activate them, the mission will be complete.

Normandy 8

Head to the cockpit and talk to Joker and EDI. Head to the Shuttle Bay and talk to James. Talk to Adams in Engineering to finish a mission. Go back to the CIC and it's time to do some missions on Tuchanka.

Citadel 8

Visit the Citadel to turn in the mission Citadel: Improved Power Grid by talking to Alison outside of Purgatory.

Tuchanka: Turian Platoon

Collectible Video: tinyurl.com/ME3-Turian-Platoon

CItemCItem
M-9 Tempest SMG Magazine
Phaeston Sniper Rifle Ammo
Hahne-Kedar Chestplate SMG Ultralight
Shotgun Smart Choke Sniper Rifle Barrel

I recommend Garrus and Liara for this mission. Move forward a hair and before turning right, Check left for an SMG Magazine Upgrade mod. Now turn righ and go through a tunnel to find a Turian Escape pod and some bodies. Near the bodies is the M-9 Tempest.

^l20|M-9 Tempest.

Go left and mantle over the rubble. You'll come up behind some Cannibals. Through some biotics at them and they will fall apart quickly. Start working your way up to them. When they are dead, take cover and start working on the Harvester. Use heavy weapons and lots of Warp to take it down. Make sure you focus your squad on them. Play it safe and the Harvester should go down pretty easily. Once it's dead, approach the gap and head right.

Climb the ladder and immediate turn left to find a Sniper Rifle Spare Ammo mod on the edge of the hole you just climbed out of. Drop off the edge. Up ahead just before turning right will be some Salvage. Turn right and near a dead Turian will be the Phaeston. Don't turn left there but go past the Turian and turn left into a dead end to find SMG Ultralight Materials. Now head back to the dead Turian and take that passage.

^l23|Phaeston.

Follow it outside and you'll come to another battle where you've got the element of surprise. This time they will have Marauders with them though so try and take them out quickly. Use Overload on them and then get them off their feet. Once you've killed them and their Cannibal friends, a Harvester will appear. When it does, it will bring with it some Husks. Use Singularity to control the Husks and then kill them. As soon as they are done, turn to the Harvester and treat it like you did the previous Harvester. It's ok if you don't kill it this time.

Turn right from the battlefield and enter a hallway. Drop off a ledge to a windowed area. Turn right when you land and on the left after the window will be a Hanhe-Kedar Chestplate.

^l24|Hanhe-Kedar Chestplate.

Continue on and drop through another hole. On some rubble in a corner will be a Flight Recorder. Left from that will be the Shotgun Smart Choke. Move down a ramp of rubble and you'll have Husks come up at you. Kill them and then check the bodies of two Turians for some Junk. Go down the ladder here. Turn left and take cover. You'll have some Cannibals come at you and a Harvester in the distance but the Harvester will soon fly off.

Kill the Cannibals and move up. Watch out for some Marauders as you progress. Turn left and you'll have to cross a room with a bunch of broken pillars. As you slowly move up through the Marauders and Cannibals, watch for an opening to the left and watch for fire from the Harvester in the distance. Take that left. Eventually the Harvester will die of fly off. Either way, clean up any stragglers and continue to the bottom of the ramp. Turn right at the bottom and drop down. You'll find a Med Kit on your right. Drop down again and when you reach a spot where you can see Victus through the rubble, you should find the Sniper Rifle Extended Barrel mod at your feet. Continue the last bit of the way into a rather large room.

This is the final fight here. It's not an easy fight because enemies will continue to respawn no matter how many or what you kill. Start off by killing a Marauder if you can. Momentarily, a Brute will appear and join the fight. Focus all your attention on that Brute and try to take it down before it gets to you. If you are getting shot at and need more cover, back up a little into the previous hallway. Once the brute is dead, you'll have to make your way to the back left of this room and climb up the right side towards the Turian platoon. Try to leave a couple of enemies alive and use biotics to keep them from harming you. While they are in stasis or airborne, make a mad dash for the Turians. When you get there, more enemies will appear to fight you but once they are dead, you'll be finished with the mission.

Normandy 9

Talk to Wrex and Primarch Victus. You should have a message on your terminal. Talk to Traynor.

Citadel 9

Not visiting the Citadel.

Tuchanka: Bomb

Collectible Video: tinyurl.com/ME3-Bomb

While the last mission was Reaper, this one is all Cerberus. When you land, fight your way to the back of the area but move slowly. There are a lot of Troopers, Centurions and Engineers in the area. There's a Generator about half way through the area that will provide cover for the Cerberus Troops. I found moving up the left side to be the safest way up. Work your way along until you get to a point where there's a little trough that you can drop into to protect yourself. From here, watch out for grenades and make your way up to the back of the area.

Once you get inside, go up the ramp to the left and at the top go straight into the dead end. You should find a Shotgun Blade Attachment here. Turn right and continue on. Doing this will lead you to some resistance. When you come upon the Cerberus Troopers, try to prioritize on the generators and engineers. There is a nice little alley to the right that you can move up to take flank the Cerberus Troops. From this angle, you can also hit the Shield Generators in the back. Clear the room and go through to the left back of the room. You'll find more enemies here with more Generators but they shouldn't pose a problem.

At the end of one of the dark hallways in this area should be the Rosenkov Materials Gauntlets. Just past that last group on some rubble to the right will be a Computer to salvage. Climb up on the next ledge and then climb up the ledge to your left. At the end will be an SMG Heat sink. From here, when you turn left, you'll come across a small group of Cerberus and fight them over the previous room. Do watch for the few Centurions in this group. Go over this bridge and to the next area. You'll come to a large room with a drop on the right. To the left will be a Pistol Scope and a Med Kit.

^l39|Rosenkov Materials Gauntlets.

When you go down the ramp into the lower area on the right, you should see a couple of Cerberus Centurions in the distance. Try and stop them quickly before they board the shuttle (it's ok if you don't). In their camp will be a Datapad. From their camp, turn left and start pushing towards the Cerberus Assault Troopers. You'll come to a Cerberus Shuttle in the air. When you approach it, it will fly off. That's when you'll see the bomb.

Turn right from the bomb and climb the ladder. At the top of the ladder on top of some boxes will be a Sniper Rifle Concentration Module. Move to the left of those boxes, down the hall and then go right into the building. In the rubble on the right will be a Pistol Melee Stunner. From there, turn left and go down the broken section of floor.

Turn left into the next room with the broken ceiling. Move up the left wall. Make sure you hug it and get to the lab machine. On that will be Turian Technology you can salvage. Use the lab equipment for cover and take out the auto-turret at the end. Where the turret was will be a Med Kit and the Turret Control Schematics. Go through the hole in the wall to the left. Follow the walkway and drop down the ladder.

^l40|Turret Control Schematics.

At this point, you'll have to protect Lt. Victus. Drop down off the ledge you are on to the wall that splits the path. Use the Radar to tell which side the Cerberus Troops are coming from. The first wave will just be Assault Troopers. Eventually, you'll get some Centurions as well. Just watch for where the shuttles go and you can likely take out a couple before they even have time to react. For those most part, the individual troops should be easy and you have plenty of room. At the end, however, an Atlas Mech will drop down. On the far right side of the area under the overhang will be a Hydra Missile Launcher that you can use on the Mech. Use it to take it out quickly. If it still lives, finish it up and clean up any stragglers.

Priority: Tuchanka

Collectible Video: tinyurl.com/ME3-Tuchanka

CItem
Deathmask Pistol Melee Stunner
Graal Spike Thrower SMG Scope
Shotgun Smart Choke Assault Rifle Barrel
Pistol Magazine Upgrade M-5 Phalanx

A good biotic squad will work well here. In the first room you come to, you'll have to fight a bunch of Husks. Kill them all (Use lots of singularity) and then a scene will play out. 

After you get out of your vehicle, you will be at a rest stop. There will be quite a few things scattered around the area. Next to the Krogan working on the tires will be a Shotgun Smart Choke, Death Mask (armor), and a Pistol Melee Stunner. To the left of those by another vehicle will be a Pistol Magazine upgrade. Across from the vehicles, leaning on the rail by a Krogan will be the Graal Spike Thrower. There will also be a Med Kit near the Spike Thrower and another not far from it just barely covered by shadows. Talk to the Scout by the rubble at the far left.

^l41|Graal Spike Thrower.

Make your way into the Ruins. You'll fall down a small ledge and then turn on your light as you make your way down some stairs. Go up and take the door at the back right. You'll come to a room with a large fallen slab in the middle. Make your way through some rooms until you see a Mural of a group of three Krogan sitting before another Krogan. Go down a large flight of stairs. In a further room, you'll find a large Mural of Kalros. Walk past a Rachni body (if you've helped the Krogan Squad). Go up the large stairs and you'll come into a green ruin.

Outside, make your way along this platform. The platform will narrow and you'll be attacked by some Ravagers and Cannibals. Have your squad focus on the Ravagers because there's plenty of cover to keep yourself safe from the Cannibals in the meantime. Once they are dead, clean up the Cannibals but watch for their grenades. Head towards the back left and you'll come to some stairs and a bridge. Go over the bridge and jump the gap.

On the other side of the bridge, you'll come to an area with an indentation in the ground and a bunch of Cannibals. Kill the Cannibals and then head through the room. As you come to the back corner to leave, a group of Cannibals and a Brute will appear. Drop a Singularity/Warp combo on the Cannibals which should kill most of them quickly. As soon as you can, focus on the Brute and take him down. Thankfully the area isn't as easy for him to navigate as it first appears. If he gets close, you have plenty of room to back track. You can even go back over the bridge if you need.

Go past where the Brute came from and you'll come to an area that leads to what looks like a large city gate. You'll be attacked by Husks and Ravagers which can be very dangerous. Try and use powers to kill the Husks so you can stay mostly in cover while the Ravagers pound on your cover. Once you are fairly certain that you are safe, kill the Ravagers.

Go through the City Gate and between the large Krogan Statues on the bridge. Jump the new hole in the bridge and continue along this overpass. You'll come to a large, diamond shaped area with many Krogan Statues. You'll be attacked by a group of Cannibals from the left and right. Stay at a distance and take the Cannibals out. Once they are dead, Husks will appear and likely a Marauder from the left. Try and take the Marauder out if you have a chance so that he can't help the Husks. This may not be possible though so back track the Husks out of his range and kill them. Once they are dead, kill the Marauder. On this platform, you will find an SMG Scope near some ammo and a crumbled tower.

Go past the point where the Marauder came from. Go up the large stairs and when you see the big picture of Kalros, turn around and on the right side of the stairs (left as you came up them) should be the Assault Rifle Extended Barrel. Now go in past the picture of Kalros. On the other side, drop down to the sand to rejoin the Urdnot leader.

When you find out what the plan is, watch out for the Cannibals dropping. Just watch for the grenades because there could be a lot of them and the cover is at strange angles here. When you've cleared the area, go up the large staircase to the left. At the top you will find the M-5 Phalanx. From there, turn around and follow the hallway until it leads across a large bridge. Cross the bridge.

^l41|M-5 Phalanx.

You'll end up on the lower level. At this point, run straight up the middle towards the Reaper. Take cover near the stairs. At this point, you'll have to take cover every chance you get so that you don't get fried. Work your way up slowly. When you go down some stairs and come to a large arena like area, be ready for a fight. You'll be attacked by a large group of Brutes (like 6+). You can continually back pedal around the area and kill them all or you can just run for each of the Hammers and activate them to end this fight. Just be careful that you keep all of the Brutes in the same direction so that they can only ever attack you from one angle.

After you've returned to the Normandy, you'll take another funky nap but it operates just the same as the last one.

Priority: Citadel 2

Collectible Video: tinyurl.com/ME3-Citadel

NOTE:

This mission is actually called "Priority: Citadel" leaving you with two missions of the same name. The "2" has been added simply so the Index of the guide functions properly.

CItemCItem
Assault Rifle Piercing Mod M-25 Hornet
Recon Hood Securitel Helmet
M-76 Revenant Pistol Barrel
Sniper Rifle Barrel M-358 Talon
Pistol Piercing Mod Sniper Rifle Piercing

You'll get a message from Thane saying that the Citadel is being attacked. Go heavy Overload and make your way there. When you land, you'll be under attack by all manner of Cerberus Troopers. Make your way up the right side of the area and then come down to the door at the back. When you get there, the enemies will stop respawning. Just keep an eye out because the enemies are quite aggressive and can hit you from a lot of angles you wouldn't expect them able. Of note, watch out for the many, many Centurions and Engineers in the area.

Once the area is clear, talk to Bailey and he'll take you into C-Sec HQ and tell you what's up. Inside the HQ, go through the next two doors. You'll come to a ruined lobby area. Kill the Troopers in the lobby area and then watch for the Guardians and Engineers coming down the stairs. Go up the stairs and you'll come to a reception area. A couple of troopers will drop down so take cover. They shouldn't be a problem so kill them and then search the room. On the right side should be a Med Kit and Assault Rifle Piercing Mod on the table. Examine the corpse near the table and then leave the room by bypassing the door.

^l42|Recon Hood.

You'll enter a room with sprinklers going off. You'll have an unaware Engineer to your right. Kill him and then take cover. A Guardian and Centurion will come down the main hallway. Just off to the left on a table next to a couple of crates will be the Recon Hood. Not far from that will be a bathroom with the M-76 Revenant next to the sinks. There are also some Credits in one of the lockers. Check the corpses nearby if you like. Leave the bathroom and make your way through the room with the sprinklers. As you go to leave the room, there will be a Med Station just to the left of the door.

^l43|M-76 Revenant.

In the hallway will be a couple of Cerberus in a side room through broken glass windows. Take out the Engineer first and then the other. Check the nearby bookcase for the Sniper Rifle Extended Barrel. Activate the Elevator Door in this room and then go back into the hallway and out. Use the Elevator to go up.

^l44|M-25 Hornet.

When you get to the top, you'll come to a hallway with rooms on either side. Enter the right side room and pick up the Pistol Piercing Mod next to the computers. In the main hallway next to a body will be the M-25 Hornet. If you go up to the rooms on the left, you'll find a Pistol High Caliber Barrel and the Securitel Helmet in the room on the right. If you go to the left doorway on this side will be the M-358 Talon and a Datapad. Go back to the hallway and in the last room to the right will be the Door Controls and a Computer with credits on it. Open the door at the end of this room.

^l46|M-358 Talon. ^l45|Securitel Helmet.

You'll come to a hallway with a couple of Cerberus standing around. Killing them and go through the door on the left side at the end. In the next room, check the kitchenette to the right and grab the Credits on the counter. Just after the end of the counter will be a Med Station against the wall. When you make your way into the room proper, you will be ambushed by Assault Troopers and a couple of Centurions.. Retreat to the kitchenette for good cover if you need it. In the second desk area, in the corner will be a Sniper Rifle Piercing Mod and near the closest door will be a Med Station. You won't be able to leave the room except through the door by the Med Station. Go up the stairs and through the door at the top.

When you regain control, you'll be on a balcony. As you make your way along the balcony, you'll come across new Cerberus Troops called Phantoms (as well as the Nemesis if you haven't already encountered it). Strip their barriers and hit them with a singularity. Try to kill them quickly because they will use jets to right themselves and escape the singularity. Once they do, they'll turn invisible and run away to regenerate their barriers. This makes it crucial for you to kill them if you decide to attack them.

Kill your first phantom and the Troopers that accompany it. Continue along the balcony and jump the gap. You'll come to an area with a bunch of parked vehicles. You'll fight a Phantom up close and some Troopers/Centurions in the distance. Lure the Phantom into the area with the parked vehicles so that you can have some space to fight them. Take them out and then kill the assorted Cerberus Troops here. Run to the end of this Balcony and then enter the maintenance area beyond.

In the maintenance area, when you have to vault up to a higher level, turn left to find Credits on some barrels and then continue to the right. You'll return to the balcony and have some room to fight a few troops. An Atlas will also drop down though so you may want to retreat so that you have decent cover. Drop it's shields with a bunch of overloads and then hit it hard with a focused attack of heavy weapons and warp. Once it's dead, go up to the Council Elevator at the top of the stairs.

You'll get on the top of an elevator. As you come up on elevators, you'll have to shoot the power conduits under them. This will stop their elevator and you will pass them. When you come to the second Elevator, try to kill the phantoms quickly because in this tight space, they can be dangerous. After you drop the third elevator, a couple of troopers will drop onto yours. You will be able to jump onto the fourth and final elevator.

During the following cutscene, you'll have a Renegade Interrupt that you might not be able to ignore.

Spoiler. Highlight text to view

Whether you take the Renegade Interrupt or not, Udina will be shot either by you or by the person who was just guarding them.

Normandy 10

Speak to Traynar. She will tell you about a mission and put it on your map. Check your messages and you'll likely have a lot of them. You’re your way to the cockpit and make sure you talk to both Joker and EDI. Head to the crew quarters and talk to Garrus by the Memorial Wall. Make your way over to the Med Bay and talk to Dr. Chakwas about a trade of medical supplies. You can listen to a conversation in Liara's Cabin and check her terminal for a new message. Go down to the Shuttle Bay and talk to James. Head up to your cabin and you should be able to invite people to your cabin for various reasons. If you are a FemShep, you'll have the chance to Romance Traynor and Diana Allers at this point. If you are a ManShep, you can only romance Diana. Go through your meetings and then head to the CIC.

Citadel 10

Go to the embassies and check the spectre headquarters. Check for the location of Din Korlack. Also purchase Rosenkov materials Greaves. Exit the headquarters and turn left. Go down the stairs and talk to the embassy guard beyond the elevator. Talk to him again when you're ready. Listen to all three entries on the computer and then check for the bug on the opposite side of the room. You'll regain control in the presidium commons. Make your way to the residential area and try the doors at the end of the halls. After you find the Volus make your way to the holding area and talk to Tactus. You can also find Zaeed and James here as well.

Just outside the C-Sec outpost on the commons, you'll find a couple of arguing citizens. Talk to them and then go inside the C-Sec outpost talk to captain Somers.

N7: Cerberus Fighter base

Collectible Video: tinyurl.com/ME3-Fighter

CItem
Pistol Magazine
Heating Unit Schematics

Two overloads and a biotic.  Immediately take cover and begin killing enemies on the balcony above.  Watch for enemies coming up the ramp on your left.  When the area is clear, make your way inside, go down the stairs and activate the nearby computer.  On a bench near the computer will be a Pistol Magazine Mod.  From the computer go down the stairs again.  The room of the bottom there will be many Cerberus troops but most will not have shields.  Clear the room and enter.  On the terminal just your right will be some salvage.  On the computer in the back corner will be a datapad and on the wall above that will be Heating Unit Schematics.  From the datapad, turn right and access the control center.

^l49|Heating Unit Schematics.

At this point you'll be attacked by more Cerberus troops. There will be roughly eight that will attack from any door. Kill them as they enter the room. When they are dead activate the other command center console. Some Cerberus troops will set up defenses on the landing pad above. Head back up to the landing pad by the path you came. Watch out for turrets. Once you clear out the enemies on the landing pad, Cerberus will drop an Atlas Mech. Once you kill the Mech the mission will end.

Normandy 11

Talk to Admiral Anderson. Go out and check your messages. Go down to the crew quarters and talk to Dr. Chakwas. Head to Liara's and use the upgrade terminal. Go to the CIC and to the citadel.

Citadel 11

You go through security checkpoint in the docking bay and talk to Garrus. Head to the commons and talk to Liara. Visit the hospital and buy the Medi-Gel upgrade. Move into the lab services area and turn right twice. In this room check for a console. Go to Spectre HQ at the Embassies. Used the left most console to talk to Miranda. Check the requisitions terminal for heating stabilizers and give them to the Salarian, Sellea, in front of the C-Sec outpost of the presidium commons. Make your way to the docking bay and find another console in the lounge. Go to the holding area and talk to Ashley. Be prepared for a Paragon Interrupt. Move to the end of the holding area and find the last console.

Arrae: Ex-Cerberus Scientists

Collectible Video: tinyurl.com/ME3-Scientists

CItemCItem
Assault Rifle Magazine M-6 Carnifax
Kassa Greaves SMG Barrel
Turian Poison Sniper Rifle Piercing
Shotgun Barrel Shotgun Ammo

Go to the Minos Wasteland, Arrae, and land on Gellix.  When you land in go down the stairs.  Kill the two Cerberus of the bottom and make your way to the stairs further ahead to the left.  You'll encounter a lot of Cerberus troops but there will be far in the distance.  Just watch out for Guardians.  Once they are dead and you'll head inside.

^l50|Kassa Fabrication Greaves. ^l51|Turian Poison.

Inside talk to the scientists on your right and then go up the stairs and talk to Dr. Archer. Just beyond Dr. Archer are two datapads. Go in the nearby room and take the assault rifle magazine upgrade next to the work bench. Go up the stairs and work bench and check out the med station. At the top talk to Dr. Cole. After the conversation talk to her again. To your left will be another datapad. Move into the next room and talk to Jacob. Find the Datapad in the med bay and the Kassa Fabrication Greaves on crates by the door. Exit the medical bay and turn right. You will see a scientist by a door. Around the corner to the left from this scientist will be a microscope on some crates. Check that to find a Turian Poison. Next to that scientist on the floor is a Shotgun High Caliber Barrel. Go past the scientist, through the door and up the ladder and at the top, find the M-6 Carnifex on some pipes to your left.

^l52|M-6 Carnifex.

Go around the corner to the right and take cover behind the pipes. Get the jump on the two Cerberus troops. Use an overload on the shield pylon and one on the Combat Engineer. Hit them with a singularity and then kill them both. More troops will appear but you've got a good start. Kill as many as you can. Some will retreat off the back. Drop down behind them and head right but watch for an Ambush from the corridor to your left. You'll come across more Engineers here and the enemy might be right on top of you but if you keep using your powers, it shouldn't be much of a problem. Just to the left of this corridor behind some crates will be an SMG High Caliber Barrel. Make your way of the corridor, and activate the telemetry console. You'll be attacked by Cerberus from behind.

Kill the Cerberus troops and climb up to the platform on the left. When you get close to the platform shuttles will start dropping enemy troops slowly make your way across the platform and more troops will be dropped and further ahead room. Watch out for the trooper on the turret on the right. When you make your way up to the next platform that trooper will get off the turret. Check the left for a med kit on the platform into the back check for the sniper rifle piercing mod. Climb up to the left AA Gun. Walk around the left side of the roof and use the AA Gun Control. Make your way over to the other AA Gun. Collect the datapad from the vent near the second Control and the med kit under the datapad. Use the control and Cerberus will attack you. Have one of your squad members repair the controls.

The Cerberus Troops will come across the bridge from the first AA Gun which makes for a nice natural choke point. The only thing to worry about are the Phantoms. Once you've defeated these enemies, you'll head back inside. You can start the evacuation whenever you like with no detriment for waiting too long so if you need to find some gear, take your time. Once you are ready, use the console to start the evacuation.

You'll have to fight your way out and protect the shuttles as they leave. Kill the three enemies who drop into the room. Make your way downstairs and kill the three more enemies in the shuttle bay. Once you get outside, the fighting starts in earnest. Make sure that you destroy the shield generators as you go. There are quite a few of them and they make this battle kind of tough. Make sure you go slow because they will drop more troops in first on the left and then on the right. Even if you want to move up, make sure that the troops have already dropped in first before moving ahead. You'll have to fight Centurions, Troopers, an occasional Engineer and at least one Phantom eventually. However, if you take it slow, there's plenty of cover to use to defeat them. Make sure you kill all of them, particularly the engineers because once they are all dead, an Atlas Mech will drop behind you. If there are any Engineers left, they will be able to repair the Mech faster than you can damage it making this fight really difficult until all Engineers are dead. Once you've defeated all enemies, the mission will end.

Normandy 12

Talk to Traynar, EDI, and Joker. Head down to the Crew Quarters and listen to James and Garrus. Talk to Chakwas in the Med Bay. Listen to round two between Garrus and James. Check Liara's terminal and then head back out for round three between Garrus and James. Talk to your old comrade (Ashley or Kaiden). Go to CIC and make a quick stop at the Citadel's Hospital to drop off the cure for the Turian Poison.

Citadel 12

Drop off the Turian Poison to the Salarian Doctor in the Hospital. Head to the Presidium Commons and talk to Miranda in the Residential Area.

Kallini: Ardat-Yakshi Monastery

NOTE:

I believe this mission is misnamed since Kallini is the name of a neighboring Solar System and not the one in which this mission takes place. I merely point that out because I was confused trying to find it myself.

Collectible Video: tinyurl.com/ME3-Monastery

CItemCItem
Assault Rifle Stability Asari Widow Message
Pistol Melee Stunner Disciple
Gallae's Electronic Signature Serrice Shoulder Guard
Sniper Rifle Ammo Assault Rifle Precision

Travel to Mesana in the Nimbus Cluster and land on Lessus. Take a Biotic heavy team for this one. Once you land, check the shuttle car to the right and then in the left corner will be an Assault Rifle Stability Dampner. Go inside and make your way down the ladders until you come to a living area. Go straight left and there will be an open double door with a Pistol Melee Stunner on the floor.  Behind that will be a Gallae's Electronic Signature for an Upgrade Kit.  Make your way along the back side of the long room and collect the datapad on the conference table. Just next to the table will be a tall terminal. Use that. Make your way to the far end of this room and approach the broken door. Just to the right will be a small room with a safe (credits), a Sniper Rifle Spare Ammo mod and a datapad. Collect them and then go towards the broken door.

^l53|Gallae's Electronic Signature.

At the broken door, turn left and mantle over the barrier. Open the door on the right. In the large window room, go through the door on the right to meet an Asari Justicar (Samara if she's still alive). Check the PDA for Asari Widow Message by the dead Asari to the right in the next room for a new Citadel Mission. Go through the door to the left. Outside, go down the stairs to the courtyard.

^l54|Asari Widow Message.

Meet the Banshee. Try to take the Banshee down as quickly as possible. They are hard to hit because of the way they move but once they get close, they slow down. If you time your attack just right, you can stop the jumps by hitting them just as they jump. Kill her quickly and then clean up the Cannibals as they approach. Make your way to the far side of the courtyard and into the building. Inside the building, check the left side for a broken door and check right for a computer. Go through the door on the right and kill the Cannibals in the distance. A Marauder will appear to assist them but they should pose no threat at this point in the game. Kill them and then investigate the small room on the left for a Disciple and the Serrice Council Shoulder Guard. Go around the top floor to another room just before a dead end to find two computers and a safe and a workbench.

^l55|Disciple. ^l56|Serrice Council Shoulder Guard.

Head down the big stairs in this room and a fight will start. You'll be attacked by a Banshee and some Cannibals. Try to draw the Banshee to the stairs and up so you don't have to fight both her and the Cannibals at the same time. Once she's dead, clear out the Cannibals as they drop in from the far side. Make your way up but watch out for some modified Cannibals. They will heal a little at a time so it's best to focus your squad on them to kill them quickly. Go through the door at the other end.

In this next room, move along the wall to the left and you'll come across an Assault Rifle Precision Scope. Check the middle of the room for a dead Asari Commando. Go through the door at the far end of the room and activate the terminal inside the elevator. When you reach the bottom floor, run straight through the middle of the room and grab the Med Kit. Activate the Bomb Console.

This fight is pretty tough. You'll be attacked by two Banshees and some Husks. I recommend going for the Husks first so that you have plenty of room to move around. Once they are done, focus on one Banshee at a time. Pull the shields down and the constant fire should keep them from teleporting. Feel free to use Medi-Gel to revive teammates here because this is the last fight here. Make sure you keep backpedalling around the area and keep firing. When they are both dead, activate the Bomb Controls. When you get outside, be prepared for a Paragon Interrupt. If you play Paragon, you definitely don't want to miss this one.

Side-Mission Cleanup

Travel to the Valhallan Threshold, go to Paz and scan the planet Garvug for Prothean Data Discs. In the Shrike Abyssal, go to Urla Rast and check Talis Fia for the Prothean Obelisk. In the Athena Nebula, go to Vernio and check Polissa for the Hesperia-Perod Statue. Go to the Nimbus Cluster to Pelion and check Trategos for the Intact Reaper Weapon.

Normandy 13

Talk to Traynor and check your terminal. Talk to Joker and EDI. Talk to Liara downstairs and check both of the terminals here. Talk to Garrus in the Lounge area, then Ashley in her room. You can take part in a discussion in Engineering. Talk to Cortez and then head back to the CIC.

Citadel 13

Talk to the Soldier in the docking bay. In the Embassies, talk to Samara and the Volus diplomat. Go to the Presidium Commons and talk to the Asari Scientist at the Bank. Perhaps another authorization here if you've heard about the transfer request from the woman in the Docking Bay. Go to the Holding Area and talk to the Batarian Preacher there.

Speak with Quarians

Go to the Far Rim. Meet with the Envoy Ship. Afterwards, head to the War Room to talk to the new Quarians there. Afterwards, you can go to your cabin and invite Tali up from your terminal if you'd like.

Priority: Dreadnought

Collectible Video: tinyurl.com/ME3-Dreadnought

CItem
Shotgun Smart Choke Geth Pulse Rifle
Arc Pistol SMG Scope
Sniper Rifle Scope Assault Rifle Scope
Archon Visor

Go to the Persius Veil and dock with the Dreadnaught. You will have to take Tali with. Take at least one person with Overload. You could take a second if you already have Overload.  You'll have to go on a spacewalk.  You are wearing mag boots and will have to make your way to the far side with them. If you reach a point that you can cross, start walking to the side until you find a spot where you can proceed.

Once inside the ship proper, you'll have to climb over some debris to get to a ladder and climb to the catwalk above. When you get there, turn right and jump over the new gap. Go through that door and the next one. In the next room, go forward and take a left. You'll find the Airlock Controls that you can access. Use it to let your party in. Head back a little ways and get up to the catwalk above to hit the Secondary Airlock Controls.

^l57|Arc Pistol.

Grab the Arc Pistol and then follow Tali through the doorway. Make your way along the walkway and you'll find a large computer. On the right side will be a Sniper Rifle Enhanced Scope. Continue along the walkway until you find a computer on the left side. You will then be attacked by Geth. You will have to work your way through the Geth but they shouldn't be too tough since these are just the introductory versions. The only real challenge will be a Rocket Trooper. Make sure to Overload and Sabotage every chance you get to make things easier. Once shields are down, use Biotics if you like but usually you don't have to.

Work through the area and drop down a ladder. Continue along and surprise the lone Geth which will start a small long range skirmish. After the fight, move along this path but watch out for the mines. When you activate one, quickly roll backwards to avoid it. Further along the walkway will be Geth Data in a terminal on the left. Salvage that. Go through the door opposite the Geth Data.

^l58|Archon Visor.

In the next room, move up the right side for a Signal Terminal and the Archon Visor. Toward the end, activate the console on the left, then go through the door. In the next room, use the Network Terminal. Turn left and make your way up the hallway. On the right side of the room will be the Geth Pulse Rifle. Go through the door.

^l59|Geth Pulse Rifle.

In the next room will be a tough fight with Geth Hunters. You have to really focus on the Geth Hunters or they will slide right in and kill you. As soon as you see one, hit it with a rapid fire weapon to keep it's shields down for a moment, then hit it with overload. Finally, kill it or use Sabotage to temporarily turn it to your side. Do this with each of the Hunters as you find them. Make sure you look for the shimmers. It won't be easy to find them all. Once they are dead, clean up the troopers in the room. Go down to the middle area of the room and follow the center around to the right for a Data Console. Go up to the back of the room and grab the SMG Scope next to the Operations Center Console. There is some Geth Data just to the right so make sure you get that as well.

One you activate the Operations Center Console, you'll be attacked by a rather large group of Geth. Watch out for Hunters. I recommend you move to the far right side and let the Geth come up the stairs at you. This will make it easier to see everything approach since you don't have to worry about a Hunter sneaking past your squad. Let the Hunters come up, Hack one and Overload a second if it appears. Clean the two up, rinse and repeat until they are thinned out. Then just clean up the stragglers. When you are ready, proceed through the door at the back left of the room.

Move down the long hallway, walk around the catwalk and go down the ladder. Do that again and after the second ladder, watch the left side for more Geth Data. At the bottom, go through the door and enter the room that has the energy pulses being shot. You'll hearing a whining sound that indicates that it will shoot. When it revs up, get behind cover and when it winds down, move. Move through this hallway slowly because you will be attacked by Geth and you don't want those Hunters right on top of you. Move up slowly until you trigger the Geth ambush and just work on them from range and they'll soon fall. Once they are dead, go up the ramp on the right, over the walkway, down the ramp on the other side and you should see a little path that leads to a console. Activate the console to deactivate the gun.

In the next area, you'll have to sprint to the end before the gun reactivates. When you get to the other side, you'll find yourself in a similar gun tunnel as you were before. Immediately take cover because it's going to start firing again. Get in cover and slide to the left. You'll be attacked by more Geth. Sabotage the Rocket Trooper that stands on the catwalk at the back. Watch out for the Hunter in this room though he may not appear until you advance further. Kill the Geth around here and head up the ladder to your left. Follow the catwalk to where the Rocket Trooper was and use the height to kill any stragglers. When you go down the ladder, more Geth will appear but they won't be any different from other Geth groups and you'll have some good distance. Just watch out for Hunters.

When this second group is dead, make your way to the end and go left up the ramp. At the top, bypass the door and then go through the next door. Get on the elevator and then jump off. Follow the walkway around and climb the large ladder. Collect the Med Kit from the nearby computer and then go through the door at the end. Inside, you may run into an old friend. Free him to terminate the Reaper Signal. Just to the right of the Geth will be an Assault Rifle Precision Scope. Grab that and head over to the lift. You'll go upstairs and then deactivate the shackles to set him free.

After you do this, you'll be attacked by a whole group of Geth. There will be Troopers, Rocket Troopers, a Hunter and two Geth Primes (who have armor instead of health and use both drones and auto-turrets). Most of the enemies shouldn't pose too much of a problem. Fight them from long range and use any spaces to the left to get better angles on them if you need them. If you see a Geth Prime but you're already swamped with enemies, they can be hacked. Do so and clear out as many minor Geth as you can before it starts to attack again. At this point you will have to kill it because you can't hack it again but hopefully you should only be fighting the Prime now. Repeat this process and just make sure you keep your eyes peeled for any Hunters lurking about. When you make it around the room, you'll find that you need to make it to the Hangar. Just before the door leading out of this room will be some Geth Data on the left. Run along the relatively straight path and when you fall to a lower level, climb the ramp to the right to get back to the upper level. Be prepared for a Paragon Interrupt in the following conversations.

Normandy 14

Once you regain control, check the War Room console in the middle for a scrambled message. Have EDI unscramble it and during the message, tell the nearby Quarian that the message is running. Talk to Tali and Legion in this room and then head to the CIC. Listen to Traynor, check your messages, and then visit the cockpit. Do the rounds for the rest of the decks as well

Citadel 14

We're not visiting the Citadel just yet.

0169FyusfnfQipcjb

Rannoch: Admiral Korris

Collectible Video: tinyurl.com/ME3-Korris

CItem
Javelin SMG Magazine
Assault Rifle Magazine Armax Chestplate
Shotgun Shredder Jamming Tower Data

After you touch down, make your way along the cliff and kill the two Geth here. One of them is a Geth Pyro which can do lots of damage and blind you pretty well. Kill both of them and then investigate the Quarian bodies nearby. On the ground not far from here will be the Javelin.

^l25|Javelin.

Further along the cliff you will find a group of Geth below. Wait for them to come out a little and Sabotage one of the Geth at the back. Clean up the group and then head down to the bottom by going left. More Geth will drop in. They shouldn't be particularly difficult. Kill them all and then Proceed past them. You'll come to some metal walkways and more unsuspecting Geth. Just be careful to watch your left flank and it should be no problem. There's some Salvage on the walkway and then to your right will be the AA gun controls. You'll need to have one of Squad members use the controls to deactivate it. I would keep Tali with you if you have her.

This fight will involve some simple troopers and a Geth Prime. I would find the Prime and Sabotage him immediately. He will likely get rid of all the other Geth on his own. Quickly take down his shields and slam him with heavy weapons. The path to the left of the AA gun will make a loop with the point where the Geth appear so feel free to back pedal around the loop to kill him. Just watch out because I had him frequently spawn auto-turrets behind me. Once they are dead, you'll get your squad member back and a token Geth attack will happen but it's only a couple of troopers. Make your way across the bridge that the Geth came from and just after you get off the bridge, on the left will be a small plateau that you can get on with an Assault Rifle Magazine upgrade and a med kit.

Make your way through the canyons beyond and you'll come to some dead Geth. On the ledge just to the left of them will be a Shotgun Shredder Mod. Nearby will be a dying Quarian. Talk to him and then just past him will be an SMG Magazine upgrade on the ground. Just down the hill from here and take the left path to the AA Guns. When you get there, take cover behind the long covered rail. Start taking out Geth and watch out for the Pyro. The most important thing to watch for is Geth on the turret on the left side. This isn't too bad if you have Tali, just have her Sabotage him and the turret becomes a non-issue temporarily. Clear the Geth and make your way to the control Console.

Pick somebody to deactivate the AA Gun. It doesn't really matter who because you're going to jump on that turret and mow down the Geth with ease. Destroy them and make your way to the nearby door. To the right of the door will be Jamming Tower Data hanging from the wall on a terminal.

^l61|Jamming Tower Data.

Go inside. Watch for the Geth Pyro coming out. Kill the two Geth, go inside and make your way out the other side. When you get here, kill the few Geth and make your way to the AA Gun controls. On the way, grab the Armax Arsenal Chestplate and then have one of your Squad Members deactivate the AA Guns again. Jump on the new turret here and get rid of the Geth resistance.

^l26|Armax Arsenal Chestplate.

After you're finished here, you'll hop on your shuttle and have to make a pick-up. Protect them from the attacking Geth and kill the ones who are shooting rockets at you. I believe (though it's not really important) that it is possible to shoot the rockets out of the sky too. Kill two waves of Geth and you'll return to the Normandy

Normandy 15

In the War Room, you can take sides between two Admirals having a disagreement. Visit Joker, EDI, Traynor and your terminal in the CIC. Talk to Garrus and Ashley in the Crew Quarters and Cortez in the Shuttle Bay.

Citadel 15

Skipping the Citadel for now.

Rannoch: Geth Fighter Squadrons

Collectible Video: tinyurl.com/ME3-Geth-Fighter

CItem
Reaper Code Fragment

You will have to complete this mission alone (despite taking allies with you). Follow the path through here and use the gun to destroy the Orange colored blocks so that you can pass. The gun will recharge if you don't use it. Follow the path to the end and enter the blue lighted circle. When you come out the other side, continue doing as you were doing until you come to a room with a large round block of blocks and Legion/Geth VI mentions an infected code. On the left side of the path, you should see a normal dark string which is shooting little orange boxes out of it. Inspect this for the Reaper Code Fragment.

^l27|Reaper Code Fragment.

After you have that, start working on where the strands connect to the large structure in the middle. Get rid of these strands and a scene will unfold. Make your way past the next two Data Clusters (and scenes) to find another blue circle. Step into it to come to another section. The Infected Streams now repair themselves and you will have to destroy nearby other streams first before destroying the primary streams that block your path. Make your way to another Data Cluster. The main streams here may require you to destroy more than one auxiliary stream before you can destroy them.

Once you witness this scene, go around the large cluster nearby to an infected cluster beyond. Clean that Cluster up, watch that scene and then return to the last Data Cluster here. Enter the blue circle and then in the next room, run back to your pod to exit.

Normandy 16

Talk to Legion in the War Room, Traynor at CIC and Joker and EDI in the cockpit. Head down a level and find Ashley on the floor of the Observation Port, talk to Garrus in the battery, check with Liara and particularly with the Upgrade Terminal. James will be in the Kitchen in the Crew Quarters. There's an interesting bit of dialog in Engineering. Go down to the shuttle bay and check the boxes by the Kodiak for a couple of models.

Citadel 16

Not visiting still.

Priority: Rannoch

Collectible Video: tinyurl.com/ME3-Rannoch

CItemCItem
SMG Barrel SMG Ultralight
Assault Rifle Piercing Assault Rifle Stability
Kassa Gauntlets Geth Plasma Shotgun

You'll have to fight your way through a bunch of Geth Troopers to get to the building proper. When you get there, the front door will slam shut. Eliminate the Geth resistance and then climb the pipes to the right of the door. Make your way to the top. At the top, you'll immediately be attacked so take cover. It's important that you watch for the elevated enemies at the end of your walk way because they'll still be able to hit you. Kill them first and then deal with the enemies across the gap. Go up the ladder and turn right. At the end of this walkway, past the ladder, will be Kassa Fabrication Gauntlets. Go up the nearby ladder.

^l28|Kassa Fabrication Gauntlets.

At the top, climb the pipes and you'll be on a catwalk. Below you will be some Geth who will attack. You'll have an easy height advantage so take them out. Just watch out for the numerous rockets. Once you've gotten rid of them, hop down and make your way to the end of the platform. Take a right and go inside the building. You'll come out quickly and face a lone Geth Trooper. Kill the Trooper and move to the left side. At the bottom of the ramp will be an SMG Ultralight Material.

Go down the right side ramp this time and take cover behind the giant table looking thing. You can kill all the Geth safely from here. Do so and collect the Assault Rifle Stability Dampner to the right of the table. Now go past where the Geth were. You'll make your way along a bridge and there will be enemy Geth to your left attacking from another bridge. Take them out and continue along to a point where the bridge comes to a wall. You will find the Geth Plasma Shotgun here. Next to that will be Data you can salvage.

^l29|Geth Plasma Shotgun.

Go through the next door and salvage more Data next to a Med Kit. When you get outside, you'll be attacked by a few Geth scattered around the area. Clear them out and activate the Control Console. When you activate it, you'll be attacked by a bunch more Geth. Immediately take cover and start using Overload and Sabotage as frequently as you can. There are lots of Rocket Troopers and even a Pyro or two to keep your eyes open for. Once they are dead, Legion/Geth VI will direct you to a door that you need to open manually.

When you activate the console to open the door, you will be attacked by a Geth Prime and two Troopers. Sabotage the Geth Prime and he'll kill the Troopers. Then just unload on him and use the extra space to run away when he gets too close. Take the elevator that he came down to the top.

The top of the lift will be a nightmare. For this single battle, you need Tali. Use your Medi-gel to revive her any time that she's down. You will have to fight three Geth Primes at the same time. There's a decent amount of room to run around in. Use the Geth Spitfire at the top to help you with them if you like. Otherwise, make very liberal use of Sabotage and keep moving. There's not really any easy way to do this. Just remember to move, sabotage, focus fire, and change weapons as appropriate and you'll probably do ok. Ohhh, and watch out for all the combat drones.

^l30|Geth Spitfire.

When it is dead, go to the end of the long walkway and fire your nifty targeting laser through the blue ring and into the pit. Once you've fired, hop on the escape vehicle. Take some pot shots at the Reaper and then when you dismount, it's time for some good fighting. Aim the targeting laser at the Reaper. The first hit will knock it silly and reveal a weak point. At this point it becomes a little trickier. You will have to mark the Reaper in small bursts while dodging it's laser in between. When it begins to charge it's laser, roll left and then roll right twice and it will miss every time. As soon as you finish your roll, start targeting with the laser. Don't move and the laser will charge faster. You should only have to do this twice per bombardment and after a few hits, you'll have to target the reaper one more time during slow motion. Just hold the laser on it to kill him.

Spoiler. Highlight text to view

This next conversation can be tricky. If you have enough Reputation, you can allow Legion to upload the code and then you'll get a Charm opportunity to convince the fleet to stand down to get the best of both worlds. However, otherwise you're going to have to choose between the Quarians and the Geth. No matter what you choose, Legion will die.

Normandy 17

Talk to everybody. Make all the rounds. Pretty much the only person you don't have to talk to is Cortez. Make sure you check your terminal, talk to Tali who is now in engineering and invite Diana Allers up to your Cabin for an interview. When you are done, head to the Citadel for some catching up.

Citadel 17

Go to the embassies and talk to the Asari War Strategist by the Embassy Offices. Talk to the Elcor Ambassedor. Buy the Geth Target-Jamming Tech at Spectre HQ. Pop over to Udina's Office to meet up with the Asari Councilor.

Go to the Commons and head down to the Cafe. Just off the stairs on the left will be a Turian investigating a damaged machine. Talk to him. Chime in on the argument between the C-Sec officer and the Cafe owner. You may find Kaiden or Ashley here. Tali will be by the C-Sec Outpost. On the stairs leading from the Apollo Cafe to the Meridian Place Market will be the Asari Weshra. Talk to her to finish the Citadel: Asari Widow mission.

In Purgatory, talk to the Military Trainer standing near the stairs leading up to the bar. Make sure you visit with Jack if you haven't already. You can talk to Cortez upstairs if you like. Check in on EDI and Joker.

N7: Fuel Reactor

Collectible Video: tinyurl.com/ME3-Reactor

CItem
Rosenkov Chestplate
Medical Treatment Plan

From Nyrek, turn left and go down to find the Rosenkov Materials Chestplate. Again, from Nyrek, pass by him to the left and walk straight towards the ladder to find the Medical Treatment Plan. Now make your way over to Captain Riley. Past her, take a right and you'll enter a room with the Crane Display. Activate that, then hit the center button and the right button. In this little room will be some Spare Parts to salvage on the floor. Go back to where Riley was and activate the computer terminal there. Go back to the Crane Display and hit the same buttons again. Activate the Crane Display again, Press the center button, then the left button and then the center button again to lift the next box. Activate the Display again and press the right button and then the center button to drop the box. From here, move towards the ladder but don't go down it.

^l32|Medical Treatment Plan. ^l31|Rosenkov Materials Chestplate.

Turn right and follow the right wall to the terminal to Vent Sector A1. Head over to the Fuel Rod Control terminal. When you do, you'll be attacked by a bunch of Husks and a Marauder. Take out the Marauder quickly with an overload and let loose with Biotics. Unfortunately, you aren't in a good spot so you'll just have to be aggressive to get out.

^l33|Fuel Rod Control.

After you've gotten rid of the Reaper minions, seal the two tanks. After they are both sealed, you'll have to reactivate the reactor. Just to the left of the terminal to do so (and down) will be a PDA. Collect that and then prepare for a fight. This time you have a better position but tougher enemies. Move to the left and look for the two Barrier Engines. You need to hit the one on the left with regular weapon fire because it's hard to hit it with an Overload. Then as you retreat to a better position, hit the other Barrier Engine with an Overload. After that, this is just a regular fight with Marauder's and Husks. Use Singularity and Pull to slow the Husks down and Overload to strip the shields of the Marauders. After a few waves, they'll stay dead.

After this point, you'll have a choice to make. You can send one of your people to help the other group or you can choose not to. After you make your choice, you will have to fight a Brute and two Marauders. Where the Brute starts is a Barrier Engine so the Brute will start with some shields. Wait until the Brute is out of range of the Engine and strip its shields. Then set about killing it as quickly as possible so you can focus on the Marauders rather than have to dodge the Brute and the Marauders at the same time. When you've killed them all, Initiate Startup. Head across the building to the Extract Point to finish the mission.

Spoiler. Highlight text to view

If you choose not to help Riley, she will die defending her squad member. If this happens, you can authorize a medal for her at the Spectre HQ. If you choose to send help, she will survive.

Priority: Thessia

Collectible Video: tinyurl.com/ME3-Thessia

CItem
Umbra Visor
M-98 Widow
Sniper Concentration
Assault Rifle Barrel
SMG Heat Sink

I would take a heavily biotic group with one person who has Overload. When you land, make your way down the rubble to the Asari fighting below. You'll have to jump up on a nearby turret and keep the Reapers off of the Asari barrier. In the distance, on the left side of the road, will be a Barrier Engine. Destroy that first and then start working on the Brutes and Husks. Always make sure nothing is attacking the barrier and kill anything that is first. Once they are all dead, you'll talk to the Asari again and then set off to find the relic.

As you approach the end of the bridge, you'll be attacked by some Cannibals and Marauders. They will be way down the bridge and shouldn't pose a problem. They were so far away in fact that they never got close enough to shoot me. Use your biotics to keep them away while you get rid of them. Go into the building at the end. When you come outside, you'll be in a large courtyard.

Down below will be a couple of Marauders but they are alone and shouldn't be a problem. Kill them and go down but move through cover because a couple of Cannibals will appear shooting in the distance on your right. Clear them out and some drop pods will appear. These will leave behind a bunch of Marauders and Cannibals. They'll be even further away but there will be a lot more of them. Just keep your distance and move up slowly only when it's safe (check your radar). Inside the building on your right will be a Med Kit on the ground. You'll find another Med Kit on the ground just to the left of the stairs leading up the back of the courtyard. Go up these steps and make sure to destroy the Spore Pods on the way.

When you get close to the top, you'll be attacked by a couple of Marauders and a Banshee. It's very important that you use your powers to eliminate the Marauders quickly so you have the ability to move around freely while fighting the Banshee. Focus your squad on the Banshee and use their abilities to strip and lift the Marauders while you clean them up. When they are done, focus all your attention on the Banshee and make sure you swap weapons when her Barrier is gone. Once she is dead, go up through the giant fountain to ramp at the back (where the Banshee came from). Inside the building, you'll drop down to a lower floor with a piece of Salvage at your feet. Bypass the door at the end of the hall.

Once outside, kill the couple of Cannibals below. They won't pay any attention so they should be quite easy. Go up the back to where the Sniper team is. Behind the snipers will be a Sniper Rifle Concentration Module and a Med Kit. To the Sniper's left will be the M-98 Widow. There will be a lot of fire from below. There will be lots of Cannibals and Marauders. There's also a Barrier Engine on the back wall so make sure you take that out quickly. Then start killing the enemies below. As long as you stay in cover, you should be fine but if you pop out, there's enough of them below that they'll make short work of you if you aren't careful. Once they are dead and you have all of the equipment, drop down to the lower level and exit through the broken segment of wall.

^l34|M-98 Widow.

Climb the ledges and meet up with the Commando at the top. Talk to her and you can persuade her to give you Air Support. After this chat, you'll be attacked. There will be a Hydra Missile Launcher right at your feet. Grab it and retreat to behind the glass barriers. From here, start working off the Banshee's shields and then when they are gone, use the Hydra on it. There's a Barrier Engine on the left wall but way back. Try to take that out and then clean up the Marauders and Ravagers in the area. Make your way up the pile of Rubble and take a right. You'll be in the water and just before a group of Pods will be an Assault Rifle Extended Barrel.

^l35|Hydra Missile Launcher.

After you pick that up, there will be a bunch of Husks. Just mow them down and move ahead. You'll be without Air Support and a couple of Harvesters will appear. Between where they land is a Barrier Engine. Make sure you take that out fast because you don't want two Harvesters with Barriers as thick as their armor. Once that is down, do whatever will keep you alive. If you can manage to kill the Harvesters while not being in any danger do so. If you can't then don't worry about it because they will eventually leave anyway. Go to the end of this platform and turn left (or right for a nice view). Just in front of a blue force field will be an ammo crate and an SMG Heat Sink.

Inside, study the different artifacts around the room and then study the statue in the middle. After that, the points you want to activate are the mural just to the right of the statue, the manuscript on the back wall to the left of the statue, the Shield, and the bust on the right side. Once you've done that, activate the beacon.

You'll have a fight on your hands. You actually only need to strip him of his shields so start shooting at him and hitting him with Overload. When he retreats, put yourself behind one of the supports that come down to where the benches are and use that to block out the light from the Gunship. Wait there (and if you think you can, hit Kai Leng). When it goes away, starting hitting Kai Leng again. If you need to use Medi-Gel, do so. After three or four rounds, you should have his shields gone.

Normandy 18

Do all the rounds because almost everybody is going to want to talk to you. Of particular note is in Javik's room.

Citadel 18

There's nothing to do if you've been keeping up with Citadel visits.

N7: Communication Hub

Collectible Video: tinyurl.com/ME3-Comms

CItem
Ariake Gauntlets
Cerberus Codes

This is a Cerberus Mission so remember to go heavy Overload. Where you land is some decent cover but there are a lot of areas to be flanked from so keep your eyes open. Start hitting enemies with Overload and biotics early and often because there will be plenty of enemies swarming you. There will be at least one Engineer. Also of note, they seem to be rather grenade happy on this level so watch out for that. I recommend that you avoid going down into the pit because there's only one way back up and it's up a ramp with no cover. Once you've kill them, proceed to the first Hacking Device. Just down the ramp from the first hacking device is a Med Kit if you need it.

After you deactivate it, you'll be attacked by more enemies. It's best to hold this position until you've got good footing (and you take out a Nemesis). After that, go up the nearby stairs and enter the building. There will be a Med Station on one of the walls in this room. Take the door by the Med Station and follow the walkway to the next Hacking Device. Looking directly at the hacking device, there is Cerberus Technology on the other side of this column and off to the right will be a Med Kit. Just right of the Med Kit will be a computer terminal with Cerberus Codes on it. Activate the Hacking Device when you have some space.

^l36|Cerberus Codes.

The last Hacking Device is in the room with the Med Station. You'll have to contend with Centurions, Nemeses, and Phantoms at this point. Try to clear the long hallway that can see the Hacking Device and then clear the room. At this point, start deactivating the Hacking Device and hope that your squad mates can keep the enemies off you long enough. Thankfully, it seems this one deactivates more quickly. Once you've done that, the mission will end.

Normandy 19

Check conversations with Joker, EDI (maybe?), Cortez, Tali, and a chat between Dr. Chakwas and Engineer Adams in the Mess.

Citadel 19

Take the Cerberus Codes to the Turian past Udina's office on the right in the Embassies.

Priority: Horizon

Collectible Video: tinyurl.com/ME3-Horizon

CItem
Pistol Scope
Rosenkov Shoulder Guards
M-12 Locust
Shotgun Blade
M-99 Saber

Depending on what you are, I would take two of the opposite. If you play a Biotic, take two Overloads. If you play an Engineer, take two biotics (if you can). If you play a soldier type, bring one of each. In the first section, you'll have to fight two Phantoms and a Nemesis. Take this battle slowly and only pop out to attack the Phantoms. When you do though, make sure you hit them hard because you want them out of the fight quickly. Once they are both dead, take your time with the Nemesis. It's a little bit of a tough angle so if you have a Sniper on your team, make sure they are using it.

Go through the door and check the Med Station just to your right. Go into the around surrounded by the glass railings and check all the logs and computers inside. Once done, go downstairs and check near the two crashed shuttles for a couple more logs. Once done with those, go through the door that leads under the upper level. Inside, you will fight three Cerberus Troopers. They shouldn't be too difficult. Kill them and then go up to the desk in the middle. Next to a dead body will be a Pistol Scope. Go through the door on the left. Active the Console and check the Safe.

Once you get outside, there will be another Console that turns off the security. Drop down the ladder and head for the door at the back. Make your way through the tunnels and just to the left of the second door will be the Rosenkov Materials Shoulder Guard. When you get to the Command Center, activate the Console in the middle of the desk. Move to the next room and check for the PDA along the row of computers. In the back right corner of the room, there is a Console. Go down the stairs in this room and through the door.

^l37|Rosenkov Materials Shoulder Guard.

You'll be attacked by Husks. A Singularity on the steps in that room will likely stop them cold and then you can just kill them at your own pace. At the bottom of the stairs will be to Logs and a crate of ammo. When you go through the doorway into the next room, you'll be attacked by a group of Marauders, a Ravager and a Banshee. I recommend that you try and kill one Marauder quickly. Aim for the first one you see, strip his shields and then lift him. Kill him quickly and then draw the Banshee back into the previous room. Make sure your squad focuses on the Banshee and use all your Overloads and quick firing weapons to take down the barriers. After that, change to heavier weapons and start using Warp. Back further into the room and up the stairs if you need to. Once she is dead, a Ravager will likely be close to the room. Wait for it to round the corner and just unload since you already have the appropriate weapons out. Kill that and then move into the room to clean up the Marauders. Move into that room.

Move along this long room and turn left at the end. In the room with the window looking in on a Banshee, there are two more logs to listen to. Go through the door here. On the bottom floor of this next room are a Console with a message from Miranda, a PDA, and Data to salvage. At the top of the stairs will be two doors leading left. Both lead into the same room.

You'll get into a fire fight when you approach those doors. Set a squad member at each door and then set up at one of them to start clearing it out. Each side of the room has a Barrier Engine or two. Make sure you take those out and then watch for Marauders. Otherwise it should just be more Cannibals and at this range, you should have no problem clearing them out. Inside the room, on the left side will be a couple more logs. On the right side you will come across the M-12 Locust and a Shotgun Blade Attachment. At the back left of the room will be a PDA and another Console message from Miranda. Go up the ladder that drops down.

^l38|M-12 Locust.

At the top, go up a ramp and you'll come to a pretty nasty room. It's filled with Cannibals, Ravagers and a Marauder or two. There are Barrier Engines in the back. It's hard to hit them though but if you can manage it, do so. The real problem will eventually be the Ravagers because they will march right down the hall with the Barrier Engines protecting them and then you'll have to fight three of them at once with a whole bunch of Swarmers at your feet. If it gets too hairy, head back down the ramp. Eventually they will be too far away from the Barrier Engines and then you can just kill them.

Clear the room and move through it to the next room. There will be a Med Station just to your right as you walk in and Research Data to salvage just to your left. Check the next panel for another log and then the last one by the closed off room. On your right will be a path to an open door. Jump the gap to the lift and then blow the door off the box at the front. Activate the lift from here. When it stops, jump across to the platform and go through the door.

In this room, you'll have to fight a few Brutes and a Banshee. The Brutes will come first and should be spaced out enough that you should be able to focus on one at a time. At this point, you should know the drill but be quick about it. Eventually a Banshee will appear to accompany the last Brute. Take out the Brute quickly before the Banshee arrives and then start working on her and back tracking since you have the space.

Once they are dead, go to the end of the room and check the Pod Integrity terminal. Go through the door on the right. You'll get a Charm/Intimidate Opportunity during the next conversation if your reputation is high enough.

Normandy 20

Talk to Traynor, Joker, and EDI. Talk to James. Do a round on Engineering and then make your way to the Crew Quarters. Do the rounds there too but make sure you stop in on Tali in the Lounge and talk to her for a little bit. Hit the CIC and get ready for your next mission. When you start your attack on the Cerberus HQ, it will start the final battle of the game. Make sure you are prepared (and straighten out any issues of love that you may be having).

Citadel 20

Nothing of note at this time.

Priority: Cerberus HQ

Collectible Video: tinyurl.com/ME3-Cerberus-HQ

CItem
M-37 Falcon
Serrice Greaves
Delumcore Overlay

When you gain control, you'll be attacked by a group of three Cerberus relatively close. Take them out quickly and then an Atlas Mech will appear. Focus all of your attention on the Mech. Keep overloading and switch weapons when appropriate. Once the Mech is down, watch out for the Nemesis on the balcony up and to the left of you. Try and time your abilities appropriately. You may have to aim for the lock on to work. She always pops up just after she moves so wait for her to move and then spring an Overload and Singularity on her. Then just clear the enemies in the Hangar. It should only be a few Troopers and Centurions left.

Go up to where the Nemesis was and open the door there. Just inside is a Console to deactivate the Vent system. Turn it off and then fight the Cerberus coming into the room. There will be a Guardian among them. Kill the three of them and move out of the room from the way they came. When you get part way across the bridge, more troops will come at you. Watch for grenades and deal with them. Follow the bridge to the next room to activate the Fighter Controls. Go through the next couple of rooms until you come to a store room with ammo and a PDA. Go down into the Hangar proper and use the Clamp Release terminal to blow up the door.

An Atlas Mech will come through the hole in the wall and some Troopers will attack from the walkway above the hole. Since the Atlas will likely be covered in smoke, take out the Troopers first and then focus on the Mech. When you destroy this one, another will appear from a door toward the back left. Destroy this one too and then enter the hole. Turn left and approach the bypassable door.

Drop down the ladder to your left and you'll come to some tunnels with Troopers. Kill the troopers and move on to the next group. In this group will be a Nemesis and a few Centurions. Keep back and take your time. When the Nemesis is hiding, take out the Troopers and Centurions. When the Nemesis appears, try and take her out so it's one less thing to deal with. After you clear the area, check near where the Nemesis was for a Med Station, Salvage, and Ammo. Then climb the ladder to the Cerberus Labs.

In the labs, listen to the files and then work your way through the fires.

When you go down the ramp, you'll come to a tougher fight. There will be quite a few Centurions and Engineers in here along with their turrets. Also watch out for the Shield Generators in the area. Once you get a foot hold, it shouldn't be too difficult to slowly move forward. In this area, enemies will continually respawn so you'll need to keep pushing forward a little at a time. After you get past the first group, you'll come to another group and EDI will say that the generators for the barriers are to the right. At this point, go far right and you can work up the enemies left flank (their left, your right). Once you get past them, you'll come to one last battle where enemies will come down from a ladder at the back. Clear a group of them and move past the first set of barriers and go right. You can slide around to a small space between the boxes and the walls that will bring you alongside the ladder. From here you can kill the enemies and when they are dead, they will stay dead. Climb the ladder.

Make your way through the labs, grabbing the PDA on the way. Exit the room and turn right. You'll see a bright blue light. Run towards it to jump down. You'll come to a large dead Reaper. On these walkways will be another fight. You'll come to a Nemeses, Phantoms, and some Centurions. There are also a few shield generators around here. The catwalk makes a large U shape and you can see one of the generators at the third arm of the U. Take that out immediately and then try push resistance back on the first arm until you can get a good angle to take out the Shield Pylon at the corner. Take that out and it'll ease up. Take it slow however because you will be attacked by Phantoms frequently and you need to have some room to take them out. If you see one, quickly back track to a safer spot and try to hit it with Overload and Singularity at the same time. Watch for the Nemesis at each of the corners. Once you make it to the end, climb the ladder.

When you get to the top of the ladders, you'll come to another long catwalk and be attacked by a similar group of enemies except that they'll all appear in front of you. This will make the fight a lot easier. Just watch for the Shield Generator in the back left corner. Climb the ladder at the end and then make your way through the next room. Next to a console in the middle of the room are a PDA, a Med Kit, and some ammo. Collect these and activate the log. Go through the door at the end and up the ramp.

In that room will be the boss fight. Kai Leng will come at you and try to attack. You'll have to knock his shields down some and then he'll summon some Cerberus Troopers. Kill they quickly and then set about with Kai Leng again. He'll go about summoning allies in intervals until he starts summoning Nemeses and Phantoms as well. When he summons help, you'll have to kill them all before you can damage him again. After four waves of help, you'll finally be able to kill him. Killing him is quite easy actually, it's his help that's difficult.

Once he's dead, you'll have a few interrupt opportunities to take as you please.

Normandy 21

Just visit everybody.

Citadel 21

You're joking, right?

Priority: Earth

Collectible Video: tinyurl.com/ME3-Earth

When you land, you'll have to fight your way up a hill. At the top will be swarms of Marauders and Cannibals. You'll have to thin them out and move slowly up the hill. They will continually respawn so trying to get rid of them all won't work. Try to work your way up the wall to your right and when you get to the top, try to move forward and then find some cover on the small garden. You'll then be attacked by Marauders, Cannibals and a couple of Brutes. When the Brutes show up, focus on taking them out first and then focus on the others. Try to make your way to the right to where there is a shuttle on the ground. Near that will be a concrete wall just to the right. If you can get behind that, you should stop the respawns and can just clean up the area.

Before advancing, look to the right for an alley way. This will lead to the right and have a door that leads into the next building. Go into the building that way. Watch out because Cannibals spawn here but it's a good spot. Kill the Cannibals as they spawn, then kill the ones that come down the ramp. After that, they should stop coming because you are far enough ahead already to stop their respawn. Make your way up the ramp and to the roof of the building.

At the top of the building, you'll take cover behind some rubble. Directly across from you will be some Marauders and Cannibals. Take them out and move over to where they were. To your right will be more of the same. By the downed shuttle will be a Med Kit and the M-920 Cain. Grab the Cain and use it to on the Cannon. Once it has been destroyed, search in front of the nose of the shuttle for another M-920. Grab it and back up some. A group of Cannibals and a Banshee will attack. Use the M-920 to take the Banshee down in a single hit and then kill Cannibals until you get told to run for it. Hide for a second to get shields. If you have biotics, lift whatever you can with lifts and singularities. Once you have, make a run for the shuttle.

Time to catch your breathe. During the next conversation, you'll get a Paragon Interrupt. Once you have control, go down the ladder and in the distance, talk to James who is standing in front of some soldiers. Go up the street and on the right will be Ashley (if she's alive). Up the rubble pile and inside the building you'll find Garrus and Primarch Victus. Go across the bridge and you'll have a short turret battle. Across the bridge you'll find Liara. Turn right and in the dark hall will be a Datapad. Take a left in the next room to talk to Javik and Wrex/Wreav. Up past Wrex will be another door. Go in and talk to the remaining Squad Members and then to Anderson when you are done.

Priority: Earth - continued

When you gain control, take out the Cannibals in front of you. There will be more Cannibals and Marauders behind them. Get past them and drop off the ledge behind them. Come up behind the tank and a fight will start. Stay behind and left of the tank while you clean up the Marauders and Cannibals here. When you move up to the next tank, a Harvester will appear but it is easily killable. It won't actually attack you but the tank instead. Just keep hammering it to kill it. When it's dead, try and figure out where the Banshee is. It will come up on you and it's a good idea to back up well behind the tank. From there you can fight the Banshee safe from enemy fire. Make sure you back your squad up a little because if they are on that tank, the Banshee will likely insta-kill them. They can be revived but it's a bad way to start a fight. Also watch out for her Warp Ball (its red). She seems to use it a lot here but it is dodgable if you time it right. Kill her and then clean up the stragglers.

Go past the Mako and go into the building ahead. You'll quickly be attacked by Husks. Use Singularities to control them and take them out. Do so quickly because not long after, you'll be attacked by two Brutes in this room. Yes that sounds insane but it's not as bad as it sounds. Just focus on them one at a time and hit them with Warp a bunch. They'll go down. Just make sure you want for straggler Husks (may want to check radar occasionally). When you are done with the Brutes, there's some ammo to the left of where you entered this room. Go up the ladder at the back and you'll find more ammo.

At the top of the stairs, stop before entering the room. That room is full of enemies. There's a Marauder on the turret, a Ravager at the back and plenty of Cannibals. They shouldn't be too much of a problem as long as you don't blunder into the room though. Kill them and then explore the room for a couple of Med Kits and a Computer Log. Try to open the door and a Husk will appear. Kill the three Husks in the hallway and then make yourself outside.

This area is pretty long so take your time and stay safe while making your way forward. The will continually respawn so make sure to move forward but the respawn isn't too bad. They pretty much only spawned two Marauders at a time. When you move up, you'll find a Ravager on the large pile of rubble in the back. Just focus on it and take it out. Then move on to the smaller enemies and make your way up to the ruined vehicle in the middle of the road. Clear out enemies and then make your way to the building on the right.

You'll be ambushed in this room by a bunch of Cannibal and a Marauder. Keep your wits about you and you should be fine because there's plenty of cover and you can flank up the right. Just use biotics to control the crowd. Once you've gotten rid of them, follow the store as it turns left. Take this area a little slowly, there are quite a few Cannibals here. They may respawn but just move up gradually. When you've overcome their position, go left into the streets and down into the crater. There's decent cover in the crater but the enemy will have a height advantage. Hopefully it's only Cannibals. Kill them but watch for grenades, then make your way up the crater to the building which has some Marauders in it. Take them out from outside the building and then move in to the door at the back of this room.

The next room will have a group of Marauders and Cannibals in it. Push them back until you can see outside. Start clearing out here and go outside. A Brute should appear so lead him around the right side and back into the building. If you have your squad focus on him, then he shouldn't live long enough to cause any problems. Clear out stragglers and then move down the alley. When the Brutes appear, back track to the open area outside and start killing them. Focus on one at a time and they should fall in no time. Move into the building they came from and go through the door.

You'll come to a Missile Pod that you need to protect. Make liberal use of your Radar because the enemies have a tendency to flank you. Also, don't be too shy about using Medi-Gel. Try to save about 3-4 units for the very end of this fight. If you need to, back up further behind the Missile Pod. This fight consists of mostly just Marauders and Cannibals and provided you are careful, you should be able to do this. Once you've cleared the area, activate the controls for the Missile Pod.

At this point, you'll have to hold off a couple of waves of enemies. At first, you'll be attacked by mostly Husks and Cannibals and maybe some Marauders from the front. Take them out similarly to the way did with the last group. Remember that Singularity is your friend when it comes to Husks. Part way through this fight, you'll be attacked from behind. You can get into the building on your left and this might help protect you from the enemy. Also note that there's ammo, a Hydra Missile Launcher, and a Med Kit in this room. Get in there and start killing enemies.

Once you've cleared the area, you will be attacked on your left flank relative to the Missiles. This will be announced. A couple of Cannibals will appear, then Marauders and finally some Banshees. Try to take out a few enemies but once the Banshees appear, make your way behind the Missiles. Behind the Missile Pod and on the left will be a broken vehicle. If you stand next to this, the other enemies fire won't be able to reach you and the Banshees will have a large distance to cover, allowing you to kill them with ease. Kill them both and then clean up the group of enemies remaining. When prompted, activate the Missile Pod again.

After that, you'll have to fight off one last wave of enemies but it's a doozey. The first part of the wave is a handful of Brutes, roughly six to eight of them. Remember to focus your squad on one at a time and make sure to use your Radar to keep an idea of where they are at any given time. Use the big area behind the Missile Pod for maneuvering room. Once you've kill them, Banshees, Marauders, and Cannibals will appear. At this point, run into the supply room to the left of the Missile pod and pick up the Hydra Missile. Use it on one of the Banshees (remember that it doesn't fire until you let go of the trigger). Likely another Banshee will make its way to you first. Kill it in a more traditional fashion and then try to kill anything you can see. At this point, you might be getting overwhelmed. Soon, you will get a message that you can activate the next Missile Pod so make a run for it. At this point, try and lift or stasis as many enemies as possible, let your shields recharge and then run for it. This will be the last time you need Medi-Gel so use it whenever you need to. Get to the Missile Pod and activate it.

When you regain control, make a run down the hill towards the beam of light. When you get close, you'll get another cutscene. When you regain control again, you'll have to march slowly to the beam of light. You'll have nothing but a pistol and be attacked first by three Husks. Shoot them, aim for the head and don't stop shooting. If they get to you, you'll die. Once they are dead, march on further but constantly aim just to left of the tall slab ahead. A Marauder will appear there and attack you. You need to make sure every shot hits him. It doesn't matter if you hit his head, just make sure that you hit him with every shot. If you don't, you will die.

After that, climb into the light. You'll have some walking and talking left to do as well as the biggest choice you've likely ever made in a game (NOTE: If your Effective Military Strength isn't high enough, you may have one or only two options to choose from). Make your choices and enjoy the ending.

Spoiler. Highlight text to view

The only way for Shepard to survive is if you choose to destroy the Reapers and you have an Effective Military Strength of 5000+ or (under certain circumstances) 4000+. This makes for a much more lucrative choice at the end of the game. How badly do you want Shepard to live and enjoy his parade?

END

DLC

From Ashes

Collectibles Video: tinyurl.com/ME3-Eden-Prime

CItem
Resistance Intel 1
Resistance Intel 2
Resistance Intel 3

Travel to the Exodus Cluster. In the Utopia system, land on Eden Prime. I recommend taking Garrus with you. Follow the path and enter the first building on your right. Salvage the computer on one of the tables. There's also a Med Kit further into the building. At the end of the building before you exit to the left will be another computer. Make sure you collect this as it is part of an achievement/trophy. Head over to the lift just beyond the building.

After you've talked about the Pod, you'll be attacked by Cerberus. There are a couple of Centurions but more importantly are the Nemeses. Watch out for the red light indicating that they are aiming at you. Just wait for them to appear and hit them with an Overload. Once their shields are down, use Singularity to get them off the ground, then finish them. Cross the bridge and enter the building on the right. Make your way through the building and inspect the terminal in the room just before you exit. Nearby will be some Equipment to salvage.

NOTE:

Going right will make more sense from a story perspective but going left provides an easier gameplay route. This guide follows the latter.

After you exit the building, go down the ramp next to that building. You will find a building with a ladder leading to the roof on the right. Go inside that building and salvage the Equipment just before the door. As you go to the door to leave, Cerberus will attack you from outside. In the next room of this building will be the final terminal for the achievement/trophy. Grab this terminal and kill the Cerberus. Past the terminal is a door. Open the door and in the kitchen, grab the Med Kit on the counter. Go outside and directly across from this building is another building. Go into that building and to the back porch. Collect the Med Kit there and then enter the door on the right. Use the Console in this room for a scene.

Exit this room and go back into the courtyard. Head left and go into the next building. Make your way through the building and inspect the table surrounded by dead men. Leave this building and you will fight a group of Cerberus here. There will be quite a few Engineers among them along with some Centurions. You may want to back up and try to lure them into the building or return back to the bridge area where you started and approach from that angle. When you've cleared the area, go into the building on the right that is at an angle. In lab 6 will be a Computer to salvage and a door. Go through the door and activate the Terminal there.

Return to the Pod and you'll immediately be attacked by Cerberus. You will be attacked by two guardians, some assault troopers and an engineer. Stay safely inside the building and kill them as they come up the stairs or use Biotics to pull them into your view. Clean them up and then approach the bridge from the outside. Do NOT go through the building because it doesn't offer a lot of room. If you go outside, enemies will come to you and you can just pick them off a little at a time. Once they are dead, head over to the bridge which has been retracted.

Drop down where the bridge would have been and turn left. Make your way along the rocks to the building near the Pod. Climb up to the roof of the building and then go down the ladder on the far side of the building. Get down and go to the Pod.

When you activate the pod, you'll be attacked. Try to stay on the elevator to draw enemies toward you and then when you can no longer do that, move back to the building. Clean up this wave and restock from the supplies in the building. After a few moments, another wave will attack. From the Pod will be an Atlas Mech and from the flank will be more Troopers. Stay in the building and focus on the Atlas Mech. Destroy it and then clean up the Cerberus troopers. Return to the pod when you are done.

Galactic Exploration

NOTE:

I've listed everything in the best order to collect them. For instance, it may be better for you to skip the first system of a Star Cluster because it would be better to collect the fuel in that system as you exit rather than before you've explored. This is just a recommendation, however, and you should do as you think best for your circumstances.

After Priority: Citadel

Collectibles Video: tinyurl.com/ME3-Apien-Crest

Apien Crest
CLocationItem
Castellus - E Nios50 Fuel
Castellus - DigerisBanner 1st Regiment
Gammae - Pherios Turian 79th Flotilla
Gammae - Near Pherios00 Fuel
Gammae - Near Pherios50 Fuel

Hades Gamma
CLocationItem
Plutus - Nonuel Special Ops Team Zeta
Dis - SW Gremar 00 Fuel
Dis - Klensal10,000 Credits
Farinata - N Star 00 Fuel
Farinata - Juntauma Alliance Frigate Agincourt
Cacus - W Xamarri 00 Fuel
Cacus - Chohe 10,000 Credits
Antaeus - Trebin10,000 Credits
Antaeus - SSW Mass Relay00 Fuel

Kite's Nest
CLocationItem
Untrel - W Adek00 Fuel
Untrel - Adek 10,000 Credits
Harsa - Khar'shanPillars of Strength
Harsa - W Verush00 Fueld
Harsa - Verush Weapon Upgrade Kit
Requires Progress in Aria: Blue Suns
Vular - NW Star50 Fuel
Vular - VanaBlack Market Artifact

Exodus Cluster
CLocationItem
Asgard - NW Star50 Fuel
Asgard - BorrRemains of Reaper
Asgard - TyrAlliance Eploration Flotilla
Asgard - Terra NovaAlliance Cruiser Shanghai
Asgard - LokiSpec Ops Delta
Utopia - S Eden Prime00 Fuel
Utopia - ZionProthean Data Files

Sigurd's Cradle
CLocationItem
Decoris - Laena10,000 Credits
Decoris - S Star50 Fuel
Skepsis - E Crick00 Fuel
Skepsis - WatsonJavelin Launcher

After Priority: Palaven

Collectibles Video: tinyurl.com/ME3-Shrike

The Shrike Abyssal
CLocationItem
Urla Rast - NE Star 00 Fuel
Urla Rast - Talis FiaProthean Obelisk
Xe Cha - S Star50 Fuel
Xe Cha - Zada Ban10,000 Credits

Minos Wasteland
CLocationItem
Fortis - S Relay00 Fuel
Fortis - Pieta10,000 Credits

After Priority: Sur'Kesh

Collectibles Video: tinyurl.com/ME3-Arcturus

Arcturus Stream
CLocationItem
Euler - SW Yukawa00 Fuel
Arcturus - W Themis50 Fuel
Arcturus - Arcturus StationIntel

Gemini Sigma
CLocationItem
Ming - S Antiropus20 Fuel
Ming - ParagAlliance Cruiser Nairobi
Han - S Relay70 Fuel
Han - Mavigon10,000 Credits

Krogan DMZ
CLocationItem
Nith - NE Sun00 Fuel
Dranek - SSE Sun00 Fuel
Dranek - RothlaShadow Broker Wet Squad

Ismar Frontier
CLocationItem
Aquila - MetapontoAdvanced Biotic Implants

After Priority: Tuchanka

Collectible Video: tinyurl.com/ME3-Aethon

Aethon Cluster
CLocationItem
Nura - NE Star50 Fuel
Nura - Oma KerVolus Intelligence Archives
Satu Arrd - SE Nalisin00 Fuel
Satu Arrd - NalisinVolus Engineering Team
Esori - E Star00 Fuel
Esori - Sol PaolisVolus Dreadnought Kwonu
Aru - W Irune00 Fuel
Aru - Cherk SabVolus Fabrication Unit
Aru - IruneBook of Plenix

Attican Beta
CLocationItem
Theseus - NE Star50 Fuel
Theseus - FerosExoGeni Scientists
Hercules - SE Star70 Fuel
Hercules - EletaniaInterferometric Array

After Priority: Citadel 2

Collectible Video: tinyurl.com/ME3-Athena

Athena Nebula
CLocationItem
Lalessa - E Star00 Fuel
Lalessa - TrikalonAsari Engineers
Vernio - NE Star00 Fuel
Vernio - PolissaHesperia Perod Statue
Tomaros - S Niagolon00 Fuel
Tomaros - PronoiaAsari Cruiser Nefrane
Orisoni - E Star50 Fuel
Orisoni - EgalicAsari Research Ships
Parnitha - TevuraAsari Cruiser Cybaen

Nimbus Cluster
CLocationItem
Agaiou - CarcosaLibrary of Asha
Kallini - S Pania00 Fuel
Pelion - S Aitis50 Fuel
Pelion - NE Trategos50 Fuel
Pelion - NW Sthenia50 Fuel
Pelion - TrategosReaper Weapon

Valhallan Threshold
Paz - SE Star60 Fuel
Paz - GarvugProthean Data Drives
Micha - Elohi Emergency Fuel Pods
Micha - FarlasEezo Converter
Micha - ESE Star40 Fuel
Raheel Leyya - NE Star5 Fuel

After Priority: Geth Dreadnought

Collectible Video: tinyurl.com/ME3-Argos

Argos Rho
CLocationItem
Gorgon - CamaronAdvanced Power Relay
Phoenix - NE Intai'sei50 Fuel
Phoenix - Intai'seiFossilized Kakliosaur
Phoenix - Pinnacle StationTurian Spec Ops
Hydra - S Star50 Fuel
Hydra - CanrumHaptic Optics Array

NOTE:

The Silean Nebula is currently available but you can only explore the first system so it is better to wait until after Priority: Rannoch.

After Priority: Rannoch

Collectible Video: tinyurl.com/ME3-Nexus

Hades Nexus
CLocationItem
Hoplos - KopisObelisk of Karza
Hoplos - W Star50 Fuel
Pamyat - DebrovolskiFrigate Leipzig
Pamyat - S Star00 Fuel
Sheol - Gei HinnomProthean Sphere
Hekate - SW Relay80 Fuel
Hekate - AsteriaFrigate Hong Kong

Silean Nebula
CLocationItem
Teyolia - E Star75 Fuel
Teyolia - Nevos Rings of Alure
Teyolia - Quirezia10,000 Credits
Phontes - E Lenuamund75 Fuel
Phontes - OltanElcor Flotilla
Phontes - DekunnaCode of the Ancients
Nahuala - HyetianaSerrice Guard
Nahuala - SW Agessia50 Fuel
Loropi - E Wreckage00 Fuel
Loropi - YasiliumArmali Sniper Unit
Kypladon - HanaleiDr. Jelize

After Priority: Thessia

Collectible Video: tinyurl.com/ME3-Hourglass

Hourglass Nebula
CLocationItem
Faryar - NW Alingon00 Fuel
Faryar - AlingonShadow Broker Tech
Sowilo - N Star00 Fuel
Sowilo - HagalazShadow Broker Team
Ploitari - ZanethuTerminus Freighters
Osun - SSE Star00 Fuel
Osun - Erinle10,000 Credits

Nubian Expanse
CLocationItem
Qertassi - N Noresha0 Fuel
Qertassi - NoreshaFrigate Trafalgar
Kalabsha - NE Star00 Fuel
Kalabsha - YammMarine Recon Unit
Dakka - SE Star50 Fuel
Dakka - PragiaResearch Data from Pragia

Multiplayer

Multiplayer matches are up to 11 rounds of survival with three other squad mates. During each match you will have to eliminate a wave of enemies on each round with tougher enemies coming on later rounds. During rounds 3, 6, 10, and 11, you will have enemies continuously spawn as you try to accomplish some type of objective.

For rounds 3, 6, and 10, these objectives are usually of three types and they are all equally likely to appear on one of those waves regardless of what you had on an earlier wave. The first type is a Hold type where a squad member needs to protected while working on some object. The best class for the person working on the object is Infiltrator because they can work on it while cloaked. The second type is an Occupy type where the squad must stay within a certain area to accomplish something. The more people in the area, the faster you finish and with no people, progress stops. The final type is an elimination type where enemies will be marked as high priority and you will need to kill all 4 to finish the round. Round 11 is an extraction mission. You must fight off enemies for 2 minutes and be in a certain area when you run out of time, ending the match. The more people in that area at the end, the better your Extraction Bonus is.

When you use a class, the entire class is leveled, not just that character. For instance if you play as a Human Soldier and level up, it's actually the Soldier class leveling up, allowing you to swap to play a Krogan Soldier which will be the same level. You level up the powers of your character the same way as in single player except that you have fewer skills and your powers are auto-assigned to hotkeys and can't be changed. When a character reaches level 20, they can be added to the Galaxy at War. This action will reset the entire class to level 1, add 10 levels to your N7 rating (the total number of levels across all classes plus levels gained from this process), and you will gain a new 75 point War Asset in all of your single player campaigns called "N7 Spec Ops". You can do this multiple times.

You can only bring two weapons (plus a Hydra Missile launcher mapped to the d-pad). Weapons are the same as in single player except that you have to purchase them from the multiplayer shop as part of booster packs. This means that what you get is based on chance though the more expensive packs will have better quality items. You also unlock races and classes (and can gain bonus XP for them), equipment (single use items), and mods the same way.

When you play a match, if you set the location to Unknown, you'll get a +10% bonus to your XP as well as getting Galactic Readiness in all sectors (you gain more this way than if you increased each sector separately. Setting the enemy to Unknown will give you a +15% XP bonus. Increasing the challenge ranking will also provide you with additional XP. Playing on a given map isn't particularly different from playing on another except that you use different locations to fight. What this means is that there is almost no reason not to set the location to Unknown. Changing the enemy is a little bit different since each enemy has a class that is particularly good against it. It is not necessarily a bad idea to focus on a certain enemy type because it will ensure that you can make it to the end of the mission and do so quickly even if you sacrifice a little bit of XP.

Firebase Dagger

Easily the most popular position to hold is the raised structure. It consists of an enclosed round room and hallway with a ramp leading off of the hallway, the side and the back of the round room. If you go out that back door, you'll find an ammo stash which is part of why this room is so useful. When you use this room, it's best to have on person watch each door and one person attack the enemy out the window. You will frequently be flanked from this different doorways but they are easily defendable if you pay attention. Just watch for people who go down into the pit in the middle, particularly under the structure. It's dangerous to go down there and objectives rarely spawn there if ever. During exfiltration, it's important to remember to watch both approaches since one or the other will always be at your back allowing the enemy to close quickly if you're not careful.

Firebase Ghost

Most groups set up shop just in front of the drop point. If you go up the ramps to the level where all of the structures are attached, you'll find a good point. Send one person left to post at the nearby door, send another to the far right through the two connected buildings so that they can watch the large open area, one person at the large wooden box that leads down to pit in the middle and one person behind them and a little bit closer to the drop point. This last person has to watch to door just to the right of the person behind the box because that person is likely not going to see enemies approaching from there. During down time, this fourth person should help with the enemies in the pit and then when there's nothing else, sweep through the buildings running along the middle. There's an ammo crate along the railing to the left by the drop point to restock.

Firebase Giant

Usually in this scenario, people will take the higher ground at the top of the two long ramps or possibly the control room. When holding the control room, you need to make sure that you watch for enemies from the attached room because they will often spawn or flank from there. There is ammo just off the ledge out the front door of the control room, in the room attached to the control room, near the sheer drop at the bottom of the ramp, and near the infiltration/extraction point.

Firebase Reactor

At the start of the match, run down the stairs directly in front of you and you'll come to the normal staging area. Directly to your left in a little niche will be an ammo stash. In front of you will be an enclosed part of the reactor that allows you a shortcut to the other two major areas of the map. People always end up there and rarely venture out until the wave is almost diminished. The three main approaches are through that shortcut, from the stairs you came down and then another set of stairs in between those two points. There is a curved pipe nearby that comes out of the ground and then promptly returns to the ground. If you take cover here and look towards the ammo, frequently you can look back at the start of the round and find yourself set up in good cover for enemies. This map has a very tricky extraction point. There's not really a whole lot of cover and there's a few paths that the enemy can take but thankfully you've got good sightlines. I highly recommend abusing your powers here because you'll be using a lot of ammo anyway.

Firebase Glacier

Frequently people will set up with one person watching the drop point, one person by the tiny lab room (where you find the Failed Medi-Gel Experiment), one person by the long stairs leading down to the lowest level and then the last person floats. In between these points is an ammo cache near the windows. This set up will work pretty well and I haven't really had any problems. Even doing certain mission objectives is relatively easy because they tend to be on those curved computers providing ample cover.

Firebase White

This map is probably the hardest to lock down. The best spot is up the ramp from the extraction point but still outside (above the ladder). Set up at least one person here and then set one person to watch the extraction point so that nothing spawns there. The other two people can start at that same point and once the wave starts, they should work their way through the building. The extraction is over by the fighter on the landing pad. The cover isn't great but you have a pretty good view of the enemies coming at you. The tough part about this extraction point is that there's no nearby ammo so you'll have to play it smart with your ammo.

Enemies

Reapers

While most enemies in the game operate in a similar fashion, the Reaper soldiers are different. While most enemies will vary in having shields or some abilities, they very consistently carry some sort of ranged weapon and rush at you. Reaper troops are far more varied with fast moving light and heavy enemies as well as heavy and light ranged enemies. Thankfully, their diversity means that it is easier to find and prioritize your enemies. Until you get to Banshees at least...

Husks

Husks are humans that have been altered by the Reapers. They are fast, have vicious melee attacks and come in large groups. If they get too close, watch out for their grapple attack which can deal serious damage and cause you to lose control for a set period of time. They are vulnerable to fire attacks and biotic powers like Pull and Singularity. It is prudent to lay down Singularity at a chokepoint, preventing Husks from getting to you. Watch out for Barrier Engines which will keep biotic abilities from effectively crowd controlling Husks.

Cannibals

Reapers took Batarians and mutated them into Cannibals. Cannibals aren't particularly different from a normal soldier. They move relatively slowly, shooting at a slower pace than most ranged combatants and throw grenades. The grenades can be dangerous since it can force you out of a position that is easily defendable against both Husks and Cannibals. However, it's usually more prudent to deal with most other enemies first and to clean up the Cannibals last since their grenade range seems to be somewhat limited. Also watch out for feasting Cannibals. They can eat the corpses of Husks and other Cannibals to provide a health boost. Cannibals have similar vulnerabilities as Husks and should be dealt with in a similar fashion (except for the singularity choke point).

Ravagers

Ravagers are the mutated bodies of Rachni Soldiers. They are similar to vehicles in that they don't have health but armor. When the armor is destroyed, they die. They sport a dangerous rocket attack and can spawn little swarmers. The swarmers deal small amounts of damage over time, preventing your shields from recharging and can even be fatal in large numbers. The rockets on the other hand aren't particularly dangerous on their own since you will see a blue aiming beam before they are fired. They are more dangerous when you are engaged with other enemies. In a normal Reaper encounter, I frequently set my squad up to focus their attacks on Ravagers which will bring them down quickly while I focus my squads powers with my own to keep other enemies, like Husks, away. Warp and (particularly) high caliber weapons work very well on Ravagers.

Brutes

Brutes can be quite dangerous because of their high armor rating. When you destroy their armor, they will die and the plates on their body can be shot off so that they take more damage. When they get within a certain range, they will charge you which will frequently remove your shields. If they are close (including, but not limited to, after a charge), they will execute a melee attack that has the ability to kill you in one hit. If you have a lot of room to move around and dodge attacks, they can actually be quite easy. Other enemies can cause problems by limiting the amount of space for you to freely run around. In these cases, you must balance the amount of space you have against the dangers of the other enemies. Like most armored enemies, high caliber weapons, fire, and warp/warp ammo, can do good amounts of damage to them. I highly recommend switching weapons and setting your squad mates to focus on the brute.

Banshee

The Banshee is quite a tough enemy. She's got some heavy barrier defenses that you need to strip and then a thick layer of armor underneath. Use Overload and Warp as well as rapid fire weapons to take down the barrier and then unleash Warp and heavy weapons on her until she goes down. She has a rush attack similar to a Vanguard that goes short distances. She has an AoE scream attack that will strip shields and a red projectile attack that does heavy damage and damage over time after it lands. This last attack can be dodged if you're careful. It's usually wise to draw a Banshee away from a crowd (since they travel so fast) and then focus the attention of your entire squad on it.

[2]The Banshee has a rather vicious instant kill melee attack. It's got a moderate amount of range but where you see it used most is as it rounds a corner. It will take one last leap up to the corner of your cover and then perform this move. While you may be agile enough to escape with ease, make sure to watch for your squad members who also fall victim to this attack frequently.

It is possible to use a Vanguard rush to avoid the effects of the AoE scream attack but this would put you right up against the Banshee, allowing for her to execute her instant kill melee. It is possible to use your Rush and then immediately roll out of the way avoiding the attack. While this is dangerous and not generally advised, once she executes her scream attack, she will be incapable of jumping any more so causing her to do this can be beneficial.

Harvester

The Harvester is a Reaper air creature. It comes with rockets but frequently doesn't attack you unless it lands. Once it lands, it stays completely still except for turning and firing animations. They have no shields and can be taken down fairly quickly when the squad uses the right weapons and focuses on it. Most of the time, if you don't kill one quickly enough, it will simply fly off anyway. Do watch out for Barrier Engines though because they have a significant amount of armor and a Barrier would double that and the barriers would regenerate making them very hard to kill.

Cerberus

On any mission with a large amount of Cerberus troops, It is highly recommended that you bring two squad members with Overload and a biotic with Singularity and Warp (Basically Liara or yourself if you happen to be a biotic). Try to keep using those abilities as they become available because occasionally Cerberus troops will come in large groups with endless respawns until a certain condition is met (reach a certain point or destroy an Atlas Mech for example).

Assault Trooper

Assault Troopers are the basic Cerberus unit. They have no shields but use grenades and guns. They are like a fast, more aggressive version of the Reaper Cannibals. Since most Cerberus units are so similar, the assault trooper tends to take a low priority. It is best to use biotic powers to control groups of them in situations where they are getting too close or when you have no other Cerberus Troops to use biotic abilities on. They are susceptible to pretty much any method of attack but Singularity does a good job of slowing them down and it's not infrequent for them to run through a Singularity field on their own.

Centurions

The Centurions are actually rather lackluster. They are essentially the same as Assault Troops except that they have shields. When you have some distance, they should always be prioritized over Assault Troops Since they have shields and shields can recharge, it is important that once you remove their shields you hit them with a biotic ability. Both Singularity and Warp eventually gain damage over time which will prevent shields from recharging, even if you don't have the time to kill them right away.

Combat Engineers

Combat Engineers are slightly more fragile than the Centurions but can build and repair automated turrets which don't disappear when the Engineer dies. This can become quite a problem in areas with an infinite respawn because if you don't destroy the turrets but just the Engineers, more engineers will build more turrets until there are three or four of them that are keeping you locked up in a single position. This is why having a biotic with warp is crucial. With one or possibly two Warps, you can destroy a turret and assuming that you have the full power recharge bonus (or are using Liara), this is a matter of just a few seconds. Since you can sustain a Singularity Field and still use Warp, use one Overload on the Engineer, another on the turret and then singularity on the engineer. Then finish the turret and then kill the engineer. Combat Engineers are more dangerous than Centurions and should be prioritized so that you can keep them from building/repairing turrets which essentially adds more permanent enemies to the battlefield.

Guardians

If you have a biotic with Pull, particularly the upgraded version that generates two fields at once, Guardians are very easy. Simply use pull on a Guardian to remove their shield and then treat them as any other enemy. Removing a Guardian's shields is generally your highest priority on a large group because your squad mates might focus on them and just keep putting bullets into their shields to no affect. Once you have yanked their shields, they are no longer a priority. When lacking Pull, try to hit them with a curved Singularity so it hits behind them or place one at their feet so that they might walk over it and get pulled back. You can also shoot through the small hole in the shield. Doing this 10 times (any weapon) will get you the mail slot achievement/trophy.

[1]If you are playing as an Engineer, it is recommended that you set your Combat Drone on a Guardian which will immediately draw their attention, frequently turning their back on you for an easy kill.

Nemesis

The Nemesis is very fast, has a powerful weapon, can hit you from range and has shields. You will see a red flare from their sniper rifle before you get shot so be quick about ducking. Their Sniper Rifle can strip your shields in one shot and kill you with the next so be careful. Try to strip their shields (hit them with Overload when they pop out to shoot), then use Singularity or Pull on them quickly before they can run away. They are very fast so immobilizing them is a high priority. The Nemesis isn't always a high priority if it isn't focusing on you but once their shields are down and you've immobilized them, they are a quick kill so it might be worth your while to deal with them quickly and not have to worry about that extra dimension.

Phantom

The Phantom is a very dangerous enemy. They are every bit as fast as a Nemesis but rather than attacking from far away, they'll rush in and attack you with no warning. This aggressiveness makes them far more dangerous so be careful around them. If you destroy their sword, it makes their melee attacks ineffective but they also have a moderate ranged attack as well. If you start to attack them, they can cloak and run away. Their Biotic barriers protect them from biotic attacks. When you intend to kill a Phantom, make sure that you do so quickly so that they can't cloak and run away. I would generally give these a high priority because they can quickly close the gap and push you out of your cover to be killed be their allies.

Atlas

The Atlas Mech is a rather large, powerful machine. It has a homing rocket and chaingun as well as sturdy shields and armor. I would treat these similarly to the Brutes and Ravagers of the Reapers. Set your squad to focus on the Atlas. Make sure you use both Overloads. This will remove a segment of shields and your two allies will keep the shields from regenerating. Once the shields are gone, make sure that your allies change to high caliber weapons to maximize damage. While your allies deal with that, make sure you focus on removing the numerous Cerberus Troops that are sure to attack you. If you get the chance, feel free to contribute but it's more than likely that you'll have your hands full with the minor enemies. Keep in mind, however, that the Atlas can sometimes be the trigger for ending an infinite respawn point so it's a very high priority, even if it can't actually reach you.

[2]While an Atlas has powerful ranged attacks, it is important to note that it has an Instant Kill melee attack if it gets too close. Make sure you don't hug your cover too closely.

Geth

Geth Trooper

The Geth Trooper is no different than any of the Cerberus Troopers you've had to fight with except that, perhaps, it's a little bit weaker. They seem to fall even faster than their Cerberus counterparts. Remember that they are susceptible to Overload since they are synthetics.

Rocket Trooper

These are an upgrade over the regular Geth Trooper. They have a shield on top of their health and pack rockets instead of the normal assault rifle that the other Geth carry. They're particularly dangerous when mixed in with other Geth because it can be easy to lose track of where they are and get hit by a rocket. These are a great candidate for the Sabotage skill. Since they tend to hang at the back of a group, a single one of these can deal significant damage to the unprotected backs of enemies.

Geth Hunters

These are incredibly dangerous and you have to watch very carefully for them. Geth Hunters have a cloak allowing them to turn almost completely invisible. You need to watch for the shimmer of their contours to find them. When you do, hit them with a couple of shots so they become a little clearer and then hit them with an Overload. Once they lose their shields, they shouldn't reactivate their cloak. This is easier said than done, particularly in single player because your allies are complete incapable of seeing them. The advantage you have in single player is that while they are invisible, they still appear on your radar so use this to watch you flanks carefully. If they get up close to you, do everything you can to stun them and get away because they'll be on top of you and be packing a shotgun. If you are an Engineer, a Defense Drone will be able to see them coming and shock them for you.

Geth Pyro

Geth Pyros have shields and armor instead of health. When they get up close, they'll unleash their flames and it will be hard to escape in time, especially since it will be difficult to see. Use overload to take down their shields, then use Warp and heavy weapons on their armor. If you are behind them, you can shoot their tanks to conserve ammo but make sure that you don't get caught in the explosion.

Geth Prime

The worst of the Geth, the Geth Prime can soak up a lot of damage. When you drain their shields you will still have to go through a thick layer of armor. The concerted effort of an entire squad, however, can drop a Geth Prime in less than about 10 seconds if you really focus. Defeating them takes more of the same tactic as the Geth Pyros except that the Prime is far more tough and damaging. Primes will create both an Auto-Turret and Combat Drone to accompany them at all times. Their weapon is also very powerful and can take you down quickly. When taking on a Prime, take out as many small enemies as you can, then focus your entire squad on the Prime and start backpedaling if it gets to close. And make sure you go for Head Shots on its massive head.

Legal

Copyright

Copyright ExtremePhobia (Brandon Fusco) 2012, all rights reserved.

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Thanks

These people provided additional information that I was lacking in my guide. Thanks for the help, it saved me a lot of time.

[1]gPerry [2]Kevin L

Contact

Feel free to contact me if you have anything constructive to add and please don't take offense if I don't use your submission. Like most guide writers, this isn't my day job. Please keep that in mind when you write.

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