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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 › N7 Missions

N7: Cerberus Attack

Cerberus has a vested interest in stopping your attempt to get krogan support for the turians on Palaven.

They’ve taken control of a massive, defunct ground-to-space cannon array on the krogan homeworld of Tuchanka and have found a way to make it operational again.

Cerberus is now using the cannons to clear a path for an inbound ship to bomb the krogan resistance.

Taking back the cannons and shooting down the Cerberus vessel would keep the resistance in the fight, while also throwing a wrench in Cerberus’s plans.

MISSION BRIEFING

Availability: In “Tuchanka: Turian Platoon”

Location: Krogan DMZ—Tuchanka

Battlegrounds: One of the largest locations for an N7 mission, the center of the facility is a relatively open space, dotted with cover.

Passing over it is a set of pipes that Cerberus troops like to retreat to if given the chance; the Nemesis snipers in particular abuse this unreachable vantage point on careless Shepards.

This central yard is typically not the safest route to any other location in the facility, but it can be the fastest.

Surrounding the central area are a series of smaller, tighter rooms and passages. The team starts off near a blasted out bunker, which leads to a side passage connected to the lower areas.

On the opposite side of the base is the cannon control room, which is what you must secure.

It’s at a higher elevation from the rest of the map, has easily controllable choke points, and has a good view of the entire central courtyard.

On lower difficulties, it might be easy to just plow through the massive exterior space to reach your next destination, but it is definitely safer to take advantage of the side passages between the bunker and control room, if only to deny snipers the use of the pipe-sniping position.

Check out the control room thoroughly. There are some turret schematics located in this mission that might be useful to a woman outside of Purgatory.

Consequence Overview: There are no Paragon or Renegade decisions for this mission, but you do gain some Reputation and a nice chunk of credits.

Don’t miss the Old Grid Schematics, as you will not get another chance at completing that Citadel mission!

NOTE

This map is the same as the Giant multiplayer map.

ITEMS REQUISITION RUNDOWN

Armax Arsenal Gauntlets

Credits: 3,500

Medi-Gel

Old Grid Schematics
(see “Citadel: Improved Power Grid”)

SECURING THE CONTROL ROOM

Shepard sets the tone for this op right away with a simple phrase: “Kill anything that gets in our way.”

The first marked objective is to eliminate any hostiles within the control room and give the massive super-guns something better to shoot at than friendly forces.

Cerberus does not start off fully aware of your presence, so use this as a chance to get a free kill or two to start the battle.

Once you attack or are spotted, Cerberus moves to repel you immediately. Expect a mix of Assault Troopers, Guardians, Centurions, and Combat Engineers.

Remember, you can take the side passages into the control room, or you can brave the exterior area and push directly through the bulk of their resistance.

However you manage it, once the control room is clear, Shepard suggests using the superguns on Cerberus vessel before it’s in bombing range.

Check near the targeting displays for the guns for an Old Grid Schematic, used for a side quest on the Citadel.

Take advantage of the lack of Cerberus interference at this time and explore the map for items and Medi-Gel. Once you attempt to use the guns, they will return in force.

Old Grid Schematic location

RESTORE POWER

Predictably, Cerberus is one step ahead, having sabotaged power conduits for the cannons. These conduits are located inside the blasted out bunker Cortez dropped you off by.

To get the cannons back up and firing, you need to undo whatever it is they’ve done, which means a trip across the base back to the new objective.

Cerberus throws Nemesis snipers into the mix at this point, dropping them off atop the piping over the central exterior. Don’t let them get comfortable up there.

Resistance near the objective can be fairly intense.

Once you’ve dealt with the forces near and inside the bunker, shoot out the locks on the power conduits and activate them.

RETAKE THE CONTROL ROOM

With power restored, you must once more dislodge Cerberus from the control room.

It’s actually a good idea to rush the squad over there as quickly as possible, as it is likely Combat Engineers will be attempting to set up turrets inside the control room.

Denying them this will make life much easier.

Once you’ve resecured the control room, activate the cannons and watch the fireworks.

You can see it displayed on the holographic HUD in front of the controls, or if you’re fast, you can get outside and watch the ensuing explosion in the sky.

Mission accomplished!

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