Prologue: Find the Beacon
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You are in charge of the ground team dropped onto Eden Prime , an Alliance colony under attack. Your primary goal is to find and secure the Prothean beacon .
- 1 Acquisition
- 2.1 Normandy Pre-Mission
- 2.2 Eden Prime Surface
- 2.3 Prothean Dig Site
- 2.4 Eden Prime Starport
- 2.5 Spaceport Platform Two
Acquisition [ ]
This mission is acquired after the opening sequence and reporting to the comm room aboard the SSV Normandy .
Walkthrough [ ]
Normandy pre-mission [ ].
The scene opens with the SSV Normandy flying through the Sol system as Joker calls out to the rest of the ship to prepare for an FTL jump through the Arcturus Prime relay. Commander Shepard proceeds through the CIC, occasionally maneuvering around crew members on the way to the bridge.
As Shepard reaches the bridge and looks out the window, the Normandy hits the relay and jumps. Joker proceeds to run a system check and the turian overlooking them throws an approving comment before leaving. Joker comments that he hates the turian; Kaidan Alenko asks why, seeing as the resident turian Spectre Nihlus just gave him a compliment, but Joker argues that Spectres are always trouble and that he dislikes having one on board. You can choose to either reply positively or tell them to stop arguing. When Captain Anderson comes over the comm asking for an update, Joker replies that they've cleared the relay and that Nihlus is coming his way. Anderson replies that he has already arrived and asks Joker to pass along to Shepard to meet him in the comm room. After replying, you get control of Shepard and may explore the bridge and CIC. On your way to the comm room, you can talk to Navigator Pressly at his station, as well as Corporal Richard Jenkins and Doctor Chakwas outside the comm room. Pick the investigate options at the left of the dialogue wheel to obtain some Codex entries.
When you enter the comm room, Nihlus says that he was hoping Shepard would arrive first, as it would give them a chance to talk. Respond to that, and Nihlus will comment about Eden Prime, vaguely asking how safe it really is. Soon Anderson walks in and says to Nihlus they should tell the Commander what is really going on. Nihlus agrees and fills in that the mission is "far more than a simple shakedown run."
Anderson explains that a science team on Eden Prime discovered a Prothean beacon ; since the beacon might contain technologically significant information, it needs to be secured and brought to the Citadel for study. For the Protheans Codex entry, be sure to ask about them. It is revealed that Nihlus is also there to evaluate Shepard's performance in terms of the Commander's Spectre potential.
The conversation with Nihlus and Captain Anderson is interrupted when Joker reports a problem over the comm. A view screen opens up and shows a transmission from some marines on Eden Prime. Some heavy fighting as well as disconcerting footage of an immense alien-looking ship is shown before the transmission is cut – Anderson concludes that "this mission just got a lot more complicated", and orders Shepard to get ready.
When you arrive at Eden Prime, Joker flies the Normandy over the landscape, while Anderson gives a final briefing. Shepard and squad's objective is to head straight for the dig site and secure it. Nihlus gets out first to scout out ahead, and you are dropped off at another drop point.
25 May 2021
20 March 2017
Eden Prime Surface [ ]
"Ship perimeter secure, Commander!", Kaidan opens as you turn around and head towards the dig site. Nihlus comes over the comm to tell you to keep your guard up as the colony got hit hard. Head right by the stretch of grass with the gas bags as there is an easy-to-miss crate in the corner which contains an upgrade and gives you the Upgrades Codex entry. If you haven't done so already, take a moment to open up the menu and look over your team's abilities and equipment . Before assigning any points in abilities, you may want to save your game as those allocations are permanent once made (for more information see the Talents page). Also note that whatever you equip Jenkins with will be lost in the next few moments.
Once you have it, head back to the left and you will eventually trigger a cutscene where Shepard and the squad are approaching a field. Shepard raises a fist to tell them to halt, then signals Jenkins to move up. However, as Jenkins advances, several Geth Recon Drones fly up and kill him. Once you regain control, take cover and eliminate the hostiles; you can destroy them easily with your pistol .
Once they are down, you can investigate Jenkins' body and you can earn a few morality points based on your response.
Head up the field and after a few seconds, more Recon Drones will come flying out. Take cover again and destroy them. Once they are down, move up. Note: after dealing with this first wave of drones, Kaidan will lose a large portion of his health. This appears to be a scripted event and is not due to actual damage inflicted by enemies.
Nihlus comes over the comm with some not-so-inviting news, as if you needed to hear more. Apparently, he has come across a lot of dead bodies. When you reach the top of the hill, head to the left first to grab a crate and then use the large flat trees upcoming because there will be three more Geth Recon Drones to take down. Use cover, gunfire, and powers to take out the drones. Once they are down, head up and when you reach a clearing, you will enter another cutscene.
Prothean Dig Site [ ]
The cutscene shows a soldier, one of those seen earlier in the transmission, running and being pursued by two drones. She takes a hit but her shields hold; then she falls, pulls out her pistol and destroys her two pursuers. Then she takes notice of two Geth Troopers , and a colonist who is impaled upon a spike . The geth spot her and she runs for cover and pulls out her assault rifle .
You regain control at this stage—once the geth attackers are down, approach the soldier and talk to her. Note: If you held off from investigating Jenkins' corpse earlier, the last opportunity to do it will be before talking to the rescued soldier. Afterward, Jenkins' body can no longer be interacted with.
She introduces herself as Gunnery Chief Ashley Williams of the 212. The conversation can go any way you want, but take it easy if Shepard is male and you want to pursue a relationship with Ashley later. She tells you that the dig site is a little further up the road, and the three of you move out together.
Squad: Up to this point, you may have noticed that Kaidan was "unkillable" by enemies. After Ashley joins your team this is no longer the case, and either member of your squad can be downed by enemy fire. You'll need to take care of them in combat by ordering them to use cover or retreat, or by using First Aid to heal them up if their health becomes severely damaged. Downed squadmates can be revived during combat by a few abilities but if you're playing a new, low-level character you may not have access to them yet. They will revive automatically at a low level of health once all enemies in the area have been eliminated and sometimes if you retreat a very long distance away. For more information see the Combat page .
Before you leave, grab the two crates to the right and the med kit across the clearing. One of the crates contains the Scorpion light armor , which has better stats than the default Onyx armor and is thus probably worth equipping on someone. The other crate contains some random loot. Once you have everything, head out and be prepared.
Once you get to a series of rocks, take cover because there will be more geth that attack from the dig site itself. Use the cover and your squadmates to eliminate them. One geth will be on the exterior patrolling, so watch out as it will come from an angle that is not easy to see or hit.
Once they are all down, investigate the dig site. If you try to move past the dig site without investigating it, the next scene below plays anyway.
A dialogue scene will show and Ashley is astonished that the beacon is no longer in the site; it has apparently been moved. Before you leave, grab the crate next to one of the exterior pillars of the site for a few weapons as well as the Body Armor Codex entry. Also at this point, Nihlus comes over the comm saying that there is a change of plans: he will be investigating a small spaceport and will wait for you there.
Head up the ramps to the science camp. When you get close, Kaidan points out that it's a good place for an ambush and instructs you to keep your guard up. A cutscene will then show the spikes from earlier and some cybernetic creatures on them. Suddenly, one spike lowers and Ashley wonders what the geth did to them. Kill the Husk and its two friends: be careful not to let them get too close because they have a devastating electrical attack and will proceed to melee you and the squad to death if given a chance. Tip: backing up while firing is a good basic tactic, as is using abilities like Kaidan's Throw to knock them down.
Once the Husks are down, don't leave before grabbing the upgrade kit behind the spikes, which are called dragon's teeth . There are also some crates in one of the shacks, the one with the window open. Grab the two crates inside the shack and head for the other.
There is a lock on this shack which you must bypass . If you fail, you must break down equipment into omni-gel to get enough of it to bypass the lock. You will get the same amount of experience either way. Once inside, there are two scientists: Dr. Warren , who is the one in charge, and her assistant Manuel , who seems to be a little off his rocker. You can ask them both questions about the attack and where the beacon went; it was apparently moved to the starport that morning. You can continue asking questions – if you are annoyed with Manuel or you want nine Renegade points, you can knock him out. Once you are finished, head over to the path and you are treated with a cutscene.
Eden Prime Starport [ ]
The cutscene shows Nihlus approaching the spaceport. He takes cover and then leans out and sees another turian, Saren Arterius . Nihlus questions Saren, then turns his back. Nihlus was not expecting the geth, but Saren claims to have it under control. However, the pistol that Saren pulls on Nihlus hints at some other motives. When the cutscene ends, you hear a gunshot that reverberates in the air. Round the corner and head down the path. Off in the distance you see a massive ship taking off.
The exterior of the spaceport has a few Husks, and some Geth Troopers are defending this position. The Husks will rush you while the Troopers will stay at a distance. At the top of the stairs is another containment cell; if you hit it at the right time you can eliminate the Troopers before they are a threat. Once they are down, destroy the Husks that are preparing to swarm you. Use Kaidan's Throw power to help with the overwhelming part, and otherwise keep backing up while firing at the Husks. Once they're down, head to the left and access a malfunctioning object for some loot. There is also a crate outside another shack. Bypass the lock to meet some farmers.
A farmer named Cole and two of his friends exit saying they are not armed. You can ask Cole some questions about the attack and the ship you just saw. Before you leave, one of the other farmers asks Cole to give you some loot. Apparently there was a smuggling ring and the farmers were making some money by hiding the goods in their sheds. Respond to that any way you wish. Ask him about it and, with one point of Charm or Intimidate , you can use a persuasion option to get it. There is another persuasion option to get some more tech. Then Ashley asks for the name of the contact, Cole refuses, a third persuasion option opens where you can get the name, Powell . Once you are done, head into the shack for a storage locker. This locker requires Electronics to unlock: even a single point in Kaidan's or Shepard's Electronics skill is enough to bypass the locker. If you don't have the score now, you will probably level up once more before moving on to the next area, so you can come back for the locker later.
Head up to the platform where you can see a body; unfortunately, it is Nihlus. Before you investigate his body, head to a fire in the corner because it isolates an upgrade in it. Warning: going into the fire can kill you very quickly, but it's possible to grab the upgrade without doing so. Once you have it, there is a med kit on the ground near the steps, so grab it if you need it. Then investigate Nihlus' body.
Ashley immediately notices someone moving behind the crates. Everyone pulls their pistols, but it is just a dockworker. He introduces himself as Powell, which sounds familiar. You can ask him the same questions as you did the farmers, though he will give slightly different answers. If you managed to persuade Cole to mention Powell's name, you will have the option to ask Powell about the smuggling ring, at which point he will say that it doesn't matter anymore. Press him and he will say that no one misses a few pieces from the military orders. Ashley presses him for the grenades and he hands them over. You can use Paragon or Renegade options to get a High Explosive grenade upgrade out of him (requires 3 Charm or Intimidate, respectively).
The next area is relatively simple, mainly because it is very linear. Head past where you talked to Powell and send your squadmates first because there are two Geth Troopers around the corner. Once they fall head down the catwalk and look onto the train below. There are some geth there and an explosive crate; shoot the crate to take them out without having to go down the ramps. Even with a shotgun, it is easy to do so. Once they are treated to their daily helping of explosives, head down the ramps and onto the train.
Take cover here because further down are some Geth Troopers, Geth Shock Troopers , and a Geth Destroyer . The Destroyer will, once you or the squad open fire, start walking towards you. Eventually, it will charge at you and the squad and either melee or use its shotgun to kill you. Hitting it with an ability like Throw can help keep it at a safe distance for longer. Take the Destroyer out first, then move from cover to cover to take out the geth further along. A character trained with sniper rifles can take them out easily without having to move from one position to another. When the geth finally fall, move up, and grab some medi-gel from a med kit about half of the way down the train. Note: if you couldn't unlock the storage locker before, now is the last time you can go back for it. Otherwise, activate the train controls.
Spaceport Platform Two [ ]
Once you activate the train controls, you are treated to a cutscene where the train moves along the tracks. Then the scene jumps to the other platform where Saren is with some geth, giving orders to erase their tracks by destroying the entire colony. Then it shows Saren standing in front of the beacon and being lifted into the air. The scene cuts to a Geth Shock Trooper standing up after setting a charge to see Shepard's train arriving.
When you regain control of Shepard, you have five minutes to disarm four explosives. The first is right near the train and can be done without shooting. Be warned that while you are disarming them, you can't return fire or do anything else, so make sure you are in cover and the enemies are pinned down. Once the first charge is disarmed, head up the ramps and you will come under fire. Head across the bridge and use the last panel on the right to position your squad to cover you while you move to the left and disarm another charge. Then take out the Geth Troopers, Geth Sniper , and Shock Troopers that are attacking you. Be careful of the Sniper because it can take you down in one hit, even with full shields. The geth sometimes hide behind the crates at the other end of the platform and on the bridge, but they rarely go to the other side so no need to worry about flanking fire.
Once all the geth are down, the first alcove on the left has another charge; disarm it and then head all the way down the platform and disarm the last charge. Now head over to the ramps to the last area of the level. There is a crate just before the catwalk, grab it then move your squadmates about halfway down the catwalk and prepare to face the final four enemies of the level: two Husks and two Geth Troopers. The Husks will storm up the ramp so use Throw to get them back down the ramps. There is a possibility that one or both can go over the railings to the left, though once they're at the bottom of ramps it is easy to take them out because they won't move. Once the Husks are out of the way, move to eliminate the Troopers.
Once the troopers are down, DO NOT investigate the beacon yet if you aren't ready to end the mission. There is a crate and a storage locker on the main platform, a wall safe to the far left, and a technician kit on the far right, when looking at the beacon. Note that there is a brief but easy-to-miss cutscene that triggers if you walk up to the middle of the fence posts behind the beacon and next to the crate (i.e. in between the beacon and the crate). Once you are done, investigate the beacon and a final cutscene will start.
Shepard radios the Normandy for pickup while Kaidan and Ashley investigate the beacon. The person who is the same gender as Shepard will then go to talk to the Commander, while the other investigates the beacon. Suddenly they are pulled towards the beacon, Shepard notices and as they are lifted into the air, Shepard grabs them and throws them aside. Then Shepard is lifted up and a scene showing disjointed chaotic images plays, while the non-thrown squad member prevents the other from going near Shepard to keep them out of danger. Then the beacon explodes and Shepard falls to the deck.
Normandy [ ]
You find yourself in the med bay of the Normandy with Dr. Chakwas and the squad member you threw out of the way. Chakwas asks how you feel, and you get the story about the beacon and what happened to it. Then Anderson walks in and asks for the room to be cleared. You can ask and answer Anderson's questions as you wish. Once you are done, Anderson tells you to see Joker and tell him to bring the Normandy into dock at the Citadel.
You can either head straight for the bridge, or walk around a little. If you choose to walk around, talk to Ashley and Kaidan. If you were rough on Ashley on Eden Prime, you can apologize now. Take advantage of this especially if Shepard is male and you wish to pursue a relationship with Ashley later. Before leaving the med bay, replenish your medi-gel on the right next to the door. Next to Dr. Chakwas is Shepard's locker. You can head to the cargo hold where you can sell and buy equipment (although not much at this point) from the Alliance Requisition Officer . You can buy the medi-gel and grenade upgrades, which allow you to carry one more medi-gel and grenade respectively. Note: Walking around a little may give several codex entries .
When you head up to the bridge, talk to Joker and you get treated to a great cutscene showing the Citadel, several turian ships , and the flagship of the Citadel Fleet , the Destiny Ascension . Eventually the Normandy is cleared to dock at Dock 422 .
Enemies [ ]
- Geth Destroyer
- Geth Recon Drone
- Geth Shock Trooper
- Geth Sniper
- Geth Trooper
- 2 Romance (Mass Effect: Andromeda)
Mass Effect 3: All Intel Locations In Eden Prime: Resistance Movement
Eden Prime contains important intel that can damage Cerberus. Unfortunately, it's hard to find.
One of the most interesting missions in Mass Effect 3 is Priority: Eden Prime, as it sees you return to the first planet you ever visited in the series, Eden Prime. But when you're there, you shouldn't get overly distracted by memories of Jenkins. If you do, you will miss a few sets of Cerberus intel that can really help the Eden Prime Resistance.
RELATED: Mass Effect 3: Optimal Mission Order
The task of finding them is it's own mission named Eden Prime: Resistance Movement. It isn't too easy to locate the intel, as they aren't marked with an icon or anything. As a result, most people miss them on their original playthrough. Yet, you can get them on your current run-through by following this guide.
You don't get the quest in your journal until you find the first piece of intel.
You can get the first piece of intel very early into the Priority: Eden Prime mission . When you're dropped off, simply follow the path down and head into the first building on your right - it has a number six on it.
Head all the way through it , past the area with the tables and the kitchen. Eventually, you will reach a desk with two computers on it. Examine the one on the right to acquire the important intel. This all occurs before you reach the artifact.
After seeing the artifact and having your first battle of the mission , you can get the second piece of intel. Simply cross the bridge in front of you and head into building number five, which is on your left.
Make your way all the way through it - once again, past a kitchen - until you locate a terminal on your left. Examine it to get the second piece of intel.
From intel two, turn right to see a building with a number two on it, next to a ladder. You can find the last bit of intel inside it.
Make your way through the building, passing the nines on the walls until you reach the back room . In there you will find a bunch of screens and a few keyboards . Interact with t he middle one to pick up the last slice of intel. Once you've got all three, the quest is complete.
NEXT: Mass Effect Legendary Edition Complete Guide And Walkthrough
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What are the exact rewards from the mission "Priority - Eden Prime"
After I finished the mission and spoke with Javik, I remember there were three "popups" with rewards from it. One was the assault rifle and another one a biotic power. But I forgot what was the last reward, I only remember it had the "Information" header in the popup.
I tried to load a save and finish the mission again but only got one "popup" with the assault rifle reward.
- IGN's video walkthrough just shows two: youtube.com/watch?v=w9kXbkNB5Uk – Matthew Read Mar 14, 2012 at 1:04
- It was probably either a new upgrade from glyph or just some credits from the alliance. – Mr Smooth Mar 14, 2012 at 1:05
The exact reward for this mission is, obviously reputation for talking to someone new. More notably is the Slam Power unlocked for your purchase in the medical bay and the Particle Rifle. There is no third reward that i could find in my research.
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Mass Effect 3: best squad for each mission
Mass Effect 3 brings together a slightly smaller squad of warriors to take the fight to the Reapers, but there's enough of them that you'll always be leaving some folks behind on the Normandy - which always begs the question - what's the best squad for each mission in ME3?
The answer, obviously, is deeply subjective. You should always choose characters for the squad of each mission based on your preferences, both in terms of which have skills that mesh well with Commander Shepard's, but also in terms of who you like most on a personal level.
With that said, certain characters certainly have more to say that's interesting in certain missions - with that depending largely on if they have a stake in the events of that mission. On this page, we offer some suggests for the best squads to take to ME3's missions.
Mass Effect 3: Best Squad choices for main quest Priority missions
Mass Effect 3 is split into two types of missions - main and side quests. You can easily identify a main mission in ME3 because it has 'Priority' in the title - though despite that term, the main missions aren't truly a priority as they never expire. Some side quests, however, can expire.
As the bulk of the main story, Priority Missions are where characters always have unique and in-depth dialogue depending on who you bring and the situation. The below is a best squad choices for each mission recommendation based not on skills or combat, but on what characters have to say throughout each of the main missions:
- Taking two aliens results in two unqiue & cool observations as a result.
- However, if you bring Kaidan/Ashley, they will have things to say about your history on Eden Prime.
- Priority: Palaven - anyone you like. If you do this following our suggested mission order, you won't have much of a choice and will likely end up with James and Liara.
- Garrus & Liara will have great unique dialogue if Wrex survived ME1. Likewise for Captain Kirrahe.
- Alternatively, Javik & EDI have fun dialogue in this mission.
- Priority: Tuchanka - the dialogue is fairly evenly matched in this mission among all characters. As always Javik has interesting fish-out-of-water dialogue.
- Priority: The Citadel II - James has a lot good to say on this mission, and Garrus has knowledge of the Citadel thanks to his C-Sec days.
- If you romanced Tali in ME2, take your love interest from ME1 (Liara / Ashley) to have awkward new partner and the ex dialogue. If you're romancing Garrus, this will also be acknowledged.
- Alternatively, EDI and James have great dialogue throughout this mission.
- Priority: Rannoch - you must use Tali here. Javik is great here as he so often is, but it's nothing major, so take whoever you like. Pairing Tali with one of her old ME1 friends feels particularly good.
- Priority: Thessia - taking Javik on this mission is an absolute must. While every single squad mate has some incredible dialogue to offer here, the combination of Liara and Javik is explosive in the best possible way and isn't to be missed. Be sure to visit Javik's quarters after the mission for a scene where that continues.
- Priority: Horizon - everyone has unique dialogue here, but none of them are particularly exciting. Choose whoever you like.
- Priority: Cerberus Headquarters - EDI is required for this mission. For your second squad mate, we recommend taking your romance choice if they're a squad member. Garrus is great for some references to ME2.
- Priority: Earth - this mission falls into two halves; you'll pick your squad at the start, and again roughly halfway through the mission. The choice honestly doesn't matter in either half - but we recommend you take along your love interest for the second half at the absolute minimum.
ME3 Best Squad members for side missions & DLC
The nature of ME3's war-torn story means that a lot of its side content doesn't feel quite as fleshed-out as in ME2, but that's balanced out by the sheer number of main missions. However, several side missions are really important and feature returning characters from past games.
Some side missions can also expire, meaning you can miss out on wonderful cameos and war assets that are vital for getting the best ME3 ending choices . If you want to miss out, consult and follow our ME3 mission order guide .
Below, we list every side mission where your choice of squad mates has a material effect on the dialogue throughout the mission. Any mission not listed doesn't feature significant differences depending on your squad make-up - so on those, go with your gut.
- Grissom Academy: Emergency Evacuation - if Jack survived the ME2 suicide mission, you should consider taking along Garrus and/or EDI, who will both know her from those adventures. You can't take Tali, as this mission will expire & disappear before she can be recruited.
- Tuchanka: Turian Platoon - Garrus has plenty of ambient dialogue here about Turian society.
- Tuchanka: Bomb - Garrus once again has a lot to say because of the Turian connections.
- Attican Traverse: Krogan Team - first of all take Javik, who has interesting things to say about the Tachni. If Grunt survived ME2, bring along Garrus for their ME2 connection - or Tali, if you save this mission for later, but we recommend you don't.
- Kallini: Ardat-Yakshi Monastery - take Liara along because of the Asari connection. If Samara is alive, she'll appear, and once again taking Garrus will result in acknowledgement of the shared history.
- Arrae: Ex-Cerberus Scientists - EDI will have a lot to say about Cerberus during this mission. You can then either bring Tali or Garrus for ME2 squadmate recognition, or Ashley/Kaiden to hear their perspective on Cerberus.
- Rannoch: Admiral Koris - take Tali because it's all about her people, of course. Ashley and James both have great dialogue in this, too.
- Rannoch: Geth Fighter Squadrons - take Tali again because of the vested interest she has. Anyone else is fine.
- As ever, Javik has some fun reactions and notes.
- On Mahavid, EDI has a unique observation.
- On Despoina, your love interest has a unique moment if present.
- For the Silver Coast Casino Infiltration, take your Love Interest - though again, everybody is great here.
- For the Citadel Docks: Retake the Normandy section, EDI has a small unique moment, and every combination of squad mates has unique lines here. However, we recommend ME1 characters for reminiscing about that game's events.
Mass Effect 3 Walkthrough
This section of IGN's Mass Effect 3 guide is our complete walkthrough for all primary story Missions in the game, from the opening on Earth to the grand finale of the Mass Effect Trilogy. These pages will help you prepare for and win all combat encounters, where to find all the collectibles, and how to pick the right dialogue options for your playthrough. We'll also cover the rewards and fallout in the aftermath of each Mission.
Act 1 - Earth
In the opening of the game, Commander Shepard, relieved of duty over their actions in Mass Effect 2, must escape Earth and quickly find a way to stop the Reapers from annihilating all sentient life in the galaxy. But this will already come with heavy costs, and an excursion to Mars provides both hope and loss.
- Priority: Mars
- Priority: The Citadel 1
- Normandy: First Visit
- Normandy Collectibles
Act 2 - Turians and Krogan
With the Council unwilling to band together in support of the Crucible, Shepard decides to bypass them and appeal directly to their leadership. Their first lead is to attend a war summit between the Turians, Salarians and Krogan, where a 1,500 year old rivalry is about to be put to the test.
- Priority: Palaven
- EDI is Offline
- Citadel Excursion 1
- Priority: Sur'Kesh
- Citadel Excursion 2
- Priority: Tuchanka
Act 3 - Quarians and Geth
After securing Krogan support for the Turians to get their support for Earth, a major insurrection is discovered that shakes the status quo of the war. After that, Shepard must once again attempt to end one of the longest-standing cold wars in the galaxy.
- Priority: The Citadel 2
- Citadel Excursion 3
- Citadel Excursion 4
- Priority: Geth Dreadnought
- Priority: Rannoch
Act 4 - Cerberus and Reapers
After ending their second multi-century conflict, Shepard is directed to the Asari homeworld of Thessia in search of the Catalyst, the key component of the Crucible, putting them on a collision course with Cerberus. The assault on this shadowy organization's headquarters mark the beginning of the end of Shepard's long journey to stop the Reapers.
- Priority: The Citadel 3
- Priority: Thessia
- Priority: Horizon
- Priority: Cerberus Headquarters
- Priority: Earth
Up Next: DLC
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- Mass Effect Legendary Edition Differences and Changes
- Beginner's Guide and Tips
- Complete Mass Effect Trilogy Walkthrough
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Eden Prime Support is a Alliance War Asset in Mass Effect 3 . War Assets are all the resources and allies gathered by Commander Shepard during the journey to defeat the Reapers . War Assets contribute their Total Military Strength, in order to increase the Effective Military Strength, which determines success in the final showdown against the Reapers . Some War Assets can improve or decrease their Total Military Strength depending on some choices made during the course of the game.
Eden Prime Support Information
- Requires: Complete Priority: Eden Prime .
- Military Strength: 25
Eden Prime is an agrarian world, producing millions of tons of food that is sold to less arable planets. The Alliance has set up supply lines from this colony to funnel excess provisions to its troops.
UPDATED (You have to retrieve one piece of intel during Eden Prime: Resistance Movement ) Military Strengtth: 25
A few researchers who studied Prothean technology on Eden Prime avoided capture by Cerberus. They've forwarded copies of their work to the Alliance, hoping it can help build the Prothean device found Mars .
UPDATED (You have to retrieve two pieces of intel during Eden Prime: Resistance Movement ) Military Strength: 25
Although its military defenses were seriously damaged by the Cerberus invasion, Eden Prime's remaining government has loaned the Alliance several Athabasca-class supply freighters.
UPDATED (Retrive all three pieces of intel during Eden Prime: Resistance Movement ) Military Strength: 25
Eden Prime's colonists drove Cerberus away from their system entirely. With its shipping lanes secure, the colony is sending out as many supplies and equipment as it can spare.
Eden Prime Support Notes and Tips
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