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Mass Effect 3 eGuide
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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 3

Act 3 – Priority: Cerberus Headquarters

The Illusive Man’s headquarters have been located, and the Alliance is prepared to attack to recover the Prothean VI that holds the key to the Catalyst. Once the attack is launched, the Alliance will be fully committed to the final fight against the Reapers. Assault the base when ready.

MISSION BRIEFING

Battlegrounds: The battlegrounds in this mission vary from wide-open areas with multiple lanes of attack to tightly cramped walkways forcing you to engage in head-on battle.

Players who feel comfortable with diversity in action will do very well during this mission.

The battle picks up quickly as you face multiple Atlas Mechs, Centurions, and Assault Troopers. Luckily, the hangar bay’s a wide-open arena with plenty of cover lining the sides. Use flanking maneuvers or create a cross fire to catch enemies.

Vanguard players can use the wide-open area to rush to and fro as they demolish enemies using Biotic Charge.

Despite the seemingly labyrinthine corridors of the base’s sublevels, you’ll have plenty of room to maneuver and engage enemies from mid to close range. Turrets and force fields may make things difficult, but clever players with a wide array of destructive power combos will survive with ease.

About mid-mission, you will encounter a unique battle where you’ll be forced to engage Phantoms, Assault Troopers, and Nemesis fighters in tightly cramped catwalks. With no choice but to move forward, aggressive players will cut a swath across the walkways, stopping only to look back in the event that you’re being flanked.

Consequence Overview: Pre-mission, there aren’t many options to gain Paragon/Renegade points. As the mission concludes, however, you’ll speak with the Illusive Man and have the option to gain a few Paragon/Renegade points as well as use a Paragon/Renegade persuasion. If you’ve managed to persuade the Illusive Man across all other conversation, do so now to maintain your momentum.

Paragon/Renegade

At the end of the mission, you’ll also speak with the Prothean VI one last time. During this conversation, you’ll get a chance to use a Paragon/Renegade interrupt. The Renegade interrupt will happen first, so don’t use it if you want to use the Paragon interrupt.

ITEMS REQUISITION RUNDOWN

Demulcore Overlay

Med Kit

M-37 Falcon

PDA

Medical Station

Serrice Council Greaves

Medi-Gel

Terminal

WAR ASSETS

ASSET BECOMES AVAILABLE CONDITION NEEDED
Alliance Sixth Fleet Act 3—Priority: Cerberus Headquarters

None. Automatically unlocks

Reaper Brain

Act 3—Priority: Cerberus Headquarters

Import Mass Effect 2 save where the base kept

Reaper Heart

Act 3—Priority: Cerberus Headquarters

Import Mass Effect 2 save where the base was destroyed

Miranda Lawson

Act 3—Priority: Cerberus Headquarters

Miranda survives Act 3—Priority: Horizon

AROUND THE GALAXY

Mission Unlocks

None

Mission Locks

All remaining missions close as soon as you launch the assault on the Illusive Man’s base.

WAR PREPARATIONS

There’s nothing left to do but move forward with your assault. As Admiral Hackett explains, launching the assault on the Illusive Man’s base is an “all-in” situation. You’ve reached the point of no return.

If you’d like to get straight to the next mission, skip to the “Assault the Illusive Man’s Base” section later in this guide.

SPEAK WITH DR. CHAKWAS

The end may be near, but that doesn’t mean the mood can’t be celebratory. Stop by the medical bay and speak with Dr. Chakwas (if she’s on your crew). She’ll suggest having a bottle of wine before the next mission. If you choose to do so, you can earn some Reputation points.

PREVIOUSLY IN MASS EFFECT

This interaction mirrors another possible interaction you may have had with Dr. Chakwas during Mass Effect 2 .

SPEAK WITH TALI

Tali isn’t feeling too hot after the events on Sanctuary. Visit her on the port observation deck as she sits alone at the lounge. Speak with her.

Upgrade Weapons and Reassign Powers

This is it, your last chance to purchase weapon and mod upgrades, or reassign powers. If you have any powers with points in them that you don’t use, spend a few credits to reassign all of your points and maximize their value.

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