Mass Effect 3 Tuchanka: Bomb Walkthrough—Loot, Fights, Morality Choices

Here’s a guide-style walkthrough for the Tuchanka: Bomb side mission in Mass Effect 3, covering what to expect, what you can loot, how to get through each fight, and which conversations can shift your morality outcomes.

Checklists

This page focuses on the Tuchanka: Bomb side mission, including where to find every item, how to survive its combat sections, and how to make the right choices for your playthrough.

  • Before We Begin
  • Mission Stats
  • Travel to Aralakh
  • Get to the Bomb
  • Defend Lieutenant Victus
  • Back on the Normandy

WARNING

After you accept this mission, a hidden timer starts. The recommendation is to finish Tuchanka: Bomb as soon as you get it. The guide explains the timing and consequences below.

Looking for something specific? Jump to: Before We Begin, Mission Stats, Travel to Aralakh, Get to the Bomb, Defend Lieutenant Victus, or Back on the Normandy.

Before We Begin

Once you receive this side mission, a concealed countdown begins. When you finish three other missions after unlocking it, the bomb will detonate. If that happens, the power of the Krogan Clans War Asset drops from 300 TMS down to 50 TMS. If the detonation occurs after you’ve completed Priority: Tuchanka and Eve is still alive, then Eve will also die.

There’s also special dialogue tied to who you bring. If your Virmire Survivor is alive and you include them, you’ll get unique lines for this side mission—provided they survived the events of Priority: The Citadel 2. Additionally, if Tali survived Mass Effect 2 and Priority: Rannoch, the mission aftermath can include her own distinctive dialogue.

If you want access to the unique dialogue, you must delay completing “Tuchanka: Turian Platoon” until after either of the Priority missions mentioned above. That’s because the Tuchanka: Bomb timer doesn’t begin until you complete Turian Platoon, meaning you can safely postpone the bomb mission while you finish other objectives.

Mission Stats

Video Guide

Mission Rewards

  • Mission Experience: 600 XP
  • Reputation: +10
  • Mission Credits: 12,500 credits
  • Found Credits: 12,500 credits
  • Weapon: M-29 Incisor
  • Armor: Rosenkov Materials Gauntlets
  • Mods:
    • Pistol Melee Stunner
    • Pistol Scope
    • Shotgun Blade Attachment
    • SMG Heat Sink
    • Sniper Rifle Concentration Module
  • War Asset: Turian Blackwatch (75 TMS)
  • Pistol Melee Stunner
  • Pistol Scope
  • Shotgun Blade Attachment
  • SMG Heat Sink
  • Sniper Rifle Concentration Module

Mission Enemies

  • Assault Trooper
  • Centurion
  • Combat Engineer
  • Turret
  • Atlas Mech

Travel to Aralakh

  • Prerequisite: Complete “Tuchanka: Turian Platoon”
  • Location: Krogan DMZ – Aralakh – Tuchanka

This side mission unlocks after you finish the earlier “Tuchanka: Turian Platoon” side mission. However, as emphasized at the start, “Tuchanka: Bomb” will expire with consequences if you complete any three missions after you’ve unlocked it. Make sure you complete it before that happens.

Tuchanka is one of the major story worlds in this portion of the campaign, so the system—Krogan DMZ—gets marked with a flashing white indicator on the Galaxy Map. You’ll be dropped into the Aralakh system, and Tuchanka will be the third planet there.

When it comes time to choose a landing spot on Tuchanka, you’ll want to select the option labeled City Ruins. While you’re in the area, you may also want to hunt down Search and Rescue collectibles in the other systems inside Krogan DMZ. Specifically, Nith is mentioned as optional since it only contains Fuel.

Recommended Loadout

  • Squad Tactics:
    • Garrus is strongly recommended. His Armor-Piercing Ammo plus Proximity Mine and Overload are useful repeatedly in this mission, and his sniper rifle will also come up often.
    • If you don’t have Garrus, EDI can serve as a backup.
    • James brings Incendiary Ammo, Frag Grenade, and his Carnage abilities, all of which are described as especially helpful.
  • Unique Dialogue:
    • If Garrus is in your squad, you lose out on a few Morality Points. Because of that, you might prefer not bringing him even though he has insight into how the Turian military works. If you skip Garrus, the guide suggests choosing James.
    • If you safely delayed this side mission until after Priority: The Citadel 2, bringing your Virmire Survivor leads to some very distinct dialogue.
  • Shepard’s Loadout:
    • Unlike the preceding side mission, sniper rifles are recommended here since the level includes long corridors and open spaces.
    • Piercing, Shredder, or High Velocity mods, plus the Venom Shotgun, are suggested for handling the mission’s Guardians.
    • The Sniper Rifle Enhanced Scope helps you see through the smoke bombs used by Centurions and Atlas mechs.
    • If you own the Citadel DLC and/or completed the Omega DLC, the guide recommends a Thermal Scope for your assault/sniper rifle. It’s said to help you see through both the smoke bombs and walls.
  • Garrus is highly recommended as his Armor-Piercing Ammo and Proximity Mine and Overload powers will see frequent use here, as will his sniper rifle.
  • If you don’t have Garrus, EDI works as a backup.
  • James‘ Incendiary Ammo, Frag Grenade and Carnage abilities will also be very useful.
  • Interestingly, you lose out on a few Morality Points if Garrus IS in the squad. Thus you may want to consider not bringing him, despite his insight into the workings of the Turian military. In this case, pick James.
  • If you managed to safely delay this Side Mission until after “Priority: The Citadel 2”, bringing along your Virmire Survivor will result in some very unique dialogue.
  • Unlike the preceding Side Mission, sniper rifles come recommended this time, as this level has very long corridors and other open areas.
  • Piercing, Shredder or High Velocity mods, as well as the Venom Shotgun, will help deal with this level’s Guardians.
  • The Sniper Rifle Enhanced Scope is very helpful for seeing through the smoke bombs used by Centurions and Atlas mechs.
  • If you have the Citadel DLC and / or completed the Omega DLC, a Thermal Scope for your assault / sniper rifle helps see through both their smoke bombs and through walls!

Get to the Bomb

During the shuttle ride to the drop zone, Shepard asks Lieutenant Victus for more information about the Cerberus Bomb. Instead of what you expect, Victus’ son—described as the Primarch’s offspring—reveals a shocking detail: the bomb isn’t Cerberus at all. It’s Turian—placed at the end of the Krogan Rebellions in case the Krogan ever attempted to start another war. That revelation raises the urgency: you need to stop it before the Turian and Krogan alliance breaks apart.

Your squad is dropped into the middle of a heavily contested zone, where Cerberus troops have already pushed into favorable positions. You’ll face a mix of Assault Troopers and Centurions. The guide recommends pushing forward through them and using your sniper rifle to take advantage of the wide-open sightlines.

If you’re playing the Wii U Special Edition, the guide notes you can pick up an M-597 Ladon in this open area. It’s located between a crater and a large chunk of fallen column. Since Cerberus is dug in behind cover on higher ground, this weapon is described as especially useful. After you choose your targets, aim the Ladon upward when it fires so its projectiles hit properly.

When you reach the back portion of the battlefield, turn left and go up the ramp.

  • M-29 Incisor – As you ascend the ramp, look for it on the left-hand side.
  • Shotgun Blade Attachment – Found among rubble near the top of the ramp, in the same area where the M-29 Incisor was.

M-29 Incisor

The M-29 Incisor is a returning DLC weapon from Mass Effect 2, but it’s been heavily tuned down since then. Its burst shots now fire slowly enough that many enemies can roll away, and the weapon is also fairly heavy relative to its damage output. The main upside is its large Thermal Clip capacity.

At the top of the ramp, turn right to run into another infantry encounter: Combat Engineers plus a Turret. The turret can cut you down quickly, so be ready. When you move toward the far end of the area—near a Shield Pylon—you’ll also find Guardians. Destroy the Generators to temporarily eliminate portable cover options and/or Shield Pylons, and to increase your area-of-effect damage.

  • Rosenkov Materials Gauntlets – The cleared area is split into two lanes: a sunlit lane on the left and a shaded lane on the right. The shaded right-hand lane ends in a dead-end, but checking its far tip reveals the gauntlets. The guide says this is near where a Combat Engineer previously set up a turret.
  • Console – 5,000 credits. It’s described as extremely easy to miss. Reach the Generator powering the Shield Pylon and face forward. On the right-hand wall there’s rubble with a laptop on it, positioned just past some portable cover.
  • SMG Heat Sink – From the Console location above, continue along the main route until you mantle up onto a ledge and face a large hole in the wall. Sunlight is visible beyond it. Go through, then turn left and mantle again onto another ledge. The mod is at the far end of this corridor.

From this raised position, you’ll meet more Assault Troopers supported by a Centurion. Clear them out, then move to the far side. The next path is down rubble on the right, but before you go, grab loot at the top:

  • Med Kit – 50 XP, located to the left of the floor’s drop-down opening.
  • Pistol Scope – On crates to the left of that same drop-down opening.

Further ahead, you’ll see two Assault Troopers using jet boots as they climb into their Kodiak Shuttle. You can kill them if you want, but the guide notes that they’ll leave either way.

  • Datapad – 5,000 credits. It sits on a crate under where the Cerberus shuttle hovered before departing, close to ammo supplies and deployable cover.

More Cerberus troops are retreating, so if you want to save ammo, don’t shoot them. Wait for them to disengage, and only attack the units that actually fire at you.

As you approach the next area, you can use the View Prompt to get a clear look at the bomb threat at the top of the ramp. From that viewing spot, climb the ladder to your right and collect the following loot while you go:

  • Sniper Rifle Concentration Module – Visible on top of some crates once you reach the top of the ladder.
  • Pistol Melee Stunner – Starting from the Sniper Rifle Concentration Module, go around the corner into a side room. You’ll spot a Cerberus shuttle moving off on your left. Check the back-right corner (opposite the shuttle) to find this mod tucked behind a cube container.

After grabbing the Pistol Melee Stunner, you’ll move down a rubble slope, then turn left to look down a very long corridor. Quickly equip your sniper rifle and shoot the Combat Technician at the far end before he can deploy the turret. Ignore the other two figures here since they’ll leave on their own. Then grab the loot below:

  • Turian Technology – 2,500 credits. In the long room, it’s described as white equipment on the left-hand wall, closer to the rubble ramp than it is to the Combat Technician you just eliminated.
  • Med Kit – 50 XP. In the back-right corner of the long room, at the base of some rubble.
  • Turret Control Schematics – Located near the Med Kit on crates. This is required for the Citadel: Cerberus Automated Turret Schematics side mission.

When you go down the next ladder, you’ll reach Lt. Victus, who is already trying to figure out how to deactivate the bomb—though he still needs more time. You can earn Morality Points here:

  • Choose “We have your back” for +2 Paragon Points.
  • Choose “Don’t screw this up” for +2 Renegade Points.

At this stage, Cerberus snipes two of Victus’ men. Shepard is forced to drop down and draw attention so Victus can disarm the bomb properly.

Defend Lieutenant Victus

This is your cue to buy Victus time by holding off the Cerberus forces being shipped in via transport shuttles. Pay attention to which side each shuttle drops its troops, and defend that area. Even more important is monitoring Victus’ health bar in the top-right—functionally, it acts as your timer to defeat all incoming Cerberus units.

The combat space is described as unusual. It’s split into three lanes, and each Cerberus shuttle drops a fresh wave into a different lane compared to the previous one. You start at the front of the middle lane, and there’s a wall blocking you from seeing the back where the shuttle appears. Beyond the middle lane, the guide recommends staying as close to the front of a lane as possible for the best view of what’s happening.

The last wave includes an Atlas mech joining the fight in the middle lane. Fortunately, there’s a Hydra Missile Launcher at the front of the right-hand lane. As always, it only has one shot, but it’s said to work extremely well against the Atlas. Just make sure there are no other enemies for the launcher to target, or the Atlas will take less damage.

If you successfully protect Victus, the mission continues in a cutscene. If Garrus isn’t in your squad, you’ll also get a chance to gain Morality Points when you’re back in the shuttle:

  • Choose “I hate losing people” for +2 Paragon Points.
  • Choose “War requires sacrifice” for +2 Renegade Points.

Back on the Normandy

Once you’re back in the War Room, you’ll need to handle a tense argument between Primarch Victus and your Krogan Leader. The Krogan Leader is furious at the Turian side for planting a hidden bomb intended to take down the Krogan on their home planet. Your reply here determines more Morality Points:

  • Pick “We need to move on” for +2 Paragon Points.
  • Pick “You’re both wrong” for +2 Renegade Points.

You’ll then speak with Primarch Victus. You can earn Morality Points again, but the phrasing of your options changes depending on what you told Lieutenant Victus earlier at the bomb site:

  • Pick “You paid a high price” / “We’re all lucky” for +2 Paragon Points.
  • Pick “Your son fixed this” / “This was a mess” for +2 Renegade Points.

From there, you can sweep the Normandy:

  • CIC – Talk to Victus again and ask about “Your son”. Then ask your Krogan Leader about “Tuchanka”, and talk to Traynor, Joker, and EDI.
  • Crew Deck – Talk to Garrus and then Liara.
  • Engineering – Visit Javik, Gabby and Ken, then stop by Allers.
    • If you have Tali and your Virmire Survivor, you can also overhear a conversation between them.
  • Shuttle Bay – Talk to Cortez and James.
  • If you have both Tali and your Virmire Survivor, you can also overhear an exchange between them.

Want more help for Mass Effect 3? The guide lists additional pages: Legendary Edition Changes, How-To Guides, Key Choices and Consequences, Romance Guide, Walkthrough, and Side Missions.

Up Next: Citadel Excursion 2

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