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Contents

  • Extras
    • Collectors Edition
      • Mass Effect Inception
      • Q&A: The Art Direction of Mass Effect
      • Q&A: The Writing of Mass Effect
      • What Makes BioWare Tick?
      • Cinematic Design
      • Cinematic Storytelling in Mass Effect
      • Digital Characters
      • Level Design in Mass Effect 3
      • Creature Design
      • The Future of Interactive Storytelling
      • Theme of Survival
      • Gameplay
  • Essentials
    • Introduction
      • Single Player Campaign
      • Intro to Mass Effect
      • Galaxy at War Introduction
    • Special Tactics and Reconnaissance
      • Character Creation
      • Character Development
      • Preparing for and Getting to the Fight
      • The Enemy
    • Armaments and Armour
      • Weapons
      • Weapon Mods
      • Armor
      • Combat and Movement
      • Attacking
      • Powers
    • The Squad
      • Importing Saves
      • Commander Shepard
      • Adept
      • Engineer
      • Infiltrator
      • Sentinel
      • Soldier
      • Vanguard
      • Ashley Williams
      • Edi
      • Garrus Vakarian
      • James Vega
      • Kaidan Alenko (Sentinel)
      • Liara T’Soni
      • Tali’Zorah
      • Familiar Faces
  • Walkthrough
    • Prologue
      • Prologue: Earth
      • Fear the Reapers
      • Prologue - Priority: Mars
      • First Chance for Hope
      • Prologue – Priority: Citadel
      • To the Citadel
      • A Favor for a Favor
      • Dream Sequence 1
    • Act 1
      • Act 1- Priority: Palaven
      • Rescue the Turian Primarch
      • Act 1- Priority: Sur’kesk
      • Host the Summit
      • Free the Krogan Females
      • Act 1: Tuchanka – Turian Platoon
      • Extract Turian Survivors
      • Act 1- Attican Traverse: Krogan Team
      • Investigate Missing Scouts
      • Act 1- Priority: Tuchanka
      • Cure the Genophage
      • Dream Sequence 2
    • Act 2
      • Act 2- Priority: The Citadel
      • Visit the Citadel
      • Act 2 – Priority: Persus Veil
      • Speak With Quarians
      • Disable the Dreadnought
      • Act 2 – Rannoch: Geth Fighter Squadrons
      • Geth Comm Hub
      • Act 2 – Rannoch: Admiral Koris
      • Save the Admiral
      • Act 2 – Priority: Rannoch
      • Reaper Base
      • Act 2 – Priority: Thessia
      • Priority: The Citadel
      • Priority: Thessia
      • Act 2 – Priority: Horizon
      • Investigate Sanctuary
    • Act 3
      • Act 3 – Priority: Cerberus Headquarters
      • Assault the Illusive Man’s Base
      • Act 3 – Priority: Earth
      • Order Fleets to Earth
      • No Man’s-Land
      • Decisions Decisions
      • Heart Vs. Brain (Spoiler Alert!)
    • N7 Missions
      • Introduction
      • N7: Cerberus Lab
      • N7: Cerberus Attack
      • N7: Cerberus Abductions
      • N7: Cerberus Fighter Base
      • N7: Fuel Reactor
      • N7: Communication Hub
    • Side Missions
      • Introduction
      • Grissom Academy: Investigation
      • Tuchanka: Bomb
      • Lessuss: Ardat-Yakshi Monastery
      • Arrae: Ex-Cerberus Scientists
      • Hub Missions
    • Achievements
      • Achievements/Trophies
  • Multiplayer
    • Galaxy at War
      • Introduction
      • Joining and Fighting the Good Fight
      • Before Deployment
      • In the Field
      • Level Strategy
    • The Races
      • Humans
      • Asari
      • Drell
      • Krogan
      • Quarians
      • Salarians
      • Turians
    • The Enemy
      • Cerberus
      • The Reapers
      • The Geth
    • The Battlefields
      • Location: Ghost
      • Location: White
      • Location: Dagger
      • Location: Giant
      • Location: Glacier
      • Location: Reactor

Mass Effect 3 Guide › Walkthrough › Act 1

Rescue the Turian Primarch

As you approach the turian moon, you find that the entire region around Palaven is flooded with Reapers.

A careful approach to the moon ensures that you get by safely, but it’s clear to see that Palaven’s surface is being ravaged just as Earth’s was when you left.

Though your mission is on Menae, Palaven’s moon, the outcome of this mission will determine whether Palaven will stand a fighting chance against the Reapers.

LUNAR LANDING

The area below you is swarming with Husks. As you approach the landing zone (LZ), open fire from your shuttle to dwindle the number of Husks there. They’re off in the distance, so use a medium- to long-range weapon with good accuracy.

Don’t bother using any powers at the moment, since simple weapons fire should suffice for the task. The more Husks you eliminate on the approach, the less you’ll have to deal with upon touching down.

Once you’ve landed, another wave of Husks rush in from the area next to the small turian guard shack.

Either take cover behind one of the small rock mounds and pick them off from afar, or get up against the ridge beneath the guard shack and open fire.

You’ll be much closer to the action, but a good close-range weapon like a shotgun will shred the Husks at this range.

TURIAN COMMAND CAMP

Once you’ve secured the LZ, speak to the turian soldier there; he’ll direct you to the command base where the turian general is waiting.

Climb onto the ridge and follow the path straight, then around the corner to the first barricade as the soldier suggested.

NOTE

Pausing at certain ledges during the level and looking out over the landscape will sometimes reward you with unique banter from your squadmates. There is one of those lookout points here, on the left of the path.

The turian forces lower the barricade for you and grant you access. Take a minute to look around before finding the commanding officer. There is a wealth of weapons, mods, and other items to pick up before setting out.

ITEM REQUISITION

There are plenty of items to be picked up before you speak with the turian CO. As soon as you enter the compound, examine the structure to your left; you’ll find a Med Kit there.

In the structure directly across from that one is a Datapad . Between both of those two structures, near the center of camp, is a white crate. Atop it is an M-97 Viper Sniper Rifle and a second Datapad .

Farther down camp, in a structure along the left side, is another Med Kit and a third Datapad . Pick them both up. That same structure also houses Hahne-Kedar Greaves .

Please click to enlarge

The structure just past the general’s, on the right side of camp, also has an Armax Arsenal Shoulder Guard and a Pistol Piercing Mod I , as well as a weapon bench where you can upgrade your weapons. Just right of the structure with the weapon bench, outside, are two more items: a fourth Datapad and Pistol Magazine Upgrade I .

Finally, grab the Assault Rifle Piercing Mod I and M-27 Scimitar shotgun near a small partition on the way out of the camp via the tower barricade.

General Corinthus is waiting to speak to you at his small command post. Speak to him to find out about Primarch Fedorian.

As it turns out, you arrived a bit too late. Fedorian was killed half an hour prior to your arrival, and the turian forces are being decimated by the Reapers. Their numbers are too great to overcome.

TIP

This conversation with the general is an opportunity to gain Paragon/Renegade points. Sympathize with the general’s losses and you’ll gain Paragon points. Keep the conversation all business and you’ll earn Renegade points.

The next turian in line to become the Primarch is currently unknown, and the only way to find out is to open up the line of communications with Palaven Command. The comm tower in the camp needs repair but is overrun by Husks.

Please click to enlarge

Exit the camp and follow the waypoint marker to the comm tower just outside of camp. The exit is just past the barricade where you located the M-27 Scimitar.

Walk out of the barricade and make a right. The tower is not far off, and neither are the Husks.

The first wave of Husks rushes you immediately. Order your squad members to take cover behind the nearest rockface and open fire.

The speedy creatures won’t waste time closing the gap, so use either Liara’s or your (if you’re an Adept) Singularity to slow them down.

Rather than focus on the Husks trapped in the Singularity, turn your weapon to the Husks that are still rushing you.

As soon as you put them down, turn back to the enemies floating in the air, which may be coming back down to the ground any second now, and mow them down as well. However, the Husks don’t let up yet.

APPROACH 1: ROUND THEM UP

Strong close-range classes such as Sentinels, Soldiers, and Vanguards can use the wide-open space near the comms tower to circle-strafe around the enemy, dealing close-range damage as enemies approach you.

Stay on the move to keep the Husks from getting too close, and use your squad members’ powers to occasionally slow down the speedy beasts.

You’ll incur some damage, as inevitably some Husks will make contact, but use quick melee blows to knock them off or use charged (heavy) melee blows to put them down.

Vanguards have the added comfort of using Shockwave, while Sentinels can use Lift Grenade and Throw to keep the Husks away.

TIP

If the Husks are able to grab a hold of Shepard, then use melee repeatedly to escape their clutches.

APPROACH 2: “DRAW A LINE IN THE SAND”

Another approach, perhaps one more suitable to Engineers, Adepts, and Infiltrators, is to hunker down and “draw a line in the sand” by creating a wall of weapons fire and power combinations so that Husks cannot get near enough to cause you any damage.

While Adept-class players can rely on powers like Singularity and Warp to cause massive Husk explosions, Engineers can launch Combat Drones deep into the battlefield, well past their line in the sand, to distract Husks while they destroy them from a safe distance.

Infiltrator-class players may be tempted to use the Tactical Cloak and get up close and personal, which is a sound tactic if their powers have been upgraded to sufficient levels; however, this early in the game, it is better to use the Tactical Cloak’s damage bonus from afar rather than mix it up with a large swarm of Husks.

Eliminate all of the Husks around the communication tower, then assign one of your two squad members to repair it. It doesn’t matter which member you pick; there are no long-term consequences to this decision.

However, pick the squad member who least complements your current class and weapon/power loadout.

If you need someone with good Biotic powers, then ask James to fix it so Liara helps you in the following battle.

If you need someone capable of dishing out major weapons damage, ask Liara to fix it so James can help during the battle. Make your decision, then prepare for another onslaught of Husks.

TIP

As a Soldier class, we opted to keep James on the ground with us while Liara fixed the comm tower.

While her Biotic expertise would have complemented our raw power on the battlefield, helping to slow enemies down while we destroyed them, James’s damage output along with our own ensured that we’d make short work of the Husks before they could do damage.

Similarly, if we were playing as an Adept class, we would’ve kept Liara on the ground. Biotic power combinations can match explosive, high-grade weapons fire when executed correctly.

If James is picked to fix the comm tower, an extra wave of husks will appear since James is not as technically savvy as someone such as Liara and will take longer to repair the tower.

The Husks attack from two different directions. Order your squad member to take point behind the tall pillar on the left, while you cover the area on the right.

Hold them off long enough for your third party member to repair the communication tower, then begin your approach back to the camp.

You’ll encounter several more Husks along the way as the path ahead is bombarded with flaming enemy drops, so lead your squad up to the small platform ridge on the right.

This elevated position will grant you a better vantage point to direct your squad and fire on the enemy. Your efforts prove successful, and the comms tower comes back online. In no time flat, the general gets information vital to your mission. Return to camp.

TIP

The following conversation between you, General Corinthus, and the rest of the squad can yield Paragon/Renegade points.

So choose your responses carefully. Express a sense of hope and positivity and you’ll gain Paragon points; focus on the negative and you’ll gain Renegade points.

DEFEND THE CAMP

Please click to enlarge

Back at the camp, General Corinthus has located the next in line to become Primarch. Better still, he’s on Menae, not far from your location.

The new Primarch, a turian named Victus, is known to be unconventional and a skilled tactician; he’s just the kind of help you need.

To help aid you in your search for the new Primarch, your old friend Garrus joins the squad. While you plan out your next move, Joker has some technical problems aboard the Normandy.

Liara heads back up to the ship, while Garrus remains behind as a full member of your squad.

A Reaper Harvester dives in from above on its way to attack the airfield.

Follow the turian soldiers out to the airfield and immediately place your squadmates behind cover. Marauders—Reaper soldiers who were once turians—begin dropping in from above.

ITEM REQUISITION

Sitting at the center of the airfield is a mod for your assault rifles.

You can pick it up in the heat of battle, but the Assault Rifle Magazine Upgrade I is not going anywhere, so wait until after the battle is over to run out and get it.

This battleground essentially has three different “levels.” The first level is just outside the camp walls, on the small raised ridge. It has little cover other than a small rock ridge on the left and a short wall for cover on the right.

The second level is one step down from that and has slightly more cover closer to the center of the battleground. The small rock mounds provide more cover but require you to be closer to the center of the action.

The third level is deeper into the battlefield, well away from the camp walls, but offers plenty of cover for the entire squad with enough room to move around.

APPROACH 1: LEFT, RIGHT, AND A ROAMER

The fight with the Marauders can be tough, especially at higher difficulty levels. One way to tackle it is to hang back, near the wall (first level), and perch one squad member on each side.

Position your first squad member on the right, behind the small wall and the next on the far left. With both party members behind cover, your job is to roam around the battlegrounds and engage the enemy on one of the other two levels.

Vanguard or Infiltrator classes can excel as the roamer, using Biotic Charge and Tactical Cloak kills, respectively.

If your build is better suited for long-range combat, switch places with James and send him into the lower level while you, an Adept, Engineer, or sniper-proficient build, can whittle down enemies from the safety of your cover.

APPROACH 2: STAGGER YOUR FORCES

An alternate approach is to leave Garrus on the first level closest to the wall with his sniper rifle equipped, while you and James go down to the lower levels.

Depending on which build you have, you can order James to take cover behind the center rock structure near the center of the battleground, while you go to level three and act as the first line of defense.

If you’re not comfortable with close-quarters combat, then take the center area, while James is assigned to the area closest to the Reapers’ landing zone.

APPROACH 3: ALL IN

The third, and most dangerous approach, is to bring the entire party down to the third level and meet the Reaper forces head-on.

This approach is best for Soldier, Vanguard, and Sentinel classes that can be well equipped for close-quarters combat. Use a good mixture of grenades, power combinations, and duck-and-cover tactics to stay out of harm’s way and maximize your damage output.

Ironically, this may be one of the best tactics on higher difficulty levels since it requires lots of movement and power combos to be effective. The more you hang back against tough enemies, the more chances you give them to pin you in a bad spot.

ITEM REQUISITION

After the battle with the Marauders and Husks is over, venture out to the raised ridge on the far right to find a stack of supplies. On top is a bit of Salvage . Open it up to find some credits.

No sooner do you fend off the Reapers on the airfield than you get a call from Corinthus that Husks are overwhelming the camp’s main barricade.

Rush back to the camp and climb up the ladder to the mounted turret. Take the turret and immediately open fire on the Husks storming the barricade.

They approach from the far left and right, so keep the turret shifting from side to side as they approach. As you blow them away, your two squadmates automatically take position on your left and right to protect both barricade entrances.

TIP

The mounted turret swings very slowly while zoomed in and firing, so let off the trigger to readjust between enemies.

Fend off several waves of Husks before the Reapers drop a Brute onto the battlefield. The Brute quickly rushes the barricade and knocks you off the wall onto the battlefield.

The area is wide open, and a few Husks still remain. Immediately open fire on the Brute and begin whittling its health down.

Focus all of your squad members’ efforts on the Brute while you move around the battlefield, and mow down any Husks that attack.

If the Brute charges you, execute an evasive roll, then focus your fire on it as it passes you by. When it turns around, execute as many headshots as you can to knock off major chunks of its health.

After fending off the Reapers, General Corinthus is no closer to locating General Victus than before.

LOCATE GENERAL VICTUS

Please click to enlarge

Garrus was the last person to see Victus, so he’s the best suited to lead you to his last location. Follow Garrus across the surface of Menae.

TIP

Look up to see Palaven under attack and burning in front of you. You’ll have more opportunities for unique dialogue options as you stop at the various vantage points along this path.

ITEM REQUISITION

Shortly after seeing the surface of the war-torn planet, look on the ground to find a Datapad . Grab it, and keep following Garrus toward General Victus’s last known location.

Continue following Garrus until you encounter a group of Husks climbing up the cliffside. They aren’t much of a threat, so simply open fire or use another preferred method to eliminate them quickly.

ITEM REQUISITION

Shortly after destroying the pack of Husks, you’ll encounter a small group of stranded turian soldiers. Pick up the Med Kit near the soldiers, then the Datapad and Sniper Rifle Spare Ammo I upgrade on the left.

TIP

During your trip across the moon’s surface, pay attention to the banter between Garrus and James.

Their conversation has information and reminders that are important to understanding both the political situation that Shepard is dealing with and upcoming missions.

Farther up ahead, a turian jet crashes in front of you. Examine the crash site, but don’t hold out for any survivors.

Leave the crash site behind and continue until you locate the next turian camp. Several soldiers are under siege from more Reaper forces. Jump in and lend a hand.

CLEAR THE CAMP

General Victus and his men are under attack from several Reaper Marauders and Cannibals. As soon as you enter the camp, you join the fight. Order your squad to take cover behind the nearest rock structures, then rush to cover on the camp’s left side.

The enemy forces have a slight height advantage, but not by much. To make matters more difficult, they also have decent cover on the area above you.

APPROACH 1: FLUSH THEM OUT

Adept and explosive-proficient classes, such as grenade-toting Soldiers, can use powers and explosives to force Cannibals out of cover and into the open where they can get shredded by the rest of the squad.

Classes with Cryo Ammo or Incendiary Ammo can inflict extra damage on these creatures and make this encounter slightly easier to manage.

When the Marauders begin charging, duck behind cover and use powers such as Warp or Singularity to weaken them. Otherwise, keep them at bay with explosives and whittle them down until the Brutes attack.

Focus your fire on the Brute’s head and keep your distance. Don’t stay out of cover for too long, or you’ll risk taking too much fire from the remaining Cannibals and Marauders.

f needs be, focus your squad’s fire on the Brute to draw its attention away from you, while you finish off all other enemies nearby.

After eliminating all enemies but the Brute, rush deep into the camp to create some space, and lure the Brute out into the wide-open area where you can focus your fire on it without anything in your way. By now, the beast should be ready to drop easily.

When the second wave of enemies attacks, this time with two Brutes, take out the lesser enemies first. Let your squad distract the Brutes, while you eliminate Marauders first. As soon as they’re down, turn on one Brute while your squad takes out the second.

APPROACH 2: HANG BACK, THEN RUSH IN

The entrance to the camp has excellent spots for cover if you hang back a bit. Stay away from the ridge leading up into the main camp, and instead order your squad to take cover behind it. Hold off the Cannibals and Marauders by picking them off from your covered position.

If they get too close, use powers such as Shockwave or grenades to force them back. Your squad can hold them off for the most part, but your job is to inflict the most damage as they approach so your squad can clean them up easily.

When the Brute arrives, leave your cover and take the fight to it. Vanguards can switch to a powerful shotgun, then use a combination of Biotic Charge and Nova to inflict maximum damage.

For an added damage boost, follow up Nova with a charged melee blow. Other classes can simply use the bait-and-dodge tactic, while following up with shotgun blasts and melee blows to keep the Brute off balance. Keep peppering it until you bring the Brute down.

A second wave of enemies attacks from the other side of camp. This time, you must take out two Brutes at once.

Since certain obstacles don’t interfere with power-based attacks like Biotic Charge, Shockwave, and elemental attacks, lure the Brutes toward you, but place the large rock structures between you and the charging beasts.

While they move around the rocks, use Biotics to inflict damage. Combinations like Warp and Singularity or Stasis and Warp Ammo are great for maximizing damage. Let your squad take care of the lesser enemies while you use your abilities to fell the two large Brutes.

CAUTION

Don’t get too comfortable while you’re behind cover. Brutes are surprisingly athletic creatures capable of jumping over cover in certain situations.

TIP

There is an extremely powerful weapon, the Reaper Blackstar, sitting near the structure on the right.

Pick it up to get one ultradestructive shot capable of destroying a Brute with a single round. If you miss, you’re out of luck. But if you land it, you’ll cut your struggles in half.

ITEM REQUISITION

After clearing the battleground, examine the structure just left of where you entered. On the ground are a Med Kit and a Sniper Rifle Enhanced Scope II mod. A second Med Kit can be found deeper inside the camp area, just outside of a structure on the left.

When you clear the camp, you find General Victus in his command station. He is shocked and amazed to find out that he is next in line to be Primarch.

Convince him he needs to go with you and assume the station of Primarch. Even though he agrees to go with you, he cannot promise you his turian military support that you need.

Not until the krogans join the war and help the war efforts on Palaven. Your next task is clear: recruit the krogans.

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