Mass Effect 3 Priority: Earth Guide—Zones, Waves, Loot, and Choices

Mass Effect 3’s Priority: Earth sequence is structured like a checklist-driven siege: you move from orbit to ground operations, clear multiple combat zones, and then survive escalating waves before pushing toward the Conduit Beam. This guide page breaks down the mission’s key planning points—what enemies you’ll fight, what rewards and dialogue choices matter, and where critical gear is hidden—so you can focus on execution instead of guessing.

Checklists

This guide page for the Priority: Earth mission focuses on getting through every major fight, tracking down collectibles, and selecting dialogue options that fit your run. If you’re looking for something specific, the page provides quick-jump sections covering Mission Stats, the route to Sol, destroying the Hades Cannon, the Forward Operating Base, escorting Hammer Team, clearing a Reaper strongpoint, traveling to the Thanix Missile Battery, defending it, and finally crossing No Man’s Land.

  • Mission Stats
  • Travel to Sol
  • Destroy the Hades Cannon
  • Forward Operating Base
  • Escort Hammer Team
  • Clear Out Reaper Strongpoint
  • Travel to Thanix Missile Battery
  • Defend the Thanix Missile Battery
  • Cross No Man’s Land

Mission Stats

Mission Rewards

  • Reputation: +15

Recommended Loadout and Squad

  • Squad Tactics:
    • Because the mission revolves around enduring repeated Reaper waves, squadmates with strong survivability are emphasized—specifically Garrus and James.
  • Unique Dialogue:
    • There are two moments where you can choose your squad: one immediately at the start and another partway through. The opening choice contains no unique dialogue triggers, even if you have a Love Interest, so you don’t have to worry about missing content there.
    • That said, James is presented as a solid pick for the first squad selection because, early in the story, he strongly wants to return to Earth.
  • Shepard’s Loadout:
    • A Level V Sniper Rifle with fast reload is recommended. The combat spaces are described as large, and the mission requires quickly removing high-threat enemies such as Banshees and Brutes.

Mission Enemies

  • Banshee
  • Brute
  • Cannibals
  • Harvester
  • Husks
  • Marauder
  • Ravager

Travel to Sol

  • Prerequisite: Complete “Priority: Cerberus Headquarters”
  • Location: The Milky Way → Local Cluster → Sol → Earth → London

After finishing “Priority: Cerberus Headquarters,” you’re funneled into a single destination: Earth. On the Galaxy Map, it’s labeled “Local Cluster,” a nod to where humanity began. Once you enter the system, you cycle through three cutscenes.

First, Admiral Hackett’s ship arrives and Hackett boards. He meets Shepard, then delivers a motivational speech to the forces assembled for what’s coming. After that, you regroup in the Vid Comm Room to speak with Admiral Anderson, who explains that the Citadel’s arms have been closed to prevent access.

The operational plan is laid out clearly: Shepard’s fleets—called Sword Team—fight the Reapers in orbit, while the Alliance deploys Hammer Team to launch a ground assault on the Conduit Beam. The Reapers have been using the Conduit Beam to move transported humans to the Citadel, and Hammer Team’s job is to hit the Conduit Beam hard enough to allow boarding and opening the Citadel arms. That opening is meant to let the Crucible, shielded by Shield Team, dock with the Citadel and turn the tide.

The next cutscene shows Sword Team arriving through the Sol Relay, led by the Normandy. Then an enormous stream of allied forces pours through simultaneously—fighters, Frigates, Cruisers, and Dreadnoughts from all the races you’ve aligned with. If you spared the Destiny Ascension in Mass Effect 1, it shows up here instead of a generic Asari Dreadnought. The fleets report in, and you get a set-piece sequence of the combined forces clashing with the Reapers as the Normandy slips through using its stealth drive and Reaper IFF.

There’s also a final scene featuring Joker saluting Shepard for the first time. In the Legendary Edition, if you were patient with him following Thessia, the scene includes an alternate handshake-ending variation.

Destroy the Hades Cannon → Forward Operating Base

Destroy the Hades Cannon

As you approach the Forward Operating Base, the Reaper Hades Cannon shoots down the shuttle carrying the team assigned to destroy it. Since the Hades Cannon is what prevents Hammer Team from landing, Shepard orders Cortez to drop them off so they can recover heavy weapons and handle the job themselves.

Reaper fire begins before the Kodiak even touches down. Your first priority is described as removing the Cannibal stationed in front of the initial cover. Then you exit the shuttle and deal with Cannibals and Marauders trying to flank. The guide’s approach is to thin them out, climb the hill, and carefully time your peeking from cover because the area shakes whenever the Hades Cannon fires—making precise aiming harder. If you need ammunition, it’s available on several concrete pieces near the top of the hill.

At the summit, a Brute appears to your right, with additional Cannibals and Marauders, plus another Brute further out. The recommendation is to back down slightly when the closer Brute starts growling so the flanking enemies can’t reliably hit you, then eliminate the Brute quickly. After it goes down, switch to a long-range weapon and snipe remaining threats from cover, while also remembering the distant Brute is still a factor.

You then follow the incoming pressure toward a rubble-made ramp on your right. Since enemies keep flooding in endlessly, the guide advises pushing toward the objective up the rubble rather than trying to wipe every enemy—because you can’t. Before leaving, ammo is suggested as a must-stock: it’s listed as found in buildings on the right before the ramp and on a broken concrete piece as you begin moving up.

At the top of the ramp, you find several elements: more Cannibals and Marauders, a Ravager, the crashed shuttle, a med kit, and an M-920 Cain—a large missile launcher used to break the Hades Cannon. The M-920 is marked as a navigation point.

  • Med Kit – 50 XP. Next to the M-920 Cain, beside the crashed shuttle.

After clearing the nearby enemies, pick up the M-920 Cain, aim at the large Hades Cannon, and hold the fire input until it launches. As the cannon comes crashing down, the guide recommends trying to locate another M-920; each one has a single shot, so you can’t reuse it, but an extra missile is still highly valuable. If you can’t find the second launcher, return to a standard weapon.

More enemies appear immediately, including a Banshee. Take cover using the downed shuttle, remove the Banshee as quickly as possible, then pick off Cannibals while advancing slowly toward extraction.

Important detail: the shuttle is said to contain two M-920 Cains. You can collect the second one specifically to deal with the Banshee.

M-920 Cain

The M-920 Cain is described as the legendary heavy weapon from Mass Effect 2, but here it’s restricted to this single battle. Functionally, it behaves similarly to the Reaper Blackstar, though it takes longer to charge. The guide states that the Cain can eliminate any enemy in one shot, but it will also harm Shepard and squadmates—so it’s recommended to fire from a distance.

After additional radio chatter, a shuttle arrives. You have limited time to reach it, so the guidance is to take cover to recharge shields, then sprint for the boarding point. If you have Tactical Cloak, you can use it to run straight to the shuttle.

On board, there’s a surprise conversation with Admiral Anderson. Pulling the Paragon Interrupt grants +5 Paragon Points.

  • You can ask, “How did you last so long?” then choose between:
    • “You did more than hold on” for +2 Paragon Points.
    • “We expected nothing less” for +2 Renegade Points.
  • You can end the conversation with either:
    • “Everyone’s prepared for this” for +2 Paragon Points.
    • “They know it’s do or die” for +2 Renegade Points.
  • You can ask, “How did you last so long?” then choose between:
    • “You did more than hold on” for +2 Paragon Points.
    • “We expected nothing less” for +2 Renegade Points.
  • You can end the conversation with either:
    • “Everyone’s prepared for this” for +2 Paragon Points.
    • “They know it’s do or die” for +2 Renegade Points.

Forward Operating Base

Next, you land at the Forward Operating Base (FOB). Anderson and your two squadmates move ahead, and you have a conversation with Major Coats. Your response options are:

  • “You think so?” for +2 Paragon Points.
  • “They shouldn’t need me” for +2 Renegade Points.

Afterward, you’re free to roam the FOB with no time pressure. The guide frames this as an opportunity to talk with the military leaders, squadmates, and crew you’ve come to know across Commander Shepard’s journey. The page lists who you can speak to and where to find them, with several points offering +2 Reputation or other rewards.

  • James Vega – Just across the street from the building where you start out (+2 Reputation).
  • Virmire Survivor – Facing the Conduit Beam. Kaidan/Ashley is on the right-hand side of the street, at the corner of the building with the Communications Tech.
  • Communications Tech – Lets you talk to friends not currently at the FOB if they’re still alive, including Jacob, Miranda, Grunt, Jack, Zaeed, Cortez, Samara, and Kasumi.
  • Primarch Victus – Go up the rubble ramp near the Communications Tech building and enter the next room. You can speak to him multiple times.
  • Garrus Vakarian – In the room with Primarch Victus (+2 Reputation).

After speaking with Victus and Garrus, you cross a bridge and take part in a turret minigame. The goal is to defend the FOB from a Reaper ground assault, but the guide notes you don’t actually have to do anything. After 45 seconds, an Alliance fighter flies by and bombs the attackers, letting you continue.

  • Liara T’Soni – In the room immediately after the turret minigame (+2 Reputation).
  • Med Kit x2 – 50 XP each. In Liara’s room, there are two med kits under some stretchers.
  • Datapad – A disturbing datapad located in a small room after Liara, on a table to your right.
  • Javik – In the following room, where a Krogan leader is barking orders to his men. The dialogue changes based on whether Javik checked a Memory Shard after “Priority: Horizon” (+2 Reputation).
  • Krogan Leader – Wrex or Wreav appears on top of a rubble pile in the same room as Javik. If you sabotaged the Genophage with Wrex as the Krogan Leader, no one will be present.
  • Tali’Zorah vas Normandy – In the final room, to the right of the table where Anderson stands (+2 Reputation).
  • EDI – In the final room, to the left of the same table where Anderson stands (+2 Reputation).

In the last room, there’s a table with Admiral Anderson. You can talk to begin the ultimate assault, but you’ll be allowed to delay it if you still need to finish anything you missed while exploring the FOB.

As Anderson explains, a Reaper Destroyer is guarding the Conduit Beam. Hammer Team will escort Hydra-missile-equipped tanks through a dense cluster of buildings toward that target. Your earlier actions on Rannoch are referenced as the reason you know the Destroyer’s firing chamber is a weak point. Once the Destroyer is down, you’ll rush the Conduit Beam.

Before leaving, Shepard gives another squad speech. The page lists the results for each option:

  • Paragon – “Comrades…”, “Remember what you fight for”, and “Be fearless…” for +6 Paragon Points total.
  • Renegade – “Soldiers…”, “Victory or death!”, and “Be rutheless” for +6 Renegade Points total.

Escort Hammer Team → Thanix Missile Battery defense

Escort Hammer Team

  • Squad Tactics:
    • The guide describes the upcoming fights as similar to the first half, but with the highest density of overwhelming enemies in the entire game. The earlier strategy still applies: bring Garrus and James for durability, and use powerful sniper rifles to handle Banshees and Brutes.
  • Unique Dialogue:
    • If you have a Love Interest in your squad, the page strongly recommends bringing them with you when you have the Extended Cut DLC. The guide also states this DLC content is pre-installed in the Wii U and Legendary Editions.
  • The fighting ahead will be similar to the first half, but with the highest amounts of overwhelming enemies in the game. As such, the earlier advice applies here: Garrus and James with their health, and powerful sniper rifles for Banshees and Brutes.
  • If you have a love interest in your squad, we HIGHLY recommend you bring them with you if you have the Extended Cut DLC. This will be pre-installed in the Wii U and Legendary Editions.

To begin, the guide tells you to kill the first pair of Cannibals with a power, then take their cover position and eliminate the remaining Cannibals and Marauders. Ammo is available on a table in plain view. Follow the Mako until it’s destroyed, then take cover. Continue thinning targets, then move through the open doorway on the right.

Approaching the next Mako, it starts driving away. A Harvester shows up with more Cannibals and Marauders. At some point, a Banshee enters the mix as well. The advice is to keep your distance, remove the Harvester first, then handle the ground troops. Because ammo is scattered around, load up before exiting through the door in front of the Mako.

Clear Out Reaper Strongpoint

In the parking garage, Husks attack. If you stay in the open long enough, you and your squadmates can eliminate them before they get too close. When you reach roughly the middle of the garage, additional Husks and two Brutes arrive. Back away and remove them before they can reach attack range. If they charge, run or roll to reposition—just keep track of your position so you don’t accidentally trap yourself in a corner.

When the garage quiets down, climb the ladder at the far end, move up the rubble, and take positions on both sides of the open doorway on the right. Clear the room of Cannibals, Marauders, and the Ravager.

  • Med Kit – 50 XP. Under a stretcher bed in the middle of the apartment room.
  • Computer – On a desk near the med kit described above.
  • Med Kit – 50 XP. In the bathroom to the right of the exit door, on the vanity next to the shower.

Travel to Thanix Missile Battery

Exit the doorway and remove the surprise Husks before they close distance. Once they’re down, head down the rubble and return outside. Equip a long-range weapon and eliminate the limited number of Marauders. As you continue, a Ravager and a Brute appear.

After dealing with them, approach the broken store window on the right, crouch behind the ledge for cover, and eliminate a few Cannibals and Marauders. Vault into the store, then flank the rest of the Cannibals by slipping around the right side of the shelves. Use short-range tools, powers, or melee—alternatively, you can simply remain crouched behind the ledge and shoot through the open space. Ammo is available on one of the shelves if needed.

  • Med Kit – 50 XP. On a shelf parallel to the long countertop with terminals on it, at the back of the store.

When all enemies are eliminated, leave the store and drop into the crater where an intersection used to be. As you cross to the opposite side, Cannibals spawn. The guide suggests handling them at range, then preparing for more Cannibals and Marauders inside the building.

For variety, the guide recommends placing squadmates at one window while you shoot at distracted Reaper forces through another. Another option is crouching under the broken window’s ledge, waiting for a Cannibal to approach, and then grabbing and meleeing. When the area is cleared, move through the next door.

The next door opens slowly, with radio chatter as the mechanism spins. Use that time to back away and take cover because Cannibals and Marauders are grouped behind the opening. After clearing the initial group, pass the booths into the restaurant seating area. Take cover behind tables, clear enemies inside, then swap to a long-range weapon to remove threats outside across the street.

  • Medical Station – 75 XP. Found in the restaurant you entered, to the left of the open window you vaulted through, with tall artwork between the window and the Medical Station. The guide suggests saving this until after you clear the alleyway ahead.

Before you step into the alley outside, get a read on the layout. When the Brute emerges from the adjoining alley, you need to know where you can retreat and where you can sprint to. If you’re quick, you can kill it before it reaches the restaurant.

Go back down the alley where the first Brute appeared, but stay ready: two more Brutes crash through the wall on your right. Retreat back to the restaurant area to gain more maneuver space. After the Brutes are handled, return down the alley and pass through the hole in the wall. Inside, you find ammo and a datapad on the right-side shelf, plus a door at the far end of the room.

Defend the Thanix Missile Battery

The guide describes this as the biggest battle in the game: three survival rounds with enemies ramping up in strength, with Reapers bringing “everything” at you. After an uplifting cutscene where many allies are vaporized, the door opens and you’re tasked with securing the missile battery.

Start by removing the initial handful of Cannibals and Marauders. The guidance stresses conservation of ammo and health. Enemies are spread throughout the area, so you should check your radar after killing a few to locate the rest, and use radar to prevent flanking.

After the first wave, take time to learn the area before you activate a link from the Normandy to the missile systems—because enemies won’t spawn until that connection is opened. With the Conduit Beam and the Reaper Destroyer treated as “North,” the guide lists storage locations:

  • Northwest Store – A Medical Station with 75 XP.
  • Southwest Store – Two Med Kits with 50 XP each, plus a Hydra Missile Launcher.
  • Southeast Store – A Med Kit with 50 XP.

NOTICE

ONLY PICK UP THE HYDRA MISSILE LAUNCHER WHEN YOU NEED IT. You can move it by picking it up, but if you walk away and then switch to another weapon, it will despawn after five minutes—too short to justify grabbing it early even on Casual difficulty. The recommendation is to grab it from behind the counter only when you’re actually ready to use it.

When you’re prepared, deactivate the firewall controls on the rear missile set to proceed. The next wave resembles the first, but with extra Husks added. The initial group enters from the “North” side of the battlefield (toward the Conduit Beam). The guide advises taking cover behind concrete barricades between the two missile trucks and shooting incoming Reaper forces from range. After you finish, another group arrives from the South, so keep checking radar via the Weapon/Power Wheel.

When things quiet down again, radio chatter indicates Reaper forces are arriving from the West. Take cover, switch to a long-range option, and kill as many Cannibals and Marauders as possible before two Banshees appear. The guide calls the Banshee arrival an ideal time to use the Hydra Missile Launcher to wipe both in a single action. After removing the Banshees, finish the remaining Reaper units. The side room is also noted as an ammo fallback if you run low mid-fight.

Once all enemies are defeated, the guide instructs you to restock ammo and Medi-Gel in the side rooms one more time before activating the missile launch controls. Unfortunately, the Reaper Destroyer is still positioned too close to the Conduit Beam for Thanix missiles to hit it; the missiles swerve wildly off course. In the third and final wave, the Destroyer is practically on top of you.

At that point, the Reapers throw everything at you: Brutes arrive first, then a Harvester, and then a wave of Banshees followed by Cannibals and Marauders. Watch radar and ammo, and listen for radio chatter that signals when the second set of missiles is ready. The guide warns the wave will continue indefinitely unless you hit the switch. When you receive permission, rush to the Northern missile set and fire to destroy the Destroyer.

Anderson finally catches up to Shepard and what’s left of Hammer Team. Hackett informs Anderson that multiple Sovereign-class Reapers—explicitly including Harbinger—have separated from Sword Team’s battle and are heading straight for the Conduit as the Crucible reaches the Sol system.

During the truck ride toward No Man’s Land, Shepard can say:

  • “I’m proud of all of you” for +2 Paragon Points.
  • “No one hold back” for +2 Renegade Points.

Cross No Man’s Land

The truck is hit before it can cross No Man’s Land, and that’s exactly when Harbinger arrives. The guide describes the sequence as a straight rush toward the Conduit Beam—so the only plan offered is simple: RUN.

During the charge, multiple vehicles flip dangerously close to Shepard and squadmates. There are two possible outcomes based on EMS status:

  • If your EMS is extremely low, Harbinger fires a laser at your squadmates and vaporizes both instantly.
  • If your EMS is not extremely low, the Mako explodes and injures your squadmates. Shepard calls the Normandy for an emergency evacuation, and the characters deliver their final words to the squad. If a Love Interest is present, the final words are directed to them every time.

After the scene ends, Shepard attempts to reach the Conduit Beam, but Harbinger fires one final shot at them. Barely surviving, the guide notes you must push to the Conduit Beam using only a Carnifex pistol. On Casual difficulty or higher, you’re soon charged by three Husks—so the advice is to shoot them down quickly using headshots. As Shepard nears the beam, a Marauder appears behind rubble and shoots you; take it out quick because it’s better armed and can kill fast.

When Shepard finally gets close, they enter the beam and are warped up to the Citadel.

From that point, you move into “The Finale” of the Mass Effect trilogy. Because it’s described as both important and distinct, the guide separates it into its own section.

  • The Finale

Want more Mass Effect 3 help? The page lists additional guide topics:

  • Legendary Edition Changes
  • How-To Guides
  • Key Choices and Consequences
  • Romance Guide
  • Walkthrough
  • Side Missions

Up Next: The Finale

Top Guide Sections

  • Legendary Edition Changes
  • Game Basics
  • Tips and Tricks
  • How-To Guides

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In This Guide

Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.