Prima Games eGuides
primagames.com Browse Redeem a code Help
Mass Effect 3 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 2

Visit the Citadel

You’ve been called to the Citadel to meet with the Salarian Councilor, but as you approach, you find that the Citadel is under Cerberus attack.

Rather than land near the embassies, your new destination is C-Sec headquarters. Commander Bailey’s distress signal sounds frantic; if the C-Sec HQ falls, so does the Citadel.

Lieutenant Cortez deftly maneuvers the shuttle near the C-Sec HQ and drops down as a battle rages on.

PREVIOUSLY IN MASS EFFECT

If Thane is alive and you’ve spoken to him, he will impart the necessary information here rather than Bailey.

C-SEC HQ LANDING ZONE

The LZ is hot as Cerberus forces fiercely engage and quickly overwhelm C-Sec forces.

As your shuttle touches down, you find that the area between you and the Citadel entrance is full of Cerberus soldiers. The area splits into three paths, however, allowing you several different methods of attack.

TIP

Vanguard players can use Biotic Charge to dash across any lane and instantly reach the far end.

To keep from being overwhelmed with fire, order your squad to distract the enemies from any one lane, then pinch the foes from behind.

Follow up with Nova and charged melee attacks to keep the Cerberus goons off-balance while your team picks them apart.

Sniper-proficient classes, on the other hand, like Infiltrators and Soldiers, can use their range advantage from any of the three lanes. Use your squad as bait while you safely pick off all enemies from the base of the landing area.

APPROACH 1: ONE PER ROUTE

Since there are three long avenues leading up to the Citadel entrance, you can assign one route to each of your squadmates and take the third for yourself.

The left lane offers a raised vantage point with little cover, the center lane is guarded by a turret at the far end, and the third lane on the far right has more cover but has several tough enemies stationed at its far end.

The Soldier and Sentinel classes are comfortable with close-quarters combat and can take a fair amount of damage, so they are best suited for taking the center lane.

Use the small partitions as cover, and use close-quarter takedowns whenever possible. Otherwise, focus your fire on the turret at the far end while your two squadmates rush up the left and right lanes, taking care of business from above.

If you get pinned by the turret, order your squad to attack the turret and take off some of the pressure. When they do, rush to a better position and attack.

You’ll face several Combat Engineers and Centurions along the way, but if you spread your squad out evenly across all three lanes, then the number of enemies each of you faces should be manageable.

CAUTION

No matter which approach you take, don’t rush into the Centurion’s smoke grenades.

It may be tempting to do so under the assumption that they can’t see you, but the turret’s targeting system may track you a bit if it catches you out of cover.

TIP

If you feel that your class is not as well equipped to go down the center aisle, you can assign a squad member with more firepower, such as James, while you rush up one of the other two lanes.

APPROACH 2: LEFT LANE

Direct your squad up the far left lane and begin spreading out across its entire length. This way, you and your team can gain a view of the other two lanes and gain a height advantage on the center lane. With a clear shot across both lanes, pick off all enemies, starting with the turret, then focus on the Combat Engineers.

Stay behind cover as much as possible, and send your most powerful squad member, if it isn’t you, to the front of the lane while you take the center. This way, you lead with the strongest member and flank the turret if needs be.

TIP

It can also be a good idea to take out Combat Engineers first, as destroying their turret will cause them to start repairing it, or even drop a new turret down if you destroy one—that is, of course, only if you can’t move quickly enough after taking out the turret.

APPROACH 3: RIGHT LANE

The right lane has several shield generators near the far end that provide extra protection for duck-and-cover tactics. If you rush up the right lane immediately, you’ll have to take down the Combat Engineers near the far end, and they’ll use the shield barriers for protection as well.

A high-powered Concussive Shot will deplete the shields entirely, leaving the Cerberus fighters exposed. Take them down quickly, then rush the shields. If you need cover from the remaining enemies, reactivate the generators to bring the shields back up, then get return work.

Clear the area, then speak to Commander Bailey, who’s been injured in the firefight prior to your arrival. He took one in the gut, but he’ll survive. Bailey grants you access and, while at the computer terminal, finds a clue as to why Cerberus may have attacked the Citadel.

The Salarian Councilor is in danger, and you’re the councilor’s only hope. Leave Bailey behind while you set out to the Executor’s office to find the Councilor.

C-SEC LOBBY

Pass through the double doors and enter the C-Sec lobby. You’ll get the jump on two Assault Troopers near the lobby’s far end, so take them out quickly.

If you pounce fast enough, they’ll be down before they even know you’re in the room. However, this will alert the other Cerberus troops up the stairs on the left, so take cover behind the couches.

APPROACH 1: LIE IN WAIT

Wait for the Guardians to begin slowly marching down the stairs, and either fire through the vision slots in their shields or use a power like Singularity, Pull, or Shockwave to knock their shields off; then open fire.

If you have Frag Grenades, you can use them to knock their shields off as well. You can also shoot the Guardians’ knees as they descend the stairs.

With your entire squad behind the couches for cover, the Guardians will have a lot of ground to cover before they can reach you. Once the two Guardians are down, rush the stairs and overwhelm the Combat Engineer.

Another fun tactic is to use a combat drone on the Guardian. If you cast a combat drone on the Guardian itself, the drone will appear behind them, and it will cause them to turn around and attack it, exposing their back to you.

APPROACH 2: AMBUSH

If you don’t want to wait for the Guardians to come to you, order your squad to take cover near the bottom of the stairs and cut the wait short. As the Guardians approach the top of the steps, your team can begin whittling them down and potentially finish them off.

This tactic is especially effective if your squad members can dish out a lot of damage quickly. Crew members like James and Garrus can put down Guardians with Carnage and Concussive Shot, respectively.

Go up the stairs and rush the Combat Engineer. You can outgun him easily now that you have superior numbers.

ITEM REQUISITION

Shortly after going up the stairs, examine the counter on the right side of the reception area. Pick up the Med Kit and Assault Rifle Piercing Mod mod before the next wave of enemies comes crashing down on you from above.

Shortly after going up the stairs, a small group of Assault Troopers will drop in from the level above you. Rush your squad to the room’s rear and open fire on them as they descend.

If you get to the rear quick enough, the Assault Troopers won’t have enough time to get a shot off and they’ll fall dead to the ground.

TIP

Examine the C-Sec corpse in the room and the terminal on the counter to get a hint of how the Cerberus attack unfolded.

Enter the next room, one that is flooding under an active sprinkler system, and slowly approach the center table. A Guardian stands with his back to you at the hall’s opposite end.

This is a perfect time to pounce on another unsuspecting enemy and eliminate him before he knows you’re in the room.

When the Guardian drops, a Centurion comes rushing into the room from the distant hall. Open fire as he approaches and send a squad member to attack from the room’s left side.

Simultaneously send your other squad member up the short flight of steps on the right and have him engage the other Centurion and Combat Engineer in the far right corner.

If your second squadmate has trouble, take cover behind the partition on the right and lend him a helping hand. Tackle the turret in tandem and use power combos or grenades to quickly dispatch the machine gun.

ITEM REQUISITION

This room is jam-packed with valuable items. Begin by collecting the Recon Hood on the counter along the left wall. Then open the door on the left and enter the restroom.

Inside you’ll find an M-76 Revenant , a Locker with some credits. There’s also another C-Sec corpse in this room to examine.

Finally, exit the restroom, back into the flooded room, and exit through the hall at the far end. As you go, open the Medical Station and clean it out.

As you travel down the hall, look left to find a Combat Engineer working on a wall console. Take him out quickly, then shoot the console’s latch to unlock it. When the lid opens up, activate the switch inside the console to unlock the elevator door.

ITEM REQUISITION

There is a weapon mod sitting on the shelf to the left of the wall console. Pick it up to get the Sniper Rifle Extended Barrel .

Get in the elevator and take it to the next floor, where you’ll find another short hallway in shambles. There is a terminal against the far right wall; check it out before you move on.

ITEM REQUISITION

Along this area’s right wall is a Pistol Piercing Mod . Grab it, then examine the dead body near the center of the hall. The officer was carrying an M-25 Hornet that you can now pick up.

Turn right at the hall’s end, and use the small room to circumvent the malfunctioning door. This leads to another hallway with two Cerberus soldiers with their backs to you.

Rush them and silently eliminate them if you can. Vanguards can use Biotic Charge, Soldiers have Adrenaline, and Infiltrators should use their Tactical Cloak.

All other classes can sprint up and use a charged melee attack on one, followed by a close-range headshot on the other.

Make a left at the hall’s end. When you enter the next area, you see the Executor’s office at the far end. On the right is a kitchen area with a small dining section to its left.

ITEM REQUISITION

After going around the malfunctioning door, examine the terminal nearby to get some credits.

The terminal also unlocks the door to a room in the previous area, along the back left wall, that contained a Datapad , and the M-358 Talon .

A Securitel Helmet and Pistol High-Caliber Barrel Mod can be found in an open room next to the locked one.

Hop over the small partition into the kitchen area on the right. Examine the counters to find some credits , then open the Medical Station on the wall.

Take cover behind the wall separating the kitchen from the dining room. This spot gives you perfect cover and a great view of the incoming Assault Troopers and Centurions on the far side, near the stairs.

Order your squad to take cover behind the wall with you or in the dining room outside. Engage the enemy, then rush outside the kitchen and position yourself behind one of the tall supports in the hallway.

By taking cover in the hall, you get a better view of the enemy and can stop them more quickly from attempting to flank you via the hallway.

Your squad members in the kitchen and dining room can freely engage Cerberus, split their fire, and create an opening for you to either rush in close and blow them away or obliterate them from your position.

ITEM REQUISITION

Open the Medical Station on the far wall just before entering the Executor’s office. The desks at the far right corner of this wall also contain a Sniper Rifle Piercing Mod .

Finally, go through the far door and up the stairs, and enter the Executor’s office. The area is full of dead bodies, and the Councilor isn’t inside.

When you look out the window, back down on the dining room area below, you see the Councilor come out from her hiding spot.

Before you can reach her, however, a strange man interferes. He threatens to kill the Councilor, and you rush down in time to hold him up. As the Councilor’s life is being threatened, she reveals some shocking information about Councilor Udina.

Suddenly, the strange man, an assassin, releases a blast from his palm that tears through the Councilmember. He quickly turns around and runs.

He jumps atop a speeding shuttle that will probably take him to his next target—the rest of the Citadel Council. The Salarian Councilor was correct about Udina: He’s working with the assassin.

PREVIOUSLY IN MASS EFFECT

If Thane is available and you’ve spoken to him on the Citadel already, Thane will be killed instead of the councilor. If not, and Kirrahe is alive, Kirrahe will be killed instead of the councilor.

You hop into a shuttle and give chase, but the assassin pounces on your car midflight and disables it. The shuttle crashes into the Presidium.

THE PRESIDIUM

When your shuttle crashes, you stop on the Presidium. If you’ve spent any time in the Citadel, then you know the Presidium’s layout.

The long hallway is broken up by plenty of planters along its left side that provide great cover. The right edge of this floor overlooks the rest of the Citadel, so you’re better off sticking to the left.

Farther down the long hall, along the left side, are also two sets of stairs that lead up to a small perch.

APPROACH 1: PLAY IT SAFE

You’re facing brand-new enemies in this encounter. Phantoms are devilishly fast and slippery, so don’t rush out like you might against other enemies.

Stay behind the planters for cover and use powers to slow them down or knock them off balance. Soldiers can use Adrenaline to slow time and follow up with grenades or headshots to inflict major damage.

Adept players can also use Stasis or Singularity against these tricky foes, but you’ll have to follow up with destructive powers like Cryo Blast to inflict maximum damage. With the Phantoms gone, you can focus on the Assault Troopers and Nemesis troops.

Nemesis troops are sniper specialists, capable of causing major damage from down the hall. If you maintain cover near your landing position, you’ll have a difficult time nailing them from afar (unless you’re a sniper-proficient class as well).

When the Nemeses arrive, dash from cover to cover, up the hall, and get within close range to eliminate their advantage. Hit them with strong close-range weaponry and powers to eliminate them quickly.

CAUTION

Phantoms are also capable of delivering fatal blows if they can get you or your companions into melee range.

TIP

You can try to shoot the weapons out of their hands to “defang” the phantoms, but this requires exceptional marksmanship abilities.

After leaping across the small gap into the next section, order your crew to take cover behind the parked shuttle on the left and behind the planter on the right.

This area is much more cramped, so your best bet is to keep cover and spread your forces as much as possible to cover as much ground as you can.

When the Phantoms attack, they’ll be forced to attack one of you, while the other two can open fire on it from close range. If the Phantoms take cover, flush them out and put them down.

Once again, when the Phantoms are eliminated, you can turn your attention to the remaining Nemesis and Assault Troops.

APPROACH 2: CREATE A BOTTLENECK AND FUNNEL

An alternate approach to this battle is to force your enemies to go where you want them to. If you allow the Phantoms and Assault Troopers to roam freely, the Phantoms will rush you quickly while the Assault Troopers pick you apart.

Instead, use powers like Singularity near the center of the hall to create a bottleneck in their travel path. This will force your enemies to either avoid it and take a more indirect route toward you or get caught up in the Singularity’s field.

Other powers like Throw can work similarly by hurling enemies into others and redirecting them. When the path ahead of you is clear of Phantoms, rush up the stairs on the left and follow them around to a flanking position behind the Nemesis troops. You’ll get the jump on them and put them down quickly.

After leaping across the small gap, once again use Singularity or a similar tactic (combat drones can also work here) to block one path from the Phantoms.

If you place the Singularity near the far left side, enemies will be funneled into the right side where you can greet them with heavy fire.

Finally, with the Phantoms out of the way, rush the Nemesis and Assault Troopers near the rear of the area to flush them out.

Nemesis soldiers will attempt to get a better position as you approach, so either pick them off as they move, or focus on the Assault Troopers in the meantime.

Drop down at the hall’s far right end and turn left. Follow the series of windows and ledges up to the top floor.

Pick up the credits on the ground as you travel across the outer edge of the Citadel, then reach the next floor of the Presidium, Shalmar Plaza.

SHALMAR PLAZA

Shalmar Plaza is not much different than the previous section of the Presidium you were in. It is only slightly longer and lacks the parking bays on the left side.

Instead of encountering Phantoms and Nemesis soldiers, however, you’re greeted by a massive Atlas mech.

APPROACH 1: COVER IN THE SHOP

The shop on the left-hand side provides plenty of cover for your entire squad. From here, you can safely take the brunt of the Atlas’s attacks while getting a decent view of the other enemies nearby.

If you want to spread out your forces and divert the Atlas’s attention away from your crew, then take cover out by the planters on the right side of this floor while they deal with the enemies surrounding the Atlas.

Your squad may occasionally take fire from the Atlas, but if you keep the pressure on and stay out in the hall, then the Atlas will focus primarily on you. While it does, direct your squad’s fire on the other enemies and take them all down.

APPROACH 2: HIJACK THE ATLAS

An alternate approach is to take the Atlas for yourself. Equip a sniper rifle and focus all of your fire directly on the Atlas’s cockpit. If you get nothing but direct shots on the glass, eventually it shatters and leaves the pilot exposed.

Train your weapon the pilot and open fire. A few solid shots from your sniper and he’ll die, leaving the Atlas open for you to take control. Rush the Atlas and hop inside, then turn it on the rest of the enemies nearby.

Go up the stairs on the plaza’s left side and open the door. You’ll reach the elevator in time to see the assassin get in with a group of Cerberus troops.

They’re after the rest of the Council, so you hop into another elevator shaft, landing atop a stopped elevator. Bailey activates the elevator you’re on and you go speeding after the assassin in the hopes you reach the Council first.

Change to a close-range weapon and prepare to engage the enemy in tight quarters. Despite Bailey’s attempts to slow down the assassin, he still manages to stay ahead of you a bit.

When you come up on his elevator, fire on the power conduits at the bottom of his ride to slow him and his goons down.

When the Phantom car pulls up next to you, take cover behind your power conduits and unleash a blast of your close-range weapon (preferably a shotgun) or hit it with strong power combinations. At this range, you’ll be able to eliminate them quickly and potentially knock them off the elevator car.

TIP

Power conduits can be shot on top of the Phantom’s elevator, causing it to fall and prevent combat with the enemies inside.

Shortly thereafter, another car will pull up next to you with three Assault Troopers. If you’re behind cover, you can deal with these soldiers quickly and easily.

A few headshots or a well-placed grenade does the trick. Once again, shoot out the power conduits on the next car and slow the elevator carrying enemies down a second time.

Put down the two Assault Troopers that zoom in from above, then jump onto the top of the next elevator car, the Council’s car, when it pulls up.

PARANOIA AND BETRAYAL

You finally manage to catch up to the Udina and the rest of the Council, and they escape their elevator car, running toward a shuttle transport.

Your ex-comrade, either Kaidan or Ashley, is now in charge of their protection and carefully escorts them to their shuttle.

However, when they see you exit the elevator with your weapon drawn, you immediately become suspect number one.

The following conversation between you and Kaidan or Ashley not only grants you Paragon/Renegade points, but also determines whether they will join your squad for the remainder of the game.

If you’ve visited them in the hospital, brought gifts, and kept a positive open line of communication with them, they’re more likely to trust you when you try to convince them that Udina is the enemy, not you.

When the time comes, you’ll have to choose whether to shoot your ex-comrade or talk them down. Shooting them will eliminate them from the game, and you’ll be unable to recruit them.

If you talk them down, you’ll also get a Renegade opportunity to shoot Udina as he attacks the other Council members. If you allow the Renegade opportunity to pass, your ex-comrade will shoot Udina in your place.

NOTE

All of the above are the assumed default events if you didn’t import a save from previous games.

If you did import a save, then, when facing off with Ashley or Kaidan, you may face a friend who does not need convincing, a reluctant ally who needs a hard- or maximum-level persuasion or intimidation to bring over to your side, or an enemy that cannot be convinced.

It all depends on how you have treated Ashley or Kaidan in the past three games.

Factors that help win them over include:

  • Saving the Council in Mass Effect 1
  • Romancing them in Mass Effect 1
  • Acknowledging their fears on Mars about you helping Cerberus (Mass Effect 3)
  • Visiting them in the hospital and speaking with them often
  • Staying true to them in Mass Effect 2 (not romancing anyone else)
  • Being honest or apologetic about any rival romances you had in Mass Effect 2
  • Taking the Paragon or Renegade Interrupt in this conversation
  • If Thane or Kirrahe kept the Salarian Councilor alive, Udina has no doctored footage to show to Ash or Kaidan

In the end, your efforts to save the Council succeed, and Udina’s traitorous actions are exposed.

You lose track of the Cerberus assassin—he escaped when he saw that C-Sec was operational again—but you’re certain to get another opportunity to take him down.

NOTE

This mission ends on the Citadel, so you’re free to resume any Citadel missions you may still have. This also marks the third phase of the Citadel (post-Cerberus attack), so you may find new missions to pick up.

Keep reading with a free account

The first 3 sections of Mass Effect 3 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousAct 2- Priority: The Citadel NextAct 2 – Priority: Persus Veil