N7 Missions
While many of the N7 assignments are stand-alone missions, some of them also stem from one mission to begin with and then burgeon into several sequential missions and are only accessible after you've completed the mission prior. For the sake of easy navigation, however, we will be listing each mission in alphabetical order.
Abandoned Mine
Cluster: Sigurd's Cradle
System: Skepsis
Planet: Franklin
Discovered: Via e-mail
Upon landing, move to the right of the shuttle and you can make off with a bunch of credits from the container. As you enter the mine, your squad will soon confront a few Husks. On a bench is a datapad stating, "If you're reading this… get the hell outta this place! Now!" It was written probably for a very good reason, as you will soon find out.
To the right of this is a container with refined Iridium. Follow the path to the left; you will encounter Husks, an Abomination, and more refined Iridium. The enflamed Abominations explode upon death and, if properly exploited, can deal significant damage to the surrounding Husks.
Continue along the path and take out the enemies, while finding more Refined Iridium and a locker with credits at the top of the ramp. Following the path you'll find more refined Iridium and then will enter a room containing more Husks, an Abomination, mine logs, and Medi-Gel. At this point the path forks, both ways lead to the same large room. This room contains a nearly infinite supply of respawning Husks, some power cells, some Medi-Gel, and a locker with credits.
In the room with the Reaper device are two bombs, take them out from a distance to end the mission.
Abandoned Research Station
Cluster: Eagle Nebula
System: Strabo
Planet: Jarrahe Station
Discovered: Complete Wrecked Merchant Freighter
This mission stems from the Wrecked Merchant Freighter mission on the Neith. This becomes available only after completing it.
The Jarrahe Station was the last known location of the MSV Corsica. When you reach the station, there are no signs of life, except a self-imposed security lockdown. First, go through the door and make a right. The door here opens into a room with two caches of refined Iridium and a terminal that will restore power to the docking area. This also lifts the security lock on the inaccessible door from earlier. Ignore the hub area power for now as you can't do anything with it yet.
Hang a left and go through the door that leads to the research lab. More cases of Iridium here. Activate the terminal. Now there are four computer terminals, which reposition the reflective platings in the other room. You must adjust them to direct an electrical beam through the facility and to the computer in the back. Turn the second plate so that the beam moves without any reflection and successfully unlocks the door.
Return to the hub area and through the door leading to living quarters. Continue through the kitchen and into the medical bay. Restore power via the controls on the wall. Three station control terminals will now be accessible on the table. Just activate the right most and center station controls to unlock all doors. Go into the dorms to find credits in the personal lockers. Now head through the door in back to engineering, past the hub area. This path is plagued with gas vents that really hurt. Dart through the gas vents and hit the terminal to restore power.
You can now activate the hub area terminal and access the mainframe. Shut down the VI mainframe and end this mission, but you still have something else to do…This trilogy of missions ends at the Hahne-Kedar facility on planet Capek.
Anomalous Weather Detected
Cluster: Pylos Nebula
System: Dirada
Planet: Canalus
Discovered: Via scan
The geth are using Canalus as their private testing grounds for their new weather device. Cerberus has invested much interest in acquiring this technology for their own purposes. Locate the geth climate change device and disable it, although that is easier said than done. The device has created a thick haze of fog that obscures much of your view of the geth enemies in the area. Geth Hunters can be extremely dangerous in these conditions, as their cloaking device makes them almost impossible to detect. Push through the enemies, following the flares to the device, and disable the terminal at the base to deactivate it.
Archeological Dig Site
Cluster: Rosetta Nebula
System: Enoch
Planet: Joab
Discovered: Via scan
The Rosetta Nebula becomes available after accepting Jacob's loyalty mission. The dig site containing ancient Prothean secrets is being disturbed by Blue Suns mercs. Upon landing, Blue Suns forces storm out of the door across from your initial position. After taking them out, search the left of the excavation area to unearth some Element Zero.
Enter the mine and into the heart of enemy lines. The Blue Suns quickly disperse to flank you, but most of them--with the exception of Legionnaires--should fall without too much trouble. Rummage through the personal lockers for oodles of credits and a Medi-Gel.
Continue up the stairs and make your way to a door. Stepping through the door only brings more trouble; the Blue Suns still haven't learned their lesson and continue to put up a valiant but meaningless stand. A particular Blue Suns enemy to look out for is the Commando on the central bridge. They tend to absorb more hits thanks in part to their protective gear reinforced with a shield and armor. Lieutenant Locke runs the hunting party here, so taking him out sends the rest of the Blue Suns fleeing with their tails between their legs. Don't forget the Element Zero as well. Read the PDA just outside the door for the continuation to this mission: MSV Strontium Mule. Investigate a Prothean relic afterwards to end the mission.
Blood Pack Communications Relay
Cluster: Crescent Nebula
System: Lusarn
Planet: Tarith
Discovered: Complete Patriarch and Deliver Datapad to Aria
The first thing you may notice on Tarith is that it's perpetually enveloped in super thick fog. That should not deter you from your mission in sabotaging Blood Pack operations, however. Follow the trail and activate the beacon terminal. The beacon terminal emits a blue light in a certain direction, guiding your way. Continue on the trail in the direction of the projected beacon light and activate the succeeding beacons. By the time you near the third beacon, you start running into some trouble: a klixen pounces from veiled view. Klixens skitter towards you, trying to close the distance, urging you to kill them hurriedly, but the explosive surprise upon death may be devastating. Keep your distance when you make the kill. Head into the enclave from which the klixen emerged to find a cache of Palladium. Continue to activate the beacons and follow them.
Eventually, the beacons lead you to the tower, but cater to the explorer within you to find Palladium along the off-beaten paths. When you finally reach the base of the communications relay, you will no doubt encounter plenty of Blood Packs, including one named Salamul. The difficulty of this fight with Salamul is augmented by the presence of rocket-toting scum in the rear; remove these threats first before you attend to Salamul. Once they are taken down, bypass the communication terminal to disable the comm tower end finish the mission.
Blood Pack Base
Cluster: The Shrike Abyssal
System: Xe Cha
Planet: Zada Ban
Discovered: Complete Blood Pack Communications Relay
This operation involves taking out the Blood Pack weapon manufacturing facility to choke off Blood Pack influence in the system. Begin by obtaining the cache of Palladium across the bridge. Then continue down into the cove. Shepard and crew engage Blood Pack Troopers on the same level and from down below the girders. Afterward, head down the stairs to the right and search for some more Palladium.
Continuing on with your objective, you arrive at another rock bridge with more troops at the other end. Heavies line up on the higher ledge across from you, preparing to make it rain (missiles). Biotics like Pull and Throw work really well for sending enemies over the abyss. When you reach the facility across the bridge, head through the door on the right.
Inside you find a krogan named Kalusk and a handful of his little lapdogs. The named krogan is no doubt your chief concern, as he is sporting both shields and armor. Unload your weapons to drop the threat, and proceed to locate the four containment cells. There's also some Palladium to be found in the back left of the area. Blast the containment cells to blow the place sky high. It's time to double-time it out of this time bomb. Go back through the door from whence you came and the mission will end.
Blue Suns Base
Cluster: Sigurd's Cradle
System: Decoris
Planet: Sanctum
Discovered: Complete MSV Strontium Mule
The base is a now closed mine, including living quarters and a mess hall. It is now fitted with the distress beacon to raid ships answering the call. There are several crates of refined Iridium in the mine. A team of Blue Suns mercs under Captain Narom protects the base. They have installed two YMIR Mechs in the base's main hall. Having Miranda here for her Overload ability would prove useful in chipping away the shields on the mechs. After fighting both mechs and Narom and his mercs, you will be able to overload the distress beacon, run out of the room and vault the railing outside to escape an explosion just in time. This ends the mission.
Shepard receives a message from EDI after completing the mission, indicating that an Alliance colony on Franklin is under attack by Batarian radicals. This triggers the mission N7: Javelin Launch.
Captured Mining Facility
Cluster: Crescent Nebula
System: Zelene
Planet: Helyme
Discovered: Via scan
The Eclipse continue to fan out their reign of terror to the far reaches of the Crescent Nebula, on a planet called Helyme. Here you need to infiltrate the Eldfell-Ashland Energy Corporation mining facility and take out the Eclipse holed up there. Your shuttle lands on a platform currently devoid of any enemies, but your clamor for blood will be appeased soon enough.
Start off trekking through the tunnel to find yourself in a fairly open area with a cargo computer in the center. The first contact with Eclipse Troopers is not far now. After clearing the enemies, proceed forward to the locked door, but opt for a slight detour to find Palladium at the end of a rocky path that extends out from the facility. Bypass the door you passed earlier and examine the PDA containing an alert message that warns the facility of the merc invasion. Continue to sweep through the Eclipse occupants, working your way toward the upper platform of the facility. After clearing the enemies, go around to the bridge controls on the left side of the area. This will extend the bridge and allow access to Palladium. Power cells can also be found in the middle right of the room behind a wall.
Now go to the mainframe terminal at the center of the room and decrypt the encrypted data. It is not instant; the decryption process will take a short period of time, during which Eclipse Troopers--a notable boss named Captain Vorleon being among them--use this downtime to wreck you. They will come through the doorway you had used and from another near the bridge controls. Captain Vorleon dons regenerative shields, so be sure to drive into him full force. After decryption is complete, examine the mainframe once more and look at decrypted data. This should prompt the end of the mission.
Eclipse Smuggling Depot
Cluster: Hourglass Nebula
System: Faryar
Planet: Daratar
Discovered: Via scan
Cerberus wants you to retrieve some of the Eclipse' dirty goods from their smuggling depot on Daratar. You will want to bring your strongest weapons for this task. The good news is that you won't be fighting Eclipse mercs; the bad news is that they're replaced with YMIR mechs. When you charge into the depot, the main area becomes heavily concentrated with heavy fire as you face off against three YMIR mechs at the same time! On the bright side, the YMIR mechs have been programmed specifically to demolish the smuggled goods. Thus, the mission becomes rather time-sensitive and the objective is to save as many of the crates from being completely annihilated by the mechs. Put down the YMIR mechs with whatever you can throw at them, from Biotics like Overload to heavy weapons like the particle beam; each crate you deliver to Cerberus means extra credits in the bank!
Endangered Research Station
Cluster: Caleston Rift
System: Solveig
Planet: Sinmara
Discovered: Via scan
The colony of Sinmara find themselves in rather dire straits. You must help the colonists by activating the magnetic shield that protects their home from the sun's solar flares. You can holster the weapons for now and let your crew kick back--this is a non-combative mission. In order to activate the shield systems, certain components need to be powered online in a specific order. First, activate the shield generators on the right and turn on the coolant systems on the left. Before returning to the switch, grab Palladium on the landing platform. Now direct power to the shield controls and hack the console to complete this nice and short mission on a positive note.
Estevanico
Cluster: Hourglass Nebula
System: Ploitari
Planet: Zanethu
Discovered: Via scan
The freighter MSV Estevanico was last seen in the Ploitari system before it went offline a year ago. A scan of Zanethu unearths clues that point to the ship's whereabouts. Dispatch the shuttle and investigate the wreckage. The derelict ship sits rather precariously on the side of a cliff, which EDI notes could still teeter off into the canyon below. Find a way into the ship and locate the still functional mainframe computer. When you come to it, you're going to need to shoot down some panels to create a bridge below. Navigate through the ship interior, scouring Iridium and inching closer to the mainframe. Once you've reached it, access the computer to learn about what happened.
Hahne-Kedar Facility
Cluster: Titan Nebula
System: Haskins
Planet: Capek
Discovered: Complete Jarrahe Station
Intelligence from the Jarrahe Station has led you to this mech factory on the surface of Capek. Load up that Cryo ammo if you have it. Waiting for you at the facility are FENRIS and LOKI mechs that all charge through the front entrance. Inside, head straight across the hallway and bypass the safe to pocket some credits. Head down the hallway and through the door into the factory floor to find some Element Zero.
More mechs arrive to meet the intruders. After taking care of them, head down into the lower level. From the ramp down, you can head left and hug the left wall to find some power cells. Then head back and hug the right wall to navigate the maze of crates. The maze is riddled with mechs, so approach warily. Spot the door at the end of the maze and traipse along through it. Nab the refined Element Zero and continue up the stairs up and through the door. You've now found the production line terminal. Hack it and shut it down.
Imminent Ship Crash
Cluster: Pylos Nebula
System: Nariph
Planet: MSV Broken Arrow
Discovered: Via e-mail
When you first board the crashing ship, the clock countdowns from six minutes. You have that much time to get to the control room and restore the engines. Remember that unless the game is paused the time stops for nothing--not even for hacks. Geth have infested the ship and will do everything in their power to foil your rescue attempt. There is Iridium to plunder on the ship as you go through it. In the engine control room, you must activate two power couplings. Taking any damage interrupts the activation process, so be sure you're well hidden from enemy fire or remove the source of attacks first before activating them. Once both couplings are back online regardless of whether geth still reside in the room, head to the top of the room and access the engine control panel. This ends this relatively easy mission.
Javelin Launch
Cluster: Sigurd's Cradle
System: Skepsis
Planet: Franklin
Discovered: Via e-mail
IMPORTANT NOTE:The button mapping for the decision in this mission can be confusing. For the Xbox 360, pay close attention to the displayed button mapping near the bottom center of the screen. Your selection is taken not from which option you have highlighted, but is instead based on which button you push. (A) saves the industrial area, while (B) saves the residential district. This can easily lead to a player thinking they are saving the residential district by highlighting that choice and pressing (A) to make their selection, only to have the game record the player as selecting the industrial complex.
Since a countdown of five minutes until impact is running, Shepard has to hurry to get to the killswitch console in time. The base is run over by batarians and a batarian commander guarding the console. Despite arriving there in time, only one killswitch code is left, forcing you to decide which missile to stop, the one targeting the spaceport on Franklin or the one heading for the capital city.
If you choose to save the residential district, thousands of lives will be saved, with the industrial area destroyed, however, the colony will no longer be viable and will have to be evacuated. If the spaceport is saved, Shepard pursues Alliance interests, albeit at the cost of lives in the city. No option gains any additional Renegade or Paragon points or immediate consequences.
Before leaving the moon and after deactivating one missile, you can still claim a good amount of credits from a wallsafe next to the console and open a crate of refined Palladium.
Lost Operative
Cluster: Omega Nebula
System: Fathar
Planet: Lorek
Discovered: Via e-mail
When you check your private terminal, you receive an e-mail about a Cerberus operative going MIA. He is believed to have been taken prisoner by Eclipse mercs and has been located on Lorek. The Eclipse base is quiet for now, and you can grab some Platinum near the landing zone. Enter the facility and expect the Eclipse mercs to poke their heads out. Troopers and Vanguards fill the main room. Continue to sweep through their line of defense and hack the security terminal to unlock a door on the left side of the room.
The Eclipse are not happy that you are running amuck their prisoner base, and so more Eclipse arrive at the scene. Plow through them to call out the big fish, Morl. Morl wears both a barrier and armor, and exhibits engineer-like abilities. Be aware that his barrier will regenerate. Afterwards, there's a crate of Platinum in the far corner of the room. Hack the door to reach the missing Cerberus operative, who has met his unfortunate demise. However, Cerberus is interested only in the data he carried on his person, which can be extracted from the computer. You can now wrestle with the choice of keeping the data or sending it to one of two places: Cerberus or Alliance.
Mining the Canyon
Cluster: Caleston Rift
System: Talava
Planet: Taitus
Discovered: Via scan
This is a rather simple mission. An abandoned YMIR mech is found near your landing zone. It currently seems inoperable, but if you install the energy pack found near it the YMIR mech activates once more but not for long. You will need to find more energy packs strewn throughout to keep its juices going. It doesn't attack you, but instead goes on a demolition romp through the canyon. Simply follow behind it. Eventually, the YMIR mech kindly reveals a rich deposit of Platinum.
MSV Strontium Mule
Cluster: Omega Nebula
System: Arinlarkan
Planet: MSV Strontium Mule
Discovered: Complete Archeological Dig Site
Data mining from the previous mission on Joab reveals some information on a ship that has been missing. The MSV Strontium Mule bears visible signs of attack, so it's up to you to find out what happened to it and its crew. To no one's surprise, the Blue Suns have already occupied the derelict ship, and will react to your arrival with hostility. The make-up of this Blue Suns attack team includes some of their star-hitters, such as Legionnaires and Heavies. Use the plentiful crates for cover and mow them down.
Move through the ship's interior, fighting off more Blue Suns, until you come to three locked doors. Bypass the security console on the wall opposite from the central red door to unlock them. The doors will not reveal a shiny new car, but in lieu of a fabulous prize you get more Blue Suns! First, go through the door on the left (the one on the right leads to the same place) and climb the stairs up the corridor. Expect a Blue Suns ambush here. Follow the corridor to a locked door and eventually a bridge security console, which unlocks the locked door that you previously passed.
Breach the now unlocked door only to rush headlong into another Blue Suns ambush; this one led by Captain Vorhess. Unlike the Troopers that accompany them, Captain Vorhess and his personal, shotgun-toting henchmen will present a more reasonable challenge. The reason being is that with very little leeway in maneuvering room the henchmen have the upper-hand in close-quarters combat with their shotguns. Once peace and quiet has been restored, explore the back end of the ship. At this point, too, any remaining Blue Suns in the area pour out from hiding and engage you in combat. Some FENRIS mechs charge toward the heroes as well, but at this point these mechanical mutts should be a very minor hindrance. It is important to use the bridge and the corridor leading up to it as a killzone for Boortis and his men. Drawing them in will put you at less risk against their two heavy weapons users.
Once EDI has confirmed the last Blue Sun's death, inspect the final room for a good amount of Iridium and a payload to recover for Cerberus. Upon completion of this mission, Shepard will receive a message from Cerberus Command directing them to a planet in the Decoris system.
Quarian Crash Site
Cluster: Hades Nexus
System: Sheol
Planet: Gei Hinnom
Discovered: Via e-mail
Gei Hinnom hides a wealth of Element Zero, so be sure to scan its surface for mining opportunities. The campsite next to the quarian crash site contains some Palladium and a Medi-Gel, as well as some clues pertaining to the crash. Follow the path out of the campsite to discover what's left of the remaining survivors. Most of them have been met with misfortune, but one remains and must be protected from the blood-thirsty varren. The varren are especially prone to a pounding by fist, so don't shy away from a little physical contact when one gets too close. Do your best to protect the frightened and defenseless quarian, for if she is killed the mission ends in failure.
Wrecked Merchant Freighter
Cluster: Eagle Nebula
System: Amun
Planet: Neith
Discovered: Via scan
The team plans to investigate a crash site of a merchant freighter. During the scan, there was detection of some movement. Better pack your guns.
A good scavenger, who leaves no rock unturned, no leaf unfurled, will find good booty to plunder: credits and Platinum. Continue ahead and you'll find a system status report. The path forks out, but both lead to the same big area with an evacuation order to examine. On the left trail you will find Platinum and a navigator's log.
Further up, examine the evacuation order and scout out the Platinum nearby as well. The burning rubble in the rock face straight ahead slightly obscures some damaged mech parts that can be salvaged for credits. Climb the rocks up to the signal transmitter in the center of the area and deactivate it. Behind it are some power cells and a security report. After deactivating it, LOKI mechs prepare to attack. At this point, a sandstorm hits and makes everything difficult to see. You now have to rush back to the shuttle in near zero visibility with hordes of mech closing in. To make matters worse, a YMIR mech stands as the final obstacle between you and a safe getaway. Bust out the heavy weapons to dismantle this bipedal monstrosity. Board the Normandy shuttle to complete the mission.
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