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 › Side Missions

Tuchanka: Bomb

In the aftermath of rescuing Primarch Victus’s son and his platoon from a hairy situation on Tuchanka, the team moves on to attempt defusing the Cerberus bomb on the planet.

It is revealed that this bomb is no Cerberus creation, but rather it is turian by design. A relic of the Krogan Rebellions from centuries before, the bomb was intended as a safeguard against another rebellion.

If it goes off, the already shaky prospects of bringing the krogan into the war effort will suffer a major setback, damaging Earth’s chances of survival.

MISSION BRIEFING

Availability: After “Tuchanka: Turian Platoon”

Battlegrounds: After an explosive landing, expect traditional rough Tuchankan terrain leading up to the actual bomb. Cerberus is putting up resistance, but they also seem to be in a hurry to leave.

Don’t get too careless in your pursuit, as their Combat Engineers will be setting sentry turrets to further stall your progress.

The major setpiece of the battle is at the actual bomb site. Lieutenant Victus will be attempting to defuse the device, leaving your squad to hold down a very small piece of real estate while Cerberus sends a small army after him.

Because of how quickly Victus can be hurt and killed, bring a squad that can kill human opponents as quickly as possible.

Consequence Overview: There are some conversations that can earn you alignment points during the mission.

The most important thing to remember is that by doing this mission, your krogan War Assets will not suffer any penalties later in the game, because the bomb will have been defused.

ITEMS REQUISITION RUNDOWN

Credits: 5,000 (x2)

Rosenkov Materials Gauntlets

M-29 Incisor Sniper Rifle

Shotgun Blade Attachment

Med Kit (x2)

SMG Heat Sink

Pistol Melee Stunner

Sniper Rifle Concentration Module

Pistol Scope

Turret Control Schematics

HOT LANDING

Under the cover of an artillery barrage, your team is inserted into a courtyard filled with low cover. Cerberus troops advance quickly on your position to suppress you.

Don’t let the explosions from the artillery scare you, as you can storm through them without serious harm.

The blasts do make it difficult to determine enemy positions, so take the time to scan the area before making another advance; you could be missing hostiles at your flank.

Once you eliminate all Cerberus, the artillery fire will cease. Gather up ammo as needed, then advance up the ramp at the courtyard’s far end.

ITEM REQUISITION

The M-29 Incisor Sniper Rifle can be found on the left side of this ramp, leaning against the wall. Watch for a Shotgun Blade Attachment as you reach the top of the ramp.

To the right of the weapon mod is another corridor, split into two distinct paths. Cerberus will try to set up overlapping fields of fire from cover strewn throughout.

The right passage typically starts with a Combat Engineer with a turret at the far end.

Despite their distance, make them priority targets for your squad while you thin out the resistance much closer to you.

Remember that you can take out the deployable defense shields Cerberus is using for cover by disabling the generators.

Securing the right side gives a strong flanking opportunity on the left side passage, as the enemy cannot safely dislodge you from your safe spot.

Take out the shield generator to deny incoming reinforcements the extra protection in grants.

If you’re particularly aggressive, you could charge straight in and make a stand at the generator yourself, taking advantage of the rapid shield regeneration.

ITEM REQUISITION

Watch for a set of Rosenkov Materials Gauntlets in the right half corridor of this section. As you advance to the next section, look for an abandoned console you can salvage for 5,000 credits .

As you climb up the broken floors, don’t miss the SMG Heat Sink just before the next shoot-out.

PRESSING ON

After you find the SMG mod, another group of Cerberus troops stands in your path, off to the left.

As you take them down, you overhear a Cerberus officer order his men to delay you as long as possible while the bulk of the force retreats.

ITEM REQUISITION

Past the first set of grunts on this upper level, you can collect a Med Kit and a Pistol Scope . Grab these before continuing your pursuit of Cerberus.

You can catch a team of Cerberus attempting to evacuate in a shuttle as you drop to a lower level. Pick them off, then move toward the Shield Pylon that was giving them protection.

A datapad nearby grants you another 5,000 credits, and an ammo crate helps restore any thermal clips or grenades you might be missing.

The Cerberus retreat continues. Some of them fall back in the distance and head toward a waiting shuttle, while others continue to fight a delaying action against you.

It’s relatively safe to ignore the retreating hostiles, but if you’re trying to gun down everything in your path, don’t ignore the troops closest to you. There’s enough cover for them to use to flank you.

Once they are down, advance forward, just as a Cerberus shuttle clears the area with any survivors you may have left.

You can get your first look at the bomb here. Take the ladder to your right to keep moving forward.

ITEM REQUISITION

After you climb the ladder, you can find a Sniper Rifle Concentration Module atop a set of crates. Just around the corner, a Pistol Melee Stunner is hidden behind another crate.

After the pistol mod, follow the path leading down to another corridor where Cerberus troops are hastily abandoning their posts.

Don’t get too eager to rush forward: A Combat Engineer has dropped a turret to catch reckless players off guard.

After dealing with this threat, collect the Med Kit and a set of Turret Control Schematics that you’ll use for a side quest available on the Citadel later in the game.

(see “Citadel: Cerberus Automated Turret Schematics”)

DEFUSING THE SITUATION

You’ve finally reached the bomb site, and Lieutenant Victus is attempting to disarm the weapon.

His guards are taken down by sniper fire, and your squad of three is the only thing standing between Cerberus and him. It’s time for a last stand.

The courtyard you fight in has three distinct drop zones that Cerberus shuttles will try to use to deploy troops to overwhelm you.

If you have grenades or any other area-of-effect powers, now is the time to use them. Try to catch the enemy just as the shuttle doors open with a grenade, or set up power combos with your squadmates.

The weaker they are upon landing to fight means the quicker your team can clean them up.

Victus is extremely vulnerable while defusing the bomb, and it only takes a few seconds of sustained enemy fire to kill him.

Keep constantly scanning for stragglers who may have slipped past your kill zones, and pay attention to Victus’s health bar.

If it starts to fall, quickly seek out his assailants and prioritize them over everything else; if Victus dies, the mission fails.

Eventually, an Atlas joins the fray, and this marks the last push by Cerberus.

Your squad must keep the mech occupied at all costs, as it will attempt to snipe at Victus with its cannon, causing grievous damage to him.

The Atlas will receive more ground troop reinforcements, but until it’s dead, try to keep the pressure on it alone. Once you destroy it, kill off the remaining soldiers, and Victus will be safe.

Unfortunately, the bomb defusing does not go as planned, and the young turian must make a tough decision to ensure the device is incapable of detonating.

Following the successful but costly mission, Primarch Victus and Urdnot Wreav have a confrontation in the Normandy’s War Room.

You’re able to choose how to settle it, gaining Paragon or Renegade points in the process.

Regardless of your choices, Primarch Victus admits that he has just learned the harshest lesson a father could regarding war and sacrifice.

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

PreviousGrissom Academy: Investigation NextLessuss: Ardat-Yakshi Monastery