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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 › Side Missions

Grissom Academy: Investigation

Grissom Academy is a special school for the best and the brightest of the Systems Alliance, specifically in the area of Biotics development.

Specialist Traynor picks up a distress call from the academy, as it lays directly in the path of the Reaper onslaught.

A turian cruiser apparently has responded to the call, but Traynor reveals that this is not the case. As you will find out, Cerberus is laying siege to the school.

Joker is forced to run a distraction with the Normandy while your team slips aboard to rescue the students.

MISSION BRIEFING

Availability: After “Priority: Palaven”

Battlegrounds: Large classrooms and wide hallways give both your squad and Cerberus many choices for each encounter.

Even though there is a distinct path to follow, be aware of the various side routes and dead ends that you can explore.

There are three specific encounters throughout this mission that will test your ability to deal with and coordinate assaults from multiple approaches.

If you’re doing this mission as soon as you receive it, this will be your first encounter with the Cerberus Atlas mech.

These monsters are slow but tough to kill, and they bring extremely heavy firepower to each battle. Supported by other troops, an Atlas can prove to be a big headache.

Fortunately, each encounter with an Atlas occurs in areas with plenty of cover, giving you a chance to flank the machine and take it down in relative safety.

Don’t miss any of the weapons located throughout this mission! The M-96 Mattock in particular is arguably one of the best assault rifles in the game.

Consequence Overview: You have the chance to speak to the students of the academy throughout the mission and give them orders that will determine their effectiveness in battle and their safety.

Be aware that your words can send these kids into the meat grinder, or you can give them safer roles to play out for the war effort.

PREVIOUSLY IN MASS EFFECT

Returning players from Mass Effect 2 will be surprised to see Jack at the academy if she survived the final battle, helping defend the students.

While she doesn’t return to the squad as a full-time member, Shepard can catch up with her again at Purgatory once this mission is complete.

ITEMS REQUISITION RUNDOWN

Assault Rifle Precision Scope

M-96 Mattock Assault Rifle

Assault Rifle Stability Damper

Med Kit (x2)

Biotic Amp Schematics

Mnemonic Visor

Credits: 1,250 (x2); 1,875;

Serrice Council Chestplate

3,750; 4,375

SMG Heat Sink

M-22 Eviscerator Shotgun

SMG Magazine Upgrade

INITIAL CONTACT

As soon as you arrive, Kahlee Sanders, an officer of the academy and the one who sent out the distress call, is about to be overrun by Cerberus troops.

After eliminating the threat, you have a chance to speak with her regarding the situation at Grissom. Your responses can earn you Paragon or Renegade points.

She mentions knowing Admiral Anderson, and if you inquire about that, she will give you a message to pass on to him.

Leave Sanders to her work, and follow her directions to reach the students pinned down by Cerberus in Orion Hall.

ITEM REQUISITION

After you leave Sanders, enter the next corridor. You can’t do anything for the student being dragged away by Cerberus troops. Move into the next hall.

You’re able to vault over the dividing wall to collect an Assault Rifle Stability Damper lying on the steps. From there, you see two doors you can use to enter the next room, where a student is being threatened by a pair of Cerberus soldiers.

Eliminate them and speak with the student. His sister is missing somewhere in the academy, and you need to find her.

As you enter the room, check the corridor on the room’s far right to find a datapad worth 1,250 credits.

ITEM REQUISITION

After rescuing the first student, vault over the wall into the classroom next door. Check the desks for an SMG Heat Sink . After this, move through the next hallway that is blocked off by rubble and enter another classroom.

Cerberus troops gun down another student, then enter the room to check the body. You face a mix of Assault Troopers and Centurions here. Once you’re clear, enter the left side door to explore the hall that was blocked off by rubble.

ITEM REQUISITION

An M-22 Eviscerator shotgun lies on a couch. Consider equipping this weapon immediately. Despite carrying only three shots per thermal clip, it’s a powerful weapon to find so early in the game.

In the room through the classroom’s right exit, you can find the M-96 Mattock assault rifle on another couch. Between these two weapons, you effectively cover all ranges of combat.

Close to the rifle is the Mnemonic Visor armor piece, as well as the sister of the first student you rescued. Talk to her and she will eventually get to safety.

Look for the locker near this student for another 1,250 credits. Once you’ve cleared the area of these items, move on to Orion Hall.

STUDENTS IN PERIL

As soon as you enter Orion Hall, you see several students threatened by the enemy. They deal with the initial threat, but a Cerberus Atlas joins the battle.

The ensuing firefight will pit you against it and a mixed force of ground troops. Eliminate the Atlas first, focusing your entire squad on the machine.

Once it’s no longer a threat, concentrate on the Cerberus soldiers until the students are out of danger.

Note that a Students’ Barrier meter will appear at the top of your HUD. Should it be drained completely by hostile attacks, your mission fails.

Ensign Prangley and Ensign Rodriguez are the two students in charge of the group. A conversation will ensue, allowing you to gain Paragon or Renegade points based on your responses.

While the students take a badly needed break, you need to grant Kahlee Sanders camera access to the whole station, as Cerberus has it locked down.

Look for the Cerberus camera control near the door where the Atlas pushed through. A Med Kit is on the room’s opposite side if you need the supplies.

Once the camera controls are back with Sanders, go to the room where the students are to find another item and the door overrides. A datapad in the room also contains 1,875 credits.

NOTE

If she survived the suicide mission at the end of Mass Effect 2 , Jack is leading the student resistance here. You can talk to her to learn more about the students. If she’s dead, her leadership role will be filled by Ensign Prangley.

ITEM REQUISITION

Look for an Assault Rifle Precision Scope near the door override.

After you activate the override, you can take the corridor below this room to a door and force it open.

You are given another conversation choice: The students can stay in cover and support you only when it’s safe, or you can tell them to go all out but risk drawing more fire.

Continue through the corridor until you reach a large atrium and a massive Cerberus force.

BRAWL

As soon as you enter this room, you will notice an Atlas in the distance, already facing you.

What you may not see are the Centurions, Assault Troopers, and Combat Engineers in the area just ahead of the cover in front of you; they are all supported by a series of shield generators that constantly provide additional protection to the enemy.

It is tempting to rush straight ahead to that cover to make your stand, but the enemy will encircle you and you’ll take fire from the Atlas.

Your best bet is to immediately take the ramp to your right as soon as you enter the atrium. This will block the Atlas from getting a line of sight on you, while giving you the height advantage on the enemy.

Maintain control of this perch, and watch for Cerberus troops entering from a locked door at the top of the ramp. Fortunately, the students will be supporting you from on high with their Biotics; however, don’t count on them to win the battle for you.

After several waves of reinforcements, Cerberus stops sending in grunts, allowing you to destroy the Atlas at your leisure.

Scour the area of ammo if you need it, then proceed through the unlocked door to a small corridor leading to the next half of this battle.

A Med Kit awaits you inside if you need the supplies, and there’s a computer offering 3,750 credits.

The next phase starts off with you at a distinct positional disadvantage. This other half of the atrium is similar to the first, but now you start off on the lower levels, and Cerberus controls the ramp to higher ground.

Combat Engineers also drop into the lower level as you enter and may already have sentry turrets up and running. Try to interrupt them if you can, and make them your priority targets every time they appear.

It might seem like a good idea to try holding the ramps during this phase, but this can actually be very risky, as Cerberus reinforcements drop in across the ramps and throughout the lower level.

This can leave your back exposed to attacks, and you may miss Engineers setting up turrets.

In the grassy area, find cover that faces the ramps for you and your squad, and engage the enemy as they drop in.Meanwhile, the students will continue throwing Biotic blasts to support you.

After many tense waves of reinforcements, Cerberus falls back, and the atrium is yours.

THE HOMESTRETCH

Leave the atrium via another corridor, and you’ll enter a larger passage. To your left, Cerberus troops are attempting to break through a barrier erected by students.

To the right is a computer that grants you 4,375 credits.Snag those before rushing the inattentive Cerberus guards and put them out of their misery.

The students are less than trusting of you, claiming that the Cerberus troops had tried to deceive them with false hopes of rescue, and they are not going to be fooled now. You’re given Paragon and Renegade options for how to deal with them.

PREVIOUSLY IN MASS EFFECT

If players saved David Archer in the Mass Effect 2 “Project Overlord” DLC, he will be present here to unlock a room with another three items.

ITEM REQUISITION

After dealing with the frightened students, move down the next open corridor, and check the computers.

Biotic Amp Schematics that you will need for a side quest at the Citadel are located here, and you will not have another chance to retrieve them.

In the room beyond, leap over the small barricade, and check the seats to your left to locate the Serrice Council Chestplate .

Past the room with the chestplate, you find a Combat Engineer with his back turned to you and an empty Atlas mech next to him.

Kill him before he gets the chance to jump in, and take the mech for yourself. Stomp up the stairs into the next room for the final battle at Grissom Academy.

PAYBACK

The Atlas mech is well armored and well armed. Your melee attack will flatten any soldier who gets close, your missiles have powerful area-of-effect blasts, and the main gun is accurate and can send the enemy flying across the room.

You will likely rely mostly on the gun, as it can be used while on the move. Slaughter the enemy troops as quickly as possible; if they get close enough to the students, they will start taking shots at their barrier. Don’t let that meter fall to zero.

Eventually, Cerberus will send their own Atlas up the stairs you entered from to confront you.

If you have retained your own mech up to this point, you can kill the hostile quickly by focusing rapid cannon shots directly onto its canopy.

With the Atlas defeated, the students make a break for the shuttles and freedom, and you should join them.

ITEM REQUISITION

Before you leave the academy for good, head toward the stairs the enemy Atlas came from, and inspect the seats to the right of it for an SMG Magazine Upgrade .

As you flee the academy, Cerberus gives chase, resulting in the death of Ensign Prangley.

As the shuttles fly back to the Normandy, you’re given another set of conversation options that will determine where the students will end up after Grissom Academy.

You can send them to the front lines for Renegade points, or you can find them a safer defensive role for Paragon points.

NOTE

Prangley’s sacrifice can be averted if Jack is alive and well.

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